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On Hard the AI gets more resources and its units are stronger (not 2x or 4x stronger than yours though, its like 30% more HP or something), thus it will more often gauge its army being stronger than yours and hence attacks more. This does result in in the hard AI being significantly more difficult than normal difficulty AI.
The way you overcome the hard AI is by using tactics and micromanaging your units so that you can overcome the enemy army that the AI has guaged as being stronger than yours. I find Tau to be the best at this. The Tau race is a powerhouse against the AI, especially in the campaign.
Lastly, yes, the Necron Lord is overpowered, as is the Orks Big Mech in the early game. Remember in the campaign the enemy commanders will be stonger than in the skirmish game too, just as yours will be after you get a bunch of wargear.
also, the unit HP scaling in soulstorm (according to the link below) is:
Easy = 250% player health, 60% AI health
Normal = 200% player health, 100% AI health
Hard = 100% player health, 120% AI health
source: http://warhammer-game.narod.ru/wiki/Dawn_of_War_Campaign.html
as you can see, the differences are quite drastic.
and yeah, it looks like enemy commanders also acquire wargear during the campaign, which would explain the powerful necron lord.
however, if you kill an enemy "honor guard commander" during a mission, then it will spawn as a "regular commander" when it gets rebuilt, and thus will be significantly less powerful. so at the most, you only have to deal with a tough commander once per mission. luckily, this is not the case when you rebuild your own commander. :-)
imo it's kinda lame that the AI cheats the way they do, though it's not an uncommon thing in RTS games. they have no FoW it seems, and also know where your infiltrated units are (which is particularly annoying when playing against IG).
on missions where their commander is present, they usually rush you right at the start, which can be rather troublesome on missions where they have two bases.
@BrendyBear
i couldn't find any specifics on enemy resources. do they get a higher starting amount, or do they get an increased income rate? i browsed the files for a bit, but couldn't find where it's set..
the only difference in player resources that i've noticed in-game is that you start with less or more planetary requisition, depending on the difficulty (700 -> 800 -> 900). pretty insignificant, really.
in actual missions i started with 1000r / 100p on all difficulties, so perhaps there are no differences there?
Thanks for responses, I played a skimrish as the necron yesterday, and noticed they have very slow unit production rate. So now i just rush base and generators with all my honor guard units on the start. Usually it's instant win. Doing it I've also discovered origins of my overreaction. They have built in, or build very fast their equivalent of armory. I assume as soon as they have it they get all upgrades researched (or research them pretty fast).
Anyway I still think it's just weird how different is AI from campaign compared with one with skimrish, which is just copy-pasted from dark crusade
For the tactical level AI, I think the hard difficulty gets a resource rate bonus, similar to the higher levels of skirmish mode. I am not 100% certain about this though. For the skirmish, the higher level AI gets resource rate bonuses as follows:
"
Easy - Braindead AI (seriously, if you lose against an easy comp you should burn your CD)
Normal - Standard AI
Hard - Advanced AI (usually up to par with a moderately skilled human player)
Very Hard - Advanced AI +20% AI resource rate
Insane - Advanced AI +40% AI resource rate
"
Source: https://gamefaqs.gamespot.com/boards/943419-warhammer-40000-dawn-of-war-soulstorm/41864030
I can confirm that the Insane AI in skirmish gets substantially more resources than the player, so I think the above is accurate. I believe the campaign 'hard' difficulty would probably be at the Very Hard level in skirmish. It does seem to get some more stuff when you fight in low level battles at the start of the campaign, but this could be due to it already having some structures so making some save some resources building and getting more units.
As for the AI FOW cheating, its most noticeable when you have infiltrated units and they use jump units to constantly jump directly to them. Or a builder unit and they just jump in for way outside their possible vision range and ambush it. Or IG randomly sensor scanning infiltrated units, even when they are just standing around nowhere near the battle.
yeah, similar to how the player can reinforce provinces that he owns, the enemy will do it as well. i believe that they have a set reinforcement order, so depending on their strength, you will or will not see them already having a summoning core (or equivalent).
non-stronghold missions can end up being a lot more difficult than stronghold missions, if their strength is high enough. especially if the enemy commander is also there.
many agree that there's plenty wrong with the AI, even on hard, and it's the reason that mods were made to improve it. i'm not sure if the mods affect campaign AI at all, perhaps they affect at least the non-stronghold provinces. ("Dawn of Skirmish 3.20" in case you're interested in checking it out.)
though, i wouldn't play the campaign on Standard even if the AI was better. that boost in player HP is just way too big.
but in the end, i enjoy the gameplay enough to suffer through the weak AI :-P
@BrendyBear
yeah you're definitely right about the AI not playing by the same rules. i have no clue how their planetary requisition income works, but it's obvious that they have different, or no restrictions when it comes to availability of honor guard units. i agree the skirmish AI gets higher income rates, but i didn't necessarily get the same impression in the campaign.
lol when enemies jump your infiltrated troops. it's so blatant and so stupid. ;D honestly it's not acceptable to develop an RTS game and have AI this lame, but.. oh well.
