RE: WITP2 Ruminations (Was "OT:WitE Forum")
Posted: Wed Aug 01, 2012 8:21 am
ORIGINAL: Andy Mac
I know. If the script-writing tools could be made easier to wield I think more scripts would be done by the community.
I was so hoping for players to write scipts so I could play v AI but no one has
AI editor is there to be used but no one does [:@]
I played around with the scripting of the Scen1 variants for a while, initially just to remove the CV raids and bug up the group size needs to make AI go for safer runs. Your devious raids and such are a fun things -- nothing teaches you more than to be caught off-guard. But after that happens twice, you'll even against the AI start to provide better rear area security. After that, it would be best if AI could "see thru fow" before starting such a script, else...
If the editor and scripting structuring were a bit more user friendly, i.e. if one could for instance easier catch with prior or subsequent script depended on a particular one, or what other scripts used a certain base as trigger, this would make things surely more comfortable. Right now one best has to dig through one script set and try to understand all you implemented first before changing anything (or take the risk and screw them up). And that takes a lot of time.
Beyond that, improving of creating scripts that would make AI really smarter and prevent it from suicidal raids, piecemeal invasions, amphib or naval ops against player stronghold just isn't possible with the functions there are. You cannot teach it to add more LCU's to a script if say the first AI landing wave hitting Fidji's beaches is whipped by much superior player forces than usually there. You cannot teach it to postpone the date for a (counter-)invasion until the IJ/Allied CV are spotted elsewhere, far off. You cannot teach it to postpone a landing to wait for more assets, more CV, or until the 4EB flattened Guadalcanal's airfield. The assets it waits for need to be predetermined, and are not determined based on how the AAR plays out and what enemy opposition that is, has been spotted or can expected to be there based on previous moves in that region. One a particular script runs, and no trigger condition or date cancels it, it will keep feeding stuff into its ops more than often in small TFs coming one by one or in small groups, rather than doing what a player would do: retreat, regroup and come again with a concerted effort and enough to get the job done.
Without a more powerful scripting toolkit, I couldn't see how to systematically improve on your scripts. One still needs to pick dates, base triggers, LCU, LBA and naval group size requirements. One still needs to "guess-timate" the typical course of a game, maybe close to historical, and hope the player also sticks to a historical course for your guess-timates and scripts to make sense. One the player deviates too much from that course, we all now how AI winds up.
I came to the simple conclusion that one could come up with more surprises and raids (which is of course less surprising to play oneself...), or for sake of safety request AI always to create largest possible TFs -- which in the end would work best with the Ironman Scens -- but other than that Andy already has squeezed pretty much all out the scripting engine there is.
But just as a word of caution -- even if there was a scripting engine with some 1000 different commands like ARMA2, which would let you test/check or modify/adjust anything from the parameters of any LCU, LBA or ship, via any production/research facility up to the force distribution in a theater via macros, functions, or triggered functions ("event-handlers"), it would still be a long way of creating an AI that could maybe even properly handle an invasion of OZ or India, or adapt to the players habit of using his CVs (as one group versus splitting them).
Yet there would be the possibility to systematically do so, which would hopefully interest more people for modding the AI. There are so many knowledgeable and very skilled people here, it would probably make big leaps forward. Just imagine if Andy had had the ability with his scripting to include if-tests for his raids that selected the raid target from all bases in range from the present position of the raiding TF, testing (a) that the player CV are distant or weaker than the participating AI ones, (b) LBA is weaker within in a circle around the target, and importantly: (c) some juicy targets are there, be it LBA overstacking, merchants and tankers or damaged ships in habor or whatever he could have devised for that particular raid.
One other benefit I want to mention towards those would ask for a better AI on a smaller operational scale would be that those scripts/functions in the GC governing that particular area/time interval could then be extracted to use as AI core for small scenarios -- basically try to create an AI code that is as much as abstracted as possible, very object-oriented, and can be tied to together sort of like lego building. All that would surely be doable, but to create such a scripting engine might be an enormous task in itself. And as someone pointed out above, such an approach would not seem typical of G&G games.