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AI Behaviour
02-19-2021, 07:33 AM, (This post was last modified: 02-19-2021, 07:36 AM by neonlicht.)
#5
RE: AI Behaviour
Hi & thanks for this. Yes, I hear you.

I once played a computer wargame called (I think) "Tigers Unleashed" (?) and while it had a capable AI, turn-resolution was very long indeed.

Seems to me that, with JTS games (from Squad Battles to Operational Campaigns), the best approach is for the human to play as the attacker, against the defending AI.

I also think that interesting & replayable scenarios can be created---even against a weak AI---as long as the Scenario Editor provides lots of features, design options, and tools that facilitate the introduction of random factors, in order to keep the human player off balance.

That said, I would have hoped that---at the very least---any AI in a commercial game would be capable of moving units from A to B at a given time, and within a given timeframe, and that's what baffled me about the JTS AI, making me wonder if I was missing some obvious trick?!

As for my custom scenario, the AI left it too late to take the timed objective, which expired on Turn 20, and so back to the drawing board on that!
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Messages In This Thread
AI Behaviour - by neonlicht - 02-18-2021, 08:17 PM
RE: AI Behaviour - by LordFowl - 02-18-2021, 08:32 PM
RE: AI Behaviour - by neonlicht - 02-18-2021, 08:59 PM
RE: AI Behaviour - by LordFowl - 02-19-2021, 06:44 AM
RE: AI Behaviour - by neonlicht - 02-19-2021, 07:33 AM
RE: AI Behaviour - by LordFowl - 02-19-2021, 11:19 AM
RE: AI Behaviour - by Green - 02-19-2021, 12:57 PM
RE: AI Behaviour - by neonlicht - 02-19-2021, 06:45 PM
RE: AI Behaviour - by wildb - 02-19-2021, 09:55 PM
RE: AI Behaviour - by neonlicht - 02-19-2021, 11:17 PM

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