Major AI Transporting while at peace
Major AI Transporting while at peace
I noticed in the notes for transport.txt and transport_minor.txt that it says they will only be used if the Major power is Active (I assume at war).
I am asking because I noticed that if you tell the Italian AI to send troops to Libya before it enters the war the plan never gets added to its que (using the ~ key to see) and the AI never sends it then.
Is their a way to make the AI transport troops while at peace?
I am asking because I noticed that if you tell the Italian AI to send troops to Libya before it enters the war the plan never gets added to its que (using the ~ key to see) and the AI never sends it then.
Is their a way to make the AI transport troops while at peace?
- Hubert Cater
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Re: Major AI Transporting while at peace
If Libya is part of Italy and other Italian units can be sent and moved around there it should work fine, e.g. Transport events can work for an inactive major so long as it is from one Italian port to another Italian port.
Perhaps your conditions for the event are incorrect preventing it from firing? For example if Italy is not yet at war then the VARIABLE_CONDITION mobilization value would need to reflect this etc.
Feel free to post your event here and we can be happy to take a look and verify/confirm things for you.
Perhaps your conditions for the event are incorrect preventing it from firing? For example if Italy is not yet at war then the VARIABLE_CONDITION mobilization value would need to reflect this etc.
Feel free to post your event here and we can be happy to take a look and verify/confirm things for you.
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Re: Major AI Transporting while at peace
The event is below, it never executes but if I change the Variable this
#VARIABLE_CONDITION= 59 [1] [0] [0]
to this
#VARIABLE_CONDITION= 59 [1] [100] [0]
The second Italy is in the war it fires.
I also tried to remove all the triggers (or dummy them out) and just leave the FRIENDLY one and it still would not fire.
{
#NAME= Italy Neutral - Genoa -> Tobruk (Single)
#POPUP=
#FLAG= 1
#TYPE= 1
#COUNTRY_ID= 59
#TRIGGER= 100
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#SIZE= 1,3
#BUILD_LENGTH= 0
#LENGTH= 10
#RANGE= 5
#NAVAL_CRUISE= 0
#GOAL_POSITION= 195,121
#DATE= 1939/09/01
#STEAL= 3
;Italy
#FRIENDLY_POSITION= 164,95
#FRIENDLY_POSITION= 171,101
#FRIENDLY_POSITION= 171,93
#FRIENDLY_POSITION= 173,97
#FRIENDLY_POSITION= 175,103
#FRIENDLY_POSITION= 181,104
#FRIENDLY_POSITION= 173,109
#FRIENDLY_POSITION= 176,112
;Germany
#FRIENDLY_POSITION= 173,74
;Libya
#FRIENDLY_POSITION= 172,121
#FRIENDLY_POSITION= 186,122
#FRIENDLY_POSITION= 194,122
#FRIENDLY_POSITION= 196,123
; Set variable conditions:
; - France - Allies - War - Not Surrendered
#VARIABLE_CONDITION= 40 [2] [100] [0]
; - Germany - Axis - War - Not Surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; - Italy - Axis - War - Not Surrendered
#VARIABLE_CONDITION= 59 [1] [0] [0]
; - USA - Allies - Neutral - Not Surrendered
#VARIABLE_CONDITION= 115 [2] [0] [0]
; Set tactical conditions:
; 1st Line - Berlin not tactically threatened AND
; 2nd Line - Rome not tactically threatened AND
; 3rd Line - Paris not tactically threatened AND
#TACTICAL_CONDITION= 173,74 [1]
#TACTICAL_CONDITION= 171,101 [1]
#TACTICAL_CONDITION= 151,84 [1]
#TACTICAL_CONDITION= 195,121 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Allied naval presence nearby
#CANCEL_POSITION= 194,118 [8,8] [7,7] [2]
#CANCEL_POSITION= 183,112 [8,8] [7,7] [2]
#CANCEL_POSITION= 206,124 [0,1] [1,5] [1]
}
#VARIABLE_CONDITION= 59 [1] [0] [0]
to this
#VARIABLE_CONDITION= 59 [1] [100] [0]
The second Italy is in the war it fires.
