Polish-Soviet War - Battle of Warsaw 1920
- BillRunacre
- Posts: 6535
- Joined: Mon Jul 22, 2013 2:57 pm
- Contact:
RE: Scripts Question
Offhand I can't see anything wrong with the Decision, but a good way to test it would be to add some text so that it will actually appear in a Hotseat game, i.e. for you to say YES/NO to it.
That way if it appears, you'll know that the Decision is working and the issue lies elsewhere.
Another way to test is to unlink the convoy from the Decision and see if the convoy works in a Hotseat game.
Both tests should help to identify which script is the problem.
Love the photo, they do like to get in the way don't they! [:D]
That way if it appears, you'll know that the Decision is working and the issue lies elsewhere.
Another way to test is to unlink the convoy from the Decision and see if the convoy works in a Hotseat game.
Both tests should help to identify which script is the problem.
Love the photo, they do like to get in the way don't they! [:D]
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Release Polish-Soviet War 3.0
Hi!
I finally solved convoy problem! It turned out DECISION type script was wrong, instead of type 2 it should be type 1. I did as Bill said, and checked the convoy and decision script separately! Thank you very much!
Here all who want to try, can find Polish-Soviet War 3.0 scenario. It still has two minor bugs that hopefully i will be able to fix up later. One is sound file for horse artillery unit(soviets) it uses Heavy Artillery one, I tried to alter this file, but then Steam was reporting that my version files are compromised. The other minor bug is that there are not light blue front line image, but only when soviets are on their own territory. That's kinda strange but still manageable. Anyway, I am looking forward for feedback and advices. Have fun all!
Jazon
https://www.mediafire.com/file/y1lsbfoa ... s.rar/file
I finally solved convoy problem! It turned out DECISION type script was wrong, instead of type 2 it should be type 1. I did as Bill said, and checked the convoy and decision script separately! Thank you very much!
Here all who want to try, can find Polish-Soviet War 3.0 scenario. It still has two minor bugs that hopefully i will be able to fix up later. One is sound file for horse artillery unit(soviets) it uses Heavy Artillery one, I tried to alter this file, but then Steam was reporting that my version files are compromised. The other minor bug is that there are not light blue front line image, but only when soviets are on their own territory. That's kinda strange but still manageable. Anyway, I am looking forward for feedback and advices. Have fun all!
Jazon
https://www.mediafire.com/file/y1lsbfoa ... s.rar/file
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RE: Release Polish-Soviet War 3.0
Apologies if this is just me being dim lol. But I extracted the download to the campaigns folder, and it isn't showing up in game under campaigns? I have the latest version of the game if that makes any difference.
'Juana Azurduy, flor del Alto Perú, No hay otro capitán más valiente que tú'.
RE: Release Polish-Soviet War 3.0
Hi!
ObeseMonkey: You should extract the game into game folder in "My games". For example, this is my directory: C:\Users\Jakub\Documents\My Games\Strategic Command WWI\Campaigns
Jakub is my name so this folder has the computer user name whatever you use. SSC WWI usually has TWO folders. One with original game, in Steam folder if you use one, and one in user directory. Check it out there. This version is for MP only, but you can give it a try just to see how it works. Let me now if its working!
Cheers
Jazon
ObeseMonkey: You should extract the game into game folder in "My games". For example, this is my directory: C:\Users\Jakub\Documents\My Games\Strategic Command WWI\Campaigns
Jakub is my name so this folder has the computer user name whatever you use. SSC WWI usually has TWO folders. One with original game, in Steam folder if you use one, and one in user directory. Check it out there. This version is for MP only, but you can give it a try just to see how it works. Let me now if its working!
Cheers
Jazon
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- Posts: 101
- Joined: Fri Jun 05, 2020 1:31 pm
RE: Release Polish-Soviet War 3.0
Ah thought it'd be me. Its all working now!
'Juana Azurduy, flor del Alto Perú, No hay otro capitán más valiente que tú'.
RE: Release Polish-Soviet War 3.0
Hi!
I haven't posted in a while, I guess I was just worn off about his project, and needed a break. I am very happy I managed to up to this point, that I have playable multiplayer version 3.0. i owe big thanks to Dan and Mike who were my MP testers, as well as to Hubert and Bill who patiently were replying my dumb questions about game engine.
But that's not end of this project:) I am going to start writing AI script for this scenario, so everybody could enjoy playing it at once, one evening against Computer.
Jazon
PS
To Obese Monkey - did you play the game in MP? Could you provide any feedback?
PS2
Anybody looking for version 3.0 multiplayer game? I can play for Soviets:P

