A short update.
I am more or less finished with the AI variant for the campaign game. I am actually very proud of this AI variant. It will hopefully give anyone a run for their money and its probably the most advanced AI strategic script developed for any scenario.
For those nerdy designers.
Here is the AI making priorities for where to deploy more troops (but it is also in the placement of the events in itself).
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0) SETVAR: TempVar1 = CheckPowerPointsInArea(9, 1, 0, 0)
1) SETVAR: TempVar2 = CheckPowerPointsInArea(9, 2, 0, 0)
2) SETVAR: TempVar3 = CheckPowerPointsInArea(9, 3, 0, 0)
3) SETVAR: TempVar4 = CheckPowerPointsInArea(9, 4, 0, 0)
4) SETVAR: TempVar11 = 3
5) SETVAR: TempVar12 = 3
6) SETVAR: TempVar13 = 3
7) SETVAR: TempVar14 = 3
8) CHECK: TempVar1 > TempVar2
9) SETVAR: TempVar11 + 1
10) END CHECK
11) CHECK: TempVar1 > TempVar3
12) SETVAR: TempVar11 + 1
13) END CHECK
14) CHECK: TempVar1 > TempVar4
15) SETVAR: TempVar11 + 1
16) END CHECK
17) CHECK: TempVar2 > TempVar1
18) SETVAR: TempVar12 + 1
19) END CHECK
20) CHECK: TempVar2 > TempVar3
21) SETVAR: TempVar12 + 1
22) END CHECK
23) CHECK: TempVar2 > TempVar4
24) SETVAR: TempVar12 + 1
25) END CHECK
26) CHECK: TempVar3 > TempVar1
27) SETVAR: TempVar13 + 1
28) END CHECK
29) CHECK: TempVar3 > TempVar2
30) SETVAR: TempVar13 + 1
31) END CHECK
32) CHECK: TempVar3 > TempVar4
33) SETVAR: TempVar13 + 1
34) END CHECK
35) CHECK: TempVar4 > TempVar1
36) SETVAR: TempVar14 + 1
37) END CHECK
38) CHECK: TempVar4 > TempVar2
39) SETVAR: TempVar14 + 1
40) END CHECK
41) CHECK: TempVar4 > TempVar3
42) SETVAR: TempVar14 + 1
43) END CHECK
44) SETVAR: Gameslot_Corps I priority(#186) = TempVar11
45) SETVAR: Gameslot_Corps II priority(#187) = TempVar12
46) SETVAR: Gameslot_Corps III Priority(#188) = TempVar13
47) SETVAR: Gameslot_Corps IV priority(#189) = TempVar14
And here is the coding for placing units in Corps IV area
0) ' Corps IV
1) CHECK: Gameslot_Communist AI(#91) == 1
2) SETVAR: TempVar102 = 50
3) CHECK: CheckRound == 1
4) SETVAR: TempVar102 = 100
5) END CHECK
6) SETVAR: TempVar100 = 100
7) SETVAR: TempVar101 = Gameslot_Military supplies at start of round(#190)
8) SETVAR: TempVar101 / 5
9) CHECK: CheckTurn == 1
10) CHECK: Gameslot_Season interface(#56) == 10
11) LOOPER: TempVar0 FROM 0 TO TempVar101
12) LOOPER: TempVar0 FROM 0 TO 33
13) LOOPER: TempVar1 FROM 0 TO CheckMapWidth
14) CHECK: CheckSlot(TempVar1, TempVar0, 5) == 4
15) CHECK: CheckLandscapeType(TempVar1, TempVar0) != 1
16) CHECK: CheckLandscapeType(TempVar1, TempVar0) != 10
17) CHECK: CheckRandomPercent < Gameslot_Corps I priority(#186)
18) CHECK: CheckSFTypeInXY(TempVar1, TempVar0, -1, 0) < 8
19) CHECK: TempVar100 > 10
20) CHECK: Communist_Supply(#43) > 16
21) CHECK: CheckRandomPercent < TempVar102
22) EXECUTE: ExecAddUnit(14, TempVar1, TempVar0, 1)
23) SETVAR: TempVar100 = 0
24) SETVAR: Communist_Supply(#43) - 8
25) END CHECK
26) END CHECK
27) END CHECK
28) CHECK: Communist_Supply(#43) > 2
29) EXECUTE: ExecAddUnit(12, TempVar1, TempVar0, 1)
30) SETVAR: Communist_Supply(#43) - 2
31) END CHECK
32) END CHECK
33) END CHECK
34) END CHECK
35) END CHECK
36) END CHECK
37) END LOOPER
38) END LOOPER
39) END LOOPER
40) END CHECK
41) END CHECK
42) END CHECK
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I am currently working on the fourth scenario in the sceries. The 1972 Easter Offensive scenario. Its a 7 rounds long all map scenario about the NVA offensive in the Tri--Thien area, the Central Highlands and the Iron Triangle. It will feature some NVA tanks and a lot of ARVN units fighing on their own.
The scenario will most likely come in two variants. One historical deployment variant and one free deployment variant.
The screenshot is taken from the scenario. Not the at start position though. The orange units are ARVN augmented units with better (US) equippment and better morale.
