ChrisND Posted June 18, 2006 Share Posted June 18, 2006 OK folks I need a solution. I really, really want to include to exploit scripts where the AI will grab undefended goodies like Gibraltor, Alexandria, England etc, but I run into this problem. Using the ACTIVATE_POSITION flag, I set the activation to 0 enemy units on the target tile or within a certain distance. Sounds fine and good. The problem arises when the weather goes bad or such and the AI cannot see the target. It automatically assumes that because it cannot see any units there, that there ARE no units there. The end result is lots of messy ill faited attacks or amphib transports stuck in limbo in the middle of the ocean when they realize that units ARE there. Anyone have a work-around or solution? 0 Quote Link to comment Share on other sites More sharing options...
Major Spinello Posted June 18, 2006 Share Posted June 18, 2006 Maybe you could do something like this? IF the AI has a carrier or bomber or airfleet within range of tile XY AND there is nothing at XY, THEN ... 0 Quote Link to comment Share on other sites More sharing options...
Major Spinello Posted June 18, 2006 Share Posted June 18, 2006 It goes without saying that with "range" I mean the "bad weather" range of course. 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 18, 2006 Author Share Posted June 18, 2006 I can't specifiy unit types. To the AI a corps = a bomber = a HQ = a tank = a cruiser 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 18, 2006 Author Share Posted June 18, 2006 Plus, activation scripts are only read with OR logic, so if any of them are satisified plan launches 0 Quote Link to comment Share on other sites More sharing options...
Major Spinello Posted June 18, 2006 Share Posted June 18, 2006 Not even a NOT-connective available? For then IF p THEN Q := NOT p OR Q p AND q := NOT (NOT p OR NOT q) If there are really not more logic functions, these should be requested in the "request thread"!!! Not being able to specify unit types is also a bummer. I´m beginning to wonder how you can write all those scripts ... sounds like giving a speech with your tongue anaesthetized! 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 18, 2006 Author Share Posted June 18, 2006 Well, CANCEL_POSITIONS are somewhat like a NOT function (These are only available as OR too) 0 Quote Link to comment Share on other sites More sharing options...
rclawson007 Posted June 19, 2006 Share Posted June 19, 2006 Try the Tactical_Condition flag and select the tile or and adjacent tile. The tactical condition flag, I think, is a behind the scenes calculation that will factor in a unit you can not see. 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 19, 2006 Author Share Posted June 19, 2006 I'll try it out 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted June 19, 2006 Author Share Posted June 19, 2006 I dont think so according to the scripts... says that the side must have tactical superiority of the tile 0 Quote Link to comment Share on other sites More sharing options...
rclawson007 Posted June 19, 2006 Share Posted June 19, 2006 Exactly, I don't know how opportunistic you want to be, but if you can see Malta and there is no enemy unit there...then you should have tactical superiority. Right? Wrong? 0 Quote Link to comment Share on other sites More sharing options...
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