Some AI Blivets

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Symon
Posts: 1885
Joined: Sat Nov 24, 2012 4:59 pm
Location: De Eye-lands, Mon

Some AI Blivets

Post by Symon »

Hi Michael. Understand you might not want to touch this one with a 10 foot pole, or even a 12 foot lithuanian. If not, just gimme a shout and tell me to widdle off.

There seems to be some kind of internal code AI 'look ahead', that interferes with dated scripts. Have an AI set with some oddball scripts set to start in 1944 and five active scripts running from Aug 6, 1942 to Aug 30, 1942. When I run the game 'both 'puter' and continuous, I get TFs at Lunga and Tulagi pulling fragments off units that are supposed to be defense units. If I delete these oddball scripts, this doesn't happen. Wierd! Could something like this be happening with AndyMac's whacko results?

Can generate any kind of savegames you want. It's a short time/short map scenario so it shouldn't be hard to see wtf. If ya got a yen to play with this, please pm me with what you want in terms of savegames. I'll post them here, too, so folks don't think we're playing eucre behind their backs.

Ciao, John
Nous n'avons pas peur! Vive la liberté! Moi aussi je suis Charlie!
Yippy Ki Yay.
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PaxMondo
Posts: 11125
Joined: Fri Jun 06, 2008 3:23 pm

RE: Some AI Blivets

Post by PaxMondo »

John,
 
Playing eucre is ok, just no tiddly winks.  [;)]
Pax
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Don Bowen
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Joined: Thu Jul 13, 2000 8:00 am
Location: Georgetown, Texas, USA

RE: Some AI Blivets

Post by Don Bowen »

ORIGINAL: Symon

Hi Michael. Understand you might not want to touch this one with a 10 foot pole, or even a 12 foot lithuanian. If not, just gimme a shout and tell me to widdle off.

There seems to be some kind of internal code AI 'look ahead', that interferes with dated scripts. Have an AI set with some oddball scripts set to start in 1944 and five active scripts running from Aug 6, 1942 to Aug 30, 1942. When I run the game 'both 'puter' and continuous, I get TFs at Lunga and Tulagi pulling fragments off units that are supposed to be defense units. If I delete these oddball scripts, this doesn't happen. Wierd! Could something like this be happening with AndyMac's whacko results?

Can generate any kind of savegames you want. It's a short time/short map scenario so it shouldn't be hard to see wtf. If ya got a yen to play with this, please pm me with what you want in terms of savegames. I'll post them here, too, so folks don't think we're playing eucre behind their backs.

Ciao, John

Just a hint...

Beginning to suspect an issue with scripts that start at the beginning of a scenario but do not have an exact start date specified (i.e. start date is zero). You might try changing any "zeros" to your 420806 date...


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Symon
Posts: 1885
Joined: Sat Nov 24, 2012 4:59 pm
Location: De Eye-lands, Mon

RE: Some AI Blivets

Post by Symon »

ORIGINAL: Don Bowen
Just a hint...

Beginning to suspect an issue with scripts that start at the beginning of a scenario but do not have an exact start date specified (i.e. start date is zero). You might try changing any "zeros" to your 420806 date...
Yes Sir, noticed that too., but deleted every other script and it still happens; and only to the 1st raiders (well a couple other units in other scripts). I even pulled them out to their own "move 1st raiders' script and am playing with the Adv Base field. It's not a game stopper, but shooot! Am working with Michael, offline, to see where this is coming from. Will copy you in on our sidebars. Ciao, John.
Nous n'avons pas peur! Vive la liberté! Moi aussi je suis Charlie!
Yippy Ki Yay.
Andy Mac
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Location: Alexandria, Scotland

RE: Some AI Blivets

Post by Andy Mac »

Interested as well
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