I haven't posted in a while, I guess I was just worn off about his project, and needed a break. I am very happy I managed to up to this point, that I have playable multiplayer version 3.0. i owe big thanks to Dan and Mike who were my MP testers, as well as to Hubert and Bill who patiently were replying my dumb questions about game engine.
But that's not end of this project:) I am going to start writing AI script for this scenario, so everybody could enjoy playing it at once, one evening against Computer.
Jazon
PS
To Obese Monkey - did you play the game in MP? Could you provide any feedback?
PS2
Anybody looking for version 3.0 multiplayer game? I can play for Soviets:P

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- BillRunacre
- Posts: 6535
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RE: Release Polish-Soviet War 3.0
That's great to hear!
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- OldCrowBalthazor
- Posts: 2698
- Joined: Thu Jul 02, 2020 12:42 am
- Location: Republic of Cascadia
RE: Release Polish-Soviet War 3.0
Hi JazonORIGINAL: Jazon
Hi!
I haven't posted in a while, I guess I was just worn off about his project, and needed a break. I am very happy I managed to up to this point, that I have playable multiplayer version 3.0. i owe big thanks to Dan and Mike who were my MP testers, as well as to Hubert and Bill who patiently were replying my dumb questions about game engine.
But that's not end of this project:) I am going to start writing AI script for this scenario, so everybody could enjoy playing it at once, one evening against Computer.
Jazon
Anybody looking for version 3.0 multiplayer game? I can play for Soviets:P
Nice to hear your taken on the challenge to do the AI scripting.
I PMed you about a possible match in the future.
Say Hi to Wen and BenBen!
cheers
Mike
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AI Scripts questions
Hi!
I've started writing AI scripts for Polish Soviet War scenario. I figured out that mainly I need to use Guard and Offensive scripts, due to my scenario specifics( no Naval Units, no diplomacy no research). However there are few things that remain unclear for me. I wonder if anyone can explain it to me, It would be most appreciated!
In GUARD scripts, there is a position called HOLD.
0 = Do not hold current unit in position, replace with weaker unit if possible
In this line what does it mean "current unit"? It refers to which units? Whole AI managed units on the map? Or units in GOAL POSITION? and "replace"? Refers to which units? It's all a bit messy to understand for me. I did study AI guard scripts for Luddendorf Offensive, but still I am not sure if i understand it right. Maybe somebody can explain it for me?
"No attacking from this position" it means units in GOAL POSITION will not concur any attacks, even if they have enemy units in their zone of control?
#STEAL= Set priority by stealing units from resource positions Does it mean, that if i set STEAL in the scripts, AI will move units from the rear, guarding resource hexes, like mines or cities?
CANCEL and ACTIVATE POSITION as I read both use OR logic, so it means, triggering one of them is enough to make whole script into motion?
Also #LENGTH, what does it mean? It is mentioned in the notes, but not explained at the beginning. What does #LENGTH=1 means?
I've made a short script for Polish forces, first to hold on in KIEV, but if in danger of being flanked, they should withdraw for secondary position to Korosten. I marked them by A and B in order to remember what is first to occur, and what is the latter. Let's have a look:
{
