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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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The Problem:
Units such as Infantry, Paratroopers, and Riflemen, are marked for AI offense, which encourages the AI to build and use them specifically for offense, even though their attack factors are weak for their cost.
The problem is especially apparent with Infantry, as this unit is the strongest offensive unit of its period, so the AI builds it in large quantities for offense. The AI loses many of these expensive units attacking fortified Infantry without artillery support. Then, when time comes to upgrade these units to Mechanized Infantry, any surviving 'attack Infantry' are converted to 'attack Mechanized Infantry' instead of keeping them for defense and building Tanks or M. Armor for offense.
But there is a problem even for even for units that are not the most powerful attackers of their period, such as Riflemen, Musketeers, Impi, and Numidian Mercs. The AI has a target number of offensive units for the size of its empire, and it builds a certain number of each of the available units that have the AI offense flag. That means that the French AI builds some Musketeers for offense instead of Medieval Infantry or Knights.
Possible Solution:
Increase the attack factor of Infantry, which is often used for offense (mostly by the AI, but sometimes even by the human). Increase the attack factor of Paratroopers, as the AI offense flag is necessary for them to be used for paradrops by the AI. Remove the AI offense from all other units with a weak attack factor compared to their cost. Specifically:
- Increase Infantry attack to 8.
- Increase Paratrooper attack to 6.
- Increase Modern Paratrooper attack to 8.
- Remove AI offense flag from Rifleman (build a Longbowman if you want an no-resource 4-strength attacker).
- Remove AI offense flag from Mechanized Infantry (build a tank if you want an attacker that requires oil and rubber).
- Remove AI offense flag from Musketeer (the musketman has identical attack and is used purely for defense).
- Remove AI offense flag from Impi (build Horsemen instead, or even Archers if you have no horses).
- Remove AI offense flag from Numidian Mercenary (build Swordsmen instead, or even Archers if you have no Iron)
Most of these changes were implemented in the PTW version of the AU mod. Comments? (I know Nor Me doesn't agree about the Numidian Merc! )
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Cryptor
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I'd just remove the offensive flag from all defensive units. Cavalry attack, infantry escort and back up. I don't see the problem.
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:32
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quote: Originally posted by alexman
You may be right about these UUs, and I would definitely agree if this were true (well, maybe not about the Musketeer). But haven't you been attacked by a spearman before? I have.
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You may have, alexman, but I challenge you to say such attacks are common, especially at Monarch and below (where I play). Perhaps it's just my games, but I have very rarely seen this - sometimes, but not often.
quote:
The AI attacks with defensive units, as long as it has a good chance of success, and as long as the defensive unit is not guarding another unit.
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Ah - as long as it has a good chance of success. But the AI cannot value getting a GA the same way a human could, and a human may very well choose to attack with a defensive UU even where there are less excellent chances of victory in mind, due to the potential GA benefit. To me, the potential gain is well worth risking losing multiple UUs with in battles with odds the AI may not consider worth an attack, if the UU was not flagged as 'offensive'.
This is a reason for keeping the offense flag on those defensive UUs - to attempt to help the AI mimic what the human player might well do to start the precious GA, by using defensive UUs in battles that may not have odds that would be considered worth the risk if the unit was defensive only.
Hope this is comprehensible - it looks a bit awkward now I've written it!
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Nor Me
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I agree with everything apart from the merc that's been mentioned.
Although the AI does bring defensive units on the attack, it often doesn't bring enough for it's tactics especially later on. Maybe that's because after the ancient age, there's a bigger range of movements to deal with. It might be that the AI tries to keep certain numbers of offensive and defensive units so when defence is better, more offensive units die and they build more and vice versa.
The AI would be better having the occasional mech inf. as well as tanks but it normally just has too many of them.
In the case of the numidian merc, I've not seen the AI pass on swordsmen enough to warrant the change. It really can be a better attacker than archers or horsemen without the human player's ability to avoid counterattack so successfully.
Having dual use units makes the AI less predictable from the human POV. I don't know whether a merc or bowman in a stack of doom is being used for attack or defence so have to be prepared to count it as a potential attacker and to kill it if that's what's needed to take out more lightly defended attackers
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TimHobbit
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Phoenix,AZ,USA
Nov 2000 time: 05:32
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I’m sorry, but I am confused about something here. Infantry can’t attack?
The foot soldier has been the main offensive force since the beginning. There were thousands of riflemen killed on both sides during the American Civil War and maybe even millions of them killed during both World Wars! Remember trench warfare? You get several hundred infantry together and attack the well-fortified enemy lines on the other side of no-mans-land? While I agree that in many cases the foot soldier is not the “Best” offensive unit, historically in many cases it was the only type of unit available.
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Nor Me
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quote: Originally posted by ZargonX
And, speaking from experience, if the AI has no rubber, this its attack unit of choice. |
In the 1 game I've seen at that stage, an AI had no oil and seemed to build more marines than TOW infantry for offence. If this proves to be a common occurence then we might consider doing something about it.
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yxhuvud
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in my experience, I know that at least the city governor wants to build tow infantry instead of tanks, and I suspect that to be the case for the AI as well, and that is simply really really bad.
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