I also tried to remove all the triggers (or dummy them out) and just leave the FRIENDLY one and it still would not fire.
{
#NAME= Italy Neutral - Genoa -> Tobruk (Single)
#POPUP=
#FLAG= 1
#TYPE= 1
#COUNTRY_ID= 59
#TRIGGER= 100
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#SIZE= 1,3
#BUILD_LENGTH= 0
#LENGTH= 10
#RANGE= 5
#NAVAL_CRUISE= 0
#GOAL_POSITION= 195,121
#DATE= 1939/09/01
#STEAL= 3
;Italy
#FRIENDLY_POSITION= 164,95
#FRIENDLY_POSITION= 171,101
#FRIENDLY_POSITION= 171,93
#FRIENDLY_POSITION= 173,97
#FRIENDLY_POSITION= 175,103
#FRIENDLY_POSITION= 181,104
#FRIENDLY_POSITION= 173,109
#FRIENDLY_POSITION= 176,112
;Germany
#FRIENDLY_POSITION= 173,74
;Libya
#FRIENDLY_POSITION= 172,121
#FRIENDLY_POSITION= 186,122
#FRIENDLY_POSITION= 194,122
#FRIENDLY_POSITION= 196,123
; Set variable conditions:
; - France - Allies - War - Not Surrendered
#VARIABLE_CONDITION= 40 [2] [100] [0]
; - Germany - Axis - War - Not Surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; - Italy - Axis - War - Not Surrendered
#VARIABLE_CONDITION= 59 [1] [0] [0]
; - USA - Allies - Neutral - Not Surrendered
#VARIABLE_CONDITION= 115 [2] [0] [0]
; Set tactical conditions:
; 1st Line - Berlin not tactically threatened AND
; 2nd Line - Rome not tactically threatened AND
; 3rd Line - Paris not tactically threatened AND
#TACTICAL_CONDITION= 173,74 [1]
#TACTICAL_CONDITION= 171,101 [1]
#TACTICAL_CONDITION= 151,84 [1]
#TACTICAL_CONDITION= 195,121 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Allied naval presence nearby
#CANCEL_POSITION= 194,118 [8,8] [7,7] [2]
#CANCEL_POSITION= 183,112 [8,8] [7,7] [2]
#CANCEL_POSITION= 206,124 [0,1] [1,5] [1]
}
- Hubert Cater
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Re: Major AI Transporting while at peace
Hi Lothos,
Thanks for the event you have on your end and the first impression I have is that there are just too many variables at play to really know what might be causing it to fail.
For example, on a pre-entry script, it really can be much more basic as it is not at war, and I just tested this one, and it worked on the very first Axis turn when playing as the Allies in a test campaign of the 1939 campaign:
; Italy prepares to send units to Tobruk:
{
#NAME= Italy Build Up Transport - Tirana -> Tobruk (Pre-Entry)
#POPUP=
#FLAG= 1
#TYPE= 1
#COUNTRY_ID= 59
#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]
#SIZE= 1,1
#BUILD_LENGTH= 0
#LENGTH= 10
#RANGE= 5
#NAVAL_CRUISE= 1
; Tobruk
#GOAL_POSITION= 195,121
#DATE= 1939/09/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Tirana
#FRIENDLY_POSITION= 185,102
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; Rome not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 171,101 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
To ensure it had no reason not to fire, I placed an extra Army at Tirana, and gave Italy plenty of MPPs as well.
Keep in mind that if you have other plans, such as the default BUILD_UP_OFFENSIVE plan near Genoa that comes already scripted with the game, that plan will take priority and steal units away from any Transport plan as well as OFFENSIVE plans are ranked of higher importance/priority.
This is why I tested the Tirana to Tobruk just to make sure no other plans are getting in the way etc.
Hope this helps,
Hubert
Thanks for the event you have on your end and the first impression I have is that there are just too many variables at play to really know what might be causing it to fail.
