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Edwin P.

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Posts posted by Edwin P.

  1. First Test

    1. Very much improved

    - Axis Attacked France earlier!

    - Surprised by Spain joining Axis! and then Axis attack on Gibraltar (but not Portugal)

    - Late in Game Axis took Norway

    - Strong Axis invasion of North Africa

    - Much stronger defense of Germany in face of Russian invasion

    2. Weaknesses

    - Russians held German army at the Border, they were too weak to invade due to troops in North Africa

    - German AI weakened its line to invade Yugoslavia and Greece late in the game.

    - Franco Defended Berlin!

    - AI needs to know when to withdraw, and reform a defensive line.

    - Axis North Africa hindered by absence of Italian HQ and No Air Support.

    [ June 10, 2006, 03:10 PM: Message edited by: Edwin P. ]

  2. Normal Dude - Will do, the testing is the time consuming part.

    Hubert - many thanks for looking into the Malta Issue, and for the advance notice on the v1.03 naval units logic. That said, the naval units AI is much improved over SC1, especially for submarines. I really like what the initial sub does in the Atlantic - strikes Canadian route, then Egypytian, then back to Canadian.

  3. HC, many thanks. I will look at my scripts tonight (and will look at the Barbarossa scripts for their dates) and let you know. Basically, I am assigning the plan after Vichy is conquered. (I.e. Take Paris - Vichy Plan(Offensive Length 1 turn) - then Spanish Plan.

    Since it takes 2 turns to take Vichy (I am working on getting it down to one). I will try assigning the plan at the same time Vichy Offensive is triggered, but will give it a length of 3 so that its triggers after vichy is conquered.

  4. 1st. What is the best way to ensures that a HQ and air units is assigned to an Offensive Operation.

    Why? I have a Spanish invasion offensive with 10 German units and no HQ or Air Units were attached. I will try moving the Offensive script to the top of the list of offensive scripts.

    Suggestion: Air Priority and HQ Priority parameter for Offensive Plans - plans with a higher HQ priority would be assigned a HQ before other assignments.

    Format: HQ Priority= Priority [min,max number of HQ units assigned to plan]

    Example: HQ_Priority= 9 [1,1]

    Example: Air_Priority= 3 [0,1]

    2nd, In first two tests of Spanish invasion the German forces advanced and then retreated, advanced and retreated. I assume that this is because once they are out of supply they retreat to a tile in supply (in France).

    [ June 09, 2006, 09:57 AM: Message edited by: Edwin P. ]

  5. After I get the Scripts working optimally, my thoughts are:

    Vichy Invasion 20% (1 in 5 games) - if so then 50% (1 in 10 games) > Conquer Spain > Gibraltar > Wait for USSR to be at War then Conquer Portugal > Tunisia > Algeria

    Likewise in the North

    Norwegian Invasion 20% (1 in 5 games) - If so then 50% Conquer Sweden (1 in 10 games) and following the Conquest of Sweden move forces to Russian Front.

    Now, my primary focus is getting the German and Italians. (thus I have to add a cancel condition to the Italian Greece invasion)

    [ June 09, 2006, 12:20 AM: Message edited by: Edwin P. ]

  6. Here is the script I am using, the AI always sends 1 unit.

    {

    #NAME= EF01 - Italy Takes Gibraltar in Surprise Attack

    #POPUP=

    #FLAG= 1

    #TYPE= 1

    #COUNTRY_ID= 6

    #TRIGGER= 50

    #LEVEL= 0

    #PLAN_ID= 2

    #SIZE= 1

    #LENGTH= 1

    ; Malta

    #GOAL_POSITION= 55,29

    #DATE= 1939/10/01

    #STEAL= 3

    ; Set friendly positions:

    ; 1st Line - Bari

    #FRIENDLY_POSITION= 89,25

    ; Set variable conditions:

    ; 1st Line - Italy politically aligned with Axis

    ; 2nd Line - Germany politically aligned with Axis and not surrendered

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

    #VARIABLE_CONDITION= 5 [1] [100] [0]

    ; Set tactical conditions:

    ; 1st Line - Washington D.C. not tactically threatened (dummy condition)

    #TACTICAL_CONDITION= 2,23 [1]

