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Posts posted by ChrisND
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How did you get the AI to upgrade faster?
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Silent Mode meerely means that the sub will not attack convoy routes. Nothing more.
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Be advised that I have looked over the scripts and it will take little while to do, ie. several weeks after the vanilla scripts are released. Reason for it is that every script (All few hundred of them) must be examined line-by-line because of teh fact that the map itself, such as country positions, new cities, new countries, etc has changed. Also, several plans will be completely unworkable, since some cities have been replaced by small cities (woods) and these CANNOT be used as GOAL_POSITION in ANY AI plan other than Garrison. Thus, they cannot be the sole target of offensives or amphibeous attacks.
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To each his own I guess.
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It USED to exist?
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SF Chronicle and The New York Times are the biggest hack jobs on the planet... even worse than CNN.... did I mention I hate the media?
BTW, what is world standard? Is it a standard program format for a news channel?
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I made small testing arena scenario to test out script ideas, with US and Germany areas seperated by a large river; one German unit, three USA corps.
Everytime I start the scenario I get a FAILED: aminate_Re_Strengthening_of_land_units segmentation violation and the game crashes.
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Yeah, like CNN or any other news program is any better.
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AHA thank you
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And actually if it is as I described it, then it would check once on the date, or not at all if conditions were not fulfilled
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That's why I'm asking to confirm this.
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OK, so as we all know, a TYPE 0 plan is checked once, regardless of whether it triggers or not. Through experiment it seems that the check occurs on the date given in the #DATE flag, and will not be checked at all if the other conditions are not met.
Question: Can a TYPE 0 check be set up so that it is independant of date, IE the check is made once, immedietely after the conditions have been satisified? This would make my life a LOT easier.
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Looking for ideas out there on how to fine-tune the AI purchase scripts. As the system is, it is completely random. While this leads to variability, it also leads to major problems. For example, one game the AI buys too many HQs, something like 6 or 7 before Barbarossa. The very next game, the AI buys none until 1943. How do I fix this?
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The Axis AI is getting very near completion, just testing and tweaking right now is what is needed, and how fast it gets through that is a function of how many of you volunteer for testing.
As for Allied AI, Im know that Edwin has been doing some work on it and I will start on it when I am done with the Axis, but keep in mind that until HC makes some naval changes, the Allied AI will never be complete, because the Allied forces depend on naval forces so much.
Also keep in mind, once the AI is finished, it has to be adapted to the expanded scenario, i.e. scripts for the extra regions will need to be added, and AI strategic decisions will have to be re-examined because of new territory, nations, and scripted events.
What I would like from you Honch, is a list of the event scripts that have been added to the custom scenario, plus a list of the new nation IDs and other core game changes (combat values, etc). I could pick through and get them, but I have my hands full as it is. I'll start adapting the Axis AI right away. It's going to be awhile before the Allied AI is completely finished.
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Edwin is correct, as of now naval AI is not controlled by scripts, so all naval business is Hubert's ballpark.
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The #DATE flag changes I mentioned previously
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The diplomacy spread is on my to-do list, but is unworkable until global variables are introduced. Garrison decision positions are unwelcome in the beginning because at that point Axis needs every unit for combat.
Everything else you mentioned is already implemented. In addition, Axis Minors take a lot of the Garrison load off of Germany now.
However, I have Germany manning Portugal and Gibraltor, because the AI will/may use Spain for offensive operations against Minors, since they have a combined arms force w/ HQ.
As for specifing which units garrison what positions, I wish I could do that, but it is impossible. hopefully HC will add that in a patch.
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That would be awesome for someone to start modding the unit images.
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If Edwin does not have the set finished, yes.
However, some major changes need to be made to naval AI and scripting if any Allied script set were to work correctly.
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Progress:
Added in Axis reaction scripts to the Spanish Peninsula and Algeria. If Gibraltor is Axis, the Germans will react to Allied invasion of Casablanca/Tangier by sending units to estabilish a defensive position around Algiers, AND by reinforcing the defensive positions around Portugal and Gibraltor to make amphib attacks much more difficult.
Also, if Allied units touch the Spanish Peninsula's ground, Axis units will estabilish defensive positions in the mountains as well as securing the narrow Bordeux corridor (If Vichy France has not been activated).
Also added in an Italy reaction to Allied Greece invasion script set.
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Not to mention, this game was designed/made by basically ONE person. Think about it.
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No worries william, when Edwin and I are done with the AI you will have a challenge indeed.
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Having another game vs AI with above changes. MUCH more interesting game. It's 1942. Even after loads of British diplomacy (and MPP), Spain still joined. Italians have been putting up a tiger of a fight in North Africa, without any German help. Sweden is getting ready to join Axis and Norway is German. Germany launched a surprise Sealion in Early 42, it failed but cost me a fighter, bomber, MPP, naval forces and plenty of lost time. If I had been using the British land force for something else at the moment, I would have been screwed.
German navy has actually been knocking my ass around this game, until the USA joined now the Atlantic is secure again.
Germany launched an impressive Barbarossa, it slowed down at Leningrad and Moscow but now it has sped up again... they have reached Gorky.
The new version is sent out.
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Naval bombardment of Malta
in Strategic Command 2 Blitzkrieg and Weapons and Warfare
Posted
I can take Malta out in 2-3 turns. They really start to take losses once their morale and readiness hits bottom. You need the Italian navy, a few AF w/ HQ support, and a few turns and Malta will be gone.