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Montecristo

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I would like that in a patch will be implemented a function “briefing allies” in which the allies communicate the targets (and eventually the time) of the attacks. The game could be more realistic and It would be interesting, where possible, to be able to support the attacks moved by allies. For example, playing Italy, often Germans and Vichy France attack Allies with few divisions. If I had the possibility to know where and when they attack I could move division, not directly engaged on other fronts, to the new theatre of battle to support allied attack.

It could be interesting too, to have communication by allied about territories to control. For example: “Hitler leave to Italy the task to control Toulon”. What I mean is that often allies move their division to have them on other fronts leaving strategic points without protection (for example: Germans who partially live France to move troops on the Eastern front).

It could be possible? It’s not too bad idea?

Sorry for my English
 
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to make an AI that clever that one can interact with it like a human is what scientists in a little lab in japan are working on, called robots :) but there should be a set of options to choose from. But that could lead to lots of bugs with the amount of programming it requires.
 

Permanganate

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Axis & Allies has a system like this; while the game is pretty poor, the AI helping out the player when asked to defend or attack a certain point is the one bright spot in that game's AI, and works surprisingly well. (You can even get them to give you cash, and it goes cha-ching every few minutes. Not a feature I want to see in HoI. :) )
 

vertinox

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MuckyPup said:
to make an AI that clever that one can interact with it like a human is what scientists in a little lab in japan are working on, called robots :) but there should be a set of options to choose from. But that could lead to lots of bugs with the amount of programming it requires.

Actually, Age Of Empires II (Age of Mythology) had this nifty feature which you could set this way points for the AI allies to do something... Like defend this village... Attack this point.... And the AI would send available forces to that area. Perhaps one could request allies to assist with something like that...

Though with what HoI2 already has, it would seem more logical to take over military control or be able to specifically put only parts of the allied forces under your command (loaned units). Perhaps unified commands like the scenarios have for the grand campaign would be a welcome addition.
 
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Permanganate said:
Axis & Allies has a system like this; while the game is pretty poor, the AI helping out the player when asked to defend or attack a certain point is the one bright spot in that game's AI, and works surprisingly well. (You can even get them to give you cash, and it goes cha-ching every few minutes. Not a feature I want to see in HoI. :) )

Yes...I see Avalon Hill are produced an Axis and Allies variant about Normandy, with card play including Chance cards or something like that. Squirm...from a company that used to make serious games.

The easiest way to make this work is to play on line via Valkyrienet - then you've got real humans to consult with! Selection of people to talk to in chat mode is easier to use than HoI 1 - I won't say more but you'll see what I mean in a couple of weeks.

Nick
 

Montecristo

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MuckyPup said:
to make an AI that clever that one can interact with it like a human is what scientists in a little lab in japan are working on, called robots :) but there should be a set of options to choose from. But that could lead to lots of bugs with the amount of programming it requires.

What i mean is not really interact with AI but to have more communications, at least, communication when allies leave some strategic position like territories with stars. :rolleyes:

:eek:o Again sorry for my bad english :eek:o
 

Shadow Reaper

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vertinox said:
Actually, Age Of Empires II (Age of Mythology) had this nifty feature which you could set this way points for the AI allies to do something... Like defend this village... Attack this point.... And the AI would send available forces to that area. Perhaps one could request allies to assist with something like that...

Wasn't Age of Empires II the one set in the Medieval Ages? Plus, I think Alpha Centauri had the same thing in the diplomacy screen. Pity it didn't carry over into Civ III really.
 
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age of empires 2, now theres a game, i dont have the mythology one, conqueres all the way. once a mate came ova nd we playd conqueres and hoi all day ova netwrk. well it was rainin and nuffin on at cinema so who givs a shit :)
 

Permanganate

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MuckyPup said:
well it was rainin and nuffin on at cinema so who givs a ***beep***

When your post has nothing to do with the point of this forum - HoI2 - make sure that you also use lots of swear words so the moderators on this family forum will be impressed and leave you alone despite you being off topic.
 

Dalwin

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NickMP said:
Yes...I see Avalon Hill are produced an Axis and Allies variant about Normandy, with card play including Chance cards or something like that. Squirm...from a company that used to make serious games.

The easiest way to make this work is to play on line via Valkyrienet - then you've got real humans to consult with! Selection of people to talk to in chat mode is easier to use than HoI 1 - I won't say more but you'll see what I mean in a couple of weeks.

Nick

I wouldn't read too much into the cards in that game. There is the basic set of 16 cards which just keeps track of what phase of the turn is being played.

There is a second set again always in order. There is no randomness to the cards. This set gives a random factor based on a die roll for each game phase. On a 1 something better than normal happens and on a 6 something worse. This adds some uncertainty to a fairly simple game. One example would be speeding up or slowing down reinforcements.

The third set of 16 gives a special one time only effect to be used by the active player in that phase. This third deck is pretty stupid in my opinion and I have always left it out. This D-Day variant of Axis & Allies is really not such a bad game.

I also would not entirely agree on the seriousness of earlier AH games. They always twisted design in favor of game playability vs reality.
 
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Dalwin said:
I wouldn't read too much into the cards in that game. There is the basic set of 16 cards which just keeps track of what phase of the turn is being played.

There is a second set again always in order. There is no randomness to the cards. This set gives a random factor based on a die roll for each game phase. On a 1 something better than normal happens and on a 6 something worse. This adds some uncertainty to a fairly simple game. One example would be speeding up or slowing down reinforcements.

The third set of 16 gives a special one time only effect to be used by the active player in that phase. This third deck is pretty stupid in my opinion and I have always left it out. This D-Day variant of Axis & Allies is really not such a bad game.

I also would not entirely agree on the seriousness of earlier AH games. They always twisted design in favor of game playability vs reality.

Thanks for the correction - doesn't sound as bad as I thought. And I agree your final comment is right, too.

Nick