retreat to WHERE ??? !!!!
Moderators: Balthagor, Legend, Moderators
- tkobo
- Supreme Ruler
- Posts: 12397
- Joined: Jun 04 2002
- Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
retreat to WHERE ??? !!!!
"Say, just who's side are you on anyway?"
When i watch the AI units retreat, i often can see this conversation playing out in my mind between the enemy AI commanders
The "retreat to closest base" rule is a killer for the AI.
There needs to be a better rule, that takes the units OUT of harms way rather than so often into it.
As it stands now this kind of thing often happens to the poor retreated AI.
1) they retreat to the nearest base, which is pretty much right where they already are, and are wiped out trying to escape siad base when the enemy ground units get there.
2)They retreat towards the enemy,becuase the human player was devious enough to allow them an "open" path to the base thats otherwise all but surrounded,and die enroute in a "highway of death" like situation.
3) they get caught in a "pop goes the weasel" like situation where they retreat to the base thats under artillary fire, heal up in the base,pop out and get crushed again by the same art fire,only to retreat back into the base,only to heal and pop out again,etc......
Soooooo,the rules for retreat should be redone in a way that makes those units move to a much safer locale tha they currently do.
This of course is a suggestion for sr2020, but since theres no AI forum there yet,here is where i will place it
When i watch the AI units retreat, i often can see this conversation playing out in my mind between the enemy AI commanders
The "retreat to closest base" rule is a killer for the AI.
There needs to be a better rule, that takes the units OUT of harms way rather than so often into it.
As it stands now this kind of thing often happens to the poor retreated AI.
1) they retreat to the nearest base, which is pretty much right where they already are, and are wiped out trying to escape siad base when the enemy ground units get there.
2)They retreat towards the enemy,becuase the human player was devious enough to allow them an "open" path to the base thats otherwise all but surrounded,and die enroute in a "highway of death" like situation.
3) they get caught in a "pop goes the weasel" like situation where they retreat to the base thats under artillary fire, heal up in the base,pop out and get crushed again by the same art fire,only to retreat back into the base,only to heal and pop out again,etc......
Soooooo,the rules for retreat should be redone in a way that makes those units move to a much safer locale tha they currently do.
This of course is a suggestion for sr2020, but since theres no AI forum there yet,here is where i will place it
This post approved by Tkobo:Official Rabble Rouser of the United Yahoos
Chuckle TM
Chuckle TM
- Lightbringer
- General
- Posts: 2973
- Joined: May 23 2006
- Location: Texas
Tkobo,
I concur with your general point. The AI overall needs an overhaul. Flower stacking, stationing units at every bridge and hamlet while the border is porously undefended, attacking in dribs and drabs (or at best in a steady stream instead of a wave), and retreating just far enough to be conveniently slaughtered in one condensed mass (at the nearest base) are all problem areas.
I wonder how hard it would be to set parameters for units to decide to move on back to a base deeper in "safer" territory? Something like enemy units within 5-8-10 hexes and/or recent attacks on the base hex and/or surrounding hexes. If answer=yes, then the damaged units continue to the next base?
Also, in #2, what exactly do you mean? It sounds like they are boxed in completely to begin with. Or do you mean leaving a base 3/4s surrounded 100 Km one direction when they could cross 200Km the other way and be safe(r)?
-Light
I concur with your general point. The AI overall needs an overhaul. Flower stacking, stationing units at every bridge and hamlet while the border is porously undefended, attacking in dribs and drabs (or at best in a steady stream instead of a wave), and retreating just far enough to be conveniently slaughtered in one condensed mass (at the nearest base) are all problem areas.
I wonder how hard it would be to set parameters for units to decide to move on back to a base deeper in "safer" territory? Something like enemy units within 5-8-10 hexes and/or recent attacks on the base hex and/or surrounding hexes. If answer=yes, then the damaged units continue to the next base?
Also, in #2, what exactly do you mean? It sounds like they are boxed in completely to begin with. Or do you mean leaving a base 3/4s surrounded 100 Km one direction when they could cross 200Km the other way and be safe(r)?
-Light
"Socialism is a philosophy of failure, the creed of ignorance, and the gospel of envy, its inherent virtue is the equal sharing of misery.” -Winston Churchill
- tkobo
- Supreme Ruler
- Posts: 12397
- Joined: Jun 04 2002
- Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
#2 -easiest way to create this is to find an enemy base on the front line with a road running to it.
Surround the base except for the hexs the road are on.This gives the enemy units a path to the base.
Than attack heavily somewhere near the base against a large amount of enemy troops.
The wounded survivors will retreat to the base,taking that road you have left in their "control" ,running whatever guantlet you set up along it.
And no matter how much of a death trap traveling down that road to that base is, becuase of the mechanics of the AI's retreat system, they will none the less go there in droves following their retreat orders.
Its like the "highway of death" from the Iraq war.
And yes, id very much like for the retreat order rules/parameters to pick a safer base for the AI units to retreat to.
Surround the base except for the hexs the road are on.This gives the enemy units a path to the base.
Than attack heavily somewhere near the base against a large amount of enemy troops.
The wounded survivors will retreat to the base,taking that road you have left in their "control" ,running whatever guantlet you set up along it.
And no matter how much of a death trap traveling down that road to that base is, becuase of the mechanics of the AI's retreat system, they will none the less go there in droves following their retreat orders.
Its like the "highway of death" from the Iraq war.
And yes, id very much like for the retreat order rules/parameters to pick a safer base for the AI units to retreat to.
This post approved by Tkobo:Official Rabble Rouser of the United Yahoos
Chuckle TM
Chuckle TM
- Legend
- General
- Posts: 2531
- Joined: Sep 08 2002
- Human: Yes
- Location: Ancaster, Ontario - BattleGoat Studios
- Contact:
- tkobo
- Supreme Ruler
- Posts: 12397
- Joined: Jun 04 2002
- Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
- Feltan
- General
- Posts: 1151
- Joined: Aug 20 2006
- Location: MIDWEST USA
-
- Brigadier Gen.
- Posts: 674
- Joined: Jun 30 2007
what kinda bone ur own bone or their bone
but yes think up as many improvements to the AI at your hearts content it just make them harder to slaughter'em but ill slaughter'em all the same
but yes think up as many improvements to the AI at your hearts content it just make them harder to slaughter'em but ill slaughter'em all the same
Economically people **** on me
"How come I have this mental image of tkobo's tanks running over these fleeing soldiers, saying 'what was that? oh, just a speed bump'... "
"How come I have this mental image of tkobo's tanks running over these fleeing soldiers, saying 'what was that? oh, just a speed bump'... "
-
- General
- Posts: 1839
- Joined: Nov 06 2007
- Legend
- General
- Posts: 2531
- Joined: Sep 08 2002
- Human: Yes
- Location: Ancaster, Ontario - BattleGoat Studios
- Contact:
- Feltan
- General
- Posts: 1151
- Joined: Aug 20 2006
- Location: MIDWEST USA
-
- General
- Posts: 1839
- Joined: Nov 06 2007
Are you in the military? Good explanation.Feltan wrote:I think Khan is discussing doctrinal frontages for a division -- i.e., having some representation of brigades with brigade frontages in lieu of the current swarm of disparate battalions.
Regards,
Feltan
Yeah, a certain group of units moving while being automatically assigned to adjacent hexes without increasing the density of the group, while covering more ground. Also is it me, or bombarding one hex full of units with cruise missiles targeted for one unit damages the rest when the spoken unit dies?