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Things still missing / lacking regarding AI


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these are the diplomacy scripts

uk -> yugoslavia (41)

uk -> norway (40)

uk -> sweden (40)

uk -> spain (40)

usa -> yugoslavia (41)

usa -> norway (42)

usa -> sweden (42)

usa -> spain (1940)

germany -> spain (not until 1942?)

this needs to be a little more random for the AI as there is no chance of the brits getting iraq convoys, etc.

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for the research scripting engine we need a couple of flags for the scripts.

one is a flag that determines if the script is for a buy/sell. if the AI gets in a bind and needs some quick MPPs it should be able to reclaim its chits at 1/2 price to build more troops or to reallocate the chit into a tech that has a higher % chance of success.

the second is an additional parameter for each tech that states the maximum level that you can invest in that tech. for example, if you set the maximum for IW to 3 and russia is at IW2 and has one chit in that category the condition fails.

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Agreed,

We need a parameter or script that will tell the AI which script (planning, diplomacy, research or purchase) to run first, second, third and fourth.

To ensure you have MPPs for Diplomacy you may want this script to run first at the start of the game, but when diplomacy is of lesser importance you may want this script to run last.

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for purchase scripting, it would be nice to be able to increase the percentage chance of building another unit if the AI has exceeded build limits.

so if they have maxed out corps, you can up the % chance to buy on armies and tanks

maybe Purchase_Condition [Type of Unit] [unit Pool Available] [Minimum Necessary]

so you could have 2 scripts for russia

#Purchase_Condition [Corps] [from game = 0] [1]

#Purchase_Condition [Army] [from game = 8][1]

and it would skip the first plan (defensive) and go to the second which would be more geared to offensive game play

this way we could write multiple purchase scripts that would allow the AI to move past the build limits and keep from hording MPPs.

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Originally posted by Edwin P.:

Agreed,

We need a parameter or script that will tell the AI which script (planning, diplomacy, research or purchase) to run first, second, third and fourth.

To ensure you have MPPs for Diplomacy you may want this script to run first at the start of the game, but when diplomacy is of lesser importance you may want this script to run last.

order of events isn't that big of a deal, especially since diplomacy and research have hard caps on them. we just need to build some more scripts for diplomacy. i do think it needs another variable that detects deltas (so if spain goes up to the axis, the allies move diplomacy chits over to it) though.
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Just picked up the game after playing SC a couple years back.

Is it possible to have an option with FOW on for the human player but off for AI? This would make a game vs. the AI that much more difficult.

What about being able to switch midgame between the human player and the AI? I could see playing the Axis then switching and trying to come back from defeat.

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Originally posted by jkm:

order of events isn't that big of a deal, especially since diplomacy and research have hard caps on them. we just need to build some more scripts for diplomacy. i do think it needs another variable that detects deltas (so if spain goes up to the axis, the allies move diplomacy chits over to it) though.

1.One problem I run into is that the AI has spent all of its MPPs on Production and does not have any left over for Diplomacy or Research. Being able to change the order of events would be most helpful.

2. You can create Diplomatic scripts that are triggered if the activation percentage is above a specified level.

#VARIABLE_CONDITION= Under what variable conditions will this event occur

; Format: country_id [political_alignment] [min_activation%] [surrendered_flag]

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