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ChrisND

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Posts posted by ChrisND

  1. Progress:

    - North Africa scripts are now working very well. AI will wait until a sizable force is built up prior to attack.

    - Gibraltor invasion script if Allies leave it alone is done. The Malta one has to wait as a bug prevents it from working.

    - Norway invasion is making progress, still has problems due to AI amphib and "sticky" garrisons.

    - Italian HQ purchase problem solved.

    - Sealion scripts ready and working.

    - Edwin is working on a Vichy France > Spain > Portugal etc script set.

    - Early conquest timelines made slightly more variable.

    - Garrisons for Seigfreid Line now stop after Brussels falls instead of Paris, allowing for those Corps to bypass the Maginot Line and help in attack.

    All testers will get a fresh copy with the updated scripts this morning. smile.gif

  2. Yep, I get the same error. here are the scripts I used.

    Since Malta is pretty much the only one-tile island on the map with amphib plans made for it, I wonder if this has anything to do with it?

    ; Italy prepares to attack Malta:

    {

    #NAME= Italy Amphib Build-Up: Malta

    #POPUP=

    #FLAG= 1

    #TYPE= 2

    #COUNTRY_ID= 6

    #TRIGGER= 100

    #LEVEL= 0

    #PLAN_ID= 2

    #SIZE= 1

    #LENGTH= 1

    ; Malta

    #GOAL_POSITION= 85,30

    #DATE= 1940/01/01

    #STEAL= 3

    ; Set friendly positions:

    ; 1st Line - Sicily

    #FRIENDLY_POSITION= 84,28

    ; Set variable conditions:

    ; 1st Line - Italy politically aligned with Axis and not surrendered

    #VARIABLE_CONDITION= 6 [1] [100] [0]

    ; Set tactical conditions:

    ; 1st Line - Rome not tactically threatened

    #TACTICAL_CONDITION= 83,24 [1]

    ; Set activate position:

    ; 1st Line - No Allied units left in Malta

    #ACTIVATE_POSITION= 85,30 [0,0] [0,0] [2]

    ; Canceled if Axis units already in Malta

    #CANCEL_POSITION= 85,30 [0,0] [1,1] [1]

    }

    ; Malta Garrison

    {

    #NAME= Malta Garrison

    #POPUP=

    #FLAG= 1

    #TYPE= 2

    #COUNTRY_ID= 6

    #TRIGGER= 100

    #LEVEL= 0

    #PLAN_ID= 0

    #SIZE= 0

    #LENGTH= 1

    ; Malta

    #GOAL_POSITION= 85,30

    #DATE= 1939/09/03

    #STEAL= 3

    ; Set friendly positions:

    ; 1st Line - Malta

    #FRIENDLY_POSITION= 85,30

    ; Set variable conditions:

    ; 1st Line - Italy politically aligned with Axis and not surrendered

    #VARIABLE_CONDITION= 6 [1] [100] [0]

    ; Set tactical conditions:

    ; 1st Line - Berlin not tactically threatened

    #TACTICAL_CONDITION= 84,16 [1]

    ; Axis unit in Malta

    #ACTIVATE_POSITION= 85,30 [0,0] [1,1] [1]

    ; Allied unit in Malta

    #CANCEL_POSITION= 85,30 [0,0] [1,1] [2]

    }

  3. Hubert,

    That's a good idea, I'll try that out. How strict is the AI when it selects units with proximity to the first FRIENDLY LOCATION flag?

    Thanks.

    Chris

    You are the friggin man. Nowhere else can the fans have this close of contact with the game developers.

    [ June 08, 2006, 08:57 PM: Message edited by: Normal Dude ]

  4. Progress:

    -Lowered chance of pre-barbarossa Sealion from 10% to 5%, since it is usually Axis suicide. However the AI will be very Sealion-aggressive later on in game.

    -Italy invasion of Malta script done, set to occur if Allies abandon Malta. Did one for Gibraltor too.

    -Re-did the Italian garrison scripts so the Allied don't get any free cities.

    -Wrote a script to stop the Italians from walking piecemeal into Alexandria. Still getting to to work right (Is basically a bunch of garrison scripts around Tobruk, set to cancel when a threshold number of Axis reach Africa).

    -Barbarossa Build-up scripts almost complete. A combo of random decision scripts, plus input from the strategic situation, will influence the AI's attack decision on the Russians. I'm going to throw in some wild stuff just to keep the player on his toes. smile.gif

    -I'm leaving the diplomacy, purchase, and research scripts for last at the moment. Although I am working on a script to ge the Italians to buy an HQ before they enter the war... so far cannot get them to do it 100% of the time.

  5. They work fairly well for limited situations, a good interim measure until we get global variables.

    These decision scripts can even be two-tiered. I have an Axis med attack plan on hold where a second set of decision scripts are activated from a garrison occupying the Med decision tile. These allow the AI to randomly choose between a land attack, or an amphib hit on Syria, but ONLY if the first tile was activated. That one is on hold though, as the AI doesnt know how to protect the amphibs yet.

    And of course, the inevitable question, "what if someone accidently moves on that tile?" smile.gif I haven't had that happen yet, I just choose remote tiles near a city that the AI never sends troops to, or plops down purchases. Since the scripts are Type 0 and are only checked once, past the given date the tile is free for occupying.

  6. The friendly position for that is currently Copenhagen.

    As for the Italian HQ problem, my short term solution to that is going to be a one-turn script forcing the AI to buy an HQ.

    I also need to write a script that keeps those Italian forces at Tobruk until they amass enough of a force. Right now the AI just marches them piecemeal into Alexandria

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