Mass Stranding

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rmelvin
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Mass Stranding

Post by rmelvin »

What is going on. Why do the German player AI mass like that. Look at the two date to see how long this is going on.
What script work around can I use. Testing for my game is nearly complete. Basically, fixing things I should have gone to bed and worked on in the morning.
Can sending you the save folder help?
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El_Condoro
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Re: Mass Stranding

Post by El_Condoro »

Do you have a build-up offensive script running? When the offensive build-up runs out (#LENGTH or #CANCEL_POSITION) the Axis should declare on Turkey and attack them if they don't mobilize beforehand. Can you provide a copy of the offensive script you are using for this event?

What do you want the Axis forces to do?
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rmelvin
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Re: Mass Stranding

Post by rmelvin »

There is no script this is pure raw matrix AI at work. Most of these units came from finishing off Iberian Peninsula. Also want is the obsession of attacking shipping over ground with air. Here air attacked these units only from February on to June, shipping, Headquarters in Istanbul and the two air defense units on the other side of the Bosphorus.
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rmelvin
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Re: Mass Stranding

Post by rmelvin »

Forgot to answer question. Mass on the remaining Allies countries on the east.
El_Condoro
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Re: Mass Stranding

Post by El_Condoro »

I am learning how the AI works, too, so these are suggestions that come from a wealth of inexperience!

This is not causing your issue but when you use range[n,n] in a script, use the maximum number in both. For example, in your Allied scripts you use #ACTIVATE_POSITION= 209,68 [0,6] [1,1] [1] in the USSR - Moscow>Smolensk script. It should be #ACTIVATE_POSITION= 209,68 [6,6] [1,1] [1]. Otherwise, the script will randomly look between 0 and 6 hexes.

What might be causing your issue is that your German offensive scripts are #TYPE= 1. In the official campaigns, the build-up offensives are #TYPE= 2 and use the #SIZE= 1,n to determine how many units are available to use. Once war is declared, the #GOAL_POSITION= is used to send those units to the target hex.
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rmelvin
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Re: Mass Stranding

Post by rmelvin »

Sorry the answer should have been massing the German units on the east, into the offensive script.
Sorry about the wrong answer.
Thing which made me good system person makes me a bad write. High functional autism.
Maybe my game exceeded system limits.
El_Condoro
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Re: Mass Stranding

Post by El_Condoro »

That's OK - I understood what you want to do. The campaign scripts for 1939-41 are the best places to see how it is done.
ORB & CROWN Fantasy Warfare Mod for Strategic Command
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rmelvin
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Re: Mass Stranding

Post by rmelvin »

here a new versus in final testing. fix a whole lot of I should have gone to bed errors.

https://www.dropbox.com/t/DlSVDWvIqAOIopQJ
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Hubert Cater
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Re: Mass Stranding

Post by Hubert Cater »

Just catching up on a few threads and wanted to get back to you on this one, and what happens there is if the AI doesn't have any other plans for a period of time, e.g. if the AI is not set to let's say prepare to invade the USSR or do something else with its units, by default, the AI will just try and attack whatever might be on the board available to it.

In this case the only enemy targets are Turkish and so it just sends everything over to attack what it can.

There are ways around this, e.g. you can set the Axis AI to ignore all Turkish cities and then it will not repeat this behaviour, but then if you want it to specifically attack something in Turkey, e.g. when Turkey is Allied, you'll have to script specific OFFENSIVE scripts.

Otherwise have some BUILD UP OFFENSIVE plans for the USSR during this time period so that it is mostly busy dealing with that instead.

I had a similar problem for the AI when Spain joined the Axis, and then it could target Gibraltar. It literally sent everything over to attack Gibraltar and worked around it as I described above.

Any similar issues that crop up will have to be dealt with accordingly when the AI has nothing else to do etc.
rmelvin
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Re: Mass Stranding

Post by rmelvin »

Thanks for your inside. I am trying Offense script to assemble troops on the USSR border. But having problem with the range causing other Offense script to steal from another script assembled units.
Most of the units in Turkey did come from finishing off Iberian Peninsula.
I am trying Strength script for Gallipoli and Istanbul, to keep the fight but help AI reduce the area.
This is how I fix the Paris area problem 1939-1940.
I did not know the structure of your language. Is there a way to factor in area versus offensive strength? A large area brings in more offensive strength over a small area. I can see the removal of casualties being a problem.
Question, is this game I built show promise?
If so, does it rate larger exposure free, or do you all want to take it over to package as a pay for game?

One thing, it appears Transport script steal from another Transport script. I had a Transport script pasting near another port with a transport script and the transport took on that script, not finishing the original script. I did not check for a cancellation situation.
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Hubert Cater
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Re: Mass Stranding

Post by Hubert Cater »

Hi,

Right now there is no current way to factor in the idea that a larger area require increased offensive strength, at least not via script.

But once the parties are at war, the AI will try and self balance the needs of the various fronts accordingly on its own, e.g. when it is on a connected land mass, like Berlin being on the same land mass as Moscow, the AI should be able to handle German AI units decently enough on its own against the USSR positions once Germany and the USSR are at war.

The campaign looks nice to me, but just being honest I haven't done a deep dive of it. But definitely looks good enough for community interest via the mods forums for sure. Other than that we won't have official time for it unfortunately.

The Transport situation you describe does sound odd, did the event perhaps expend all its turns and then new plans just took over? e.g. maybe a longer turn length was needed? Or maybe the transports were threatened and scattered and the plan was cancelled that way?
rmelvin
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Re: Mass Stranding

Post by rmelvin »

Thanks,
I think the Transport situation maybe a cancellation situation with sub in the area.
I have added time also.

I think I asked with before. Is there a way to change script on an ongoing game without start over?
If no, thanks and no reason to reply.
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Hubert Cater
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Re: Mass Stranding

Post by Hubert Cater »

Unfortunately not, an updated script requires a re-save of the campaign and then a re-start in game.
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