Still you must deal with every enemy unit preplaced on the map.Apologies for being unintelligent, but I'm not sure what you mean. Lieutenant was designed as a level where you face the full-strength AI, but it does not build/replace as many units, because of slightly reduced prestige and basic AI level, and the player should not struggle with prestige because he has 150%. This is strange, because on Lieutenant the AI does not get reduced unit strength. I'd suspect that presents a very big gap for people who start on Lieutenant and move up to Colonel. A smaller gap (1 or possibly 2 strength point off the AI) would have allowed a few more mistakes and enough prestige to replace the odd unit loss by dumb mistake or poor attention when jet lagged) while still requiring at least some thought, but with -3 AI strength it was way too easy. So I would like to be able to customise difficulty - either through a new selection control or through somebody helpful pointing out which file to adjust.Ĭaptainjack wrote:A year ago I tried Lieutenant when I wanted some undemanding entertainment while travelling but I found that the difference between Lieutenant and Colonel was way too big, so that lieutenant wasn't interesting enough.
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A year ago I tried Lieutenant when I wanted some undemanding entertainment while travelling but I found that the difference between Lieutenant and Colonel was way too big, so that lieutenant wasn't interesting enough. In the main PanzerCorps campaign I usually play on Colonel, but have had a few goes at General, with mixed success. It seems that the game requirements have at least as much influence than the difficulty setting.
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I can manage Afrika Korps and 39 to 41 East on General, but I find West 42/43 quite challenging on Colonel and got completely trashed on 44 West at Colonel (I didn't quite go back to Panzerschule, but it was not a good feeling). I usually play Colonel but occasionally play general when I want to work a bit harder. I'm pleased to see the summary of the different difficulty levels - very useful for understanding what you're in for when changing levels. Simply adding some randomization could be a nice way of making the AI more interesting and more humanlike, since we players can move units in whatever order we choose. The AI currently is very predictable because it moves all of its units in a single class before moving onto the next class, and this is done in a fixed order, recon -> bombers -> fighters -> tanks -> infantry etc. Later on, the AI will move its artillery that are out of range, and if any of the new artillery comes within range of the player's units and can do damage, it will fire. In fact, the AI's artillery often won't fire if it can't do enough damage, although I am not certain exactly what that threshold is. The artillery will selectively target units that it can do the most damage to for instance, an AI ISU-152 will fire at a Grenadier instead of a Tiger II. To my knowledge, the current AI algorithm works as follows: it will first check all artillery within firing range of the player's units.
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There still sometimes seem to be certain AI arty units which probably have not read the memo and still fire very late in their turn (no idea why), but most do at the beginning. In my experience this is the exception, in general the AI uses arty first now. AI on advanced level (General and up) is much more aggressive, but still uses artillery in the wrong order (.)