AI Not Attacking

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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Dr. Foo
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AI Not Attacking

Post by Dr. Foo »

I've made lots of scenarios with TOAW III and those that came before. I've never encounter this problem with any other scenario. I'm using the public beta patch.

I made a modern Korea scenario.The DPRK formations have two objective tracks. The first deals only with the DMZ. I've given clear objectives, I gave values to those objectives, formations set to Attack. I've also, gave shock to the ROK forces making them tempting targets. Nothing...only one or two attacks along the DMZ. Then, I used strategic bias to make them Berserk and still nothing. The units have plenty of supply.

Lot's of airfield attacks, the AI loves sending out planes but it will not attack on land.

*Warning: Dr. Foo is not an actual doctor.
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RE: AI Not Attacking

Post by Oberst_Klink »

Can you dump the .SCE here by any chance? Maybe Kim-Jong-Pigface is after all afraid of DTJ, uh?

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RE: AI Not Attacking

Post by larryfulkerson »

Oberst_Klink is probably asking if you could please attach
your zipped up scenario to your post.
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RE: AI Not Attacking

Post by Oberst_Klink »

All fine Uncle Larry; I took care of the matter. ;)

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RE: AI Not Attacking

Post by Phoenix100 »

And? I'm interested. Is there a problem with the AI?
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Dr. Foo
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RE: AI Not Attacking

Post by Dr. Foo »

ORIGINAL: Phoenix100

And? I'm interested. Is there a problem with the AI?

I need to do some playtesting. We think the its the fact that the game is set to one day turns. The PO is making only one or two attacks as a result. We think if I change it to one week turns I will see a lot more attacks.

Thing is, I designed everything including reinforcements to one day turns. [:@]
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demyansk
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RE: AI Not Attacking

Post by demyansk »

Is this scenario going to be a what if but by the time it's finished might be actual fact. Fat butt set off another rocket today. All the options stink. Pay me now or pay me later.
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Dr. Foo
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RE: AI Not Attacking

Post by Dr. Foo »

OK, problem solved. It was the one day turns. Switching to one week turns, 36 land attacks, the DPRK overran the DMZ. The PO worked exactly as designed.
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gbaby
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RE: AI Not Attacking

Post by gbaby »


ORIGINAL: demyansk

Is this scenario going to be a what if but by the time it's finished might be actual fact. Fat butt set off another rocket today. All the options stink. Pay me now or pay me later.

Okay, like...what??? [&:]
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sPzAbt653
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RE: AI Not Attacking

Post by sPzAbt653 »

OK, problem solved. It was the one day turns.
I don't understand why Turn Interval would have such an effect. Does the computer know ?
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RE: AI Not Attacking

Post by larryfulkerson »

ORIGINAL: sPzAbt653
OK, problem solved. It was the one day turns.
I don't understand why Turn Interval would have such an effect. Does the computer know ?
I heard through the grapevine that it was a disgruntled employee problem on the original
model of TOAW. As you know the Korea 50-51 is the tutorial scenario and would probably
be used by the most players at least right after game release so this disgrutled employee
put in an easter egg in that he had the game engine look for the scenario name and if it
was Korea 50-51 then he looked to see if nuclear weapons were in use or not and if they
were not then the "ultra slow war" mode kicked in where the number of attacks is limited
and there are theater options to destroy your opponents units and roads were constantly
clogged with refugees and the weather turned "nuclear winter" and then there was the
mud season that lasted like 50 turns. It was impossible to have fun playing it and by the
way if you tried to alter any of this with events or event chains etc. then sometimes
the game would crash. The game would fail, the producers would go broke. He would win.
Nobody knows if it's true or not. Am I the only one that heard this?
Bringing Catch-22 To Life in the Mexico Desert
https://www.youtube.com/watch?v=iyPr2n6N0aU
Phoenix100
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RE: AI Not Attacking

Post by Phoenix100 »

That's complex humour, Larry. ;)
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larryfulkerson
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RE: AI Not Attacking

Post by larryfulkerson »

Who said it was humour?
Bringing Catch-22 To Life in the Mexico Desert
https://www.youtube.com/watch?v=iyPr2n6N0aU
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Dr. Foo
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RE: AI Not Attacking

Post by Dr. Foo »

ORIGINAL: larryfulkerson
ORIGINAL: sPzAbt653
OK, problem solved. It was the one day turns.
I don't understand why Turn Interval would have such an effect. Does the computer know ?
I heard through the grapevine that it was a disgruntled employee problem on the original
model of TOAW. As you know the Korea 50-51 is the tutorial scenario and would probably
be used by the most players at least right after game release so this disgrutled employee
put in an easter egg in that he had the game engine look for the scenario name and if it
was Korea 50-51 then he looked to see if nuclear weapons were in use or not and if they
were not then the "ultra slow war" mode kicked in where the number of attacks is limited
and there are theater options to destroy your opponents units and roads were constantly
clogged with refugees and the weather turned "nuclear winter" and then there was the
mud season that lasted like 50 turns. It was impossible to have fun playing it and by the
way if you tried to alter any of this with events or event chains etc. then sometimes
the game would crash. The game would fail, the producers would go broke. He would win.
Nobody knows if it's true or not. Am I the only one that heard this?

OK...this got weird. [;)]
*Warning: Dr. Foo is not an actual doctor.
Do not accept or follow any medical advice*
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gbaby
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RE: AI Not Attacking

Post by gbaby »

One day turns still does not explain this phenomenon. The AI attack behavior should not be restricted on one day turns. Does not make sense. Move rates might hinder because you might lose too many impulses to become adjacent to enemy, but once there? Hmm...
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Dr. Foo
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RE: AI Not Attacking

Post by Dr. Foo »

ORIGINAL: gbaby

One day turns still does not explain this phenomenon. The AI attack behavior should not be restricted on one day turns. Does not make sense. Move rates might hinder because you might lose too many impulses to become adjacent to enemy, but once there? Hmm...

I just don't have an explanation. One day turns only 1-2 attacks, half week turns 3-4 attacks, one week turns 36 attacks DMZ overrun. There are a lot of DPRK Sec units in the rear that the AI likes to move. Could that be eating up impulses?
*Warning: Dr. Foo is not an actual doctor.
Do not accept or follow any medical advice*
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larryfulkerson
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RE: AI Not Attacking

Post by larryfulkerson »

Post your scenario here and I'll take a look to see if there's a setting
parked too low or something like that. The attrition divider, etc.
Bringing Catch-22 To Life in the Mexico Desert
https://www.youtube.com/watch?v=iyPr2n6N0aU
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