#NAME= Polish Garrison - Kiev Frontline A
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 85
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#LENGTH= 1
#HOLD= 0
#ADD_HQ= 1
#GOAL_POSITION= 86,52
#GOAL_POSITION= 86,53
#GOAL_POSITION= 87,53
#GOAL_POSITION= 87,54
#GOAL_POSITION= 88,55
#GOAL_POSITION= 88,56
#GOAL_POSITION= 88,57
#GOAL_POSITION= 89,57
#DATE= 1920/05/26
#STEAL= 0
; Set friendly positions:
; 1st Line - Warsaw
#FRIENDLY_POSITION= 18,42
; Set variable conditions:
; 1st Line - Poland politically Allied and not surrendered
#VARIABLE_CONDITION= 85 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Warsaw not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 18,42 [3]
; Dummy position
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Soviet units in position flanking Kiev
; Soviets approaching Fastov, Sokolche, Obuchoviche
OR Kiev taken by Soviets
#CANCEL_POSITION= 85,58 [1,1] [1,1] [1]
#CANCEL_POSITION= 79,61 [1,1] [1,1] [1]
#CANCEL_POSITION= 82,50 [1,1] [1,1] [1]
#CANCEL_POSITION= 88,55 [0,0] [1,1] [1]
}
{
#NAME= Polish Garrison - Korosten B
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 85
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#LENGTH= 1
#HOLD= 0
#ADD_HQ= 1
#GOAL_POSITION= 74,52
#GOAL_POSITION= 73,52
#GOAL_POSITION= 74,51
#GOAL_POSITION= 71,52
#DATE= 1920/05/26
#STEAL= 0
; Set friendly positions:
; 1st Line - Warsaw
#FRIENDLY_POSITION= 18,42
; Set variable conditions:
; 1st Line - Poland politically Allied and not surrendered
#VARIABLE_CONDITION= 85 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Warsaw not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 18,42 [3]
; Kiev taken by Soviets
#ACTIVATE_POSITION= 88,55 [0,0] [1,1] [1]
; Soviet units in flanking position
; Soviets approaching Ovruch, Zviahel
OR Korosten taken by Soviets
#CANCEL_POSITION= 74,48 [2,2] [1,1] [1]
#CANCEL_POSITION= 67,56 [2,2] [1,1] [1]
#CANCEL_POSITION= 74,52 [0,0] [1,1] [1]
}
My last question is connected with #TRIGGER:
#TYPE= Values range [0, 3];
; With all other fields satisfied will this be:
; 0 = Single check regardless if #TRIGGER is satisfied
; 1 = Multiple check until #TRIGGER is satisfied
; 2 = Reoccurring check until end of game
; OR
; Once the #DATE field is satisfied:
; 3 = Event fires once if all other fields are satisfied, else it will not fire. Either way, event will be removed never to be looked at again
As I understand TRIGGER is for AI, to express probability that event will occur. I understand it with Partisans. For example there is a trigger for Partisan unit to SPAWN in certain location, with, lets say 25% probability ( #TRIGGER=25), Type 2. Type two until end of the game, each turn there will be chance that partisans will spawn, OR unitil reaching some date limit?
But type 1 in this case mean, it will check every turn, UNTIL the partisan will finally spawn, and will not be checked again?
Type 3 says it will fire only if all other FIELDS are satisfied, what does "fields" mean here? Like VARIABLE CONDITION, yes? So it will check each turn until, date, Variable condition will be fulfilled?
Sorry for stupid questions, but I need to understand it clearly, to plan defensive Plan for Poles. My general scheme for Polish AI will be to withdraw from one position to another, if position "A" (like Kiev in the example above) will be captured OR flanked. Then, Polish troops should advance for another position.
Because now I am not sure, I guess I should make it that position A (Kiev in example) CANCEL POSITION trigger should be at the same time ACTIVATE POSITION trigger for position "B" (Korosten in the example)?
Please help!
Jazon

