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rclawson007

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  1. ND, the other thing I changed in last playtest - that worked, was to change the Italy Infrastructure reseach from one chit to first level. I remembered that the game last night when I got transport script to actiavte was after Italy successfully got Infrastructure level 1. So I reset the starting value to 1 during my attempts to replicate. Maybe that helps (or is necessary - unlikely)?????
  2. ND, Thanks for the help. Relative to the Italy script, no intention was for the Rome garrison to be permanent. But the garrison leaves when Itlay goes to 100%. I suspect is has to do with the tactical condition even thought AI report (~) does not show as such. I will set to Berlin and see if behavior is changed. Relative to first script, the AI grabs uncommitted units or steals units from the Paris Offensive and sends them toward Bordeaux (in 1940 of course). If I understand the script variable settings this should not be happening for three different control # settings. Does the Activate_Position override everything else?
  3. I also have a script where the Italian Rome Garrison abandons their post as soon at Italy enters the war. Please help if you know why this script is not working. { #NAME= Italy Garrison - Rome #POPUP= #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 6 #TRIGGER= 100 #LEVEL= 0 #PLAN_ID= 0 #SIZE= 1 #LENGTH= 1 ; Rome - a must garrison 24x7x365 #GOAL_POSITION= 83,24 #DATE= 1939/09/03 #STEAL= 0 #FRIENDLY_POSITION= 83,24 ; Italy politically Axis and not surrendered #VARIABLE_CONDITION= 6 [1] [50] [0] #TACTICAL_CONDITION= 83,24 [3] #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] #CANCEL_POSITION= 0,0 [0,0] [1,1] [0] }
  4. I am trying to create counter-attack scripts for Germany instead of "Garrison these hexes" scripts. But they are not behaving the way I think they should. The following script activates as soon as Benelux is defeated. While it does not necessarily hurt the Paris drive, the unexpected and inconsistent bahavior is causing a problem in other areas. Note that date is set to 1942. France flag specifies surrendered. And Brest listed as Friendly_Position. Also the tile used to activate on allied unit presence is a land locked tile and the only French unit in the activation region is a cruiser. What am I missing? Thanks for the help! { #NAME= Germany Counter-Attacks at Bordeaux #POPUP= #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 5 #TRIGGER= 100 #LEVEL= 0 #PLAN_ID= 1 #SIZE= 3 #LENGTH= 1 ; Bordeaux #GOAL_POSITION= 63,21 #DATE= 1942/01/01 #STEAL= 3 ; Brest #FRIENDLY_POSITION= 59,18 ; France surrendered #VARIABLE_CONDITION= 2 [2] [100] [1] ; Berlin not threatened #TACTICAL_CONDITION= 84,16 [1] #ACTIVATE_POSITION= 64,23 [2,2] [1,1] [2] ; Cancel if 3 axis units already in region #CANCEL_POSITION= 65,21 [3,3] [3,3] [1] }
  5. 20% higher chance. You can get same 20% by moving French units to England. But Naval units are easier, I agree. I had one game where I got a french battleship and cruiser to fly the Union Jack. The issue Normal Dude is having, I am also having intermitently. Normal Dude...I have tried numerous "differences" to discover why it does/does not work. I sent you an e-mail with latest game where it did work. It might be dependent on whether Fog of War is turned on. Naval unit behavior seems to be greatly effected by FoW setting, which may include transports (including the ability to create the plan). Oh, in my trials I did NOT change one character in the script shown above. Sometimes it just does not activate. If you, or anyone else has a write up on how FoW effects the AI I would like to get a copy. Thanks...and continued good luck wishes.
  6. Normal Dude, Some more info. I recompiled my scripts and in the process, moved the North Africa scripts near the bottom. I keep each region in a seperate file and then combine with a file append utility, so the order can change easily. The same transport script no longer works. I will try moving again tomorrow night and see if it goes back to working. I wonder if there is memory address or data base address issue of some type that is being exceeded by plan files with many hundreds of scripts.
  7. I think my North Afrika scripts were having difficulty when I did a Variable_Condition check on Egypt (17). The AI does not seem to recognize it. When I substituted a check for an axis unit in Cairo, many of my "bugs" disappeared. Anyone else have this problem?
  8. Normal Dude, I have had an issue with the Tobruk garrison abandoning their post as soon as Italy goes to war. After responding to you note, I checked again and noticed that the Activation value is set to zero in my script. See below... { #NAME= Italy Garrison - Tobruk #POPUP= #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 6 #TRIGGER= 100 #LEVEL= 0 #PLAN_ID= 0 #SIZE= 0 #LENGTH= 1 ; Tobruk #GOAL_POSITION= 99,31 #DATE= 1939/09/03 #STEAL= 0 ; Tobruk #FRIENDLY_POSITION= 99,31 ; Italy not surrendered #VARIABLE_CONDITION= 6 [1] [0] [0] #TACTICAL_CONDITION= 83,24 [3] #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] ; Cancel if Axis unit in Cariro #CANCEL_POSITION= 112,35 [0,0] [1,1] [1] } I am going to change to [20] and see if it resolves the problem.