TBH I think the Hard difficulty in the campaign is at a pretty good level considering its supposed to be 'hard', but normal probably should have been increased a bit so there isn't as big of a jump. IMO normal should have put the player on an even footing with the AI. But its not getting changed now, so have to just put up with it I suppose. I do find the hard difficulty campaign a decent challenge, at least for races other than Tau and IG lol. I will also point out that while the races are decently balanced for multiplayer, some are definitely stronger against the AI. I found Tau to be the easiest in the campaign, as the Tau commander with wargear is just godly, and the Tau honour guard are really strong. IG is good also, as they are ridiculously strong at full tech and a well micromanaged full tech IG army is pretty much an unstoppable steamroller (even in PvP :P). I found the other races to be a fair bit harder for the campaign though.
i'm still busy doing my space marines playthrough, and i haven't completed chaos or sisters of battle yet either. (not sure i'll ever do SoB, i just do not like them. especifically the missionary's responses just annoy me too much, lol.)
chaos doesn't look too inviting after checking out their available honor guard units. can't say i'm a fan of the commander's final wargear piece either (i mean, you upgrade the commander 9 times, and then you strip all the upgrades..? lame!)
my experience so far has been that dark eldar is the worst for the campaign, while ork second worst, mainly because of their fondness of melee, and overall poor (sight) range. though, the ork campaign didn't give me too much trouble except for the IG stronghold, iirc. (i think the IG stronghold was also the toughest mission for me as DE.)
i'd say tau is indeed the easiest/strongest. (fire warrior honor guard teams, oh man..) can't say i didn't enjoy the power. ;D
i had an absolute blast playing as eldar as well: awesome honor guard, and a very enjoyable balance of speed, utility, fire-power and squishiness.
as SM i've only done the ork stronghold so far, but i'm already getting the impression that this playthrough will have very few obstacles. in Dark Crusade the SM campaign was relatively easy, since SM as a race is just such a powerhouse once they're fully tech'd up. i've grown very fond of their (in-mission) deep strike mechanic. :-)
the necrons let me down a little bit, tbh. i expected/wanted to see the powerhouse playstyle that i actually experienced as SM, but in stead found myself getting headaches over the enemy's long-ranged units, particularly artillery. plenty of missions ultimately came down to building 3 fully upgraded monoliths and then constantly summoning flayed ones. it made the campaign very easy, while not at all satisfying. particularly the SoB stronghold mission, where they like to mass infantry, spamming flayed ones vaporized their morale, tied them up, and the damage wasn't bad either.
can't remember much of my IG playthrough as it was years ago. i think i'll do one again after my SM playthough. :-)
it definitely would've been fun if necron made more monoliths, but mainly to buff their flayed ones and necron lord, and to be able to spam units quicker.
in take and hold maps (ancient gates), the AI doesn't do anything to contest the critical locations, but rather sticks to the same logic that BrendyBear described. so if they consider your force to be too strong, they'll simply stay in their base as time is ticking away. you can win those maps without even seeing an enemy, it's ridiculous. they should rush those points at the start, or/and try to de-cap them despite "feeling" weaker. but as far as the AI's concerned, those critical locations are not of special importance in take-and-hold scenarios.
there are plenty of abilities that the AI never seems to use, which would otherwise completely change how you have to fight enemies: all grenades, big mek's tank zappa, warlock's embolden and entanglement, vespid's destabilization, etc. i think eldar doesn't even use fleet of foot.
as for necron, i'm pretty sure that the only time the deceiver is summoned by the AI is when you approach the relic during the stronghold mission. (not sure about nightbringer, perhaps the AI does summon that one in non-stronghold missions, and in skirmish?)
at this point i'm just glad that there are a few abilities that they do use, lol.
it's also way too easy to tie up ranged enemies. they never "dance", or even flee, but at best will retreat together with everyone else if the battle is decidedly lost.
there are also triggers in most stronghold missions that you can avoid, manipulate or even break.
the silliest one is during the SoB stronghold mission: once the confessor is spawned after they reach 600 faith, you can just save + load the game, and it will completely break the confessor's AI. he'll just stand still. their faith will continue to climb, but it will just go past 600 without anything happening, because they won't spawn a second confessor.
the list of problems goes on and on!
The necron AI will sometimes spawn the Nightbringer in skirmish, its pretty rare though. I don't think I've ever seen it use the Deceiver.
The AI in this game does well against inexperienced players on an even footing, but against experienced players the AI really needs some serious advantages to be a challenge, like the resource rate boost the high level AI gets in skirmish or the HP boost in the campaign.
it certainly looks like it. i suppose it takes quite a bit of time to build good code for every single ability, and they probably just cut a bunch of them to save time. budget / time constraints have been a very real thing in gamedev pretty much since the start of it.
i suppose that was their "fix", to just give the top difficulties the resource bonus to make up for how poor the AI really is. arguably better than nothing, but it's not exactly ideal. ;D
i'm fairly sure i have never seen SM use orbital bombardment or deep strike in skirmish, so if you have then it's probably a very situational thing. the OB ability is available right from the start for the force commander, so it's not a matter of teching. perhaps some personalities are more complete than others, giving you a tougher battle? i do usually just play against Hard, so perhaps there's an AI difference between Insane / Harder and Hard after all. :-/
edit: nope, i'm very wrong. orbital relay is needed to use OB, which is the latest available building. well, that might explain then. :-) i guess my games just don't reach that tier very often.