I've started writing AI scripts for Polish Soviet War scenario. I figured out that mainly I need to use Guard and Offensive scripts, due to my scenario specifics( no Naval Units, no diplomacy no research). However there are few things that remain unclear for me. I wonder if anyone can explain it to me, It would be most appreciated!
In GUARD scripts, there is a position called HOLD.
0 = Do not hold current unit in position, replace with weaker unit if possible
In this line what does it mean "current unit"? It refers to which units? Whole AI managed units on the map? Or units in GOAL POSITION? and "replace"? Refers to which units? It's all a bit messy to understand for me. I did study AI guard scripts for Luddendorf Offensive, but still I am not sure if i understand it right. Maybe somebody can explain it for me?
"No attacking from this position" it means units in GOAL POSITION will not concur any attacks, even if they have enemy units in their zone of control?
#STEAL= Set priority by stealing units from resource positions Does it mean, that if i set STEAL in the scripts, AI will move units from the rear, guarding resource hexes, like mines or cities?
CANCEL and ACTIVATE POSITION as I read both use OR logic, so it means, triggering one of them is enough to make whole script into motion?
Also #LENGTH, what does it mean? It is mentioned in the notes, but not explained at the beginning. What does #LENGTH=1 means?
I've made a short script for Polish forces, first to hold on in KIEV, but if in danger of being flanked, they should withdraw for secondary position to Korosten. I marked them by A and B in order to remember what is first to occur, and what is the latter. Let's have a look:
{
#NAME= Polish Garrison - Kiev Frontline A
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 85
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#LENGTH= 1
#HOLD= 0
#ADD_HQ= 1
#GOAL_POSITION= 86,52
#GOAL_POSITION= 86,53
#GOAL_POSITION= 87,53
#GOAL_POSITION= 87,54
#GOAL_POSITION= 88,55
#GOAL_POSITION= 88,56
#GOAL_POSITION= 88,57
#GOAL_POSITION= 89,57
#DATE= 1920/05/26
#STEAL= 0
; Set friendly positions:
; 1st Line - Warsaw
#FRIENDLY_POSITION= 18,42
; Set variable conditions:
; 1st Line - Poland politically Allied and not surrendered
#VARIABLE_CONDITION= 85 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Warsaw not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 18,42 [3]
; Dummy position
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Soviet units in position flanking Kiev
; Soviets approaching Fastov, Sokolche, Obuchoviche
OR Kiev taken by Soviets
#CANCEL_POSITION= 85,58 [1,1] [1,1] [1]
#CANCEL_POSITION= 79,61 [1,1] [1,1] [1]
#CANCEL_POSITION= 82,50 [1,1] [1,1] [1]
#CANCEL_POSITION= 88,55 [0,0] [1,1] [1]
}
{
#NAME= Polish Garrison - Korosten B
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 85
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#LENGTH= 1
#HOLD= 0
#ADD_HQ= 1
#GOAL_POSITION= 74,52
#GOAL_POSITION= 73,52
#GOAL_POSITION= 74,51
#GOAL_POSITION= 71,52
#DATE= 1920/05/26
#STEAL= 0
; Set friendly positions:
; 1st Line - Warsaw
#FRIENDLY_POSITION= 18,42
; Set variable conditions:
; 1st Line - Poland politically Allied and not surrendered
#VARIABLE_CONDITION= 85 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Warsaw not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 18,42 [3]
; Kiev taken by Soviets
#ACTIVATE_POSITION= 88,55 [0,0] [1,1] [1]
; Soviet units in flanking position
; Soviets approaching Ovruch, Zviahel
OR Korosten taken by Soviets
#CANCEL_POSITION= 74,48 [2,2] [1,1] [1]
#CANCEL_POSITION= 67,56 [2,2] [1,1] [1]
#CANCEL_POSITION= 74,52 [0,0] [1,1] [1]
}
My last question is connected with #TRIGGER:
#TYPE= Values range [0, 3];
; With all other fields satisfied will this be:
; 0 = Single check regardless if #TRIGGER is satisfied
; 1 = Multiple check until #TRIGGER is satisfied
; 2 = Reoccurring check until end of game
; OR
; Once the #DATE field is satisfied:
; 3 = Event fires once if all other fields are satisfied, else it will not fire. Either way, event will be removed never to be looked at again
As I understand TRIGGER is for AI, to express probability that event will occur. I understand it with Partisans. For example there is a trigger for Partisan unit to SPAWN in certain location, with, lets say 25% probability ( #TRIGGER=25), Type 2. Type two until end of the game, each turn there will be chance that partisans will spawn, OR unitil reaching some date limit?
But type 1 in this case mean, it will check every turn, UNTIL the partisan will finally spawn, and will not be checked again?
Type 3 says it will fire only if all other FIELDS are satisfied, what does "fields" mean here? Like VARIABLE CONDITION, yes? So it will check each turn until, date, Variable condition will be fulfilled?
Sorry for stupid questions, but I need to understand it clearly, to plan defensive Plan for Poles. My general scheme for Polish AI will be to withdraw from one position to another, if position "A" (like Kiev in the example above) will be captured OR flanked. Then, Polish troops should advance for another position.
Because now I am not sure, I guess I should make it that position A (Kiev in example) CANCEL POSITION trigger should be at the same time ACTIVATE POSITION trigger for position "B" (Korosten in the example)?
Please help!

