Strategic Command WWII: War in Europe

Strategic Command WWII: War in Europe

iZhuge Jan 21, 2018 @ 4:53pm
AI cheats!
1. how come the AI can attack my fleet with air strikes when it is raining but I cannot?
2. how come the AI has a riddiculous rebuild time of units which just happens to pop up suddenly on the spot where it needs it without any build time?
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Showing 1-13 of 13 comments
General Idea Jan 21, 2018 @ 11:58pm 
Hi Zhuge,

Hard to say what happened here since you only describe the AI cheats but not the circumstances of the incident or how many occurances. However, It does seem to defy game rules as you should not to be attacked with air strikes whilst the weather is raining. I can definitely see that it would be very frustrating for you to say the least.

Were the new AI units deploying within their homeland borders? Where were they deploying that made it ridiculous?

Which game scenario are you referring to and what parameters had you set for the game initially? Are you playing the latest version on open beta?
iZhuge Jan 22, 2018 @ 2:47am 
hi!

1. i am in the sea, in front of the US shores and just about to go on land with my transports
2. it is 1945 september, scenario 1939 storm over europe, version 1.11


weather in the sea is rough and my air craft carriers cannot do anything (no intercept) cause it is raining. but miraculously, the enemy can attack my transports with their bombers in the sea although the entire sea is covered in rain.
iZhuge Jan 22, 2018 @ 2:49am 
the invasion of the US island is the last achievement i want to pocket.. pretty damn hard since i can only have a limited amount of tranports... I declined the peace offer from the allies twice and have only 1,5 years left to conquer the US.
Hubert Cater  [developer] Jan 23, 2018 @ 8:19am 
Hi Zhuge,

Thanks for the feedback and I can confirm #1 as a bug and consider it fixed for the next update.

For #2 I'd need more info as to the exact locations and situation on the map. For example, the AI could simply be moving units into position via operational movement, or it could be if you are invading the US the 'USA Mobilizes National Defense' UNIT script that has fired and if this is the case this would be the same for AI or multiplayer games.

Any extra info would be appreciated as well as your settings such as if you are playing with Production Delay turned on or off etc.

Thanks,
Hubert
Last edited by Hubert Cater; Jan 23, 2018 @ 8:23am
iZhuge Jan 23, 2018 @ 12:31pm 
Hi Hubert,

thanks for answering! The "popping up in covenient places" happened when I invaded UK in 1940-42. The closer I got to Edinborough, the more the AI seemed to get units (corps, amies) out of thin air right on the spots where it needed it most. Production delay was activated.

I had southern England under my control by mid 1941 and already took Manchester, but it took me almost another entire year to get from Manchester to Edinborough and until mid 1942 to clear out the rest of England.. that is kind of frustrating since my best tank divisions/tactical bomber force are still in England unable to engage the Russians which already declared war on me. Switching tank divisions out for armies is no option, since they have not enough punching power to get through to Edinborough (with all the fresh units popping up in hilly terrain, hard to dislodge and I am in low supply due to the low supply cities) and it would take even longer to take the entire island if I don't finish the job quickly with the US forces slowly getting involved and sending a constant stream of reinforcements to the british island.

maybe the AI "cheats" on the Russian front as well, but I would not really notice since the Russian front consists of so many units and the land is wide and I can simply outmaneuver one or more extra unit it brought in unfairly. In a bottleneck battle in front of the gates of Edinborough from Manchester onward I cannot do that.

Fyi: I invade UK usually in 1940 september/october with 2 paratroopers, 3 tanks, 1 hq, 2 armies while having tactictal bombers/air force covering it from france.until mid 1941 i am usually in posession of London and Manchester, but it takes until spring/mid 1942 to get the entire island.
Hubert Cater  [developer] Jan 24, 2018 @ 1:01pm 
Hi Zhuge,

The AI at times does receive a few bonus helper units to help ensure the game remains interesting, but none in the UK along your timeline from mid 1941 onward. For D-Day it receives a few helper ones again just to make sure it does a good job, but these are very piecemeal and done in a way that still requires to do most of the heavy lifting and unit purchases on its own.

I just suggest that what you are seeing is simply the AI putting up a good fight and with perhaps convenient timing, since if the UK capital has moved to Edinburgh it can certainly still build and place units there, and if it had units already in the P/Q, or purchased them, then it will do as good a job as it can in terms of prioritizing placement in areas that it needs to put its units for maximum defense. Essentially, much like a human player, it will continue to purchase units and fight to the bitter end.

Beyond that the UK will have its own Home Defense Force UNIT scripts fire that will provide it with additional infantry units once the Axis has invaded the UK island as well, and again, this will be for all players, i.e. Multiplayer and AI games as well.

One thing you can try next time is to temporarily turn off FoW and see what the AI has in the Production Queue, and the arrival dates, as this will enable you to more easily confirm whether things above board or not as well.

