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rclawson007

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Everything posted by rclawson007

  1. Or better, a plan sub-folder where every file is assumed to be a plan script, so each one can be named something strange like Axis_Med.txt
  2. The ability to have more than one plan.txt file. With Normal Dudes improved AI appended to the "current" Allied AI, the file is 186 pages long. It is difficult to organize and track. Multiple plan files numbered plan01.txt through plan99.txt would make code maintenance and updates FAR easier. Please, Please.
  3. Try the Tactical_Condition flag and select the tile or and adjacent tile. The tactical condition flag, I think, is a behind the scenes calculation that will factor in a unit you can not see.
  4. Thanks ND. I get it now. I had thought the intent to be mutually exclusive. As far as timing...yea you are correct. I was thinking in terms of commencing operations sooner, but provided the units are available without the fall of Paris then its clearly the best design. Thanks again...
  5. Use the railhead option. Only problem is that it limits the AI response. Hey HC, please change the program such that selecting railhead only effects the human players. Then it can be used to limit supply for those who like it without whacking the AI scripts ability to form plans.
  6. I'll be glad to help in the future. Send me an e-mail if you think I can help with anything specific. Also, I am going through your scripts, but even reading them is big chore dude. Great work, really . Anyway if you send me your e-mail I'll send you a list of questions or notes on how I would have done something differently. Global variables will be a godsend. I've been working on the Allied AI and without GVs or even Naval plans it is too limiting. I am going to wait ... patiently ... for HC to update the editor.
  7. ND...I checked one of your scripts and you should check the surrendered flag...see below { #NAME= Germany Build Up Offensive - Paris #POPUP= #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 5 #TRIGGER= 100 #LEVEL= 0 #PLAN_ID= 1 #SIZE= 9 #LENGTH= 0 #GOAL_POSITION= 69,18 #DATE= 1939/09/03 #STEAL= 2 ; Brussels #FRIENDLY_POSITION= 72,16 ; France politically aligned with Allies and not surrendered #VARIABLE_CONDITION= 2 [2] [100] [1] #TACTICAL_CONDITION= 84,16 [1] #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] #CANCEL_POSITION= 0,0 [0,0] [1,1] [0] }
  8. Vic...there was also a missing convoy.txt file in the events folder. It is the same as the default 1939 so just copy that one over. That was mentioned above, but I thought maybe you did not see the post. If you did both these things...then you have a new issue. Sorry I can't help.
  9. If you are talking convoy shippments...yes many were attacked by U-Boats in international waters well before the US entered the war. If you're talking US warships, then something is very wrong.
  10. Maybe HC will comment on his vision for the sub. But the way it is implemented encourages the player to use them for convoy interdiction instead of head to head combat against destoryers. That is not the way the Germans employed their sub fleet. The flee and hide tactic can work in SC2 but not the show down tactic...without sufficient surface and air fleet assistance anyway. At present the AI (or lack of naval plan script AI) allows the German player to gang up on the Brit fleet. I'm sure this will be fixed in a later patch. Yes subs did sink capital warships...but more than a few of those were in port or shuttling between repairs. The WW2 subs simply did not have the speed to match a warship. Don't get me wrong, I use them to take down the Brit fleet as well, but that is not their primary purpose in this game. And I expect HC is not going to change this design decision. But he did provide the editor for you to do so if you wish.
  11. This seems like a question for HC, as its the execution of the plan rather that the plan itself. Have you used the ~ key to make sure the plan is still active?? Maybe it got cancelled for some reason.
