Edwin P. Posted June 9, 2006 Share Posted June 9, 2006 When I attempt to script an Amphibious invasion of Malta I get an error message that says the Goal Position (85,30) must be less than 2 Tiles from Shore. Malta is a one tile island. It has no shore!. This appears to be a bug. PS: The same script works fine handling the Gibraltar invasion. [ June 09, 2006, 12:19 AM: Message edited by: Edwin P. ] 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 9, 2006 Share Posted June 9, 2006 Interesting. I am going to try that out. BTW, Hubert gave me an excellent idea on fixing the Brussels amphib staging problem, will get back to you if it works. It may even allow for multiple embarkation points for a single goal. 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 9, 2006 Share Posted June 9, 2006 Yep, I get the same error. here are the scripts I used. Since Malta is pretty much the only one-tile island on the map with amphib plans made for it, I wonder if this has anything to do with it? ; Italy prepares to attack Malta: { #NAME= Italy Amphib Build-Up: Malta #POPUP= #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 6 #TRIGGER= 100 #LEVEL= 0 #PLAN_ID= 2 #SIZE= 1 #LENGTH= 1 ; Malta #GOAL_POSITION= 85,30 #DATE= 1940/01/01 #STEAL= 3 ; Set friendly positions: ; 1st Line - Sicily #FRIENDLY_POSITION= 84,28 ; Set variable conditions: ; 1st Line - Italy politically aligned with Axis and not surrendered #VARIABLE_CONDITION= 6 [1] [100] [0] ; Set tactical conditions: ; 1st Line - Rome not tactically threatened #TACTICAL_CONDITION= 83,24 [1] ; Set activate position: ; 1st Line - No Allied units left in Malta #ACTIVATE_POSITION= 85,30 [0,0] [0,0] [2] ; Canceled if Axis units already in Malta #CANCEL_POSITION= 85,30 [0,0] [1,1] [1] } ; Malta Garrison { #NAME= Malta Garrison #POPUP= #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 6 #TRIGGER= 100 #LEVEL= 0 #PLAN_ID= 0 #SIZE= 0 #LENGTH= 1 ; Malta #GOAL_POSITION= 85,30 #DATE= 1939/09/03 #STEAL= 3 ; Set friendly positions: ; 1st Line - Malta #FRIENDLY_POSITION= 85,30 ; Set variable conditions: ; 1st Line - Italy politically aligned with Axis and not surrendered #VARIABLE_CONDITION= 6 [1] [100] [0] ; Set tactical conditions: ; 1st Line - Berlin not tactically threatened #TACTICAL_CONDITION= 84,16 [1] ; Axis unit in Malta #ACTIVATE_POSITION= 85,30 [0,0] [1,1] [1] ; Allied unit in Malta #CANCEL_POSITION= 85,30 [0,0] [1,1] [2] } 0 Quote Link to comment Share on other sites More sharing options...
Edwin P. Posted June 9, 2006 Author Share Posted June 9, 2006 You are correct, the script you used will work with Gibraltar, no problem. This is bug that HC needs to address. One change you may wish to make is to make sure that Salerno (and Gibraltar especially) has no allied naval units close to it (i.e. Cancel_Condition). PS: I am working on German > Vichy France > Spain > Gibraltar Scripts. 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 9, 2006 Share Posted June 9, 2006 I am having problems with the Gibraltor scripts actually. The Italian AI assignes 2-3 units to it, even after I have specified 1, the plan is always active even if there is an Allied unit in Gibraltor, and half of the units land in Sardinia! : :eek: 0 Quote Link to comment Share on other sites More sharing options...
