Search found 25 matches

by woolymuffler
Fri Aug 26, 2022 8:42 pm
Forum: MODS and Scenarios
Topic: AI capabilities
Replies: 9
Views: 809

Re: AI capabilities

Does the AI sack/replace generals without scripting?

I assume it is able to handle replacement of destroyed units without scripting as I don't see how that could be scripted (you don't know for sure which units will be destroyed).
by woolymuffler
Fri Aug 26, 2022 12:45 pm
Forum: MODS and Scenarios
Topic: Order of AI processing
Replies: 2
Views: 526

Re: Order of AI processing

Once again, great information.

It sounds like my idea of trying to make the AI pay for its purchases may not work though if purchases/research/diplomacy are at the end of the turn, as I assume it will have spent most of its money on reinforcements and operating by that point.

Although I suppose ...
by woolymuffler
Fri Aug 26, 2022 12:32 pm
Forum: MODS and Scenarios
Topic: AI capabilities
Replies: 9
Views: 809

Re: AI capabilities

Thanks! This is fantastic information.
by woolymuffler
Thu Aug 25, 2022 1:00 pm
Forum: MODS and Scenarios
Topic: AI capabilities
Replies: 9
Views: 809

Re: AI capabilities

And following on from this, are research and diplomacy events discarded permanently (if the AI lacks the funds and SKIP_FUNDS_CHECK isn't active) or will it try again on later turns until it has the funds (assuming all trigger conditions are still met)?
by woolymuffler
Thu Aug 25, 2022 12:53 pm
Forum: MODS and Scenarios
Topic: Order of AI processing
Replies: 2
Views: 526

Order of AI processing

What order does the AI process AI and Events scripts? I'm guessing AI first and then Events. Within each category, is there a set order (diplomacy first, then research, then units etc.)?

And are all scripts processed before the AI gets to movement/replacement/combat phases? It seems like some ...
by woolymuffler
Thu Aug 25, 2022 11:20 am
Forum: MODS and Scenarios
Topic: AI capabilities
Replies: 9
Views: 809

Re: AI capabilities

Ah, extremely good information to know. Are there any other categories (like new unit purchases for instance) where the AI will only do scripted actions?
by woolymuffler
Wed Aug 24, 2022 7:55 pm
Forum: MODS and Scenarios
Topic: AI capabilities
Replies: 9
Views: 809

AI capabilities

I'm still trying to get a handle on the scripting; from the manual on AI scripting:

12.2.10. Diplomacy
This event handles AI diplomacy allocation on a turn-by-turn basis.
12.2.11. Research
This event handles AI research allocation on a turn-by-turn basis.

Does this mean that the AI does not do ...
by woolymuffler
Tue Aug 23, 2022 12:03 pm
Forum: MODS and Scenarios
Topic: Duplicate entries in AI scripts
Replies: 2
Views: 498

Re: Duplicate entries in AI scripts

Yeah, I realized late last night that it also meant a 25% chance for it to fire twice which must be the purpose and gives more variability in outcomes (25% chance no chits, 50% chance 1 chit, 25% chance 2 chits).

Thanks for confirming!
by woolymuffler
Mon Aug 22, 2022 8:41 pm
Forum: MODS and Scenarios
Topic: Duplicate entries in AI scripts
Replies: 2
Views: 498

Duplicate entries in AI scripts

I'm trying to get a better understanding of the scripting but I'm not sure what the purpose of the duplicate entries are (example below, identical UK pressures Albania events in AI\diplomacy).

If there is a difference of any sort between the events I'm not seeing it; however it's not a guaranteed ...
by woolymuffler
Mon Aug 22, 2022 3:26 pm
Forum: MODS and Scenarios
Topic: #SKIP_FUNDS_CHECK= in scripts
Replies: 2
Views: 396

Re: #SKIP_FUNDS_CHECK= in scripts

Thanks, appreciate the information!
by woolymuffler
Sat Aug 20, 2022 1:43 pm
Forum: MODS and Scenarios
Topic: #SKIP_FUNDS_CHECK= in scripts
Replies: 2
Views: 396

#SKIP_FUNDS_CHECK= in scripts

If "#SKIP_FUNDS_CHECK= 1" is set for an event (purchase or research), what exactly does it mean?