  12. Normal Dude - I have a question or two. Your scripting is impressive, in quantity as well as quality so if my questions are off-base please let me know. Given that there is no Global Variable your use of garrison tiles was unique. Now, each garrison has a fixed % change of happening - all on the same date. Question 1 - why did you use a date instead of a surrender check on Paris (for the Scand scripts)? Anyway...say two of the checks roll their number and two garrisons are placed. Now, the next turn you check each garrison and select a plan (right?) but you also cancel each plan if the other garrison tiles are occupied. Question 2 - if two of the decision scripts are successful, does it result in the subsequent calcellation of both by the cancellation? [ June 18, 2006, 05:29 PM: Message edited by: rclawson007 ]
  13. But in context, the AI can only buy two Rockets. And most scripts, including the defaults and the new and improved NG scripts never research rockets or purchase rockets anyway. So its no real issue. The scripts I've written for each country go by date. USA concentrates on Ind/Prod in early years. Switches over to Inf/Infas/ASW in mid '40. Then has a higher weighted % chance of researching tanks/AF/Bombers if London is held...and ASW/Gunnery if London is not held. If London is not held then more Naval action is likely. Also the Purchase scripts will buy Naval assets is London is not held, otherwise it focuses on air assets (and also more weighting toward tanks). The only issue I had at first was with Purchases and HQ's. But again, script weighting by date...and better inclusion of a few HQs into each production track solved the immediate issue of the AI having ho HQ and no supply. Other than that, the random purchase que works fine. If you want to emphasise tanks, put it first in the purchase script list. Once the max allocation is purchased the AI will skip it and have the money for the next unit type. By placing the lesser number (of available) unit types first the basic problem is eliminated.
  14. Guys...the folder containing the script files needs to be renamed is all. Look in the campaigns folder. There should be a leading underscore "_E" in front of the "E". It is missing. Also, the is a missing underscore in front of the 1.02 after the word patch. Add that underscore as well. Change the folder name and you are good to go.
  15. Very nice work ND. Pushing the limit of current script architecture. A major improvement. I was up until 3:30 last night trying out. The AI made good decisions including some diplo and was the first time the AXIS AI posed a real challenge. In the middle of Defending Mother Russia right now...had to get some sleep at the 3:30 mark. If not for the Siberian transfer, I would have lost. Very nice indeed.
  16. Naval Scripts are needed for truely intelligent AI amphibs. Till then, well this was one of "this Hitlers" biggest blunders.
  17. The mistakes we are talking about are not military organization structure and doctrine, which was France's failure. But where the forces are applied. Try taking out France 3 months after the fall of Benelux and it is not quite so eay. An extra corps or two and negation of the morale penalty requires several turns to take. As far as Roosevelt, yes do not have to make the same mistakes as him in SC2. The only one you do not have direct control over is US entry date. But, if you recall, he did not have direct control over that either. In terms of game play, the UK and/or US made far fewer Strategic mistakes than their German counterparts (well except for Market - Garden maybe). But then again, they KNEW they had time on their side, PLUS they had to keep the voting population happy...something you don't have to worry about in SC2. Nor did Hitler - or Stalin. Maybe a script that says if US looses 2 Armies, they are forced to withdrawl from the theatre? Not for SC2 one hopes. Still, if you think the gains worth the investment, the UK/US can gain a successful foothold in France in '42 in most any SC2 game. Allied diplo is much stronger than Axis in mid - late stages of war. I see no one talking about how powerful an Allied Spain in '43 / '44 can be. Or an Allied Turkey with Russian troops executing a flanking maneuver. The US / UK could diplo and/or invade Norway/Sweden for MPP and northern invasion of Germany.
  18. There are several ways to handle this, and you are correct that play balance is the issue. It always is with a game like SC2 because the German Player has so many options through '40 - '41. I did play one game (1.02) with strategy of delaying Russian and US entry as long as possible, while securing Iraq through diplo and taking Med. The Russians declared war in Germany in fall'42 and the US entry was Dec. '43. The Russian force and tech were impressive, but the Germans still took Moscow. Never got near Stalingrad, but then never made the effort. After taking two of the oil wells in the Caucauss there was no need. After that I focused on defending my fronts, diplo on spain (which the current AI does not counter) and held out till the end. Never even tried to take Britian. With 5 operational Subs in the Atlantic there is no need. I agree that against a human player (or addition of naval scripts) holding the west front may have proven too difficult since a large Russian force was a must till the end. But once a solid defensive line behind rivers - with fortifications was established the Russian AI could not break through. Oh, the Russian tech never did actually surpass the Germans except for Heavy Tank at the Dow. But, I modded my game to have the Russians focus on HT research.
