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1alexey

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100% Agree.

Stop being afraid of loosing and play with another MP and have fun....Play a few games and you will win a few very very soon!
HOI3 tactical AI is actually very good, for AI, butit is heavily gimped by the reserch and production AIs, that do not do a decent job, and allow the human easilly out tech and outbuild the AI, and then to roll AI with just superior force.
 

Altipueri

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I think the HOI3 map is dreadful, so is EU3, EU:Rome is better - they are all the same game engine aren't they? I actually think the HOI1 and HOI2 maps are clearer. Accuracy and clarity are two important criteria for maps.

AGEOD maps are much nicer - see either their American Civil War or Napoleon's Campaigns.

If you aren't be interested in river names why bother naming provinces - just give them numbers.

This game engine calls itself the Clausewitz engine doesn't it? Why not read what Clausewitz said on the importance of rivers.
 

Alex_brunius

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HOI3 tactical AI is actually very good, for AI, butit is heavily gimped by the reserch and production AIs, that do not do a decent job, and allow the human easilly out tech and outbuild the AI, and then to roll AI with just superior force.
Do you think that a "very good tactical AI" would do the following:

* Spreads out the units evenly across the entire front and can only advance if there is superiority everywhere?
* Makes suicide invasions and is incapable of doing encirclements?
* Does not know how to use Marines and is incapable of fighting in both China and the Pacific at once (Japan)?
* Can not defend it's home islands and lets you sneak past it's huge fleet even with unescorted transports (Japan and UK)?
* Can not withdraw useless divisions from the combat reserves but keeps tons of 0 org divisions and HQs in the reserve adding huge stacking penalties?
* Is incapable of supporting it's fleet with airpower and keeping it away from enemy bombers?

I would argue that fixing these tactical AI problems would make the AI much much more dangerous then any tweaks to research and production possibly could.
 

Chromos

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Do you think that a "very good tactical AI" would do the following:

* Spreads out the units evenly across the entire front and can only advance if there is superiority everywhere?
* Makes suicide invasions and is incapable of doing encirclements?
* Does not know how to use Marines and is incapable of fighting in both China and the Pacific at once (Japan)?
* Can not defend it's home islands and lets you sneak past it's huge fleet even with unescorted transports (Japan and UK)?
* Can not withdraw useless divisions from the combat reserves but keeps tons of 0 org divisions and HQs in the reserve adding huge stacking penalties?
* Is incapable of supporting it's fleet with airpower and keeping it away from enemy bombers?

I would argue that fixing these tactical AI problems would make the AI much much more dangerous then any tweaks to research and production possibly could.

With the right units mix and amount of units the current strat ai can already:
- Hold back local reserves like hvy Tanks and uses them as firebrigades.
- Encircle slower(!) units and eliminate pockets later with slower units.
- Does do multiple landings on diffrent places all over the world at the same time with many units.
- Does defend home isles and defend apporaching invasion armies/transport fleets.
- Does strat bombing campaings to some extend.
- Uses air cover for its naval areas.
- Do Island hopping.
- Battling the Sky for Air supremacy.

All that can be achieved with "just modding" the game already. Only buildorder changes and some map changes are needed. I and others have seen this already in the game in many hands-off test games. :)

"Still":
- The strat AI does not evacuate failing invasions like in Dunkirk in reality though.
- The units still stay out of HQ-range and are cluttered all over the areas often too.
- Communication between Theatres could be improved. F.e. when to send more reinforcements to threatening invasions in the west as GER while fighting deep in SU. I've seen a GER that was capable of fighting off even big allied invasion mayn times, but still I would like to see some more reserves hold back. Or maybe the unit need calculation of Theatres improved. Fe. no sending all units into the East when the odds are already favourable. Also the "BP-Problem" where GER sends again all units into the East after SU dows again..
- The strat-ai stances are not used "right" sometimes making the ai fall asleep(using "prepare" while being able to be offensive).


Cheers!
Chromos
 

Cybvep

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- Does defend home isles and defend apporaching invasion armies/transport fleets.
Which mod achieved that? In all my tests the AI moves units to active theatres and ignores the threat to its homeland, unless 1) it has no transports, 2) some of its units have modded transport weight (very high value), 3) it is waiting for transports and the player happens to invade before TPs can arrive.

I'm also surprised that Alex_brunius didn't mention the AI's tendency to shuffle its divs pointlessly... Personally, I think that the HOI3's tactical AI is not good, but it's not pathetically bad, either. The problem is that it's fighting WWI, not WWII.

However, the real problem for me is the absolutely atrocious Naval AI. It's simply hopeless.
 

