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RE: Bombur mod 2
Posted: Sat Dec 15, 2012 2:55 am
by Jeffrey H.
ORIGINAL: Twotribes
The Americans built 105 MM Artillery is that part of their 1930 start stuff?
I would say that's a bit early for the M101...
http://en.wikipedia.org/wiki/M101_howitzer
RE: Bombur mod 2
Posted: Sat Dec 15, 2012 6:57 pm
by Twotribes
Panther does not appear. You have no SFT assigned and it is set to block its own production.
RE: Bombur mod 2
Posted: Tue Dec 18, 2012 9:50 am
by Bombur
I´m back from vacations and I´m going to fix the features you mentioned. The 105mm gun is a generic unit and I think almost every country had 105mm guns by 1930. I will check.
RE: Bombur mod 2
Posted: Wed Dec 19, 2012 8:34 am
by Twotribes
had shoulder surgery wont be playing for a bit. the ai does research it just doesnt make use of much of it. they only build armored cars when direly threatened it seems. britian appears to be making light tanks s her capitol is threatened. havent seen any except the defeated french and british make armored cars. us and briton are making air craft but not making fighter groups. italy made a few combat ship types mtb mostly.
the ai is lost on what type of infantry to make. and it is making stupid choices on factories as well.
cant see what the russians are doing.
RE: Bombur mod 2
Posted: Wed Dec 19, 2012 7:25 pm
by Bombur
If the AI is making research, but cannot use the new items then we will have a trouble. Like other Bombur mods, this one won´t work well vs. AI, this is frustrating....
RE: Bombur mod 2
Posted: Wed Dec 19, 2012 8:31 pm
by ernieschwitz
Umm...
I think the trouble is that the AI only researches when it feels it needs it. Twotribes has given it tons of PP, but that doesn´t entail that it will use those PPs at all. I think that is where it is going wrong with Twotribes game.
RE: Bombur mod 2
Posted: Thu Dec 20, 2012 12:37 am
by Twotribes
it is facing level 3 infantry and tanks with aircraft. yet it doesnt respond.
RE: Bombur mod 2
Posted: Thu Dec 20, 2012 4:46 pm
by Jeffrey H.
I think were going to have to actually code in some sort of AI override to make any progress. Even that might not be good enough.
RE: Bombur mod 2
Posted: Thu Dec 20, 2012 5:17 pm
by Twotribes
part of the problem with this mod is the manor in which research is done. ohh ya while i am here infantry does not upgrade and para when it goes to level ii is listed twice.
RE: Bombur mod 2
Posted: Thu Dec 20, 2012 9:18 pm
by Bombur
Ok, I will check these issues. Btw, did you look at the ai log to see what they researched?
RE: Bombur mod 2
Posted: Fri Dec 21, 2012 1:32 am
by Twotribes
what log?
RE: Bombur mod 2
Posted: Fri Dec 21, 2012 12:31 pm
by Bombur
There is a directory called logs where the AI stores its actions in text files, if you could read them or at least send some to me, maybe we could figure out what the AI is doing.
RE: Bombur mod 2
Posted: Tue Dec 25, 2012 10:37 pm
by Twotribes
the AI uses research. I believe it has trouble with the non linear manner in which research is handled. Some years you get nothing for research in any field. In some fields older types are not stopped from production by new types. These leads to the AI building obsolete tech in some cases right along side the new tech.
No one seems to have WW2 destroyers CL or CA. Haven't played as the US Japan or Britain. The Germans have no naval fighters. making the nearly useless light carrier even more useless. As Germany I can build WW1 subs along with every new type.
rifle types can not upgrade to the next level. Engineer can not upgrade to type 2.
RE: Bombur mod 2
Posted: Thu Dec 27, 2012 10:57 pm
by Bombur
These units you´re mentioning will be added latter, for now, I´m building mostly 1930´s equipment, already created heavy cruisers for all countries. A new version will be uploaded in a few days.
RE: Bombur mod 2
Posted: Fri Dec 28, 2012 8:09 pm
by Twotribes
Let me know when you have finally provided all the units and tech.
RE: Bombur mod 2
Posted: Sat Dec 29, 2012 11:08 pm
by Bombur
It will take a while...and lots of alpha versions....
RE: Bombur mod 2
Posted: Tue Jan 01, 2013 9:52 pm
by Bombur
Version 0.13 uploaded.
RE: Bombur mod 2
Posted: Wed Jan 02, 2013 9:27 pm
by Twotribes
BS-3 m1944 in vehicle not artillery
SU-76 in ships not vehicles
CLAA Atlanta in aircraft not ships
CV Shokaku in US production
Birchgun in ships not vehicles
Defiant in ships not aircraft
MDMkII in ships not vehicles.
RE: Bombur mod 2
Posted: Thu Jan 03, 2013 9:51 pm
by Bombur
Ok, fixed all these items.
RE: Bombur mod 2
Posted: Tue Jan 08, 2013 9:02 am
by Jafele
I´m enjoying a lot the "Global Domination" scenario, specially because AI ships can attack others [&o]. Will the AI be able to buy/use ships in Bombur Mod 2?