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Big Al

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Everything posted by Big Al

  1. Thanks for the feedback. Which version of 41 were you using right now there is a hotfix which I believe is the 3rd patch.
  2. I can't duplicate the error. I'll let Hubert know.
  3. #1 yes there is no NM victory. From my research, The Russian Front was a match to the death and moral wasn't breaking either side. So I made it objectives. There are some moral boosters to balance the game. #2 Slightly. Hubert would be able to answer that question technically if you like. #3 Yes. Historically on the Barb 41 at the time the Soviets held Warsaw when the game ended. I made the capitals split for the victory conditions to prevent tunneling for one side or the other.
  4. I have it set in the game for max possible for both sides 100% of the time. The main 3 components I feel that are the greatest importance for both sides are infantry, armor, and fighters with production tech coming in 4th. So I adapt the A.I. to focus on those 1st.
  5. You have to edit the image files and adjust it in a program like paint, CorelDraw, photoshop, or something else. You cant do a copy/paste because there are different dimensions and unit placements.
  6. Ok lets take this as the only units on the build list on the script just as an example. #DIVISION= 50[2] #CORP= 25[1] #ARMY= 1[2] The game engine goes down the list. Rolls %100 die.... 51% nope doesn't build a division Rolls %100 die.... 99% nope doesn't build a corp Rolls %100 die.... 5% nope doesn't build an army it missed everything so it restarts the whole list Rolls %100 die.... 45% yes we build a division. How many? Do we have enough for 2? yes so do it MPP check... we got enough MPP to build more? Ok do so. Rolls %100 die.... 99% nope doesn't build a corp Rolls %100 die.... 1% Ok build army, how many? 2? Well we only have enough money for 1, so we build 1. MPP check... we got any more MPPs? Nope next section. I believe this is how it goes. How it determines research build I am not sure and how it interacts with unit builds. But if you feel something is important for a country to build for the AI just make it #UNIT= high%[high #] Like for Germany I do this during the time I need them to build up for Barbarossa to make sure they get all their corp out. or I can do 90% for a but of variance. #CORP= 100[3] You can set up many scripts at different time intervals to choose different sets of units. Just be sure the later date scripts are before the earlier ones. That way when the date comes it takes the newest later date one and ignores the other. The engine reads the script files top down.
  7. That script you put up means there is a 50% chance the AI will build 2 units. AI 1st repairs units 2nd the AI goes down the list rolling random #s for what it can build until it doesn't have enough MPPs. It cycles itself until it builds at least 1 unit. 3rd it invests in technology similar to how builds are done How it allocates resources I do not know between production and tech I don't know. Best thing is to change the #s and test your mod. That's what I do until I get the correct mix of units and tech. But if you want something built ASAP over anything else give it 100%. The A.I. should automatically build that when it hits it until its out of that type of unit. if you want to set something like "hey build everything but ships, but if you run out of stuff then build a ship" you set something like #BATTLESHIP= 1 [1]. This makes it @ 1% chance. But if there is nothing left to be built the engine will build the battleship. It just keeps rolling until it hits 1%. If there is something to be built and you give it a chance eventually it will. Of course with 1% there is a tiny chance it will be built anyways. The rest of the units have to miss and you have to roll the 1%
  8. Ok I see it. It says type sub and can't search. I'll shoot an email to Hubert.
  9. I'll have to test run a scenario to see what's happening.
  10. it just updates the cgn file so it should be. Hot fix is in the AoC repository
  11. I just checked the scripts in 1.02 beta and they are in the correct spots and the right type of bomber. If its not searching that's internal.
  12. There is a bundle for $40. http://www.battlefront.com/index.php?page=shop.product_details&category_id=31&flypage=shop.flypage_bfc&product_id=378&option=com_virtuemart&Itemid=26
  13. I'll take a look. They shouldn't have any garrison scripting this they are attacking. 2 minutes later..... It must be redirecting assets for different attacks
  14. a unit blocks the partisan hex and any surrounding it. So one unit can block 9 tiles.
  15. In the grand scope of things it doesn't make a difference, but thanks for noting that.
  16. It seems like the rail gun only de-entrenches with it does damage. The other artilleries are ok. I will bring it to Hubert's attention. Fixed the fort.
  17. Maritime Patrol is basically a strat bomber equipped specifically to deal with submarines. There were about 800 of these in the Atlantic by the end of the war from Greenland to USA to Africa. Their guts were mostly electronic equipment for detecting subs.
  18. it gives them max # of shells So lets say you have tech 3 in shell production. It means the artillery should fire 3 times in 1 turn. But each unit does have a MAX # of shells despite technology. So there are two limiting factors, one for the unit, and one for the tech.
  19. Does Germany really have any chance to control the sea in WW2?
  20. Put in new hotfix for AoC. Research adjusted (Aryaman) Italian reserach fixed Barb to Berlin (Bertram) German offensive scripts fixed Barb to Berlin (Duke of York) Finland A.I. defenses adjusted (steel32) Added Finnish armistice in 1944
  21. Should be there I just checked in the editor and all countries for WaW have it. Some of the smaller scenarios they do not.
  22. Its should be able to keep up. Let me adjust it and put out a hotfix.
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