  19. Blashy - please stick around dude. This forum needs a rational center focus. Folks...US entry can be delayed in this game until Dec 1943. I've done it. Germany could easily have swept aside the Brits from N. Afrika "if they wanted to do it". They did not. But you as the player can do so if you choose. But if you do, US and Russian activation increase, and additional forces are added to make the inevitable showdown that much harded. The German HC focused on the impending invasion of Russia. If you want to invade Russia on the historical date, with historical force...then you too can not make a major Afrika Korps commitment in SC2. That's the whole freakin point of the game...to allow you try different Gambits. And most of those Gambits belong to the Germans because they were the intitial Aggressors. Its the fundamental hinge pin for the entire game design. I don't want a game that forces me to send 1 TK to afrika and forces me to DoW Russia in Summer '41. If I choose to do so, the results of SC2 WILL BE HISTORICAL CONTEXT. There are other grand strategic games that force me to make the same mistakes as ole Adolph...and I do not, at present, play any of them. I have in the past and find them uninteresting, although educational to those learning WW2 basics. Keeping allied activation low is a significant aspect of SC2 and the current US force pool, properly upgraded, will allow them to surpass anything they achieved historically.
  20. Blashy - please stick around dude. This forum needs a rational center focus. Folks...US entry can be delayed in this game until Dec 1943. I've done it. Germany could easily have swept aside the Brits from N. Afrika "if they wanted to do it". They did not. But you as the player can do so if you choose. But if you do, US and Russian activation increase, and additional forces are added to make the inevitable showdown that much harded. The German HC focused on the impending invasion of Russia. If you want to invade Russia on the historical date, with historical force...then you too can not make a major Afrika Korps commitment in SC2. That's the whole freakin point of the game...to allow you try different Gambits. And most of those Gambits belong to the Germans because they were the intitial Aggressors. Its the fundamental hinge pin for the entire game design. I don't want a game that forces me to send 1 TK to afrika and forces me to DoW Russia in Summer '41. If I choose to do so, the results of SC2 WILL BE HISTORICAL CONTEXT. There are other grand strategic games that force me to make the same mistakes as ole Adolph...and I do not, at present, play any of them. I have in the past and find them uninteresting, although educational to those learning WW2 basics. Keeping allied activation low is a significant aspect of SC2 and the current US force pool, properly upgraded, will allow them to surpass anything they achieved historically.
  21. Spain entering does have a negative impact. US activation increases and they transfer Naval Assets from the Pacific including an AC Carrier. I seriously question the significance of this issue many seem to have. It can be easily countered...and will be included in a future AI patch. I've already modded my AI to couter Spain for both sides so I am sure the official mod crew will get into the next patch.
  22. @Honch - I like everything, but not the expanded map so much. Its just sorta of too much desert. I have made similar changes in the national forces, but without the increased production tracks and with the same map. Russia clearly has a largest armed force in your mod, but with less punch per unit. Also I notice you reduced the maximum size of the German force pool. This alone will limit German expansion in regions like the Middle East as there are not enough troops to cover fronts, regardless of MPP. Overall, closer to historical reflection. My only question is can duplicate the mod with the same map so the AI scripts written by ND and company will work correctly?
  23. 1. Ability to specify unit type in all Plans. Perhaps this could be implemented as an array variable (total#, min #hq, min #corp, min #army,min #TK,etc.) or (total#, min #sub,min #CR,min #BS,min #Car, min # Trans). Once created, it is simple copy paste and edit. If you just want to specify 5 units without regard to type, then only the total number index of the array would be non-zero. 2. I would like to be able to specify a force composition goal in the purchase scripts. So instead of random chance selecting the unit(s) to purchase each turn, a specific force structure can be built over time. With less trial and error. Changes by date would allow for adjustments (i.e. Russia in particular). That way, when units are eliminated the replacements are prioritized...especially useful if an HQ gets whacked. Of course, this means keeping track of the units in play and already in production, but it seems the engine is doing that already. 3. Specify a max # of chits that can be assigned to each tech and diplo objective. This would even allow one to script a cancellation of already invested chits...potentially useful to have AI counter aggressive diplo.
  24. Normal Dude - Please e-mail me a copy of your script to test. Thx.
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