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Bigger Counterattacks[message #272195] Wed, 02 February 2011 19:47 Go to next message
Headhunter is currently offline Headhunter

 
Messages:264
Registered:November 2009
Location: Sweden
This is something that has bothered for a while now. Whenever you take over a new town, the AI always responds with those half-a**ed squads of 10-20 baddies instead of attacking in force. The DCA is the exception and basically what I'm looking for, 1 (or more) DCA per town. Is this possible?


I know that the "New Strategic AI"-option in the ini deals with this but I'm under the impression that doesn't do anything, correct?

[Dieter added some stars]

[Updated on: Thu, 03 February 2011 10:21] by Moderator

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Master Sergeant
Re: Bigger Counterattacks[message #272277] Thu, 03 February 2011 05:56 Go to previous messageGo to next message
SpaceViking is currently offline SpaceViking

 
Messages:751
Registered:January 2004
Location: Rochester, Minnesota, USA
Headhunter
I know that the "New Strategic AI"-option in the ini deals with this but I'm under the impression that doesn't do anything, correct?


Not yet.

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First Sergeant

Re: Bigger Counterattacks[message #272328] Thu, 03 February 2011 13:38 Go to previous messageGo to next message
Kladdey is currently offline Kladdey

 
Messages:76
Registered:December 2009

You could do some tweaking to ini, altering minimum group size, max enemies for tactical, allow reinforcemenets out from the city and initial garrison sizes. Almost every attack then is a DCA-like haha

[Updated on: Thu, 03 February 2011 13:38] by Moderator

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Corporal
Re: Bigger Counterattacks[message #272337] Thu, 03 February 2011 14:29 Go to previous messageGo to next message
SpaceViking is currently offline SpaceViking

 
Messages:751
Registered:January 2004
Location: Rochester, Minnesota, USA
BTW, you may think you really want this but I overdid it in my first testing of the new strategic AI and it causes the game to stall. You end up spending all your time either training militia or retaking the sectors you lose. Now *some* of that is good. For instance, did you know there are cut scenes for when the queen retakes a town? I bet most people have never, ever seen that.

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First Sergeant

Re: Bigger Counterattacks[message #272338] Thu, 03 February 2011 14:31 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
i did when i tested your enhanced ai (from beta08 exe) - they way it was, they managed to bottle me in cambria - only way to get out was training dark-blues

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Captain
Re: Bigger Counterattacks[message #272345] Thu, 03 February 2011 15:05 Go to previous messageGo to next message
Headhunter is currently offline Headhunter

 
Messages:264
Registered:November 2009
Location: Sweden
SpaceViking
BTW, you may think you really want this but I overdid it in my first testing of the new strategic AI and it causes the game to stall. You end up spending all your time either training militia or retaking the sectors you lose. Now *some* of that is good. For instance, did you know there are cut scenes for when the queen retakes a town? I bet most people have never, ever seen that.



The key is not overdoing it... Razz

I get what you mean though, and balance is very important for this.

I think that the first 3-5 counter-attacking squads should combine and launch 1 massive counterattack, after which there is a "grace period" where the town in question isn't attacked. Much like how the DCA works now, at least in my game... Smile

I don't want every single enemy squad to have 60+ members. I just want the squads that are assigned to retake towns bo be larger but fewer.

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Master Sergeant
Re: Bigger Counterattacks[message #272358] Thu, 03 February 2011 15:54 Go to previous messageGo to next message
Kladdey is currently offline Kladdey

 
Messages:76
Registered:December 2009

I love those massive firefights and how cities look after some battles, with corpses everywhere, soo.. And as Spaceviking posted, its very, very easy to get blocked in a city with training militia constantly. For example if you're using facilities and cant train militia in every sector in a city youre pretty much owned for sure, thats why I always attack militia training sites first.

And about the cutscenes, Ive had a testing savegame in which i wanted to see what happens to captured mercs and what nots, and I admit, that cutscenes are really fun.

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Corporal
Re: Bigger Counterattacks[message #272379] Thu, 03 February 2011 16:44 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Bigger counterattacks would be a valuable addition to the late game. Now enemy troops don't get seriously larger during the game. Giving that your mercs get more experienced and better armed all the time there is no need to hire more and more mercs in as the game progresses - last but not least because there also is a new RPC wishing to be hired around every other corner.

Having things like the DCA not happening always on the second day and always in Drassen, but at any random time in game, and anywhere in your conquered territory, might force you to maintain additional mercs for defensive purpose annd/or to frequently re-take cities lost.

