|
| ||||||||||
| Tags: beta aar, pc game, slitherine, strategy game, time of fury, video game, wastelands interactive |
![]() |
| | Thread Tools | Search this Thread |
|
#1
| |||
| |||
| Time of Fury - AI in the beta AAR
|
|
#2
| |||
| |||
| Re: Time of Fury - AI in the beta AAR
I'm pretty sure that you are able to view how AI order organize amphibious operations like both Jubilee or Overlord.Personally I suspect that prodding trough Italy was a strong plan.That should be something exceptional in a Strategic gae of this scope if AI can pull that off in an equalized way. |
|
#3
| |||
| |||
| Re: Time of Fury - AI in the beta AAR
Most possibly there was simply not enough space for large campaigns in Italy. Since both Germans and Allies will utilize all their compels utilized in Normandy and later in France, in Italy, then both sides will actually stayed in enormous traffic jams. In all probability much preferred impacts could give assaulting trough Balkans. |
|
#4
| |||
| |||
| Re: Time of Fury - AI in the beta AAR
I am interested within the German AI, although I will play them most. Can the German strategic AI sufficiently adjust its compels for Eastern and West Fronts? Will it strategic move units from one front to a different for defence and perhaps even to underpin unique offensives? Pull units out of the east and south to ensure France? I am considering an additional strategic WW2 game where the German AI will frequently leave one front quite debilitated or even unprotected. |
|
#5
| |||
| |||
| Re: Time of Fury - AI in the beta AAR
Usually the AI is attempting to blanket all fronts and not permitting the foe to addition further bolstering much good fortune. Obviously AI (the same as human) is not ready to foresee where the adversary will begin the attack, be that as it may whenever it will began, the AI might as well begin to respond. |
|
#6
| |||
| |||
| Re: Time of Fury - AI in the beta AAR
Zone of Control is acclimates to the scale of the recreation and it is constantly all hexes nearby the unit. Each foe unit which is attempting to move within the ZOC is constrained to spend supplemental development indicates. This purposes the unit to move less hexes or strike less number of times. You make a point not to get to see every last trace of the adversary troops in a cutting edge, unless you actually happen to be close enough to conquer the haze of war, which might be set to as meager as 1 hex. All the more depending on if you could probably sense the presence of an adversary unit, you would not be able to get enough insight on it to certify solidness or sort. Recon is significant. |
![]() |
|
| Thread Tools | Search this Thread |
| |
Similar Threads for: "Time of Fury - AI in the beta AAR" | ||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Hexes and the Time scale in ‘Time of Fury’ | Kaesini | Video Games | 3 | 02-12-2011 10:50 AM |
| Map Editor in ‘Time of Fury’ | Alagu | Video Games | 4 | 02-12-2011 10:38 AM |
| How you will compare Time of Fury with Time of Wrath | Gundugollu | Video Games | 4 | 02-12-2011 06:22 AM |
| Time of Fury is out of the stock? | Dinkerrai | Video Games | 2 | 02-12-2011 06:21 AM |
| Stacking in Time of Fury | Purandhri | Video Games | 3 | 01-12-2011 06:23 AM |