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Offensive plans do not work?


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In my mod, i changed Italy from 100% at the start (1938) to 70% , but now, even when they hit 100% and Italy is at war with both Uk (1), Egypt (19) and Commonweaklth (5) the Allies offensive scripts does not seem to fire, since no Allies unit ever appear, why?

It worked ok before when Italy was activated right at the start.

Is there any reason to have both UK and Commonwealth scripts?

There are enough Allied units to satisfy the activate condition and USSR is above 10% and beloew 100%.

; UK Prepares To Attack Tobruk

{

#NAME= UK Build Up Offensive - Tobruk (1)

#POPUP=

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 1

#TRIGGER= 100

#LEVEL= 0

#GV= 1[1,100]

#LINK= 0[0]

#SIZE= 5, 6

#BUILD_LENGTH= 1

#LENGTH= 3

;#HOLD= 0

#GOAL_POSITION= 288,92

#DATE= 1939/09/01

#STEAL= 0

; Set friendly positions:

; 1st Line - Cairo

#FRIENDLY_POSITION= 312,97

; Set variable conditions:

; 1st Line - UK politically aligned with Allies and not surrendered AND

; 2nd Line - USSR politically aligned with Allies (not fully active) and not surrendered

#VARIABLE_CONDITION= 1 [2] [100] [0]

#VARIABLE_CONDITION= 4 [2] [10] [0]

; Set tactical conditions:

; 1st Line - Cairo not tactically threatened

#TACTICAL_CONDITION= 312,97 [0]

; Set activate position:

; 1st Line - 6 Allied units located within Egypt

#ACTIVATE_POSITION= 312,97 [10,10] [6,6] [2]

; Set cancel condition:

; 1st Line - 1 Axis unit within range of Cairo OR

; 2nd Line - 1 Axis unit within range of Jeruselem

#CANCEL_POSITION= 312,97 [3,3] [1,1] [1]

#CANCEL_POSITION= 325,92 [2,2] [1,1] [1]

}

; Commonwealth Prepares To Attack Tobruk

{

#NAME= Commonwealth Build Up Offensive - Tobruk

#POPUP=

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 5

#TRIGGER= 100

#LEVEL= 0

#GV= 1[1,100]

#LINK= 0[0]

#SIZE= 4, 5

#BUILD_LENGTH= 1

#LENGTH= 3

;#HOLD= 0

#GOAL_POSITION= 288,92

#DATE= 1939/09/01

#STEAL= 0

; Set friendly positions:

; 1st Line - Cairo

#FRIENDLY_POSITION= 312,97

; Set variable conditions:

; 1st Line - Commonwealth politically aligned with Allies and not surrendered AND

; 2nd Line - USSR politically aligned with Allies (not fully active) and not surrendered

#VARIABLE_CONDITION= 5 [2] [100] [0]

#VARIABLE_CONDITION= 4 [2] [10] [0]

; Set tactical conditions:

; 1st Line - Cairo not tactically threatened

#TACTICAL_CONDITION= 312,97 [0]

; Set activate position:

; 1st Line - 6 Allied units located within Egypt

#ACTIVATE_POSITION= 312,97 [10,10] [6,6] [2]

; Set cancel condition:

; 1st Line - 1 Axis unit within range of Cairo OR

; 2nd Line - 1 Axis unit within range of Jeruselem

#CANCEL_POSITION= 312,97 [3,3] [1,1] [1]

#CANCEL_POSITION= 325,92 [2,2] [1,1] [1]

}

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There was a change in that some scripts now require the units that will be a part of the plan to be within a certain 'action point' range of either the GOAL or FRIENDLY position.

This has helped me to speed up the AI as units are not being called to various plans from all over the map and it helps to focus the AI units on target.

From the VERSION NOTES:

- AI script logic changes that help speed up the game:

- FLEET scripts can now have any sea tile set as a #FRIENLDY_POSITION

- BUILD_UP_OFFESNIVE and BUILD_UP_FLEET plans now require that an assignable unit is within 3 * Action Points to either the specified #FRIENDLY_POSITION or #GOAL_POSITION

- BUILD_UP_AMPHIBIOUS and BUILD_UP_TRANSPORT plans now require that an assignable unit is within 5 * Action Points to the specified #FRIENDLY_POSITION

The requirement for the BUILD_UP_AMPHIBIOUS and BUILD_UP_TRANSPORT plans has since changed to 3 * Action Points on my end.

For the Commonweath script, this is just required as each script only applies to units of that country, i.e. the UK plan will only draw UK units and so on.

Hopefully this helps you to track it down,

Hubert

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