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Kev_uk
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Some AI observations.

Wed Dec 01, 2010 11:12 pm

Another thing that I am impressed about RuS is the different factions and different AI's associated with them. Current Grand Campaign I am playing as the Reds is seeing me loose very very badly; I am up against huge White stacks of 30k+ troops, some now (it being Jan 1921) with tank support. I fail to amass enough force to beat them in battle, and I notice that they have good generals, better than my usual 2-0-0 ones I am given, excluding Trotsky and the good ex-Czarist ones the Reds get early on.

My strategy, failing, is now to hit and run as much as I can. I cannot defend against so many numbers. Need to rethink my plan. What this post was about though, was faction AI. I faced a Green peasant revolt in Tambov, and whilst this happened the Whites were moving in on the region. It fell first assault, had nothing to combat it so then the White forces started engaging the Greens, and there must have been over 80k Green rebels - the White advance now, a few months later, seems to have been halted whilst theynow have to deal with the 'green' problem in their rear. Brill.

This game has many facets which adds such a unique gaming experience that I think, brings a breath of fresh air into the strategy game market, as well as it being the only game of its kind on the market. I felt I had to write about this, as I was certain I was facing a defeat (that I probably still am) until Whites get hit and stopped by the Greens.

Interesting.

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Clovis
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Wed Dec 01, 2010 11:30 pm

Kev_uk wrote:Another thing that I am impressed about RuS is the different factions and different AI's associated with them. Current Grand Campaign I am playing as the Reds is seeing me loose very very badly; I am up against huge White stacks of 30k+ troops, some now (it being Jan 1921) with tank support. I fail to amass enough force to beat them in battle, and I notice that they have good generals, better than my usual 2-0-0 ones I am given, excluding Trotsky and the good ex-Czarist ones the Reds get early on.

My strategy, failing, is now to hit and run as much as I can. I cannot defend against so many numbers. Need to rethink my plan. What this post was about though, was faction AI. I faced a Green peasant revolt in Tambov, and whilst this happened the Whites were moving in on the region. It fell first assault, had nothing to combat it so then the White forces started engaging the Greens, and there must have been over 80k Green rebels - the White advance now, a few months later, seems to have been halted whilst theynow have to deal with the 'green' problem in their rear. Brill.

This game has many facets which adds such a unique gaming experience that I think, brings a breath of fresh air into the strategy game market, as well as it being the only game of its kind on the market. I felt I had to write about this, as I was certain I was facing a defeat (that I probably still am) until Whites get hit and stopped by the Greens.

Interesting.


With the next patch, you will get numerical superiority with Reds as Requisition problem is solved. We're working on balance now, but it shouldn't be too long :cool:

Athena ( AGE AI nickname) knows how important rear security is. She will generally fall back to reopen line of supply if enemy cuts it. Now, as any woman ;) , from time to time, she will do something unexpected, because I prefer some poor but unexpected moves here and there than predictability. The point is to limit the frequence of these big mistakes and there's certainly room for improvment in this matter.

I forgot to add: Green are a big player in RUS; One of the key for victory is avoiding green revolts and as muc as possible, use them to harass the enemy.
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Kev_uk
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Wed Dec 01, 2010 11:42 pm

Thanks. This is the main game stopper for the GC at the moment, although sometimes its good to loose :)

Those Greens saved me for a few turns. I think, even with added manpower and money, a different strategy needs to be formed. Its not a bad AI, although I think that it may be slightly passive as the Whites - I mean current game I have low strength and considering the massed stack of the whites it could easily steamroller me right to Moscow if it so desired. Early Red strategy, from 1919 onwards needs to be offensive to break down the White stacks and manpower. Presently unobtainable I find.

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Clovis
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Wed Dec 01, 2010 11:46 pm

Kev_uk wrote:Thanks. This is the main game stopper for the GC at the moment, although sometimes its good to loose :)

Those Greens saved me for a few turns. I think, even with added manpower and money, a different strategy needs to be formed. Its not a bad AI, although I think that it may be slightly passive as the Whites - I mean current game I have low strength and considering the massed stack of the whites it could easily steamroller me right to Moscow if it so desired. Early Red strategy, from 1919 onwards needs to be offensive to break down the White stacks and manpower. Presently unobtainable I find.


When I will have more feedback, I will check facton aggressivity indeed in late stages of the GC; Once again, aggressivity may vary during game too( same reason, ie avoiding AI predictability), and at first, when I've begun to work on AI, I expected more mitigated results, so I've maybe been a little conservative in AI aggressivity settings :bonk:

Thanks
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Kev_uk
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Wed Dec 01, 2010 11:52 pm

Maybe its me and my 'careful' playing. But yes I think White AI could really go offensive, especially Siberian White (I still hold Tsaritsyn but am isolated there) at this stage and really win on NM loss for Reds.

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Clovis
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Wed Dec 01, 2010 11:54 pm

Kev_uk wrote:Maybe its me and my 'careful' playing. But yes I think White AI could really go offensive, especially Siberian White (I still hold Tsaritsyn but am isolated there) at this stage and really win on NM loss for Reds.


I will look at. After Reds get more units with the patch. Revolution is coming ;)

Thanks for the remarks. :)
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