Edwin P. Posted June 9, 2006 Author Share Posted June 9, 2006 Here is the script I am using, the AI always sends 1 unit. { #NAME= EF01 - Italy Takes Gibraltar in Surprise Attack #POPUP= #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 6 #TRIGGER= 50 #LEVEL= 0 #PLAN_ID= 2 #SIZE= 1 #LENGTH= 1 ; Malta #GOAL_POSITION= 55,29 #DATE= 1939/10/01 #STEAL= 3 ; Set friendly positions: ; 1st Line - Bari #FRIENDLY_POSITION= 89,25 ; Set variable conditions: ; 1st Line - Italy politically aligned with Axis ; 2nd Line - Germany politically aligned with Axis and not surrendered #VARIABLE_CONDITION= 6 [1] [100] [0] #VARIABLE_CONDITION= 5 [1] [100] [0] ; Set tactical conditions: ; 1st Line - Washington D.C. not tactically threatened (dummy condition) #TACTICAL_CONDITION= 2,23 [1] ; Set dummy activate position (no units at position 55,29 #ACTIVATE_POSITION= 55,29 [0,0] [0,0] [0] ; Set cancel position: ; 1st Line - 2 or more Allied units within 4 sea tile range of Malta OR ; 2nd Line - 1 or more Allied units within 4 sea tile range of Bari OR ; 3rd Line - 1 or more Allied units within 4 land tile range of Bari ; 4th Line - 1 or more Allied Units within 7 sea title range of Gibraltar #CANCEL_POSITION= 86,31 [4,4] [1,1] [2] #CANCEL_POSITION= 90,26 [4,4] [1,1] [2] #CANCEL_POSITION= 89,25 [4,4] [1,1] [2] #CANCEL_POSITION= 56,30 [7,7] [1,1] [2] } ----------------- My German conquest of Vichy France works fine, but my Invasion of Spain executes Horribly, The Germans Advance and then retreat, advance and then retreat. Ugh. More work to Do. 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 9, 2006 Share Posted June 9, 2006 I have a Vichy france invasion as well, set to execute randomly. I was planning on doing a Spain Invasion, but was waiting until after Barbarossa kicked off. 0 Quote Link to comment Share on other sites More sharing options...
Edwin P. Posted June 9, 2006 Author Share Posted June 9, 2006 My goal is to execute a conquest of Vichy/Spain/Gibraltar and then take Portugal after USSR is at war for the Morale Bonus. Then followup up with conquests of Vichy Morocco and Vichy Algeria for more Morale Bonus's against the Russians. So far - Vichy France falls in 2 turns. 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 9, 2006 Share Posted June 9, 2006 That is exactly what I was planning. Although I set the Vichy France invasion to have a small chance of a pre-barbarossa invasion. 0 Quote Link to comment Share on other sites More sharing options...
Edwin P. Posted June 9, 2006 Author Share Posted June 9, 2006 After I get the Scripts working optimally, my thoughts are: Vichy Invasion 20% (1 in 5 games) - if so then 50% (1 in 10 games) > Conquer Spain > Gibraltar > Wait for USSR to be at War then Conquer Portugal > Tunisia > Algeria Likewise in the North Norwegian Invasion 20% (1 in 5 games) - If so then 50% Conquer Sweden (1 in 10 games) and following the Conquest of Sweden move forces to Russian Front. Now, my primary focus is getting the German and Italians. (thus I have to add a cancel condition to the Italian Greece invasion) [ June 09, 2006, 12:20 AM: Message edited by: Edwin P. ] 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 9, 2006 Share Posted June 9, 2006 I have the Italians putting a good stiff fight by themselves in Africa now, provided the AI buys the right units. But I am having a problem in that the Italian fleet seems to prefer to sit in port instead of helping. Is there any way to influence the navies? 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 9, 2006 Share Posted June 9, 2006 Let me know when you get the Spain invasion script working, I'd like to see that. I'm going to write up the Scandinavia scripts so that Germany will invade Norway, then either invade Sweden or use diplomacy. 0 Quote Link to comment Share on other sites More sharing options...
Hubert Cater Posted June 9, 2006 Share Posted June 9, 2006 Patch v1.03 should have more logic added to naval units and I'll also take a look at this Malta invasion issue. 0 Quote Link to comment Share on other sites More sharing options...
Edwin P. Posted June 9, 2006 Author Share Posted June 9, 2006 Normal Dude - Will do, the testing is the time consuming part. Hubert - many thanks for looking into the Malta Issue, and for the advance notice on the v1.03 naval units logic. That said, the naval units AI is much improved over SC1, especially for submarines. I really like what the initial sub does in the Atlantic - strikes Canadian route, then Egypytian, then back to Canadian. 0 Quote Link to comment Share on other sites More sharing options...
Hubert Cater Posted June 9, 2006 Share Posted June 9, 2006 Thanks and I think it is getting there... essentially the foundation I laid out for the AI in SC2 will generally allow for a much more dynamic AI than SC1 ever had, it is just the time (consuming) part in getting it to run as smooth as expected. 0 Quote Link to comment Share on other sites More sharing options...
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