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GuderianTA

Where is Guderian????
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I know there will be lots of speculation here and I am in part writing this as an appeal to Steelcolt and Wiz.

The HOI3 combat AI annoyed me greatly because of its inability to focus its forces for an attack. It was cumbersome and slow to react to situations. I noticed that it was only capable of manning the front line and only attacked when it had a advantage in a certain area, never really pushing my forces as if on an offensive. In addition, it could easily be encircled and defeated.
I am bringing this topic up because I fear these characteristics might make a return to the HOI4 AI...
I understand that some of these flaws were game design related and I already see less complex and easy to understand game mechanics: Hopefully this will translate to an easier to code for AI.

What I am hoping for in HOI4 AI (I have zero experience coding and hope I dont make too much of an ass out of myself)

The new AI should put together a reserve of troops in the rear for breakthroughs and amphibious landings. I understand that in hoi3, there was a local reserve as a certain battle is taking place on the battle screen. What I am referring to is a more strategic reserve. This can be programmed into the new offensive designer as something the AI would do. The AI could use these troops to like I said above, to react to certain situations like breakthroughs. It should also use these troops to replace divisions that have been mauled in order to continue the attack. Imagine defending against the AI's offensive hoping he didnt have reserves to throw into the attack. This would create a hard punching AI on the attack and defense.

I would like to see the AI ( I know this is pushing it) retreat to better positions to defend, i.e, across rivers, to forts, and to lines where reserves are located. (more in line with the war in the USSR). This would create a more dynamic AI and a much more immersive game.

Finally, I would like to see an AI that created battle plans and that would launch large offensives into the rear and toward certain goals, ie, a certain city or region. finally, the huge and decisive battles of ww2 can be recreated !!!


I have very high hopes for this game, and I think HOI is headed toward the right direction with this coming installment. The suggestions above would create a more immersive, fun, and interesting game. I hope PI is taking their time in assuring that the AI is reactionary, and interesting to play against.
Thank you and Merry X-mas
 
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Sharp163

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If you're referencing the recent World War Wednesday post, the Paradox team already apologized for that. They said they had accidentally disabled the combat AI before the video, as they are still in the process of making and testing the game.
 
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GuderianTA

Where is Guderian????
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Hearts of Iron 3 came out in 2009. Hearts of Iron 4 will come out in 2016. A seven year difference. The AI will definitely be improved.

You know what happens when you assume?

If you're referencing the recent World War Wednesday post, the Paradox team already apologized for that. They said they had accidentally disabled the combat AI before the video, as they are still in the process of making and testing the game.

I understand what happened during the recent WWW stream and am not referring to that specifically, although i will be honest, the stream did make me think of the AI from hoi3. This post is about how the combat AI can be designed to make it a real challege
 

Denkt

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I have faith in the developers. They have more resources and more time now then they had then they did HOI3. All mechanics seems to be more suited for the ai then they did in HOI3.
 
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nuzor

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I also have faith in the developers and i believe they will do an amazing job. If you want the AI do other things i suggest u start to learn to program and code yourself and do it yourself. Sounds a bit harsh but its the truth.
 
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Axe99

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I also have faith in the developers and i believe they will do an amazing job. If you want the AI do other things i suggest u start to learn to program and code yourself and do it yourself. Sounds a bit harsh but its the truth.

No harm in asking the question though, is there? People ask all sorts of questions on this forum, and asking about AI, in a game where the quality of the AI (which is likely something we can't mod a lot of - at the very least, I doubt we'll be able to play with the underlying mechanics, as that's likely to be in the engine) is one of the key reasons it can maintain a long-term appeal, is hardly out of line on the forum.

Don't get me wrong, I have faith in the devs, and I've seen the AI in Paradox games improve since HoI3, and I'm sure they'll improve again in HoI4, but HoI is a bit different than the other PDS games, as it's got such a stronger focus on combat. This means the combat/operational AI (which is what the OP is primarily talking about, as opposed to the diplomatic or production AI, for example) is far more important to this game's quality than the AI in CK2, say.

I do think they'll do a great job, mind, and SteelVolt seems to very much be on the ball (although I hope he gets a chance to get his head into the holiday spirit for the next few weeks :)). Personally, I'm hoping:
- We see the largest improvement in Naval AI - this was the weakest link of the operational AIs in HoI3, imo.
- We get as much access over the AI 'levers' as sensibly possible for modding.
- It'll be possible to have separate AI preferences for separate leaders (this last one is more of a 'pie in the sky' hope, but no harm in wishing :)).
 
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Mannstien

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No death stack fleets, invasion fails (People from HOI3 know what I mean here, just sending in a bunch of troops that make no sense in make-up against a well defended point to get massacred), ability to use Para's, and of course what the OP is stating. If I had a few hours I would find the thread that brought many of these problems up from the HOI3 AI but believe it's also in the old forums. BICE Modders tried to overcome the inherit weaknesses from the HOI3 AI with both increased modifiers and scripted events in many situations, I think the former will always be the case as in Hard Setting then AI get's bonus modifiers otherwise you'd have to build an AI for every difficulty level which is not affordable but at the same time the events were meant to overcome the original AI's in ability to cope with a great deal of things it wasn't meant to by the time TFH came out. But oh those glorious death stacks of ships lol.
 
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A seven year difference. The AI will definitely be improved.

Any notion that the passing of time, in and of itself, is enough to improve an AI died on the day rome total war 2 was launched. HOI4's AI will be far better than its predecessor I'm sure, but only because it's being written by very talented people, because paradox are now in a financial position where they don't have to rush it out the door, and because they take no notice of the people who wannit before it's ready.
 
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Amur_Tiger

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I have confidence that they'll put together something pretty good. As many have stated good functioning AI is a core feature for this game not just in providing opponents but in managing your own troops. There's a lot of talk about 'nice to have' things on the forum, this is one of the few need to have items to make the game work and I think/hope they know that.
 
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semaphore

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What I am hoping for in HOI4 AI (I have zero experience coding and hope I dont make too much of an ass out of myself)

(...) I would like to see (...)
I commend the good intentions, but I really doubt that Paradox's problem is with not knowing "what the AI should do". For such games in general, I think the main challenge for devs is "how can we implement the AI" (without unacceptable performance penalties, within time, etc). The latter is not really something people on the forums could contribute to, I don't think.
 
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