Jazon

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- Hubert Cater
- Posts: 5987
- Joined: Mon Jul 22, 2013 11:42 am
- Contact:
RE: AI Scripts questions
Hi Jazon,
1) HOLD flag will just mean to keep whatever unit is located in the GOAL_POSITION will have the HOLD flag applied. For example, some campaigns start with a unit already on the GOAL_POSITION, some need to be filled etc., and this flag just helps you to fine tune which units should be there and/or how the position should be filled if it is not already filled.
Let's say I have an ARMY start at GOAL_POSITION x,y and I want to keep it there then I select #HOLD=3. If I want to eventually replace that ARMY with a GARRISON, as the ARMY unit would be better suited somewhere else where an ARMY unit would be more applicable than holding some rear GUARD position, then I use #HOLD=1. If I want the weakest unit possible that is not a GARRISON, then I use #HOLD=2.
If you want the unit to just stay in the GOAL_POSITION and never attack, as attacks can potentially weaken its strength and work against it, then you use any HOLD value >= 4.
If the HOLD flag you want to use will not apply to all the listed GOAL_POSITIONs, then you need to set up more GUARD events as needed.
2) STEAL just means to steal a unit that is currently protecting a resource of some kind, be it a mine, oil, city, town etc., and use it to protect the desired GUARD event positions. It will only steal from locations that don't currently have a GUARD plan. This is sometimes needed as by default the AI also tries to protect resources and this allows you to override that behaviour and prioritize an alternate location if desired.
3) CANCEL, ACTIVATE, yes. But some other events require AND, just be sure you double check the header notes for each script type.
4) #LENGTH just means how long you would like the event to last for. A TYPE= 0 or 1 will mean that the event will expire as soon as LENGTH value is reached, e.g. if you set it to 5 turns, then after 5 turns, the event is then removed and never looked at again. A TYPE=2 just means it will repeat after LENGTH value is reached, e.g. set it to 1 and it repeats over and over again lasting 1 turn.
5) TRIGGER is not necessarily related to the AI, just what is the random percentage the event will fire. 100% means it will fire 100% of the time, 75% just means there is a 75% chance it will fire.
6) For the rest, e.g. TYPE, FIELDs, it looks like you've understood it and the answers would be yes
Hope this helps,
Hubert
1) HOLD flag will just mean to keep whatever unit is located in the GOAL_POSITION will have the HOLD flag applied. For example, some campaigns start with a unit already on the GOAL_POSITION, some need to be filled etc., and this flag just helps you to fine tune which units should be there and/or how the position should be filled if it is not already filled.
Let's say I have an ARMY start at GOAL_POSITION x,y and I want to keep it there then I select #HOLD=3. If I want to eventually replace that ARMY with a GARRISON, as the ARMY unit would be better suited somewhere else where an ARMY unit would be more applicable than holding some rear GUARD position, then I use #HOLD=1. If I want the weakest unit possible that is not a GARRISON, then I use #HOLD=2.
If you want the unit to just stay in the GOAL_POSITION and never attack, as attacks can potentially weaken its strength and work against it, then you use any HOLD value >= 4.
If the HOLD flag you want to use will not apply to all the listed GOAL_POSITIONs, then you need to set up more GUARD events as needed.
2) STEAL just means to steal a unit that is currently protecting a resource of some kind, be it a mine, oil, city, town etc., and use it to protect the desired GUARD event positions. It will only steal from locations that don't currently have a GUARD plan. This is sometimes needed as by default the AI also tries to protect resources and this allows you to override that behaviour and prioritize an alternate location if desired.
3) CANCEL, ACTIVATE, yes. But some other events require AND, just be sure you double check the header notes for each script type.
4) #LENGTH just means how long you would like the event to last for. A TYPE= 0 or 1 will mean that the event will expire as soon as LENGTH value is reached, e.g. if you set it to 5 turns, then after 5 turns, the event is then removed and never looked at again. A TYPE=2 just means it will repeat after LENGTH value is reached, e.g. set it to 1 and it repeats over and over again lasting 1 turn.
5) TRIGGER is not necessarily related to the AI, just what is the random percentage the event will fire. 100% means it will fire 100% of the time, 75% just means there is a 75% chance it will fire.
6) For the rest, e.g. TYPE, FIELDs, it looks like you've understood it and the answers would be yes
Hope this helps,
Hubert
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RE: AI Scripts questions - selecting units to the task
Hi Hubert!
Thank you for your long and helpful reply!
I got so far one more question that bothers me:
How to mark units i want to use in current script? How can I know that computer will use the units nearby?
I guess i missed the main point, the sense, idea of what GOAL POSITION is:
In GUARD scripts this is the meaning:
#GOAL_POSITION= What is the map position that is the object of this plan?
In OFFENSIVE scripts this is the meaning:
#GOAL_POSITION= What is the map position that is the objective of this plan?
So in GUARD scripts, GOAL POSITION is kind of a marker of units involved? Or I got totally bananas?
Main question here, how computer AI will distribute it's units?
I used to do some missions to some other game series, and there was kind of "marker" command in every script to grab selected units to the current mission set.
Uff...
Sorry for bothering, but I got to say it's getting interesting to crack how this scripting work:)
Looking forward to reply
Jazon
Cheers
Thank you for your long and helpful reply!
I got so far one more question that bothers me:
How to mark units i want to use in current script? How can I know that computer will use the units nearby?
I guess i missed the main point, the sense, idea of what GOAL POSITION is:
In GUARD scripts this is the meaning:
#GOAL_POSITION= What is the map position that is the object of this plan?
In OFFENSIVE scripts this is the meaning:
#GOAL_POSITION= What is the map position that is the objective of this plan?
So in GUARD scripts, GOAL POSITION is kind of a marker of units involved? Or I got totally bananas?
Main question here, how computer AI will distribute it's units?
I used to do some missions to some other game series, and there was kind of "marker" command in every script to grab selected units to the current mission set.
Uff...
Sorry for bothering, but I got to say it's getting interesting to crack how this scripting work:)
Looking forward to reply
Jazon
Cheers

