AI

PSP/DS/PC/MAC : WWII turn based grand strategy game

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Vokt
Lieutenant Colonel - Panther D
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AI

Post by Vokt »

Have been made any changes to AI in 2.10?
KingHunter3059
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Re: AI

Post by KingHunter3059 »

Yes - quite a few, while not on par with a human player - it does give you a small taste of the Strategy and Tactics needed to win a PBeM game. It is good to also be familiar with the GS 2.10 manual.... I'm sure others will chime in..


Jay
Crazygunner1
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Re: AI

Post by Crazygunner1 »

Nope, you should only play ai for learning then i suggest that you play against other humans...much more fun :) and diverse :D
KingHunter3059
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Re: AI

Post by KingHunter3059 »

CG - I think he wanted to know if there were changes from CEaW 1.12 AI to GS 2.1, and I said yes to that. Yes, PBeM is way better, but the AI in 2.1 is vastly superior to the AI in 1.12


Jay
BuddyGrant
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Re: AI

Post by BuddyGrant »

KingHunter wrote:...the AI in 2.1 is vastly superior to the AI in 1.12
How so?

Here are the 'new' disadvantages for the 2.1 AI versus CEAW 1.12:
- The 2.1 AI ignores incremental cost penalties for too many units of one type.
- The 2.1 AI cannot do amphibious assaults w/ a follow up landing while a human can.
- The 2.1 AI ignores the incremental cost penalties for too many transports. For the Allied AI this will means the UK will usually be broke (starting most turns with 0 PP's) by mid-1942, and the USA by late 1942 or early 1943. This usually won't impact the Axis AI much since they tend to not do a lot of sea movement (weak original CEAW AI).
- The 2.1 AI ignores incremental cost penalties for too many amphibious assaults per year. That is assuming they are not yet already broke (from previously listed cost penalties) and can't afford amphibious assaults anyway. These incremental costs don't seem like much initially, but they soon will be penalties of 300+ PP's per turn for the Allied AI.
- The 2.1 AI will not purchase additional leaders, while the human player can. This applied to 1.12 as well, but there are several additional leaders in 2.1 so this AI disadvantage is now more pronounced.
- The 2.1 AI will not purchase airborne troops, while the human player can. Even if you manually edit a scenario and give the AI free airborne troops, the AI will not use their special abilities in the game.
- The 2.1 AI will not purchase elite units. This mostly applies to the Axis AI (SS units), but also applies to the Russian AI if you allow the purchases of Guards units.
- There also are likely AI disadvantages with the relatively new lab purchase limits introduced several GS versions ago, but I have not tested these yet.

Here are the 'new' advantages for the 2.1 AI:
- The AI will spawn a handful of extra units.

Please don't misunderstand - this is not a condemnation of GS 2.1. This is a phenomenal addition to CEAW and works extremely well for all-human play. The GS team was clear about their design priorities though from day 1, and AI enhancement was not what they were focusing on. Once you've played the GS version of the game chances are good you'll never go back since there are so many great features added, just not great features for solo play.
KingHunter3059
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Re: AI

Post by KingHunter3059 »

Buddy - I am not comparing any 'Human' Player vs AI, only AI to AI (v1.12 vs GS 2.1). Granted: People Power (PBeM) is always the Best! :D

[Apples to Apples - Not Apples to Oranges]

Jay
BuddyGrant wrote:
KingHunter wrote:...the AI in 2.1 is vastly superior to the AI in 1.12
How so?

