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rclawson007

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Everything posted by rclawson007

  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.
  16. I have updated this file, following a complaint about the window lock creating difficulties on smaller screen resolutions. I only did this because tab names are hard tied into program logic decision events. So if you are having issues with window size, please get the updated file. Sorry for the inconvenience. Oh...and don't change the tab names.
  17. Cary - I agree. I always hide the subs until after France falls. The French Navy is simply expendable and can be sent on virtual suicide missions to any U-boat sittings. As to Britain. Successful convoy raiding makes it nearly impossible for UK to repair damaged units, either during Sealion or in North Afrika. A coordinated MPP attack and Afrika offensive are very difficult to defend from mid '40 - '41.
  18. Germany does not get 35 MPP/turn for taking Norway. Their MPP gain is still governed by the convoy scripts. There is no benefit unless the Allies play diplo chits to get Norway pro-allied in which case the convoy stops altogether.
  19. I've been playing around with creating some motivation for the Germans to take Norway. Changing Denmark to Allied (0%) and Iceland to Allied (0%) allows for Iceland behavior to be governed by the Diplomacy scripts rather than the surrender scripts. Thus Icelnad can be set to get a large activation (say 60% - 85% pro Allied) if Axis declare war on Denmark. Thus, the allies can still get the Iceland MPP, but they have to make some effort. The main problem with Norway is that even after Germany takes Norway, their MPP/turn gain stays the same (including the seasonal effects on the convoy). Unfortunately, each minor can have but a single convoy script. At present there is no option to have multiple scripts with different conditions. If this were the case, one could create a second convoy route through Copenhagen. Then the conquest of both would double the Axis MPP from Norway. Only 15/turn difference. Maybe not sufficient motiavtion to take Norway, but certainly better than the ZERO gain at present. Maybe the next patch will include support for multiple convoy scripts and just use the first one triggered like many of other scripts - or else global variable referencing in the convoy scripts so the Norway resource benefit can be tied to Axis strategic plan. [ June 23, 2006, 10:59 PM: Message edited by: rclawson007 ]
  20. As for Denmark, simply allow the Allied fleet to pass by Copenhagen if not Axis controlled. Now there is military incentive to take it. Even if the MPP benefit/cost ratio is not great...or neutral.
  21. The king of Norway managed to flee the counrty to England and then the US...along with the Norwegian National Treasury. A very large sum in Gold, though I cannot remember the actual value. Also, the Germans formed an SS division from the remnants of the Norwegian Army predisposed to side with the Axis, or more accurately anyone against Russia. Perhaps a random chance for a larger MPP surrender bonus (invading profit/cost is now a variable and may pay off) to represent the King not slipping through the Germans grasp. Also, after the surrender, create 1 or 2 Norwegian corps to help with Garrison duty. This would make the Norway a true Gambit and keep it in play.
  22. Haha. I experienced the same thing...as early as the drive to Paris (early launch of course). 4-5 turns in a row the Germans got mud, while the Allies got clear weather. I like the weather, it is just unbalancing when it changes between sides in an alternating pattern. And that is what needs to be adjusted, simply for game balance.
  23. In terms of number of subs...the Germans commissioned 1153 U-boats from 1935 - 1945. At the end of hostilities the Allies found active production lines with more than a 150 U-boats in various stages of completion.
  24. I have written an Excel based simulation program to model the SC2 Unit purchase, Research (success check and purchase check), and Diplomacy (success check and purchase check) through any as many as 60 turns. All information for the 1.02 1939 campaing is already loaded for each nation. I hope you find it useful for tuning your mods. And if you find anything that appears to be a bug, please let me know here or via e-mail.
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