![]() It won’t be able to spot your units witout proper recon, and thus being able to bomb (or smoke :)) your position “blindly” like before. The AI will no longer react to units it doesn’t see, allowing effective sneaky or flanking tactis like against any human player. The AI’s behaviour regarding the rules of vision has also been improved. ¤ in campaign, the AI will be able to combine play different battlegroups’ strenght & weaknesses to get the best out of them. You shouldnt really use it as a substitute. One thing about RD that is good is you can have the AI use custom decks in the skirmish mode. Mixed maps are the best thing to happen in Wargame. Therefore, you will be able to create AI decks that serve your strategy as an ally… or fight against an enemy which you have designed yourself ! Just like a sparing partner. I have recently purchased Wargame: AirLand Battle and am enjoying it a lot. You can create, customize, and assign decks to every AI slots individually. ![]() ¤ in skirmish or multiplayer, all your decks are shared with the AI. Now with this new AI, new possibilities are open : I find the map 'Straight to the Point' (without navy) to be really noob friendly when I started the game. In Red Dragon, the AI has been entirely reworked so to be able to play with whatever deck it is given. In European Escalation & AirLand Battle, the AI had been “trained” to play with some specific, pre-defined decks. And especially its ability to “play” with decks. The first new feature we wish to talk about is AI improvement. With Red Dragon project running, the time has come to revive this dev blog.
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