One could deduce the original poster is a beginner, as he indicated in his first post that he was just starting to play the game.
Yes, Sherlock.
That's what I gathered and that's why I agreed with you. The rest of my post was meant to be a song of praise regarding the AI's capabilties.
If you think that it wasn't detailed enough, you can correct me, ofc.
In the end, the best tactician puts the enemy at a disadvantage by reducing the number of options the enemy or, in this case, the AI can choose and maximizing the tactician's options in return.
I know. While the game's enemy AI is excellent (actually the best you can find in a wargame), able human opponents are harder to beat/crack, usually. I played against a number of COTA players (regulars from the Matrix forums, not sure if they ever moved over to the LnL forum), so I think I'm halfway knowledgable in the tactics department
. I am a pretty aggressive player who thinks outside the box and who comes up with "weird" strats that confused my opponents, so that I managed to gain a major advantage in most of those matches.
I just saw the "opponents wanted" call in the other thread, so it's actually tempting to reinstall CO2.
It starts with the plans, intel, and dispositions it had at the point the game was saved.
Ofc, and that's basically what I said, when I mentioned dispositions and orders (as in plans/approaches + targets). Well, bite me
, I forgot to add intel.
If it reacts differently upon start up it is because of newly-discovered human player-induced intel and dispositions triggering a replan rather than an ad hoc change each time the game starts -- kind of like real life.
I said ".... it might call off the described spArt attack, or....., just a few hours later" (IF a reassessment gets triggered, ofc), so I wasn't talking about a different reaction upon start, but that different sessions started from the same savegame can turn out quite differently, which is one of the engine's strong/challenging traits. Maybe my wording wasn't specific enough (at 2 a.m. in the morning).
If you're basing your assessment of the CO2 game activities on what was available in CO1 you're seriously behind the power curve in understanding the capabilities of the game. While the game screen appears the same, there was significant insertion of AI opponent improvements, friendly and enemy intel gathering capabilities, supply distribution and routing, and "staff" functions in support of the human player.
I followed Dave's elaborations during the years, since HTTR and up to CO2, so I think I can say that I'm halfway informed, but he refined and added so many details, a full list of changes (over the years) would probably easily span across 70 pages or more, with all fixes and AI behavior code changes mentioned, and my brain didn't record each and every code addition/discussion along that path. And there are changes under the hood he only discussed in the beta forum, or which he even just documented in the code's comments, which we/I can't access, naturally. So, I am well aware of most improvements/additions that were publicly discussed/released or included in the latest version of the manual, and I checked out particular features myself, but other infos are not available to ordinary users - obviously. So, as an ordinary user, I'd say I'm not too far behind the details that were communicated here or in the manual, at least.
I just tried to give Zaybz a basic idea regarding the AI's capabilities/approach, and not a comprehensive/detailed list of what's in a savegame and what not, or what processes are involved under the hood. The latter is detail knowledge Dave would be able to communicate, or - to quite some extent - user Markshot, back in the day.
I just tried to point out (to a new user) some of the reasons for the game being so challenging, sorry if it wasn't detailed enough.