I think the trouble of AI with supplies also happens in vanilla game. In my mod it seems to be alleviated by allowing the factories to produce supplies.
What I observed was using the edit feature of a game, so I peaked in after a few turns (I was trying to see why the bugger wouldn't declare war). What I noticed was that nearly all of the AI's units had the little red-ball lit up, and there indications in the supply requested and supply in boxes that would indicate that they weren't getting supply as they should. The main HQ at this point had > 3500 supplies on hand, so I don't know what was going on since I rather thought that supply was automatic. It might also be something that the edit game in progress might not have done correctly. This might be a red herring. I sent Vic and e-mail with this description, so it is something he may look at in the future.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
I am still fiddling with the AI, and trying to get it to be aggressive. I know that it can, and sometimes will, declare war. But, with my start up, I think the AI gets too skittish since one can get the beginnings of a line in place. Thus, the "this ain't worth it" algorithm comes into play. I even gave the AI the material for six more divisions, and it is still passive. For the most part the AI wants to catch a human player with their pants down. I thought that six more divisions might make it feel a bit more superior, but not enough.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
Well, I'll be darned restarting this and I did manage to get a declaration of war. Of course, the AI did want to hit me before I got a defensive line in place.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
I just uploaded v1.1.4. I found a potential issue with the TOE system, or at least I was seeing one, and I think I have fixed it. I also included a TOE template in /savedgames TOE-v1.1.4.atgtoe.
As a design change, I also increased the tech level for bazookas so that in random games, no regime starts with the bazooka technology. Historically, bazooka-like anti-tank weapons didn't enter service until 1942-3.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
Actually, if you are refering to the GD 1938 v3 mod, it will not use the new functions, in 226b. But it may in the long run. So while the game (ATG) says there may be problems, and asks you if you want to continue, that should mean nothing, so far at least.
Creator of High Quality Scenarios for:
Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
Amen... I'm so looking forward to 1938 Mark III. My walls are full of claw marks, and my wife is giving me grief... so hurry up for my walls and wife's sake.
I think Four Seasons v1.1.4 will work perfectly fine with ATG v225. It will give the annoying message of course. I have also loaded the at2 files into v225b and saved them and uploaded them to the site as FourSeasons-at2-v1.1.4-225b.atzip found at http://www.vrdesigns.net/scenario.php?nr=268.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
I should also note that buried in the faces directory, there are 7 historical US generals and 3 historical British generals. A project I started but has stalled a bit while I work on other things. The goal is to do a few here and there and gradually expand the set in the same style.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
I downloaded the version for 225 and it works with 226b.
Some things I noticed. Misspellings (and I flunked spelling in Junior High), some text is not visible (too long), HW do get researched but do not replace earlier versions -- the SFT points to MG as the followup supply rebuild for HW1 not HW2, You have to build HW2 from scratch instead of improving HW1,some research still present and meaningless (research for MG and Mortars which you cannot build). None of these are deal killers but the HW upgrade one comes close.
The AI always declares war on the 3rd turn? So far in 4 test games.
Meant 1938... me and names. I'm building a map to test out Four Seasons with three players, but I have 225--I'm running Steam. There won't be any AI opponents... I'm not sure if the third player has Steam or not. If you can't build MG or Motars and others can that would make the game very awkward...but I guess you could get around it with a rebuild of HW. Thank Larry for your input.
Thanks much for the feedback. It is hard keeping track of everything. I fixed these issues in both versions. The v225 version is one deprecated from v226. Unfortunately, machineguns and mortars will still show up as techs in the unavailable slot. They should be impossible to research. They are still there because I am considering in the future to modify this to a smaller scale, more like 5 mi/hex, which would be regimental sized units. So, these are still there as a place holder because it is simpler on me for now. The fixes include:
1. making sure that machineguns and mortars cannot be researched
2. proper upgrades for Heavy Weapons and cost
3. Proper pictures for Heavy weapons
4. Some misspellings corrected.
I can't spell well either, and dyslexia while typing only makes it worse. And, in the end, after all the other work, the descriptions are more of an afterthought. I am not sure how accurate each upgrade description is as well. Some, like heavy tanks might have been "tuned" later. I am inclined to change these and just say something like "Allows Rifle IV".
As for declaration of war. The default is a 30% probability that the AI will declare war in any round. I set it up so that on the next two turns this probability increases by 20%, i.e., round 1 = 30%, round 2 = 50%, round >= 3 = 70%. The problem is that if the AI doesn't declare war by round 3-4, it almost always never will. This because, the human player will have moved troops into position, to have a good defensive position, and the AI will conclude that it is not in its advantage to do so. So, then there is a "phony war". This is not that easy to fix. I am open to suggestions.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
I noticed that SMG II need to be built from scratch instead of upgrading the SMG I. I know that SMG is a model but should it not be up-gradable also.
I noticed that as map size increases Research costs go up...is this necessary? Correct? Part of ATG? Can it be reset by rules?
One suggestion: Not sure who this should go to. Allow models to be deleted. It is distracting to have old models still shown when I cannot build them. Or when I accidentally create two models of the same thing (UGH wrong model button got pressed).
AI is hard...that's why I prefer HUMAN only games. Generally after 10 turns the AI is out of supply because it overbuilt and will lose. It simply cannot continue it's offensive no matter how aggressive it is set.
Lastly for today: I know why you moved artillery to division level but now if you bombard with the artillery the division cannot take part in the attack afterwards. A lot of nations had artillery CORPS (and Divisions) for heavy bombardments...perhaps make a heavy artillery unit for this.