  9. Timskorn, Yes I do it with a (low probability of occurance) Type 0, Length 1 garrison script. I then use a Type 1 amphib script -- with activation keyed to the presence of the garrison units in specific tiles. The activation scripts works great...it recognizes the garrison event when it happens...but then it loads units at Brussels instead of Bordeaux. Or Keil as I have a duplicate script set. The idea is to have potential sealion event from both sides of London. Not at the same time of course, just to add uncertainty in the AI. Anyway, I have another thread here noting that I've placed a custom scenario on cmmod. If you guys are willing to download and look the the "England" section I would appreciate any guidance you could provide. I hope HC includes a hard flag option in future...its makes it easier for us amateurs
  10. The easiest way, is to go into the country data and change their initial political values to 80% axis. Then let the game scripts do thier thing...but it will take a long time for them to activate...
  11. When I first got SC2, I started planning out a WWI mod and a WWIII mod (my favorite of the two). As I worked on developing the set-ups and monitored the forums, I soon came to believe that I would be unable to create a good mod without a reasonably good understanding of the AI system. To that end, I have been working on both Allied and Axis scripts for the standard 1939 campaign, as there was some material available as a starting point. I have placed a custom 1939 campaign in cmmods and would appreciate anyone willing to give it a go for one game and let me know how good or bad the AI works for you. The AI in the mod is AXIS only. I put the Allied scripts on hold since I saw that HC was planning on Naval Plans in an upcoming patch. As I think this would change the approach for Allies more than Axis, I concentrated on the Axis. Please, please note that I am asking you to help me playtest the AI. I have played several games and have many bugs worked out, but these are not up to the quality of Normal Dudes work. I have based my AI logic approach predominately on political standing and force managememt; using type 0 scripts and steal = 0 scripts with differing probabilities...but with a default plan that will steal units, etc. Also, please know that I have made many custom tweaks to my game...most of which have been discussed on these boards. More US forces, reduced sub combat damage (more of an attrition game), slight tweaks to diplomacy, research, and HQ/combat values for most nations...just to capture the qualitative uniqueness of each of the combatants. Also, I have changed the sealion political impact for all nations, both pro-allied and pro-axis. Iceland starts as an independent country and is likely to activate if axis invade BOTH Denmark and Norway, but it is not a certainty. HQs have been added (both sides), because the starting force pool lack cripples the AI. Victory conditions are closer to historical perspective (I think, anyway), and range from decisive to minor to a draw. Lastly, the US Lean-Lease convoy route was modified to separate it from my Canadian neighbors...I did this to implement minor US activation events when their shipping is targeted...mainly to add some variation and improve US entry times while staying with the basic political structure HC implemented. If you try it, please send me an e-mail with your comments and criticisms as they will help me with both of my long term modding projects. Thanks. (rclawson007@aim.com) [ July 01, 2006, 08:58 AM: Message edited by: rclawson007 ]
  12. ND, I have the following script in the Axis set I have been working on...to learn the logic, etc. { #NAME= Italy Sends Troops to Tripoli - Entry #POPUP= #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 6 #TRIGGER= 100 #LEVEL= 0 #PLAN_ID= 3 #SIZE= 1 #LENGTH= 1 ; Tripoli #GOAL_POSITION= 81,33 #DATE= 1939/09/03 #STEAL= 3 ; Torino #FRIENDLY_POSITION= 77,21 ; Italy >=50% #VARIABLE_CONDITION= 6 [1] [50] [0] #TACTICAL_CONDITION= 84,16 [3] #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] ; Allies hold Tripoli #CANCEL_POSITION= 82,34 [0,0] [1,1] [2] } And it does work. I can think of these possibilities. One, the turn length of 0 cancels out before it gets in que? Two, the plan type of 2 is somehow incompatible with _ID =3. Three, the activation level of 0 causes a problem...I have this impression from script changes I've made that suddenly "work". If you have alot of patience, you can try them one at a time. Loading only this script of course, as I've found the save file time for all of my scripts is topping 10 minutes now. Let me know how it works out...Luck... [ July 01, 2006, 12:55 AM: Message edited by: rclawson007 ]
  13. Does anyone have a work around for the AI choosing to use a different port than specified in the script as a #FRIENDLY_POSITION. Even though I stage 5 units next to Bordeaux and specify Bordeaux as the first friendly location, the AI will load up units in Brussels...which the UK player can easily destroy without the pre-requisite "search". Hopefully the next AI patch will only load units at ports specified in script.
  14. It would be nice to have a fortification plan type, ideally with multiple #Goal_Positions such that the game engine would fortify each in turn. Sides could be handled by flags for the 4 directions 1 = NW, 2 = NE, etc. Then we could make better use of the Eng. units.
  15. HC - It would make some scripts easier to write and more flexible if you would include the option to flag off of country IDs...for activate and cancel criteria. Since the map boundaries differentiate which tiles belong to which nations, I thought this might be a easy inclusion.
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