    ; Set dummy activate position (no units at position 55,29

    #ACTIVATE_POSITION= 55,29 [0,0] [0,0] [0]

    ; Set cancel position:

    ; 1st Line - 2 or more Allied units within 4 sea tile range of Malta OR

    ; 2nd Line - 1 or more Allied units within 4 sea tile range of Bari OR

    ; 3rd Line - 1 or more Allied units within 4 land tile range of Bari

    ; 4th Line - 1 or more Allied Units within 7 sea title range of Gibraltar

    #CANCEL_POSITION= 86,31 [4,4] [1,1] [2]

    #CANCEL_POSITION= 90,26 [4,4] [1,1] [2]

    #CANCEL_POSITION= 89,25 [4,4] [1,1] [2]

    #CANCEL_POSITION= 56,30 [7,7] [1,1] [2]

    }

    -----------------

    My German conquest of Vichy France works fine, but my Invasion of Spain executes Horribly, The Germans Advance and then retreat, advance and then retreat. Ugh. More work to Do.

  7. I am posting some of Normal Dude's decision scripts as they show modders how to use the garrison script to create a decision tree.

    Essentially - these scripts garrison a tile. Other Plan scripts check for the presence of a unit in these tiles. If a unit is found the plan (offensive or amphibious) activates.

    ; Axis garrison in decision position

    #ACTIVATE_POSITION= 95,12 [0,0] [1,1] [1]

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ; AXIS SCRIPTS - After France: Decision Scripts

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ;

    ; Garrison script

    {

    #NAME= Germany Garrison - Decision Maker - Sealion

    #POPUP=

    #FLAG= 1

    #TYPE= 0

    #COUNTRY_ID= 5

    #TRIGGER= 10

    #LEVEL= 0

    #PLAN_ID= 0

    #SIZE= 0

    #LENGTH= 1

    #GOAL_POSITION= 81,19

    #DATE= 1940/07/01

    #STEAL= 3

    ; Set friendly positions:

    #FRIENDLY_POSITION= 84,16

    ; Set variable conditions:

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

    #VARIABLE_CONDITION= 5 [1] [100] [0]

    ; Set tactical conditions:

    ; 1st Line - Berlin not tactically threatened

    #TACTICAL_CONDITION= 84,16 [1]

    ; Set dummy activate position (no units at position 0,0)

    #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]

    ; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no

    ; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION

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

    }

    ; Garrison script

    {

    #NAME= Germany Garrison - Decision Maker - Scandinavia

    #POPUP=

    #FLAG= 1

    #TYPE= 0

    #COUNTRY_ID= 5

    #TRIGGER= 50

    #LEVEL= 0

    #PLAN_ID= 0

    #SIZE= 0

    #LENGTH= 1

    #GOAL_POSITION= 95,12

    #DATE= 1940/07/01

    #STEAL= 3

    ; Set friendly positions:

    #FRIENDLY_POSITION= 84,16

    ; Set variable conditions:

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

    #VARIABLE_CONDITION= 5 [1] [100] [0]

    ; Set tactical conditions:

    ; 1st Line - Berlin not tactically threatened

    #TACTICAL_CONDITION= 84,16 [1]

    ; Set dummy activate position (no units at position 0,0)

    #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]

    ; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no

    ; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION

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

    }

    ; Garrison script

    {

    #NAME= Germany Garrison - Decision Maker - Mediteranean

    #POPUP=

    #FLAG= 1

    #TYPE= 0

    #COUNTRY_ID= 5

    #TRIGGER= 50

    #LEVEL= 0

    #PLAN_ID= 0

    #SIZE= 0

    #LENGTH= 1

    #GOAL_POSITION= 88,18

    #DATE= 1940/07/01

    #STEAL= 3

    ; Set friendly positions:

    #FRIENDLY_POSITION= 84,16

    ; Set variable conditions:

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

    #VARIABLE_CONDITION= 5 [1] [100] [0]

    ; Set tactical conditions:

    ; 1st Line - Berlin not tactically threatened

    #TACTICAL_CONDITION= 84,16 [1]

    ; Set dummy activate position (no units at position 0,0)

    #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]

    ; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no

    ; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION

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

    }

    ; Germany prepares to attack Norway:

