Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1. The level of persistence you're talking about would be cool? But the amount of persistence we have is way, way more than other games provide. Dawn of War Soulstorm used to flat out reset maps 100%.
2. Doesn't seem to be the case, for me. If you use the supply espionage mission you can see that the AI will almost always wait until it outnumbers you to attack, and often by a lot. Each infantry corps on the strategy map it brings means more supplies, so, yes. The AI brings more supplies than you to a battle, if it can. If you overwhelm it with like 6 infantry corps to 2, you'll see what I mean.
3. MG nests, balloons, artillery batteries, are all intentionally mobile. This is a war where everyone has artillery which is being used all the time. If you leave a machine gun there for a month, it will obviously get blown up. Many battlefield assets during the first world war had to be moved regularly because as soon as it could be drawn on a map and passed up the chain of command to the big guns, it was going to be shelled every day for a week. It makes sense... but I will say the game doesn't explain why it makes sense, this is only something you pick up when you know the history, and the game SHOULD explain it, but doesn't.
4. Barbed wire doesn't stop people. It slows them down. Which... it does. Also, barbed wire wasn't just one thin line of it. It was huge thicket-like fields of it. Lay multiple lines, criss-cross some links between it, and build your trenches further back from the absolute front line. Cover your barbed wire with machine guns. (But, I will admit, for the supply cost of barbed wire, it'd be nice if it was more effective. It feels expensive for the effect, whereas part of why it was used was that it was cheap.)
5. The enemy's probably using multiple guns, and heavy artillery. It may feel like 'one barrage', but if you're playing the same game/settings I am, it really isn't. Also, use heavy guns to attack MG nests. Light artillery isn't built for it, just for suppressing it.
6. Player infantry and enemy infantry seem to die at roughly the same pace to me, but, I will admit, when I started and before I understood how the trench networks worked, when I was moving my infantry in blocks of 2, my infantry would die a lot. And that's because I was putting my infantry in places where they could be shot - above ground - and the AI wasn't. So, I'm having a different game experience to you, but - again - this is something that, if it's the difference between our playstyles, it's not something the game explains, and it really needs to.
7. I haven't seen the AI ignore FOW in any way more egregious than I ignore the FOW. I have seen it dump arty shots into the middle of nowhere, I have seen it throw arty shots at my trenches, I have dumped arty into its trenches even if I can't see them. I have seen it park infantry in forests somewhat near my lines so I can't see them until my infantry skirmish into the forest, and I have done that to the AI - sat my infantry in a forest right next to their lines, and they ignore that infantry despite the fact I can now see them. So. Again, we're having different experiences, apparently, so I disagree.
I'll look out for that while I play today, but I didn't notice anything like that happening yesterday, and I played for quite a lot.
To develop challenging and smart AI is still a problem. So i am not sure if they are going to make it, specially till lunch. This game will get review bombed for sure if they are not going to fix it and when they will lose lots of sales, which will lead into cut development for sure. First impression is very important.
I also Agree that after mimicking the AI a bit and taking hints from its behaviour and such it truly makes a difference how you approach the trench warfare in this game. And even if 99% of People Agree...if they are Wrong they are still Wrong. Just saying not actually telling you you are Wrong. But from my personal experience there are a lot of "Bugs and Cheating" Accusations for the AI which come from a place of Misunderstanding. Even the Devs said so in their Interactions on here. So we will see what they have to tell us when they make their clarification post.
until then have a nice War
I also think the fact your limited to 30 unites plays a lot into folks frustration with AI spamming artillery/supply, because a hex with a 4 vs 2 corps battle, both sides can easily fill out the 30 unit cap, but one side is going to have a MAJOR advantage in terms of supply due to each units supply counting to the total deploy-able amount.
When you use your Intel on A Hex your are Attacking you can actually see if the Enemy has an Supply Depot there and how much Supply Draw he can have if you Scout Succesfully. I tried Attacking a Hex without a Depot on Purpose with a Total Army Supply of 180 for my enemy. And while the Supply definitely was Limited for the AI they still had at least 2 Machine guns on 3 Victory Points each, one Ballon that ive seen while Fighting the battle and of course lots of Shelling and trenches.
So the Supply must have been more than i have been able to see before the Battle thats a big Point of Confusion for me. I might still overlook something of course thats why i hope the Devs share a bit more Information about it.
All of this whinning is just Skill Issue to be honest.
I think the game should take a harder stance on auto resolve it makes it too easy on easier difficulties. I just saw a guy playing a campaign for 8 turns and winning in just eight months into the war just by auto resolving 40 battles on very easy.
As far as i know it does not have a FOW Mechanic in that sense. The Tutorial Mentioned your first Intel Scout while always have 100% Success and each following attempt has a higher chance that the scout will Fail completely and you wont be able to use any more Scout mechanics on that turn.
But of course you might be on to something there..the scouted Supply could also be a more "about 180" Supply instead of being a definitive Number. I will Check in this direction later today. Thanks for that Idea
What I think would be far more helpful, is acknowledging the game is either deliberately, or not deliberately, doing a somewhat poor job of communicating information to players, and to help players understand why that is, and what is happening.
If the game wants things to be opaque, that's a perfectly acceptable design decision, but you gotta let players know that up front, you gotta tell them there's fog of war, there's different troop prices, etc what all goes into it, otherwise folks are going to feel like the AI cheats, or the game screwed them or whatever, and most players are not going to have a good experience. you don't have to hand hold, but you should at least explain what you're doing.
Or perhaps certain parts of the game's UI or Tutorial could be updated to help folks understand more clearly why things are happening the way they are.
Either way, telling gamers to "get good" is not a terribly constructive approach imho.