1alexey

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Do you think that a "very good tactical AI" would do the following:
As i said, stop playing (Vanilla and some mods(HPP to some extend) ) that freak AI to achive histrorical outcomes,
and start playing mods that try to boost AI performance to see how good the tectical AI really is, with proper tools at hand.
Of the top of my head, RPM, Black ICE, A-Hoi treasure chest, maybe AS.
* Spreads out the units evenly across the entire front and can only advance if there is superiority everywhere?

Germany Advances the southern front while is in stallmate in the north and center.
* Makes suicide invasions and is incapable of doing encirclements?
With the new 3.062 beta AI is very good at doing encirclements, granted it actually has mobile forces.
* Does not know how to use Marines and is incapable of fighting in both China and the Pacific at once (Japan)?
How about Japan that is capable of advancing in SU, India and Indonesia simultanuously?

Or Germany doing a proper invasion of Norway?

* Can not defend it's home islands and lets you sneak past it's huge fleet even with unescorted transports (Japan and UK)?
Surprise, you can also sneak invasions in Human versus human, just go read multiplayer AARs.
Now, if UK is told to build Radars, then it is almost impossible to sneak invasions since the AI will see them and intercept them.

Problem though, vanilla radar takes too much time to build in series.
* Can not withdraw useless divisions from the combat reserves but keeps tons of 0 org divisions and HQs in the reserve adding huge stacking penalties?

* Is incapable of supporting it's fleet with airpower and keeping it away from enemy bombers?
It can, it`s just the fact that Vanilla has so few air units that the AI is pretty lost on prioritising their use.
Now if you just tripple the number of Air units, the air war becomes way more dynamic and interesting.
I would argue that fixing these tactical AI problems would make the AI much much more dangerous then any tweaks to research and production possibly could.
You argue the point that was proven wrong by competent modders long ago. AI can not be good if it doesn`t have the means to be good, and that are techs and units.
Get out of you nutshell.

As you can see i can conteract almost every you`r wrong claim with a screanshot of AI doing it succesfully.
Easy Peasy Lemon Squeezy :p

Granted, ofcourse it is not a human and it is not perfect.

Which mod achieved that? In all my tests the AI moves units to active theatres and ignores the threat to its homeland, unless 1) it has no transports, 2) some of its units have modded transport weight (very high value), 3) it is waiting for transports and the player happens to invade before TPs can arrive.
<Aybe you should start with the idea of how exactly it should calculate treat to it`s homeland?
I'm also surprised that Alex_brunius didn't mention the AI's tendency to shuffle its divs pointlessly...
It doesn`t do that if it actually has enought divsions.
The problem is that it's fighting WWI, not WWII.
It is fighting WW1, because it has WW1 standart armies.

Tell it to build WW2 armies, and , surprise, you will see it fighting WW2.
 
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Alex_brunius

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I'm also surprised that Alex_brunius didn't mention the AI's tendency to shuffle its divs pointlessly...
Mostly because it's a recent problem (or at least I have only seen in on a disasterous scale) in the recent beta patch.

All the other problems are fairly consistent through all patches, expansions, versions and mods that I have played (and I tried most).

1alexey's screenshots show that in most of the cases he doesn't even understand the problems I try to highlight, so there is really no point in arguing over them with him :)
 

Karelian

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Making unit refitting into something that happens to brigades on-map outside the building menu would be neat - the upgrading brigades would receive significant maluses while doing so, but this way it would not be so complicated to make the AI to actually use this existing feature. And the costs of upgrading to new brigade type would simply consume previous amount of IC by demanding more IC to reinforcements and/or supplies.
 

1alexey

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Mostly because it's a recent problem (or at least I have only seen in on a disasterous scale) in the recent beta patch.

All the other problems are fairly consistent through all patches, expansions, versions and mods that I have played (and I tried most).

1alexey's screenshots show that in most of the cases he doesn't even understand the problems I try to highlight, so there is really no point in arguing over them with him :)
Oh, really, maybe try to articulare the

* Is incapable of supporting it's fleet with airpower and keeping it away from enemy bombers?
* lets you sneak past it's huge fleet even with unescorted transports (Japan and UK)?
* Does not know how to use Marines and is incapable of fighting in both China and the Pacific at once (Japan)?
* is incapable of doing encirclements?

better?
Ofcourse, we, stupid pesants have really hard time understanding what the heck you mean.
 

Alex_brunius

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Oh, really, maybe try to articulare the
My point about a problem in the tactical combat AI using reserves inside combat (adding stacking penalties) for example, has nothing with the AI using strategic reserves several provinces behind the front (which is what your screenshot shows).