    {

    #NAME= Germany Build Up Amphibious - Oslo

    #POPUP=

    #FLAG= 1

    #TYPE= 0

    #COUNTRY_ID= 5

    #TRIGGER= 100

    #LEVEL= 0

    #PLAN_ID= 2

    #SIZE= 4

    #LENGTH= 1

    ; Oslo

    #GOAL_POSITION= 80,8

    #DATE= 1940/07/15

    #STEAL= 2

    ; Set friendly positions:

    ; 1st Line - Copenhagen

    #FRIENDLY_POSITION= 81,12

    ; Set variable conditions:

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

    #VARIABLE_CONDITION= 5 [1] [100] [0]

    ; Set tactical conditions:

    ; 1st Line - Copenhagen not tactically threatened

    #TACTICAL_CONDITION= 81,12 [3]

    ; Axis garrison in decision position

    #ACTIVATE_POSITION= 95,12 [0,0] [1,1] [1]

    ; Axis unit already in Norway (Due to possible Allied DoW)

    #CANCEL_POSITION= 80,8 [0,0] [1,1] [1]

    #CANCEL_POSITION= 74,7 [0,0] [1,1] [1]

    #CANCEL_POSITION= 80,4 [0,0] [1,1] [1]

    }

    [ June 08, 2006, 06:12 AM: Message edited by: Edwin P. ]

  8. Originally posted by jkm:

    order of events isn't that big of a deal, especially since diplomacy and research have hard caps on them. we just need to build some more scripts for diplomacy. i do think it needs another variable that detects deltas (so if spain goes up to the axis, the allies move diplomacy chits over to it) though.

    1.One problem I run into is that the AI has spent all of its MPPs on Production and does not have any left over for Diplomacy or Research. Being able to change the order of events would be most helpful.

    2. You can create Diplomatic scripts that are triggered if the activation percentage is above a specified level.

    #VARIABLE_CONDITION= Under what variable conditions will this event occur

    ; Format: country_id [political_alignment] [min_activation%] [surrendered_flag]

  9. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ; PLAN ID REFERENCE VALUES

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ;

    ; GARRISON= 0

    ; BUILD_UP_OFFENSIVE= 1

    ; BUILD_UP_AMPHIBIOUS= 2

    ; BUILD_UP_SEA_TRANSPORT= 3

    ; NAVAL= 4

    ; Sub_Plan= 5

    Naval plan will order naval units to move to a specified goal position.

    SIZE_NAVY condition activates a naval plan only if a specified number of Naval units of the target country are afloat. The default value is #SIZE_NAVY= 0.

    Thus you can write a script that sends 4 ships to the mediterranean only only if you have a fleet of 8 ships.

    Example:

    #TYPE= 4 ;Naval Plan ID

    #SIZE= 4 ;Send 4 Naval Ships

    #NAVY_SIZE= 8;Plan triggered if you have 8 Naval Ships

    Question: What is the best way to tell it to use the naval routes?, realizing that some will have to use it and others not.

    [ June 08, 2006, 08:04 AM: Message edited by: Edwin P. ]

  10. I saw the Brussels port action in my first test of your scripts. And the Transports just sat there to take the pounding. I will have a look at your scripts, as I may know the solution. Try moving the Friendly position to that German port in the East. That might solve the proble. No guarantees.

    Also, AI transported to Italy but had no Italian HQs to send. It would be nice if you could make a HQ a prerequiste for a transport script.

    Ie. #Require_HQ= 1 (would activate scipt only if HQ was available to transport)

  11. Test 1 Completed:

    AI executed Norwegian Invasion from Antwerp, I will check your scripts but Norwegian invasions should launch from Kiel. Why - I saw buildup in Antwerp and my UK navy and Air Force targeted Transports to Attack. While I was attacking the Transports the Transports just waited and took the pounding while remaining of force launched. Two German Armor and 1 Corps Took Norway, Armor and Corps stuck in Norway for Duration of War.

    In Italy, Italy sent over 4 Armies and Stationed them Around Agheila, all were destroyed - No HQ support.

    Axis AI DOW Russia early, too early, before it was prepared to invade.

    [ June 07, 2006, 08:01 PM: Message edited by: Edwin P. ]

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