ChrisND Posted June 15, 2006 Author Share Posted June 15, 2006 Having another game vs AI with above changes. MUCH more interesting game. It's 1942. Even after loads of British diplomacy (and MPP), Spain still joined. Italians have been putting up a tiger of a fight in North Africa, without any German help. Sweden is getting ready to join Axis and Norway is German. Germany launched a surprise Sealion in Early 42, it failed but cost me a fighter, bomber, MPP, naval forces and plenty of lost time. If I had been using the British land force for something else at the moment, I would have been screwed. German navy has actually been knocking my ass around this game, until the USA joined now the Atlantic is secure again. Germany launched an impressive Barbarossa, it slowed down at Leningrad and Moscow but now it has sped up again... they have reached Gorky. The new version is sent out. 0 Quote Link to comment Share on other sites More sharing options...
Major Spinello Posted June 15, 2006 Share Posted June 15, 2006 Sounds great! Will you do an "Allies script batch" after this is completed? 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 15, 2006 Author Share Posted June 15, 2006 Progress: Added in Axis reaction scripts to the Spanish Peninsula and Algeria. If Gibraltor is Axis, the Germans will react to Allied invasion of Casablanca/Tangier by sending units to estabilish a defensive position around Algiers, AND by reinforcing the defensive positions around Portugal and Gibraltor to make amphib attacks much more difficult. Also, if Allied units touch the Spanish Peninsula's ground, Axis units will estabilish defensive positions in the mountains as well as securing the narrow Bordeux corridor (If Vichy France has not been activated). Also added in an Italy reaction to Allied Greece invasion script set. 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 15, 2006 Author Share Posted June 15, 2006 If Edwin does not have the set finished, yes. However, some major changes need to be made to naval AI and scripting if any Allied script set were to work correctly. 0 Quote Link to comment Share on other sites More sharing options...
Major Spinello Posted June 15, 2006 Share Posted June 15, 2006 I really hope that Hubert implements an AI vs AI option for the next patch so that you can test and balance the /Allies script-batches against each other. There´s nothing like the possibility to do "hands off"-games for that! 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 17, 2006 Author Share Posted June 17, 2006 Well, I just had a game where AI the BEAT ME. Dead serious. Gave me surprises throughout and I designed it! :eek: 0 Quote Link to comment Share on other sites More sharing options...
rclawson007 Posted June 17, 2006 Share Posted June 17, 2006 Normal Dude - Please e-mail me a copy of your script to test. Thx. 0 Quote Link to comment Share on other sites More sharing options...
Major Spinello Posted June 17, 2006 Share Posted June 17, 2006 The AI beat you????? :eek: Great work, master of the scripts! Can´t wait for the them being transferred to the bigger map of Dave´s scenario! 0 Quote Link to comment Share on other sites More sharing options...
Honch Posted June 18, 2006 Share Posted June 18, 2006 Yes Chris, email me whenever you want and I will start testing them in my scenario. 0 Quote Link to comment Share on other sites More sharing options...
Blashy Posted June 18, 2006 Share Posted June 18, 2006 Normal Dude, please send me your campaign I would like to try it out please. blashy@gmail.com You should simply upload it at cmmods.com 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 18, 2006 Author Share Posted June 18, 2006 Blashy, Sorry I missed your last request, I just now read it. :/ Anyways it is uploaded to cmmods. 0 Quote Link to comment Share on other sites More sharing options...
Blashy Posted June 18, 2006 Share Posted June 18, 2006 I just tried it. Don't know what you did but the AI decided to try a Sealion, TERRIBLE move. It started from Benelux port, I saw it coming easily and killed off 2 transports and it STILL pushed for a Sealion. I've won and it is now winter of 41. IMHO, the AI should never try Sealion, unless it has some LR3 tech and can spot that UK only has 3 units. AND it should do it from further away ports so it is not easily spotted AND it should be escorted. Sealion might be too complicated for the AI at this time. 0 Quote Link to comment Share on other sites More sharing options...
rclawson007 Posted June 18, 2006 Share Posted June 18, 2006 Naval Scripts are needed for truely intelligent AI amphibs. Till then, well this was one of "this Hitlers" biggest blunders. 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 18, 2006 Author Share Posted June 18, 2006 Sealion is too complicated for it as of now, and the AI seems to have a hard-on for the Brussels port. The chance of the AI doing a pre-Barbarossa Sealion is very-very low, it almost never does. 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 18, 2006 Author Share Posted June 18, 2006 Back to Sealion... The reason I left a small chance of the sealion in was to keep players from doing some horribly gamey moves. I originally had a script where the Sealion triggered if only a few Brit troops were left on the island. Naturally the AI screwed that one up, because whenever bad weather struck and the visibility went down, it would assume that because it couldnt SEE anyone on the island that there was no one there! :eek: 0 Quote Link to comment Share on other sites More sharing options...
Major Spinello Posted June 18, 2006 Share Posted June 18, 2006 I think that there should always be a chance for the AI to do a sealion because of the gamey moves Normal Dude mentions. But if it does it, it should try to do it right: - Try to gain air superiority positioning all available air-units (depending on what scenario/mod it would also have German bombers and Italian fighters). - hitting any Royal Navy CAs and BBs which are located in the channel-side ports with A/C until they leave the channel. - Trying to knock down the entrenchment of the unit on London, too. - having escorts to the East and West of the transports to block the Royal Navy at least long enough to get the guys over there. If the AI cannot scripted to do such things, then Hubert should rework it in this respect. It is of utmost importance that amphibious invasion plans work reasonably also for Overlord. (Not to mention any Pacific-Mods ... ) 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 18, 2006 Author Share Posted June 18, 2006 Major: I wish I could do those things. I have zero control over navies, targets or airforces, and only a small degree of control over which ports are used (and half the time the AI ignores me anyways). Just the other game I watched the Italian AI try to load up troops for Tobruk... IN BRUSSELS!!!! What the heck does the AI have with the Brussels port for crying out loud??!! 0 Quote Link to comment Share on other sites More sharing options...
Vic Rattlehead Posted June 18, 2006 Share Posted June 18, 2006 In Brussels?? Now thats some seriously silly **** 0 Quote Link to comment Share on other sites More sharing options...
Major Spinello Posted June 18, 2006 Share Posted June 18, 2006 *gulp* ... I hope Hubert is aware of these issues. Any comments from him lately? 0 Quote Link to comment Share on other sites More sharing options...
Hubert Cater Posted June 19, 2006 Share Posted June 19, 2006 MS, hard to say without me seeing the scripts and the code in action as it could be any number of things... problem is that I am only one person and currently my focus is not in this particular area at the moment as I have quite a few other high priority items that need attention as well. 0 Quote Link to comment Share on other sites More sharing options...
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