Is it just that the AI will make the purchase, even if this runs them into negative mpp (so not checking for funds ahead of purchase)?

Or does the AI not actually have to pay for research/units on ...
by woolymuffler
Sat Aug 06, 2022 12:45 pm
Forum: Tech Support
Topic: Purchased units delay
Replies: 8
Views: 1182

Re: Purchased units delay

It's in the scenario settings (Country Data -> Production Delay Data); on the Call to Arms scenario it's set to turns right now.

You can't actually edit the Call to Arms scenario directly, but it you want a workaround until the next update changes it, you can open Call to Arms in the Editor and do ...
by woolymuffler
Tue Jul 26, 2022 12:09 pm
Forum: Strategic Command: World War I
Topic: Playing over Remote Desktop?
Replies: 5
Views: 782

Re: Playing over Remote Desktop?

Sorry to necro my own thread, but I accidently discovered that the game can in fact run over RDP, it just can't be started over RDP.

I had it running on the taskbar and forgot it was there. Later I RDP'd to the machine and the game stayed running and worked fine. So for anyone that was interested ...
by woolymuffler
Mon Jul 25, 2022 5:14 pm
Forum: MODS and Scenarios
Topic: What does "Normalization Period" actually do?
Replies: 6
Views: 911

Re: What does "Normalization Period" actually do?

I realized I was making this harder than it needed to be; all I need to do is figure out the normalization period of the standard Call to Arms (which would be about 12.6 days with 29 turns per average (non-leap) year).

No matter how many (alternating) turns you have per year, somewhere around there ...
by woolymuffler
Mon Jul 25, 2022 11:27 am
Forum: MODS and Scenarios
Topic: What does "Normalization Period" actually do?
Replies: 6
Views: 911

Re: What does "Normalization Period" actually do?

Thanks Bill! That makes normalziation period a really powerful tool for balancing mpps on mods. Theoretically that would provide a way to compensate for the doubled MPPs of simultaneous turns (by doubling the normalization period as well). Worth trying if someone wanted to go with simultaneous turns ...
by woolymuffler
Fri Jul 22, 2022 11:16 am
Forum: MODS and Scenarios
Topic: What does "Normalization Period" actually do?
Replies: 6
Views: 911

Re: What does "Normalization Period" actually do?

Right, I get normalization in general (and think I want to use it). If normalization is turned off (default for Call to Arms), each turn has the same production (assuming same resources) regardless of turn length. And turning on Normalization scales the production for turn length, as you said.

But ...
by woolymuffler
Fri Jul 22, 2022 11:03 am
Forum: MODS and Scenarios
Topic: Editing Unit Icons?
Replies: 3
Views: 779

Re: Editing Unit Icons?

I had no idea; that is helpful for sure! I guess there is no way currently to modify the unit counter information?
by woolymuffler
Thu Jul 21, 2022 8:01 pm
Forum: MODS and Scenarios
Topic: What does "Normalization Period" actually do?
Replies: 6
Views: 911

What does "Normalization Period" actually do?

What the title says; what effect does changing the normalization period have? Does it represent the period that MPPs are collected for (so changing from the normal "Call to Arms" 14 days Normalization Period to 7 days would double the number of MPPS per year)?

Conversely, would changing ...
by woolymuffler
Thu Jul 21, 2022 2:44 pm
Forum: MODS and Scenarios
Topic: Editing Unit Icons?
Replies: 3
Views: 779

Re: Editing Unit Icons?

From the manual section on combat losses, a rough approximation of combat strength for corps vs corps (hard vs hard) could be:

Attack
(Readiness %) X (Hard Attack value + IW Level) + (Experience / 3)

Defense
(Readiness %) X (Hard Defense value + IW Level) + (Experience / 3)

(Would be better to ...
by woolymuffler
Wed Jul 20, 2022 1:24 pm
Forum: MODS and Scenarios
Topic: Editing Unit Icons?
Replies: 3
Views: 779

Editing Unit Icons?

Is it possible to change the information displayed on icons (having more than just the strength number)? I don't mean the graphics (like Blue Max), I mean additional information.

Some sort of combat strength value that reflects unit upgrades, tech levels, experience and even readiness/morale/supply ...

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