A new way to play scenarios intended for AI control

Please post here for questions and discussion about scenario design and the game editor for WITP.

Moderators: wdolson, Don Bowen, mogami

Post Reply
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

A new way to play scenarios intended for AI control

Post by el cid again »

I propose to create first turns for the scenarios designed for AI control of Japan (AIO, CAIO and MAIO) -
using settings for "computer controlled Japan"

so that

1) Things which cannot be set in the editor by a modder can be set before the first player entries occur

2) Things which should be set a certaing way (e.g Allied aircraft factories which are for aircraft in R&D status
are turned off) will start that way. This means (a) a player need not bother to make these settings; (b)
a player need not even know what they are and will still get them automatically.

3) The AI controlled Japan side can be more completely set up than is ever possible loading a scenario normally

4) The player controlled Allied side can be partially set up in a sence never possible loading a scenario normally -
saving a good deal of the first turn drudgery

The Allied player still SHOULD go in an make changes BEFORE executing the turn, but only to the Allied side.

After creating these turns, I will distribute game save files for each scenario - one in which the Japanese player
turn is closed but the Allied player turn remains open - so the player starts by entering first turn Allied move information.

Comments are solocited: if no one would ever use this, there is no reason to do it.
User avatar
m10bob
Posts: 8583
Joined: Sun Nov 03, 2002 9:09 pm
Location: Dismal Seepage Indiana

RE: A new way to play scenarios intended for AI control

Post by m10bob »

Of course, this is a great idea and will both add to the benefit of playing the AI and (IMHO) increase the challenge against the AI in the opening months.
Some day, I envision an AI which might be adjustable in its' moves like altering its' advances on the form of an invisible pie slice, (if not going toward Pearl,etc, it might direct its' main initial thrust at Manila and Australia in the opening moves,) etc.
Your idea seems the next best thing to the "responsive AI" which is not currently available..
Image

Buck Beach
Posts: 1974
Joined: Sun Jun 25, 2000 8:00 am
Location: Upland,CA,USA

RE: A new way to play scenarios intended for AI control

Post by Buck Beach »

I like it also.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: A new way to play scenarios intended for AI control

Post by el cid again »

Wait until the second generation RHS installer/switcher. See notice in new thread. The potential exists for dynamic in game changes.
Post Reply

Return to “Scenario Design”