Page 1 of 1

AI 1.06d suggestions and observations

Posted: Mon Aug 27, 2007 4:14 am
by emu
1 - inflation is not impacting division creation costs which remain $10,1,5WS despite high levels of inflation

2 - AI raiders are leaving indian villages intact rather than destroying them (eg in KS if AI is CSA) so they are promptly recaptured; AI would clearly benefit if they did this(same with depot destruction previously mentioned in another thread)

3 - AI depots are not being garrisoned and thus are easily captured; as a result, supply is not being pushed forward as required making the AI easy to destroy; I consistently take Pulaski TN for this reason and Chatanooga (AI did not bother to counterattack either location so my raiding cav regt retired in Chatanooga as did a weak unsupplied division in Pulaski in my current game - both Nashville and Ft Henry were easily won as the AI CSA troops ran out of supply and eventually staggered off southwards in disorderly retreat).
- AI depot garrison suggestions: a) if not part of scenario setup then locked depot garrisons should be allocated to a state or region when raiding begins - this is far more important a response than creating a cav regt or cav +arty+2 inf.

4 - AI cannot cope with a player maxing income and recruitment to produce a huge army asap in 1861 as the players high inflation and modest vp superiority are irrelevant when facing overwhelming numbers of troops. As reported in other threads, both sides knew the spending, production and recruitment policies of the other. The AI needs to mimic the players actions in this regard in order to survive.

5 - AI was building an ironclad in Memphis, 2 in Nashville and another in Norfolk(or monitor,cannot recall) in late 61/early 62 when I captured those cities in my current game. The CSA needs inf,cav,arty and brigs to suck up some ws from trade so why is the AI wasting resources it can ill afford, particularly early in the war with major Union incursions east and west?

6 - Observation: Once a player starts rolling up cities around a major AI stack it is virtually pinned by the threat to the objective/ strategic city it is defending though it could easily counter attack and take all the cities defended by small garrisons and if quick could destroy the major force exhausted by its initially movements and attack(s).

The AI has only been prompt in counterattacking when its flanks were secure and there is a player stack not inside a city which it is possible to defeat. The AI is also too slow to reinforce frontline cities (and thus is prone to losing Manassas and Fredericksburg to the Union in 61 if it is the CSA etc). If Manassas is more of an objective perhaps the CSA will place its army there rather than in Winchester and exert pressure on Alexandria.

Posted: Mon Aug 27, 2007 4:57 pm
by Pocus
Many things stem from the fact that the AI still has trouble handling an ideal chain of command. But we are working on the AI almost every week and the next patch should prove that :)

Depots and raiders handling are being examinated too, perhaps not for the next patch but for another. We are vigileant, but you should understand that an AI with a game as complex as this one will always be inferior to even an average player, except if you play on the hardest settings.

Posted: Mon Aug 27, 2007 10:26 pm
by PBBoeye
Pocus wrote:Many things stem from the fact that the AI still has trouble handling an ideal chain of command. But we are working on the AI almost every week and the next patch should prove that :)


I think that if you can get it to respect and utilize efficient CoC concepts, then the AI will take leaps and bounds in the 'delivering an occasional wallop (punch)' field.

AI improvements

Posted: Tue Aug 28, 2007 1:11 am
by emu
The AI has consistently improved since I played my first campaign - my observations are hopefully more constructive than desparaging. AI channelling funds into ironclads, not launching amphibious assaults on NO or Mobile, not aggressively defending or assaulting along the Richmond-Washington corridor, or not counter-assaulting, and the raiding issues may sound like a neverending complaint list but the volume of improvements made to the AI so far is such that these will probably be resolved.

There is the other side of the coin too. My current April 61 campaign, turn 22, has the union with 72% inflation, still gathering troops for a NO invasion, with modest divisions residing in Memphis, Corinth, Nashville, Norfolk, Petersburg, Garys, Raleigh, and Fredericksburg and a CSA army counterattacking through Goldsboro to Raleigh with notions of striking Garys etc no doubt. Lots of movement as the union moves on Richmond and Charlottesville with questions about where other CSA corps might be lurking(big stack in Richmond). My previous game before v1.06 had me with every key city save Charleston, a huge navy, < 50% inflation ... by Dec 61; its getting a lot harder.

I am trialing the leader mod(very good) and the arty mod(don't know yet but the seige gun focus on seiging seems sensible-my only suggestion would be to reflect the propensity for big guns to blow up frequently[20lb parrots] by making them more vulnerable in combat;naturally the Rodmans are excluded from this). Haven't tried the weather mod as I was hoping an official patch would deal with that. The latest railroad corrections which modders/ enthusiasts are working on should also make a tremendous difference(playing CSA will apparently be very difficult indeed). With the bulk of these works in progress eventually placed in an official patch I envisage the AI being the best around(I consider it very good now) though as Pocus stated, a good human opponent will be tougher. The AI doesn't study civil war history - yet.