dont like
I don't like the fact we can't use counter in 3d mode
i don't like the almost hex like boarders
I don't like the fact we can't use counter in 3d mode
i don't like the almost hex like boarders
You can't code creativity into an AI. Not yet, anyway, and not into a game AI. But the idea is that the Theater level AI only ever formulates very simple goals - such as, "broad offensive against country X," and then the rest is handled by lower echelons. You can make it more complicated by having it prioritize certain strategies already at the Theater level (say, emphasize taking province Z instead of Y, and have Army Group commands take note of that), but the point is to get it down to a problem of a Corps choosing to attack 1 province out of 3. If you don't start the real decision-making at that level, anything on top of that will collapse like a house of cards
No its a shame we can't just have hexes.i don't like the almost hex like boarders
The fact that human's beat chess playing computer all the time... well enough said.
The computer can fight battles but it has a hard problem sticking to a plan, it is forever evaluating your moves and countering them.
You retreat it attacks. You fall back it follows. You slam the door and its army is encircled. Did the AI do anything wrong? No.
Would a human player have seen the bigger picture, maybe? So getting the AI to do the right thing is a lot harder than you think.
Now add in to the equation that there is no Comtern, Allies or even Axis for the AI.
Each country is fighting by itself and you can understand just one of the problems the AI programmers’ face.
Now lets throw in research, logistics, supply, diplomacy leadership and another 10 000 odd statistics and the movement of just one division by you can cause the AI to change literally thousands of variables.
Yes it theoretically should be able to fight better but fighting is only a minuscule part of the game.
My hats go off to the game designers, their task is thankless and despite having two highly successful games under their belt, no one will be totally happy with what HO3 eventually is.
Modders will go to work, forums will spring up and thread after thread will complain and later a much awaited patch/expansion will fix it… that is until there is talk of HO4 :rofl:
Please let the new combat command system do away with the "Lone Ranger" divisions.
You know the ones, you blitz into Poland and a single division retreats into the heart of a German province. It is immediately terminated by flanking German divisions. It is totally not just unhistoric but suicidal and is an emersion killer.
No unit would advance into enemy territory after being defeated, or when your country is collapsing.
The commander would either dissolve his unit defend to the death or retreat in a direction ordered by his C in C. But never mount a one man band invasion of Germany.
I know what we have is a front ai at the moment so if a German player leaves a province open it is attacked even if suicidally by a lone division which leaves the area it is guardng open.
Very easy for a human player to exploit.
Actions should only take place if there is a rational.
Which brings us to the importances of Theatre, Army, Corps and division ai commanders having a plan.
If the AI was that good then I would have been happy lol. Instead, the AI tended to be absolutely idiotic. They had no battle plan like you claim they do. For example, instead of the allies having a giant invasion as in Normandy, the AI would invade with about 5 divisions, which I easily destroyed each time. The Allies lost about 50 divisions doing that while I concentrated in Russia. The grand strategy part of the game the AI hardly does worse than the human. The problem is on the stragic and tactical level the AI is plain dumb.
The Japanese did, without question.Very rarely do any unit irl "defend to the death" simply since it is pointless. Soldiers don't fight well (at all mostly) when faced with the option to live or die.
landing with 5-6 divs isnt wrong - its how it goes IRL but the problem is that there are no troops to follow. Landing is performed by only part of army (size depends on the fleet assigned for that task - Normandy IIRC was made by 3 para and ~6 divs including some independent brigades baons) - they are suppose to secure the beaches. Then comes the time for the rest of the Army. Thats the problem with the AI - it cant plan farther.
This is just great. Keep up the good ParadoxDivisions now fit into a multilevel command structure. From Theatre, Army Group, Army, Corps through to Division. Each level has its own commander that gives its own bonus according to his skill level. At division level you get a bonus to combat while a corps commander increases the chances of reserves joining combat.
Why are the build times so long for a brigade? I think the build times need some serious structure. Based on #7 diary photo your going to have a division with 2 inf brigades with 2 amor car brigades and its going to take 3 years to complete for battle ready? 1080/365 =2.95...years. that is an unacceptable algorithm for 1 division.
It's entirely likely, mind you, that Paradox is reaching these conclusions (about logistics, chain of command etc) entirely as a result of their own studies and developments from HoI2, and it makes sense that what they arrive at shares similarities with another successful simulation of them.
To end this weeks development diary, we’re going with a few screenshot of South America, where so many of the major battles of WW2 was.