For example, on a pre-entry script, it really can be much more basic as it is not at war, and I just tested this one, and it worked on the very first Axis turn when playing as the Allies in a test campaign of the 1939 campaign:
; Italy prepares to send units to Tobruk:
{
#NAME= Italy Build Up Transport - Tirana -> Tobruk (Pre-Entry)
#POPUP=
#FLAG= 1
#TYPE= 1
#COUNTRY_ID= 59
#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]
#SIZE= 1,1
#BUILD_LENGTH= 0
#LENGTH= 10
#RANGE= 5
#NAVAL_CRUISE= 1
; Tobruk
#GOAL_POSITION= 195,121
#DATE= 1939/09/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Tirana
#FRIENDLY_POSITION= 185,102
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; Rome not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 171,101 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
To ensure it had no reason not to fire, I placed an extra Army at Tirana, and gave Italy plenty of MPPs as well.
Keep in mind that if you have other plans, such as the default BUILD_UP_OFFENSIVE plan near Genoa that comes already scripted with the game, that plan will take priority and steal units away from any Transport plan as well as OFFENSIVE plans are ranked of higher importance/priority.
This is why I tested the Tirana to Tobruk just to make sure no other plans are getting in the way etc.
Hope this helps,
Hubert
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Re: Major AI Transporting while at peace
Added your event exactly and you can see in the attached screenshot it is not showing up as an AI Plan. I even removed the build offensive just in case.
The plan only shows up on the list (in the screenshot) when Italy goes to war with France.
It seems to me that unless the major power is at war it will not load any plans for transporting troops.
The plan only shows up on the list (in the screenshot) when Italy goes to war with France.
It seems to me that unless the major power is at war it will not load any plans for transporting troops.
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- Hubert Cater
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Re: Major AI Transporting while at peace
Hi Lothar,
Can you double check that you did indeed use the event I provided?
I've just tested it again and it worked as expected, I even amended it to a BUILD_LENGTH=1 so that it would hold the Army in transport at Tirana for 1 turn.

To confirm, did you add an Italian Army at Tirana?
Did you provide additional MPP to Italy for the test, e.g. I gave Italy 500 MPP to be sure.
`
Can you double check that you did indeed use the event I provided?
I've just tested it again and it worked as expected, I even amended it to a BUILD_LENGTH=1 so that it would hold the Army in transport at Tirana for 1 turn.

To confirm, did you add an Italian Army at Tirana?
Did you provide additional MPP to Italy for the test, e.g. I gave Italy 500 MPP to be sure.
`
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- Hubert Cater
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Re: Major AI Transporting while at peace
Just to be sure I ran a second simultaneous AI Transport script for Italy while it is not yet mobilized from Genoa to Benghazi:
; Italy prepares to send units to Tobruk:
{
#NAME= Italy Build Up Transport - Genoa -> Tobruk (Pre-Entry)
#POPUP=
#FLAG= 1
#TYPE= 1
#COUNTRY_ID= 59
#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]
#SIZE= 1,1
#BUILD_LENGTH= 1
#LENGTH= 10
#RANGE= 5
#NAVAL_CRUISE= 1
; Benghazi
#GOAL_POSITION= 185,122
#DATE= 1939/09/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Genoa
#FRIENDLY_POSITION= 164,95
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; Rome not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 171,101 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
This one also worked as expected, but I did add an Army at Genoa to be sure it had enough units to do so. The BUILD_UP_OFFENSIVE plan for Italy was also disabled for the test.

; Italy prepares to send units to Tobruk:
{
#NAME= Italy Build Up Transport - Genoa -> Tobruk (Pre-Entry)
#POPUP=
#FLAG= 1
#TYPE= 1
#COUNTRY_ID= 59
#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]
#SIZE= 1,1
#BUILD_LENGTH= 1
#LENGTH= 10
#RANGE= 5
#NAVAL_CRUISE= 1
; Benghazi
#GOAL_POSITION= 185,122
#DATE= 1939/09/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Genoa
#FRIENDLY_POSITION= 164,95
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; Rome not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 171,101 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
This one also worked as expected, but I did add an Army at Genoa to be sure it had enough units to do so. The BUILD_UP_OFFENSIVE plan for Italy was also disabled for the test.

