Edwin P. Posted April 8, 2004 Share Posted April 8, 2004 In SC2 their should be a level - say Genius AI - where a number of neutral countries would tend to join the AI side during a game vs a human player. This would make for a more competitive game and present the human player with a wider range of scenarios to test his skills against. For Example: Allied AI - 50% Ireland joins the AI after Denmark surrenders to the Axis to compensate for the AI not copying a standard human strategy of attacking Ireland for plunder. Allied AI - 25% that a Neutral Greece joins the Allies after Germany DOW Russia. Allied AI - 25% that a Neutral Iraq joins the Allies after Germany DOW Russia. Allied AI - 25% that Neutral Vichy France Joins the Allied AI if an Allied Unit is next to Paris. Allied AI - 25% Turkey joins the Allies if Neutral Vichy France joins the Allies after an Allied unit is next to Paris. Allied AI - 25% Spain joins the Allies if Turkey joins the Allies. Allied AI - 10% Turkey joins Allies when Siberian Transfer is activated. Allied AI - 10% Spain and Portugal join Allies if Turkey Joins Allies. Axis AI - 50% Norway and Sweden joins the Axis after Denmark Surrenders to compensate for the AI not copying a standard human strategy of conquering the Nordic countries. Axis AI - 20% that a neutral Turkey & Iraq joins the Axis after Axis Minors join. Axis AI - 20% that Spain joins the Axis after Axis Minors join. Axis AI - 5% that Baltic States joins Axis after Poland Surrenders [ April 09, 2004, 12:25 AM: Message edited by: Edwin P. ] Link to comment Share on other sites More sharing options...
Kelly's Heroes Posted April 8, 2004 Share Posted April 8, 2004 Good Ideas Another method would be to have a simple event editor, with simple "IF, THEN" commands. Just using a method like this can make for a very challenging game against the AI. I often wonder why wargames do not use this type of system? Cheers! Link to comment Share on other sites More sharing options...
Shaka of Carthage Posted April 9, 2004 Share Posted April 9, 2004 Because Boolean logic (IF, THEN, ELSE) can get very complicated, especially when you start to have nested IFs. Link to comment Share on other sites More sharing options...
Edwin P. Posted April 9, 2004 Author Share Posted April 9, 2004 Here are some odds on my proposal (correct me if the number are incorrect) for Genius level AI: For the Allied AI 1 in 2 Games Ireland joins the Allies 1 in 4 Greece Joins when Axis DOW Russia 1 in 4 Iraq Joins Allies when Axis DOW Russia 1 in 8 Greece and Iraq Join the Allies 1 in 10 Turkey joins Allies when Siberian transfer occurs. 1 in 20 Spain, Portugal and Turkey joins allies when Siberian transfer occurs. For the Axis AI 1 in 2 Games Norway and Sweden join the Axis 1 in 5 Games Turkey joins the Axis 1 in 5 Games Spain Joins the Axis 1 in 10 Games Spain and Turkey joins the Axis 1 in 20 Games Baltic States join Axis. [ April 09, 2004, 12:25 AM: Message edited by: Edwin P. ] Link to comment Share on other sites More sharing options...
Kelly's Heroes Posted April 9, 2004 Share Posted April 9, 2004 Originally posted by Shaka of Carthage: Because Boolean logic (IF, THEN, ELSE) can get very complicated, especially when you start to have nested IFs. But it can also be a very simple, elegant system. CivII from 1996 (a complex game) used "IF, THEN" events, and users could produce quite challenging games. This type of event system can be very useful if used properly. Here are a few simple event commands from Civ II: @IF UNITKILLED unit=PzKw IV-H Panzer attacker=Soviets defender=Germans @THEN CREATEUNIT unit=StuG IIIG owner=Germans veteran=yes homecity=None locations 11,89 4,80 5,101 6,94 endlocations @ENDIF @IF RECEIVEDTECHNOLOGY technology=65 receiver=Germans @THEN CREATEUNIT unit=Volkssturm w/Pzfst owner=Germans veteran=yes homecity=None locations 16,96 15,75 14,98 11,103 7,123 7,115 6,94 4,108 1,117 endlocations @ENDIF @IF UNITKILLED unit=Slave Labor attacker=Soviets defender=Germans @THEN TEXT ^The advancing Red Army liberates a Slave Labor camp run by the Germans. ^International monetary backing for the Soviet war effort increases. ENDTEXT CHANGEMONEY receiver=Soviets amount=500 @ENDIF Cheers! [ April 09, 2004, 03:10 AM: Message edited by: Kelly's Heroes ] Link to comment Share on other sites More sharing options...
Edwin P. Posted April 13, 2004 Author Share Posted April 13, 2004 Fleet Locations - The AI should know the relative strength of Enemy fleets in the various oceans so that it can plan a more effective strategy strategy. For example - Eastern Med, Western Med, South Atlantic, Mid Atlantic, North Atlantic So 1= 0 Units to 4 = 6 or more enemy fleets. Link to comment Share on other sites More sharing options...
Kelly's Heroes Posted April 13, 2004 Share Posted April 13, 2004 Good idea. Taken further: Have two options for FoW: 1) FoW for human and AI 2) FoW for human but NOT for AI. Option #2 would allow for more challenge. Cheers! Link to comment Share on other sites More sharing options...
Recommended Posts