Hope this helps,
Hubert
Bunks Feb 22, 2018 @ 9:39pm 
I'm really enjoying the game immensely, but nothing bugs me more than AI cheats and have noticed the AI can and does do things a bit on the sly that I can never seem to duplicate.
Marquis de Sade Feb 23, 2018 @ 8:55am 
Hi Bunks,

I can only recommend to play the game vs a human player. It is fun to learn and to play around and to try new things or have a little game running without waiting for a new turn from your opponent.

I don't know if you already tried it vs a human player but if not please do it asap! It changes so many things. First the AI cheat problem (not sure if it is already fixed) can't happen anymore and second - by far more important - the tactics used change. In a dramatic way. It's the same every time for me. I play it offline and at the point I think I'm ready to play it online and consider myself more or less competetive I get beaten so fast and incredibly hard that I always ask myself how that can happen. But hey... after one or two games I learned so many things that the game is even more fun than before.

I would also recommend the Matrix Game forum instead this one. Much more to read, to learn and many players around.

Good luck and have fun!
Hubert Cater  [developer] Feb 26, 2018 @ 9:17am 
Hi Bunks,

I just wanted to clarify that the AI is not designed to cheat in that it is under the same exact rule sets as a human player, and if it isn't then it is a bug as Zhuge discovered above which I am always more than happy to correct.

That being said however, the AI does get some help in terms of a few extra units here and there and only to ensure a quality game experience for a human player. Most often these are triggered by player actions, and not a simple case of arbitrarily throwing many extra units at a human player and then calling that good AI design.

Rather it could be a case where deep in the USSR and depending on the difficulty setting selected, the AI may receive an additional HQ or Air unit, and only to help solidify a front to ensure the game remains interesting and not a simple cake walk for human players. Especially so as they improve and learn how to game the AI.

As mentioned to Zhuge, these are done subtly and what he experienced above in the UK was not even one of these cases, rather just the AI putting up a good fight. The nice thing about playing against the AI is that you can turn FoW off at any time so this helps to ensure the AI is playing above board.

As Marquis de Sade mentioned, once you get a good feel for the AI, multiplayer games after that is a whole new experience that is just as much, if not even more, fun than playing the game against the AI.

Hope this helps,
Hubert
Hubert Cater  [developer] Feb 26, 2018 @ 9:18am 
Forgot to mention that players can also turn off all the UNIT bonus events, if desired, before they start their game as well from the Advanced->Scripts screen.
Last edited by Hubert Cater; Feb 26, 2018 @ 9:18am
Bunks Feb 27, 2018 @ 4:47pm 
Appreciate the feedback but I did a little back and forth testing( by letting the ai do a turn and then switch control to human to see if I could replicate the same moves and combat results. I did so a few times and noticed the AI can move through ZOC and get combatthat weren't possible when I tried.

The first time I noticed this was when the AI had two corps and an Army attacking Odessa. The ai destroyed a fully encamped 10 point corp with 3 attacks. So I switch to German control and put the ai on Allied and replayed the same turn. After 3 tries the most damage I could inflict was 4 HP's on that same unit.

So maybe Im just not seeing soemthing but I do believe the AI seems to be under a different set of rules when it comes to production, combat RNG, ZOC movement, and supply.

But like I said, still think the game is great. Im just an old table top wargamer who played games like Third Reich, World In Flames, D-Day ect before computers were even around. So Im used to all things being even, well except one guy who used to play with loaded dice :)
Bill Runacre  [developer] Feb 28, 2018 @ 8:09am 
Hi Bunks

The AI difficulty level could make a difference, as if the AI units have experience bonuses then this will render them more effective in combat and in avoiding losses than your units. Could that be what's happened here?

The AI settings can be tweaked according to taste if that is the case via the in-game options.

Bill
Hubert Cater  [developer] Mar 5, 2018 @ 8:21am 
An increase in spotting range for the AI is also possible at higher difficulty level settings, and this may account for it being able to pass more easily by enemy units if the units are already spotted. I just mention this as spotting differences sometimes do account for ZoC differences as the full ZoC of an area is not fully calculated if units are hidden etc. Reason being, if they were, then you would know there were hidden units there and so on.

I wonder too if you let the AI repeat its turn as well to see how it might have done on subsequent play throughs as the +/-1 difference on combat results, can have an average effect, or either a cumulatively bad or good effect depending on the number of attacks and how many times the AI or yourself get a +1 or -1 in a row.

Knowing some of your settings, as well as having the AI repeat its turn will help us know if this was a one off good set of rolls that the AI enjoyed, or if there is something else at play to account for the result differences.
Last edited by Hubert Cater; Mar 5, 2018 @ 8:25am
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Date Posted: Jan 21, 2018 @ 4:53pm
Posts: 13