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First Sergeant
Re: Bigger Counterattacks[message #272383] Thu, 03 February 2011 16:49 Go to previous messageGo to next message
SpaceViking is currently offline SpaceViking

 
Messages:751
Registered:January 2004
Location: Rochester, Minnesota, USA
Something I added with the new AI (and am still tinkering with) was the idea of offensives. A small offensive would pick sectors in two different cities and send larger (though not DCA sized) attacks against them. A large offensive would send attacks against every sector in a city at once (*) plus an attack elsewhere.

(*) Almost at once. The game cannot handle simultaneous combat in multiple sectors.

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First Sergeant

Re: Bigger Counterattacks[message #272385] Thu, 03 February 2011 16:51 Go to previous messageGo to next message
SpaceViking is currently offline SpaceViking

 
Messages:751
Registered:January 2004
Location: Rochester, Minnesota, USA
Headhunter
I don't want every single enemy squad to have 60+ members. I just want the squads that are assigned to retake towns bo be larger but fewer.


Yeah, that's the basic flaw of the current AI. It is completely predictable. Every X days it sends the same sized group to the same spot and they die. It does this until you build up enough militia that it just gives up.

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First Sergeant

Re: Bigger Counterattacks[message #272386] Thu, 03 February 2011 16:52 Go to previous messageGo to next message
Kladdey is currently offline Kladdey

 
Messages:76
Registered:December 2009

That would be fun SpaceViking, usually I don't hire more mercs cause militia can handle counterattacks pretty well, and with this offensive idea it could get challenging.

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Corporal
Re: Bigger Counterattacks[message #272397] Thu, 03 February 2011 17:15 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Quote:
For instance, did you know there are cut scenes for when the queen retakes a town? I bet most people have never, ever seen that.


Say what? Very Happy

This game can still surprise me after 10 years...

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Master Sergeant
Re: Bigger Counterattacks[message #272477] Thu, 03 February 2011 23:24 Go to previous messageGo to next message
Lepidosteus is currently offline Lepidosteus

 
Messages:95
Registered:November 2007
Location: Land of Buns.
SpaceViking
For instance, did you know there are cut scenes for when the queen retakes a town? I bet most people have never, ever seen that.


Hah awesome, I've never seen those!
Let me guess, Elliot ends up being smacked?

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Corporal 1st Class
Re: Bigger Counterattacks[message #272478] Thu, 03 February 2011 23:26 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
the poor guy really thought he's bringing good news for a change

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Captain
Re: Bigger Counterattacks[message #272537] Fri, 04 February 2011 12:13 Go to previous messageGo to next message
Kladdey is currently offline Kladdey

 
Messages:76
Registered:December 2009

Sending Deidranna's flower is better anyway, slap bonanza. Sorry for the OT Razz

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Corporal
Re: Bigger Counterattacks[message #273638] Tue, 15 February 2011 20:06 Go to previous messageGo to next message
Panopticon is currently offline Panopticon

 
Messages:30
Registered:May 2007
Just a little more OT here. Can't help it. Sorry. Smile

But what are the cutscenes that most people probably have missed? Can anyone give any points to what I should (not) do? They are wonderful and I wan't them all. Very Happy
Losing a town, whole town?
Getting a merc captured.

Are there more of those gems "hidden"? Smile

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Private 1st Class
Re: Bigger Counterattacks[message #273639] Tue, 15 February 2011 20:11 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
miss d needs to retake an entire town for that scene

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Captain
Re: Bigger Counterattacks[message #273642] Tue, 15 February 2011 22:26 Go to previous messageGo to next message
TeeWee is currently offline TeeWee

 
Messages:26
Registered:February 2010
Regarding bigger counterattacks, is it possible to make squad sizes progressively larger? Use something like the following parameters:
STARTING_SQUAD_SIZE
MAX_SQUAD_SIZE
SQUAD_GROWTH_RATE

The squads start at STARTING_SQUAD_SIZE. The MAX_SQUAD_SIZE sets the maximum squad sizes at the tail end of the game. The SQUAD_GROWTH_RATE is a parameter that governs how fast the squad sizes grow from starting squad size to max squad size.

Perhaps it would also be possible to set the yellow/red/black ratios in a progressive manner, if this is not already there.

This way, you can perhaps better control the way the difficulty of the game increases when the player progresses further.

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Private 1st Class
Re: Bigger Counterattacks[message #273643] Tue, 15 February 2011 22:45 Go to previous message
SpaceViking is currently offline SpaceViking

 
Messages:751
Registered:January 2004
Location: Rochester, Minnesota, USA
It would probably be better just to set a maximum and have it scale down based on game progress.

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First Sergeant

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