- Hubert Cater
- Posts: 5987
- Joined: Mon Jul 22, 2013 11:42 am
- Contact:
RE: AI Scripts questions - selecting units to the task
Yes no problem at all and for GUARD scripts, GOAL_POSITION is the desired positions you wish units to actually GUARD, whereas for OFFENSIVE scripts, that will be the target position you wish to capture.
There is no marker function as the game is so dynamic and from testing it was found the best solution was to just let the game engine select which units would be the most suitable on its own due to the fluidity of movement of units all over the map.
So for GUARD scripts the engine typically looks for units first that are in range, second that are as close as possible, and then third for any available unit after that. For all 3 cases, it has to fit the criteria of the HOLD flag, and the STEAL flag. That is how it is fine tuned for GUARD scripts.
For OFFENSIVE scripts, the RANGE flag and STEAL flag are the fine tune options. RANGE will check for any units within RANGE of the topmost marked FRIENDLY_POSITION and also within RANGE of the GOAL_POSITION. This just means if the RANGE is 5 hexes, it will only look at any units within 5 hexes of the FRIENDLY_POSITION or 5 hexes within range of the GOAL_POSITION.
This is also why when I script OFFENSIVE plans, the LENGTH is usually short and set to 1 turn as units can kind of go out of range sometimes when there are multiple nearby GOAL_POSITIONS, e.g. let's say on the Eastern Front. Then the game engine re-assigns after every turn the nearest and most applicable units etc.
Picking the right FRIENDLY_POSITION also helps to sort of pick from a pool of units that is desirable and close to the GOAL POSITION as well.
Hope this helps,
Hubert
There is no marker function as the game is so dynamic and from testing it was found the best solution was to just let the game engine select which units would be the most suitable on its own due to the fluidity of movement of units all over the map.
So for GUARD scripts the engine typically looks for units first that are in range, second that are as close as possible, and then third for any available unit after that. For all 3 cases, it has to fit the criteria of the HOLD flag, and the STEAL flag. That is how it is fine tuned for GUARD scripts.
For OFFENSIVE scripts, the RANGE flag and STEAL flag are the fine tune options. RANGE will check for any units within RANGE of the topmost marked FRIENDLY_POSITION and also within RANGE of the GOAL_POSITION. This just means if the RANGE is 5 hexes, it will only look at any units within 5 hexes of the FRIENDLY_POSITION or 5 hexes within range of the GOAL_POSITION.
This is also why when I script OFFENSIVE plans, the LENGTH is usually short and set to 1 turn as units can kind of go out of range sometimes when there are multiple nearby GOAL_POSITIONS, e.g. let's say on the Eastern Front. Then the game engine re-assigns after every turn the nearest and most applicable units etc.
Picking the right FRIENDLY_POSITION also helps to sort of pick from a pool of units that is desirable and close to the GOAL POSITION as well.
Hope this helps,
Hubert
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DOWNLOAD HERE Polish Soviet War 3.0
Hi!
Here is the Polish-Soviet War 3.0 scenario. Download and enjoy! Game is set for multiplayer, but of course you can try with AI first, I've started some AI scripts, but they don't work perfectly. Anyone looking for a match?
))
Jazon
https://www.mediafire.com/file/y1lsbfoa ... s.rar/file