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Re: Major AI Transporting while at peace
I don't know what to tell you.
Tried several times now and each time it is the same thing. The AI wont transport anything till at war.
Are you using a developers version of the EXE (meaning a beta) or are you using the current version from Steam.
In most cases the two executables will be different.
Tried several times now and each time it is the same thing. The AI wont transport anything till at war.
Are you using a developers version of the EXE (meaning a beta) or are you using the current version from Steam.
In most cases the two executables will be different.
- Hubert Cater
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Re: Major AI Transporting while at peace
Both tests run with the release versions of the game.
Can you send me your test mod with the events put in place on your end to support@furysoftware.com and I can take a closer look to see what might be missing from your end?
Can you send me your test mod with the events put in place on your end to support@furysoftware.com and I can take a closer look to see what might be missing from your end?
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Re: Major AI Transporting while at peace
FYI, I verified I also couldn't get the AI to transport either and reported back to Hubert. He investigated some more and basically it’s because you made Libya into Libya and not as a part of Italy... so the AI transport routines do not recognize this as a valid destination, but it should. This is now fixed for the next update.Lothos wrote: Wed Apr 06, 2022 9:17 pm I don't know what to tell you.
Tried several times now and each time it is the same thing. The AI wont transport anything till at war.
I would suggest that you consider transport_minor scripts to move just troops to Libya. Your transport script from Genoa may not work because HQ Grazziani in Genoa is assigned to a build_up_offensive plan to Nice. Also consider simplifying your scripts like Hubert has with limited positions and conditions defined - less to go wrong. Good luck.
Last edited by pzgndr on Fri Apr 08, 2022 1:42 pm, edited 2 times in total.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
Empires in Arms Developer
Strategic Command Developer
Re: Major AI Transporting while at peace
Thank you for confirming the issue.pzgndr wrote: Thu Apr 07, 2022 11:17 pmFYI, I verified I also couldn't get the AI to transport either and reported back to Hubert. He investigated some more and stated: "I see the issue, it is because he's made Libya into Libya and not as a part of Italy... so the AI transport routines does not recognize this as a valid destination, but it should." This is now fixed for the next update.Lothos wrote: Wed Apr 06, 2022 9:17 pm I don't know what to tell you.
Tried several times now and each time it is the same thing. The AI wont transport anything till at war.
I would suggest that you consider transport_minor scripts to move just troops to Libya. Your transport script from Genoa may not work because HQ Grazziani in Genoa is assigned to a build_up_offensive plan to Nice. Also consider simplifying your scripts like Hubert has with limited positions and conditions defined - less to go wrong. Good luck.
Oh, and if you ever looked into my work nothing I do is simple hehe. My scripts are always super complex, main reason my AI in HoI 2 and HoI 3 was the best hehe
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Re: Major AI Transporting while at peace
Great and just to quickly follow up, if you have Libya set as a part of Italy, like we do in the default campaigns, just for now, it will work as a workaround, until the next update, as that update may be a while off still for now.
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Re: Major AI Transporting while at peace
Thank you for putting it on the bug list.Hubert Cater wrote: Fri Apr 08, 2022 2:22 am Great and just to quickly follow up, if you have Libya set as a part of Italy, like we do in the default campaigns, just for now, it will work as a workaround, until the next update, as that update may be a while off still for now.
By chance did you take a look to see why the Germany AI wont transport troops through Italy to Libya once Italy is in the war? That transport script was in their to.
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Re: Major AI Transporting while at peace
It is unfortunately probably for one of the reasons I mentioned earlier, but if you have a saved turn from right after Germany is assigned the Transport plan, I'd be happy to take a look.
Please forward it to me at your convenience, thanks,
Hubert
Please forward it to me at your convenience, thanks,
Hubert
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