Your screenshots about Japan shows the Japan AI unable to capture the Phillipines/Guam and conduct a Pacific war at the same time that it's tied up in a land war in Asia.

That was never a problem that I can recall.
I think the problem was that all practical gained is not added to all builds if several units finish on the same day (when building serial and parallel at the same time).
 
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unmerged(200905)

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you know the ai is adaquate for average joe to enjoy a game of ho3 , if i wanted to take up the game seriously i would allmost be exclusivley be on multi player .(if i could get metaserver to work ) =p .
what i saying is allthough the ai isent godly it does provide for fun games if your casual about playing the game , humans are way more fun for a serious game ,
and also the terain can be modded to look nice , stars and stripes and gottrungam mods look great .
 

1alexey

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My point about a problem in the tactical combat AI using reserves inside combat (adding stacking penalties) for example, has nothing with the AI using strategic reserves several provinces behind the front (which is what your screenshot shows).
The strategic ai retreats the heavily damaged troops for reinforcements. Didn`t you complain about AI using too weak forces in the attack?
Your screenshots about Japan shows the Japan AI unable to capture the Phillipines/Guam and conduct a Pacific war at the same time that it's tied up in a land war in Asia.
:rofl:
Japan is not at war with US, because they are at war with SU. Isn`t it the common knowlege?

But when they are at war, they do invade just fine. In fact they regularily capture Wake and Midway.

It also shows the Japanese ability to simultaniously fight UK and invade indonesia, and invade SU.

Also, that is a 1940 screanshot.
:cool:
 

Cybvep

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It doesn`t do that if it actually has enought divsions.
It does, the AI often redeploys one division from place X to Y and an another division from Y to X even if these are the divs with the same division composition and the same leader. It is ridiculous. It's even worse where the AI is trying to do that in situations where the units are 3000 km away from each other...

Now, if UK is told to build Radars, then it is almost impossible to sneak invasions since the AI will see them and intercept them.
I've done it many times and the AI had high-lvl radars. Moving troops into empty provinces is almost instantaneous and usually the AI doesn't even guard all of its port provinces, so it never stands a chance.

<Aybe you should start with the idea of how exactly it should calculate treat to it`s homeland?
Of course, I am writing the AI as we speak. Seriously, dude, it's the role of the devs to create a good AI, not the role of the players.

The strategic ai retreats the heavily damaged troops for reinforcements. Didn`t you complain about AI using too weak forces in the attack?
This is not what he meant by "tactical combat AI using reserves inside combat (adding stacking penalties)". It's not uncommon to see the AI using too many units in combat, including useless ones in COMBAT "reserve". This has nothing to do with retreating battered units behind the frontline, which the AI has been doing for a while.
 

Altipueri

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you know the ai is adaquate for average joe to enjoy a game of ho3 , if i wanted to take up the game seriously i would allmost be exclusivley be on multi player .(if i could get metaserver to work ) =p .
what i saying is allthough the ai isent godly it does provide for fun games if your casual about playing the game , humans are way more fun for a serious game ,
and also the terain can be modded to look nice , stars and stripes and gottrungam mods look great .

Agreed. Various games attract grand masters who then scrap over arcane points that are beyond comprehension for most players. Sometimes these scraps result in good advances for games as a whole. Other times they become screeching cat fights. Overall HOI3 is now a good game.
 

1alexey

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It does, the AI often redeploys one division from place X to Y and an another division from Y to X even if these are the divs with the same division composition and the same leader. It is ridiculous. It's even worse where the AI is trying to do that in situations where the units are 3000 km away from each other...
No it doesn`t, when the certain troop number per each province of the front is reached.
I've done it many times and the AI had high-lvl radars. Moving troops into empty provinces is almost instantaneous and usually the AI doesn't even guard all of its port provinces, so it never stands a chance.
That is a game mechannics problem, you can sneaky invade human as easy. THe HOI3 number of provinces guarantees that you can find an unguarded one. Than you have 30 days of supplies to do whatever.

Just look at MP AARs, the human Germany doesn`t quite manages to prevent Human British from landing.
Of course, I am writing the AI as we speak. Seriously, dude, it's the role of the devs to create a good AI, not the role of the players.
Then why do players decide if the AI is good or bad?
Seriously dude it is the role of players to enther like it or GTFO.
:rofl:
This is not what he meant by "tactical combat AI using reserves inside combat (adding stacking penalties)". It's not uncommon to see the AI using too many units in combat, including useless ones in COMBAT "reserve". This has nothing to do with retreating battered units behind the frontline, which the AI has been doing for a while.
As defender or attacker?