It is the basic element of reality on the battlefield, which HOI III when set to AI control lacked.
Units set to AI control in HOI III have been operated like in ww1( Frontline push)
In order to encircle, player was forced to micromagage swarms of divisions.
Will there be any development on this field so that AI could try to conduct breakthrough and encirclement of designated part of the Frontline?
EDIT 21:28 proposal:
I had in mind proposal for developer to make this:
Let the player have an option to choose area on the map (provinces)trough which he wishes his HQ AI commanded forces (corps, army,) will go trough and only trough thoses provinces during operation.
In a way to intruduce Streamline movement or "Cannae" effect in game
- Its obligating AI units to go trough exact provinces player wants in special operations. Literally its a funelling of entire large units in special ocasions.
Explanation: Player defines(chooses) path by defining set of provinces on the map he wants , and when an order given to HQ this entire AI driven strategic unit (let say army) will try to use only those provinces to move and fight trough them.It can defend from attacks from other provinces of course. This will enable breaktroughs and encirclement, with all its beauty and risk of modern "Cannae" .
I apologize I used old HOI III map but thats the best I can.--player defines "Streamline" or "Cannae" trajectory that AI conducts, by defining provinces(in yellow on the map)
which will AI controlled unit use for its attack and movement. For fight and move there is no other provinces for this AI controlled unit, they can only pasively defend from attack dirrected from provinces outside this corridor.
In this proposal there is something between manual movement of units from HOI II, but this way entire AI driven command hierarchy will go trough this "passage" that is set by player.This will enable Streamline of units trough this "corridor" and eventual breakthrough and encirclement, after orders given to AI of course.And there is element in it of orders giving from HOI III.
Such manouvre can be cut of course and here is no guarantee AI will be able to conduct it, enemy can even counterattack and encircle players own breakthrough, or breakthrough can stall, fail , but that's the beauty of it I think.
This last as long player needs such behavior of its breaktrough unit,a nd once its over unit AI is again set on "casual"( HOI III alike).
Units set to AI control in HOI III have been operated like in ww1( Frontline push)
In order to encircle, player was forced to micromagage swarms of divisions.
Will there be any development on this field so that AI could try to conduct breakthrough and encirclement of designated part of the Frontline?
EDIT 21:28 proposal:
I had in mind proposal for developer to make this:
Let the player have an option to choose area on the map (provinces)trough which he wishes his HQ AI commanded forces (corps, army,) will go trough and only trough thoses provinces during operation.
In a way to intruduce Streamline movement or "Cannae" effect in game
- Its obligating AI units to go trough exact provinces player wants in special operations. Literally its a funelling of entire large units in special ocasions.
Explanation: Player defines(chooses) path by defining set of provinces on the map he wants , and when an order given to HQ this entire AI driven strategic unit (let say army) will try to use only those provinces to move and fight trough them.It can defend from attacks from other provinces of course. This will enable breaktroughs and encirclement, with all its beauty and risk of modern "Cannae" .
I apologize I used old HOI III map but thats the best I can.--player defines "Streamline" or "Cannae" trajectory that AI conducts, by defining provinces(in yellow on the map)
which will AI controlled unit use for its attack and movement. For fight and move there is no other provinces for this AI controlled unit, they can only pasively defend from attack dirrected from provinces outside this corridor.
In this proposal there is something between manual movement of units from HOI II, but this way entire AI driven command hierarchy will go trough this "passage" that is set by player.This will enable Streamline of units trough this "corridor" and eventual breakthrough and encirclement, after orders given to AI of course.And there is element in it of orders giving from HOI III.
Such manouvre can be cut of course and here is no guarantee AI will be able to conduct it, enemy can even counterattack and encircle players own breakthrough, or breakthrough can stall, fail , but that's the beauty of it I think.
This last as long player needs such behavior of its breaktrough unit,a nd once its over unit AI is again set on "casual"( HOI III alike).
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