Here are the 'new' disadvantages for the 2.1 AI versus CEAW 1.12:
- The 2.1 AI ignores incremental cost penalties for too many units of one type.
- The 2.1 AI cannot do amphibious assaults w/ a follow up landing while a human can.
- The 2.1 AI ignores the incremental cost penalties for too many transports. For the Allied AI this will means the UK will usually be broke (starting most turns with 0 PP's) by mid-1942, and the USA by late 1942 or early 1943. This usually won't impact the Axis AI much since they tend to not do a lot of sea movement (weak original CEAW AI).
- The 2.1 AI ignores incremental cost penalties for too many amphibious assaults per year. That is assuming they are not yet already broke (from previously listed cost penalties) and can't afford amphibious assaults anyway. These incremental costs don't seem like much initially, but they soon will be penalties of 300+ PP's per turn for the Allied AI.
- The 2.1 AI will not purchase additional leaders, while the human player can. This applied to 1.12 as well, but there are several additional leaders in 2.1 so this AI disadvantage is now more pronounced.
- The 2.1 AI will not purchase airborne troops, while the human player can. Even if you manually edit a scenario and give the AI free airborne troops, the AI will not use their special abilities in the game.
- The 2.1 AI will not purchase elite units. This mostly applies to the Axis AI (SS units), but also applies to the Russian AI if you allow the purchases of Guards units.
- There also are likely AI disadvantages with the relatively new lab purchase limits introduced several GS versions ago, but I have not tested these yet.

Here are the 'new' advantages for the 2.1 AI:
- The AI will spawn a handful of extra units.

Please don't misunderstand - this is not a condemnation of GS 2.1. This is a phenomenal addition to CEAW and works extremely well for all-human play. The GS team was clear about their design priorities though from day 1, and AI enhancement was not what they were focusing on. Once you've played the GS version of the game chances are good you'll never go back since there are so many great features added, just not great features for solo play.
Vokt
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Re: AI

Post by Vokt »

I get it. Thanks for the replies.
afalarco
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Re: AI

Post by afalarco »

BuddyGrant wrote:
KingHunter wrote:...the AI in 2.1 is vastly superior to the AI in 1.12
How so?

Here are the 'new' disadvantages for the 2.1 AI versus CEAW 1.12:
- The 2.1 AI ignores incremental cost penalties for too many units of one type.
- The 2.1 AI cannot do amphibious assaults w/ a follow up landing while a human can.
- The 2.1 AI ignores the incremental cost penalties for too many transports. For the Allied AI this will means the UK will usually be broke (starting most turns with 0 PP's) by mid-1942, and the USA by late 1942 or early 1943. This usually won't impact the Axis AI much since they tend to not do a lot of sea movement (weak original CEAW AI).
- The 2.1 AI ignores incremental cost penalties for too many amphibious assaults per year. That is assuming they are not yet already broke (from previously listed cost penalties) and can't afford amphibious assaults anyway. These incremental costs don't seem like much initially, but they soon will be penalties of 300+ PP's per turn for the Allied AI.
- The 2.1 AI will not purchase additional leaders, while the human player can. This applied to 1.12 as well, but there are several additional leaders in 2.1 so this AI disadvantage is now more pronounced.
- The 2.1 AI will not purchase airborne troops, while the human player can. Even if you manually edit a scenario and give the AI free airborne troops, the AI will not use their special abilities in the game.
- The 2.1 AI will not purchase elite units. This mostly applies to the Axis AI (SS units), but also applies to the Russian AI if you allow the purchases of Guards units.
- There also are likely AI disadvantages with the relatively new lab purchase limits introduced several GS versions ago, but I have not tested these yet.

Here are the 'new' advantages for the 2.1 AI:
- The AI will spawn a handful of extra units.

Please don't misunderstand - this is not a condemnation of GS 2.1. This is a phenomenal addition to CEAW and works extremely well for all-human play. The GS team was clear about their design priorities though from day 1, and AI enhancement was not what they were focusing on. Once you've played the GS version of the game chances are good you'll never go back since there are so many great features added, just not great features for solo play.
other problem, the ia put garrisons and infantry in every fortress or city even though this citys/fortress are very far of the fronts, weakening the fronts, few units in the fronts for garisoned every resource-city-fortress even for resources in germany. (sorry for my bad English i hope you understand me)
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