Jump to content

sonnenwalde

Members
  • Posts

    26
  • Joined

  • Last visited

About sonnenwalde

  • Birthday 03/13/1965

Contact Methods

  • Website URL
    http://N/A

Converted

  • Location
    UK
  • Interests
    Sports, Strategy Games, Keeping Fit
  • Occupation
    Computer Programmer

sonnenwalde's Achievements

Member

Member (2/3)

0

Reputation

  1. Yeah thanks for that Hubert. I guess I should've read the manual first.
  2. Great article reagarding the development of the AI. The AI in Strategic Command WAW/PDE beats any other AI I've played against hands down. However I'm intrigued as to how Bill got the AI v AI game set up in the first place. As far as I can see it's not an option on the standard menu. :confused:
  3. The CGN files are present but it may well be the latter reason. Thanks Hubert. sonnenwalde
  4. Over time I've downloaded a few campaigns from the cmmods website. I've constantly had a problem of the downloaded scenarios not showing up in the list of available scenarios when I've loaded SC2. Is there a reason for this? It may well be that it's something I've done wrong when downloading and extracting the files, although some downloaded files appear as normal. Has anyone else come this problem? :confused: For example:- I've donloaded the custom campaign "1939 Fall Weiss Historical- Blashy" a number of times from the cmmods website, but have yet to get it to appear in the list of available scenarios. :confused: :confused: sonnenwalde
  5. I've just loaded the 1.04 patch. The game works fine but when I tried using the script editor I keep getting the following error message. The application failed to initialize properly (0xc0000135). Click on OK to terminate the application. Any ideas as to what is causing the problem and how to fix it.
  6. How about introducing AND/OR logic for the Activation and Cancel lines of a script (rather than just AND or OR logic). This would greatly increase the scope and variety of the conditions used to activate and cancel plans. :cool:
  7. After playing around with AI scripts and looking at AI mods (specifically Timskorn's mods for the Allied AI) I've come to the conclusion that it would be a great improvement if you could specify a preferred unit type you would like to occupy a GOAL_POSITION. This is specifically relevant to defensive plans. This would allow you to conceive a more detailed and effective defensive plan for the AI when garrisoning Cities and/or defensive lines. An armoured unit could be used to garrison a City for example, a tactic many Human players use. It would allow the AI to populate the crucial tiles with the strongest units instead of relying on pot luck and also allow the possibility to have strategically placed Air Fleets and HQ's for support. I don't know how much work would be involved in incorporating a change like this, but I reckon it would improve the AI's chances considerably.
  8. Great tool benCG As you say it's just the job for doing away with all that scrolling etc. It'll certainly encourage me to edit the AI scripts. Looking forward to using it. :cool:
  9. I've just played against the Axis AI and he didn't even bother attacking Leningrad until well into 1943. For operation Barbarossa he concentrated most of his force in a drive to Moscow while most of the rest of his units were in the south.
  10. Thanks for clearing that up. I'm undecided as to whether or not I like this idea. It could definitely help prevent stalemates occuring. Presumably the same logic applies when calculating the supply route between the 2 opposing units. I noticed that after the units had advanced between my units their supply value had dropped to 0. Perhaps, as mentioned elsewhere on this forum, it would be a good idea to have a toggle button, which shows supply values for each square on the map. Maybe even incorporate this supply value into the AI's logical(illogical) thinking process, so that it doesn't throw away units needlessly.
  11. On more than 1 occasion the AI has attacked an infantry unit and then advanced between 2 of my units which are connected 'diagonally'. I was under the impression that this sort of movement was not allowed and that units connected just by the corners of their 'diamond' formed a continuous front. In the current game with the AI playing the Axis this has happened at least twice. Is this a bug or a new feature of SC2? The logic the AI uses in carrying out this manoeuvre, thus deliberately getting his unit cut-off and isolated, is another matter entirely.
  12. I was playing Axis against Allies, the Germans has invaded the Benelux countries and was in the process of occupying France. At this point Italy was still not in the war (about 75% activated). However I had moved the Italian Submarine to just outside Genoa's port in preparation for an Italian declaration of war. The Italian submarine was attacked by the French Air Fleet which was in Marseilles while the Italians were still at 75% activated and still officially neutral . We've either got one hell of an AI or I've found a slight bug. It would have been perfectly understandable if the Italians had declared war on France following this unprovoked attack but the activation % remained unchanged. :eek:
  13. I'm running the game with 512 ram with a 128 Mb video card. I was suprised to encounter the mirroring problem as the PC is almost brand new. Having just downloaded the new Demo however, I can confirm that the 3D sprites are looking good and facing in the right direction.
  14. Any news on what the default scenarios are likely to be? I notice that in your screen shots you have smaller scenarios such as 'Overlord', 'Kursk' 'Arnhem' and the 'Ardennes'.
×
×
  • Create New...