... My argument of defensive bots > offensive bots are now not entirely true. The Brits won at Lebisey last time I checked, despite me playing as the Germans. When they owned the AT positions, they use the PaK guns and mortars against us, which is quite frustrating.
Heh, glad I could write some SAI code to frustrate, that is, challenge you. It is a bit unusual for the side with humans on it to lose.
When we were overwhelmed by a "too good" positions, I think any human players couldn't just win without the proper bot support.
![Wink ;)](http://fhpubforum.warumdarum.de/Smileys/classic/wink.gif)
Try FH1 Stalingrad maps. Play as Russian and climb the hills against German MG42 positions, that would be just too difficult.
Those MP-goers would like to taste how is it like to be pwned by a good AI. This guy (bot named Y. Pasholok (Taranov), one of the FH2 developers) manned a PaK40 on Center AT Position and raped us a lot of times. Finally I killed him using lucky rifle-grenade shot. But we were lost since we bled too many tickets already.
Gazala is improving, especially for the Germans, they are now at least, able to bleed the Brits by capping the Knightsbridge. They used to lose the game the entire time, but now they managed to beat the Britain several times.
How can I make it better? Do the Germans always get stalled at Knightsbridge?
Gazala main problem is that most of its CPs are located deep within mined perimeter, which requires motorist bots to abandon their vehicle and walk on foot to fight for the flag. Now bots can capture 150th box without leaving their vehicles by camping on the east side of 150th box (where the CP's vehicles spawned). But it gets difficult to recapture since huge waves of bots keep spawning there. Only coordinated air attacks would have the chance to do something with the defending bots, in order for the attacking bots to cap the CP.
Knightsbridge position is too deep, the Germans could only hold it for a while before being outgunned by British tanks.
The problem is that the bots, after advancing deep within, they soon forgot to spawn from their mainbase and bring their big guns to the frontline. Instead, they spawned on the front trying to vainly defend their position against armors, halftracks, trucks, using their handheld weapons.
Lebisey, the British bots are indeed smarter, they attack and cap without hesitation (which bleeds them many tickets). But their attack aren't just aggressive enough for the German tanks to spawn at their main base....
Don't quite get you here. Could you try to clarify?
... So it end up being the Germans getting massacred when trying to recap their lost position in vain. Until the British advanced a bit and capturing at least one CP, the Germans then could regain their position by the additional Panzers that spawned to the condition.
Which position / CP do the Germans unsuccessfully try to recapture in Lebisey? I might be able to improve that. It is challenging to write SAI code and also take into account conditonal Panzer spawns.
In Lebisey, the Brits normally cap all 3 AT positions (west-center-east), it makes the Germans bleed and spawn tanks. Before ESAI, it take them a lot of time to finally cap any of the AT positions.
Now, they with the help of their tanks can easily overrun our defense in AT positions and cap all 3 of them early on. However, despite bleeding the Germans, the Panzers won't spawn until 4 CPs are captured by the British. The fight is too fierce perhaps, man-on-man fights, British tanks are knocked out by Panzerfausts or explosives, both German and British couldn't gain any significant positioning to win over any other.
In several rounds, they managed to breakthrough East AT and secured Lebisey HQ. And spawned 1 x Tiger I tank, 1 x Panzer IV H, and 1 x Panzer III N on "Road To Caen" (German main base).
I think you already know that Goodwood also has tank spawning conditions. The German "super obliterator" King Tiger will spawn only after both Cagny positions are capped by the Brits.
I tried Villers and it plays great. Although, and I'm not complaining, it tends to fall into a pattern, with the 88 stopping the Allies from quickly crossing the river.
By the time enough of them to pose a threat get across the water, zee German armour rolls in, and straight over them, and takes the Farm.
Then Allies take out the tanks, retake the Farm and try to cross the river again... ![Smiley :)](http://fhpubforum.warumdarum.de/Smileys/classic/smiley.gif)
I did notice quite a few halftracks getting stuck at the bridges because they were trying to take too tight a turn onto it.
This is the "balance" i'm talking about. The bridges might be troublesome for the bots to cross smoothly.
Villers is a bit more "manageable" for human players, because their attacks mainly come from one direction. The bots rarely use northern bridges and go directly to Tilly-sur-Seulles, confusing the human player trying to attack the Point 213 or defending the Farm (the most common battlegrounds).
In contrast, Lebisey is chaotic, 3 attacking waves, heading for 2 targets. A single human player can only choose to defend one. Thus, human player losing here is a bit less unusual
![Grin ;D](http://fhpubforum.warumdarum.de/Smileys/classic/grin.gif)