Here is the Polish-Soviet War 3.0 scenario. Download and enjoy! Game is set for multiplayer, but of course you can try with AI first, I've started some AI scripts, but they don't work perfectly. Anyone looking for a match?

Jazon
https://www.mediafire.com/file/y1lsbfoa ... s.rar/file

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- Wojciech_K..olskiego.jpg (96.37 KiB) Viewed 1770 times
Re: Polish-Soviet War - Battle of Warsaw 1920
Playing it now as Poles with some advantage to Red AI and it is great, you made a great job! 

Excuse my English ... I hope is better then Your Czech ...
My MatrixGames: WitP, WitP AE, WPO, JTCS, P&S, CoGEE, ATG, GoA, B.Academy, C-GW, OoB all DLCs, all SC, FoG2/E, most AGEOD games ...


My MatrixGames: WitP, WitP AE, WPO, JTCS, P&S, CoGEE, ATG, GoA, B.Academy, C-GW, OoB all DLCs, all SC, FoG2/E, most AGEOD games ...

Re: Polish-Soviet War - Battle of Warsaw 1920
Hi Matto,
great to hear anyone is trying up this scenario
I've made some changes from the previous version, and gave some advantage for the Reds. If you have time we can play together a multiplayer match, also I am very interested about your impressions about the current game vs. AI.
Cheers
Jakub
great to hear anyone is trying up this scenario

Cheers
Jakub
Re: Polish-Soviet War - Battle of Warsaw 1920
Hello,
Very Good Job !
Just a problem : I can't save a turn (only or hot seat) ????
Very Good Job !
Just a problem : I can't save a turn (only or hot seat) ????
Re: Polish-Soviet War - Battle of Warsaw 1920
Hi!
I am very happy to hear that you enjoyed the scenario. I've just tested, for single player I saved and load my turn as Soviets. What seem to be the issue? Could you tell me more?
Cheers!
Jazon
I am very happy to hear that you enjoyed the scenario. I've just tested, for single player I saved and load my turn as Soviets. What seem to be the issue? Could you tell me more?
Cheers!
Jazon
Re: Polish-Soviet War - Battle of Warsaw 1920
Hi,
when I want to load (single player) : an error : "could not find directory" ???
I dont understand why ?
when I want to load (single player) : an error : "could not find directory" ???
I dont understand why ?
Re: Polish-Soviet War - Battle of Warsaw 1920
Hmmm
Strange. Maybe check where did you unzip the MOD files? What is your directory? It should be: My Computer/Documents/My Games/Strategic Command WWI/Save
Other thing might be the Steam update of saves...
Tell me, what is your directory? Is your version of game is synchronised?
Cheers
Jakub
Strange. Maybe check where did you unzip the MOD files? What is your directory? It should be: My Computer/Documents/My Games/Strategic Command WWI/Save
Other thing might be the Steam update of saves...
Tell me, what is your directory? Is your version of game is synchronised?
Cheers
Jakub
Re: Polish-Soviet War - Battle of Warsaw 1920
Thanks....I've forgotten this step...
Ready now for a PBEM !
Ready now for a PBEM !