Pocus wrote:If you play as Union, I would say you should use the Hard level AI with one point of FOW setting, to even a bit things. And wait for the 1.06 AI, she will be better.
pablius wrote:I´ve playing the Union with 1.06, there´s a notable improvment of the AI but still got a morale victory by mid 1862 when Richmond fell.
As far as I know this is plausible scenario from the historical point of view, but there should be an option to alter the victory conditions without resorting to give the AI same bonuses to make the game harder (if there is one I haven`t found it), ot maybe a "what if" scenario where the UK and/or France intervene in favor of the Confederates from the start.
One problem is the casualties rate, it is terrible, the AI keeps committing suicide sometimes, is like 3 to 1 in my favor, this must be quite unhistorical, but i´m not an expert.
On the other hand the AI seems to build better armies and concentrate them in more logical ways for the most part.
Grotius wrote:Hmm, I think it's safe to say I have no chance of ever defeating the AI in Fritz and Chessmaster 10. In fact, I'd wager none of us in this forum will ever do so.
And it's only a matter of time before wargame AI becomes as unbeatable as the chess AIs. I think we've already seen some significant strides in AI in games in the past few years: Galactic Civilizations II has a pretty impressive AI, Conquest of the Aegean has a decent AI, and AACW itself has a solid AI. The market supports this: most people play the AI, not PBEM.
Besides, often we play an AI so that we can replay the war in a plausible way, not just so that we can thrash an easy opponent. I enjoy PBEM, but my AI games actually play out more historically. When I play War in the Pacific against the AI, I impose house rules on myself and play in a "historical" fashion, which is what the AI expects. It can result in a very interesting and entertaining game.
Moreover, there's a long tradition of playing serious wargames solitaire. I played Advanced Squad Leader (and Solitaire ASL) solo for years. Now, with the PC, we can play solitaire and, if need be, give the AI some advantages to increase the challenge. Or we can switch sides after a few turns.
I've played plenty of PBEM (Uncommon Valor, WITP) and face-to-face boardgames (ASL, Third Reich, many other Avalon Hill games). Human opponents are great. But there's room in gaming for both human and computer opponents.
Grotius wrote:Wow, you got a draw against Fritz with its brainpower fully unleashed? I have no hope against it, but then I'm a mediocre chess player -- rating 1500 or so.
Until Pocus optimizes the capitol-defense AI, in my next game (as the CSA), I'm going to impose a house rule on myself: no early capture of Washington, DC. I'm really less interested in winning than in playing a historical re-enactment of the war, if you will.
Jacek wrote:1. CSA assaulted many times Ft Monroe and Pickens with heavy losses. This behaviour was mentioned many times in other threads. AI should lay sieges and built more arty instead. At Ft Monroe it attacked with 6 units of cavalry. At Ft Pickens CSA had 20 units under gen. Charles Winder againts my 3 units, so at least there it built a considerable force. Still, it should just lay siege or
check my garrison with some militia located nearby. Almost 30-40% of all CSA total losess in the game could be attributed to those stupid assaults!
Jacek wrote:2. Virginia. The CSA AI made the same mistake as I have while playing the Confederates: paying too much attention to holding Harper's Ferry and Winchester. They are both strategic cities but holding them is COMPLETELY useless. The whole Eastern theatre lies on Richmond - Philadelphia axis. PERIOD. The CSA AI was cut off from supplies by first cutting their railroads in Manassas and Stafford, VA and later by occupying those regions with strong Union stacks. From there you can quickly take Charlottesville, Fredericksburg and Richmond, while Beauregard, Jackson and Johnston look for bread in Harper's Ferry and Winchester.
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