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Posts posted by ChrisND
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I like my beer and pretzels. (Except for the AI).
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Recent changes:
Made the post-Barbarossa scripts so that new offensives are only launched if the eastern front is stable.
Added in the exploitation scripts for the AI to take certain undefended resources.
Put in several react-to-Allied attack scripts.
Current problems that I could use help on:
Italy just will not send troops to North Africa. They send them all to Russia, even though the transport scripts are at STEAL 3 and there are no Russia scripts.
Anyone have ideas for smoothing out the purchases? For example, some reports say that Italy bought 0 HQ, and some that Italy bought 3!
The Norway invasion still defies a fix. ANYTHING involving the ocean, naval units, transports, or amphibs is going to be screwed and up and will probably stay that way until a future patch enhances the naval AI.
And last note folks, you need to give the AI an exp and difficulty boost. I never play below Expert/+2 XP. The AI needs it to make up for the fact that it is just not as capable as a human player.
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Sure thing, Organist, Xanos, and Qyusson, be aware I will be sending you the newest version, so it may be a day or two.
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Number 7 is an issue that is fixed. Axis only start offensives now if Eastern situation is favorable.
The rest are things I can only give guidelines to the AI to do, but it usually just does whatever the hell it wants to do.
P.S. I don't dont think the AI will ever win anything without an exp bonus. It makes up for the poor tactical choices.
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USA is attempting a landing to liberate England. I get a FAILED: LOAD AND UNLOAD SEGMENTATION ERROR or something to that effect. Happens everytime. I have a saved turn if you need it.
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Cool, look forward to seeing it.
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Yes the garrison scripts are in place.
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Just in case that happens again, I am going to make the build-up scripts kick in sooner. Probably a good idea anyways in case Allied player invests chits in USSR diplomacy.
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Thanks for the AAR.
The Sweden invasion I need to turn % chance of that down. That is very odd that the invasion went badly, because every tiem I have seen the AI do it was fantastic, Sweden down in two turns each time. I'll look into that, it is most likely a problem with the script that sends the invasion force by transport to Norway.
That is REALLY odd how the USSR joined so quickly. The reason there were no Axis units at border was because they joined so fast the build-up scripts hadnt even started yet! :eek:
Also, I am going to set back Axis Denmark and Belgium invasions to allow for better weather.
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Here are the DoW scripts, let me know if something is wrong.
; Germany attacks the USSR:
{
#NAME= Germany Build Up Offensive - Riga (USSR DoW)
#POPUP=
#FLAG= 1
#TYPE= 1
#COUNTRY_ID= 5
#TRIGGER= 100
#LEVEL= 0
#PLAN_ID= 1
#SIZE= 5
#LENGTH= 1
; Riga
#GOAL_POSITION= 96,10
#DATE= 1941/05/01
#STEAL= 0
; Konigsberg
#FRIENDLY_POSITION= 94,12
; 1st Line - France politically aligned with Allies and surrendered AND
; 2nd Line - USSR politically Allied (90% active) and not surrendered
#VARIABLE_CONDITION= 2 [2] [100] [1]
#VARIABLE_CONDITION= 4 [2] [90] [0]
#TACTICAL_CONDITION= 84,16 [1]
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
; Germany attacks the USSR:
{
#NAME= Germany Build Up Offensive - Odessa (USSR DoW)
#POPUP=
#FLAG= 1
#TYPE= 1
#COUNTRY_ID= 5
#TRIGGER= 100
#LEVEL= 0
#PLAN_ID= 1
#SIZE= 5
#LENGTH= 1
; Odessa
#GOAL_POSITION= 107,19
#DATE= 1940/05/01
#STEAL= 3
; Budapest
#FRIENDLY_POSITION= 93,20
; USSR politically Allied (90% active) and not surrendered
#VARIABLE_CONDITION= 4 [2] [90] [0]
#TACTICAL_CONDITION= 93,20 [1]
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
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To me abstract and B&P is a quality, not a drawback. My day job is already brain-taxing enough, I don't need another job just trying to relax!
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PS if you can send me a saved game turn I would appreciate it.
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Yes Edwin, some of the problems you noted will be fixed when I include the TACTICAL_CONDITION and ACTIVATE_CONDTION flags that will allow the AI to only move troops to a new attack if the tactical situation is favorable, or stop advancing and consolidate when the situation is bad, or even fall back to defensive position. My first priotity is to just get the AI to follow the offensive scripts, then the fine print will be added.
Did the Germans DoW, or did they let Russia join? I had been having problems with that.
As for the Italian HQ, and air support problem, I am having the damnedest time getting the AI to send Italian troops to Africa and NOT the eastern front. Any suggestions?
As for the problem of the German units in Africa, based on your game I will include a script to move German units out of Africa and into Europe before Barbarossa kicks off.
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Nope new game from 1.02
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This is one of the directions the AI can attack Russia, taken 4 turns after attack began.
http://img143.imageshack.us/img143/3184/clipimage0029dx.th.jpg' alt='clipimage0029dx.th.jpg'>
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Version 3 sent out. This one is a full-game script.
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Actually I was about to recommend the same. The only changes that should need to be made to my scripts are the X,Y coordinates. That, and modifications due to any terrain changes, and differing countries.
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OK folks, the script set is almost done...
Scripting 90% complete.
But the testing will be the long and hard part.
New version will be sent to testers in the morning.. anyone else who wants one give me a shout.
Read the prior thread I made for pre-barbarossa highlights.
Highlights, Post-Barbarossa:
- Germany will choose among many different plans of attack for Barbarossa. Be ready for an invasion anywhere, going in any direction!
- The further germany penetrates into Russia, the more a chance they will launch a Sealion.
- Random invasion scripts for minor countries.
- Enhanced diplomacy, research, and purchasing.
- Axis will exploit weaknesses in Allied defense. No more leaving those remote places unmanned!
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Hubert,
Sometimes upgraded units are still not shown with the correct sprites. This time I am seeing the germans with this.
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Currently writing Barbarossa scripts.. will be ready tonight.
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Actually after I made that post I realized that I could use the CANCEL position.
I think the problem I have been running into is that the AI sometimes doesnt have the MPP to move the garrisons to Konigsberg for the Norway attack. Other times it just doesnt, for reasons I honestly dont know. And I do have it set at STEAL 3.
As for setting it to a TYPE 2, the problem with that is that it keep checking for it forever, when I only want it to happen within a certain time frame. Can you set multiple #DATE flags within a script, or even a range of dates? That would be most helpful.
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Next test version will be delayed until later today... still too many damned AI bugs I am trying to work around.
Still beer and pretzels
in Strategic Command 2 Blitzkrieg and Weapons and Warfare
Posted
Yeah. Not all of us are hard-core grognards.