PDA

View Full Version : Hanover as Austria: 9 killed. Included the tactical schemes



[BlackBirdy]
11th May 2005, 12:45
For St Thomas:

http://img206.echo.cx/img206/5675/hanoverasaustria0to.th.jpg (http://img206.echo.cx/my.php?image=hanoverasaustria0to.jpg)

My tactical schemes:

http://img51.echo.cx/img51/8623/step18ma.th.jpg (http://img51.echo.cx/my.php?image=step18ma.jpg)http://img51.echo.cx/img51/7760/step22ce.th.jpg (http://img51.echo.cx/my.php?image=step22ce.jpg)http://img51.echo.cx/img51/5967/step38qt.th.jpg (http://img51.echo.cx/my.php?image=step38qt.jpg)http://img51.echo.cx/img51/3050/step46eb.th.jpg (http://img51.echo.cx/my.php?image=step46eb.jpg)

saddletank
11th May 2005, 13:09
All this tells us is the AI is very limited and you just cracked it's code.

Oststar
11th May 2005, 13:27
Strange, usually the AI backs off when I lure it, and I don't understand how you got the timings so right, seems almost a fluke that you would get the cannon just as the enemy are all waterlogged. In fact given that on a modded Hanover variant I was unable to pin the enemy in the river it seems quite impossible that they wouldn't have fought from the little island in the river, which is how the AI broke my lines on the variant: his Black Watch and two Grenadier units simply formed up on the island and drove my troops back to the house. This is most confusing, can you explain the plans in detail?

[BlackBirdy]
11th May 2005, 22:01
The key points of the strategy is, first, destroy both enemy cavalry troops by luring them in a trap, then destroy the cannons.

Step 1:
First of all, weak infantry sent in the forest with no friendly troops around will certainly lure the A.I. that will send two cavalry troops to easily destroy the lonely infantry.

Step 2:
When both enemy cavalry troops are moving towards the forest, remove quickly the infantry and make it run to garrison the house. At this moment send your cavalry towards both enemy cavalry troops.

By approaching the cavalry enough close to enemy cavalry troops, they will run after the cavalry troop but having the same speed, they won’t be able to reach them. By making the cavalry troop pass through the strong defense (cannon protected by squared infantry troops), you make it safe and the enemy cavalry will be stopped and completely destroyed by the strong defense.

Step 3:
Enemy cavalry troops being attacked, the A.I. will send quickly its infantry troops to counter attack. That’s why infantry troops don’t use the bridge but cross through the water leaving both cannons alone on the bridge (when running, cavalry and infantry always cross through water). The dismantling of the cannons is the most risky part and we can expect to lose some men. The good thing is they can have causalities only by range attack. Indeed, the infantry will not engage a hand-to-hand combat because their skills are higher for range attack. This is the reason why we have to destroy first both cavalry troops at the beginning of the mission to avoid a hand-to-hand combat between cavalry troops.

Step 4:
After dismantling the cannons, the final battle should be easy. The cannon well-protected by squared infantry troops are very deadly for the enemy troops who will try to reach the cannon to engage a hand-to-hand combat. It would be easy if there are not some strange behaviors that occur sometimes such as abrupt motion of squared infantry breaking the established defense or sudden attack of enemy crossing the squared infantry and destroying the cannon (these issues are discussed in another thread). If the enemy manages to destroy the cannon, the possibilities to win are considerably reduced.

To conclude, I would like to say that timing is crucial and many attempts are necessary to achieve a victory with a few casualties. A.I. shows some weaknesses but generally reacts quite well. I don’t expect more from a computer. Anyway, the challenge for me is not to win, the challenge is to win with the minimum of losses.

Oststar
12th May 2005, 00:38
That explains it better: on Empire Earth I once destroyed 390 enemies for no casualties. It was all dependant on using the triggers: the enemy always chased the first enemy they saw, they also were forced to pull back when they went beyond a certain point. I used my strongest unit to lure them into an archers barrage and they would retreat mindlessly when they approached their boundary. I did it several times and destroyed the majority and then sent in some knights backed up by my two heros that could heal and ended with nil casualties.

what you've done is much more complicated but the same thing with better AI. I actually find it quite good to hear that it takes this much to trick the AI. Older AI took nothing to trick whereas you've had to make an eleaborate plan. The best AI i've heard of is on a military simulation where the AI actually uses advanced tactics. The difference between it and IG is workload: the programmers for the sim spent months on the AI code coming up with contingencies, IG's AI has preprogrammed actions to take and uses them in conjuction. Eventually the AI will be broken in this situation, and unlike the sim, won't have a dedicated team of re-programers to fix it.

I don't think IG's AI will be too bad, it's much better than anything i've seen or heard of under $479...