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RE: New AI Files
Posted: Fri Apr 13, 2012 6:14 am
by Andy Mac
Yes major impact on scripts for late war but most AI gamesdont get that far anyway
To use scripts change name of aeifile to whichver number you are using
ORIGINAL: jcjordan
I'm planning on doing a mod off of scen 1 where I'm getting rid of the 8th/9th AF as well as others of the late war European transfers of land units/ships. Will this be a major effect to the scipts or will it be able to handle it? Also what would I need to do to use the scripts in my scenario?
RE: New AI Files
Posted: Fri Apr 13, 2012 6:16 am
by Andy Mac
I had almost got a full set of new scripts before my melt down but lost the lot so I am now back and working on them but will be drip feeding them as updates rather than going big bang.
I am working at present on polishing up the Allied AI script in variant 108 which was the Japanese attack <CENSORED> and the Allied Counterattack with more weight via <CENSORED
RE: New AI Files
Posted: Fri Apr 13, 2012 6:19 am
by Andy Mac
ps as it takes about 10 man hours of polishing per script followed by about 100 comp hours of AI v AI testing to prove it works and debug it will not be a quick process to get more out so dont hold your breath !!!
RE: New AI Files
Posted: Fri Apr 13, 2012 10:11 am
by Andrew Brown
There is no way I would have time to do this myself, but I always thought that it would be a great idea to have one of the Japanese AI options be an attempt to invade Hawaii at the start of the war (or very soon after). If anyone ever contemplated doing an AI script for this there is some potentially useful info in this web page:
forum.axishistory.com/viewtopic.php?f=65&t=120787&hilit=OAHU INVASION
Andrew
RE: New AI Files
Posted: Fri Apr 13, 2012 3:57 pm
by jcjordan
ORIGINAL: Andy Mac
Yes major impact on scripts for late war but most AI gamesdont get that far anyway
To use scripts change name of aeifile to whichver number you are using
ORIGINAL: jcjordan
I'm planning on doing a mod off of scen 1 where I'm getting rid of the 8th/9th AF as well as others of the late war European transfers of land units/ships. Will this be a major effect to the scipts or will it be able to handle it? Also what would I need to do to use the scripts in my scenario?
Agree as in my current game I won it in 9/44 but kept playing it just to see about late war things I might change.
RE: New AI Files
Posted: Fri Apr 13, 2012 4:05 pm
by JWE
ORIGINAL: Andrew Brown
There is no way I would have time to do this myself, but I always thought that it would be a great idea to have one of the Japanese AI options be an attempt to invade Hawaii at the start of the war (or very soon after). If anyone ever contemplated doing an AI script for this there is some potentially useful info in this web page:
forum.axishistory.com/viewtopic.php?f=65&t=120787&hilit=OAHU INVASION
Andrew
Not sure that would work very well in a campaign scenario AI file; the canto et respondu scriptlings would need to be completely redone for at least 2 years worth of game time, and could be fairly easily overcome by an intelligent Allied player.
I think it is a superb idea for a short opening phase scenario, however. Would mean a significant rewrite of the opening day OOBs and also a significant rewrite of the opening day AI scriptlings, but nowhere near as extensive as a campaign rewrite. I'm sure that someone can come up with the AI scripts, if you are willing to provide a complete OOB for the Op, as well as the alternative operations (or lack thereof) in those places where the Hawaii troops are taken from. I'm thinking the full campaign map but only for a six month period (after all, one still must get the resources from the DEI). Also thinking of a HR that obviates the Japanese early war load/unload bonus (but you will have to allow us to modify your Ship and Class files) [8D]
RE: New AI Files
Posted: Fri Apr 13, 2012 4:44 pm
by treespider
ORIGINAL: JWE
Also thinking of a HR that obviates the Japanese early war load/unload bonus (but you will have to allow us to modify your Ship and Class files) [8D]
Too bad the kitchen's closed, otherwise perhaps Michael could cook up a Scenario switch/toggle amphib bonus on/off....
RE: New AI Files
Posted: Fri Apr 13, 2012 4:55 pm
by Nikademus
ORIGINAL: Andy Mac
ps as it takes about 10 man hours of polishing per script followed by about 100 comp hours of AI v AI testing to prove it works and debug it will not be a quick process to get more out so dont hold your breath !!!
Oy.....
RE: New AI Files
Posted: Fri Apr 13, 2012 5:03 pm
by Andy Mac
:{ I also had a nearly working May script pre meltdown but I lost the lot
RE: New AI Files
Posted: Fri Apr 13, 2012 5:39 pm
by JWE
ORIGINAL: treespider
ORIGINAL: JWE
Also thinking of a HR that obviates the Japanese early war load/unload bonus (but you will have to allow us to modify your Ship and Class files) [8D]
Too bad the kitchen's closed, otherwise perhaps Michael could cook up a Scenario switch/toggle amphib bonus on/off....
Don't I frikkin wish !! There is a way, but nothing that will get ported to stock (and I don't think it should). As modders, we need to accept the stock paradigm. Not to say we can't tweak it, but we can't dick with the code in a way that effects stock games. Just not cricket, iykwim.
RE: New AI Files
Posted: Fri Apr 13, 2012 6:33 pm
by Nikademus
feel your pain. had a computer meltdown of my own but there were backups...(or a sort)
hmm.....cracks knuckles.....