Scenario building and the AI

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rniles1149
Posts: 14
Joined: Mon Jun 17, 2024 10:52 pm

Scenario building and the AI

Post by rniles1149 »

I’m continuing to work on a number of scenarios centered on the campaigns in the Crimea during 1941 and 1942. I’ve got the basics down, and the initial scenario I have developed is playable at this point. I still need to refine it for historical accuracy, etc..

One of the issues I still have is trying to get the AI, in this case the Russians, to perform at least somewhat historically. In this instance, I need them to stand fast and hold onto Sevastopol and to their lines in the Kerch peninsula, but the AI is directing them to either quickly retreat (Kerch) or to abandon Sevastopol via naval transport.

I have tried setting the AI Russian units to static mode, but they still move. I have tried setting objectives in such a way as to get the AI to hold onto certain geographic points, but that doesn’t seem to work either.

Does anyone on the forum have any suggestions?
Teo41_ITA
Posts: 500
Joined: Thu Sep 02, 2021 12:45 pm

Re: Scenario building and the AI

Post by Teo41_ITA »

In the main page of the editor, you can set the AI behaviour. Sadly, no AI has ever been programmed for the scenario you are creating (and, having found the 1942 AI, that's why I am building the 1942 Fall Blau GC) ;)
rniles1149
Posts: 14
Joined: Mon Jun 17, 2024 10:52 pm

Re: Scenario building and the AI

Post by rniles1149 »

Teo41_ITA is correct, you can choose between 30 choices (0–29) on the main tab of the editor screen to select your AI. These appear to be scripted AIs created individually by the game developers and directly related to the individual scenarios sold with the game. Maybe they were created using the “script recording” process explained in the War in the West editor manual, although I’m not sure how such scripts are developed for turns beyond turn one. Any thoughts?

Default AI behavior seems to be unrelated to objectives established in the editor. And speaking of objectives, there seems to be a glitch in the editor in terms of creating them. I can’t seem to create more than one objective city for each side…

Another issue is that of fatigue. If you’re creating a new scenario from an existing one, fatigue seems to carry along with some of the units from the already existing scenario. Is there a way in the editor to “zero out” fatigue and get it back to zero for all or selected units? There doesn’t seem to be a way to do it in the unit tab…

The game is great and has endless possibilities, but I think some editor improvements as well as an editor manual could energize the community and take interest to new levels.
Teo41_ITA
Posts: 500
Joined: Thu Sep 02, 2021 12:45 pm

Re: Scenario building and the AI

Post by Teo41_ITA »

To reduce/alter units' fatigue, you have to click here until you see "FAT". Otherwise, you use the CVS function, but it's much more tedious :D
Fatigue.png
Fatigue.png (137.2 KiB) Viewed 505 times
Last edited by Teo41_ITA on Fri Jul 12, 2024 7:04 pm, edited 2 times in total.
rniles1149
Posts: 14
Joined: Mon Jun 17, 2024 10:52 pm

Re: Scenario building and the AI

Post by rniles1149 »

Click where Teo?
Teo41_ITA
Posts: 500
Joined: Thu Sep 02, 2021 12:45 pm

Re: Scenario building and the AI

Post by Teo41_ITA »

My bad, I forgot to add the image!
rniles1149
Posts: 14
Joined: Mon Jun 17, 2024 10:52 pm

Re: Scenario building and the AI

Post by rniles1149 »

Teo41, You are right, that works! I also found another way to do it that works better if you’re trying to “zero out” fatigue on a large number of units. In the editor, you can go to the Commanders Report by typing “c” then go to the “editor functions” towards the top of the screen and you’ll see that one of the functions is to adjust fatigue for units as a group.

Still having problems designating multiple Victory cities…
goranw
Posts: 1738
Joined: Tue Oct 23, 2001 8:00 am
Location: Uppsala,Sweden
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Re: Scenario building and the AI

Post by goranw »

Hi!
At history and planning map I put up my game map regarding Chrimea.
Perhaps the added information is of some interest. Ex the historical airfields.
Goran
rniles1149
Posts: 14
Joined: Mon Jun 17, 2024 10:52 pm

Re: Scenario building and the AI

Post by rniles1149 »

Beautifully done, Goran!

Is it relatively simple to use your map when playing the game?

Are the additional features shown on your map, such as airfields, actually coded as such in the game? Just curious…

Thanks for sending it!
goranw
Posts: 1738
Joined: Tue Oct 23, 2001 8:00 am
Location: Uppsala,Sweden
Contact:

Re: Scenario building and the AI

Post by goranw »

Hi!
The added airfields are not coded in the game.
All extra information are just added and not interfering with game play.
My intent is to more resemble the real german war maps
and that counters shouldnt hide geographical information.
Goran
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