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Re: Message to Devs on AI
Posted: Tue Apr 19, 2022 7:48 pm
by Lothos
BillRunacre wrote: Tue Apr 19, 2022 9:24 am
Lothos wrote: Tue Apr 19, 2022 1:03 am
Suggestion #7 added
#7 - You can only have one convoy between two countries. For example if you want to have a convoy from Glasgow to Murmansk and another one from Glasgow to Archangelsk. This would help simulate how Murmansk was a small port but open all year and Archangelsk was the major port and during the summer months the USSR would get way more supplies. I tried to do this and it would not work. Best I could do was have UK ship to one port and USA to the other.
The way we get round this is that we have a convoy to both, and the engine picks the relevant one, i.e. in winter it switches to Murmansk, in the summer to Archangelsk.
One thing you could try would be to increase the % of the UK's MPPs that can be sent via the Archangelsk script, as that would effectively replicate what you've mentioned about the USSR getting more supplies in summer.
I hope that makes sense, and referring to the scripts in the campaigns should help.
Sorry for the double post but this appears to not be working as you described where the engine determines which one is better.
I changed the convoy build routes to Murmansk to the ones below and also checked in the 1939 scenario and it does not appear to be working as you described it. The only thing I can see is that their is an event looking at specific hexes to make sure they are are allied control and that the event continuously fires to see if its true. It never switches to Archangelsk on a Seasonal basis as you described.
I also discovered that a country can only send out a convoy to one other country and nothing more. You can received resources from multiple countries but you can only send out one.
Are any of the items I just found bugs as the convoys do not appear to be working as you described it?
NOTE: Event 162 is in the 1939 scenario and its the AI dummy event to start the Lend Lease to Russia.
{
#NAME= DE:162[1] - USSR - UK(Glasgow) -> Murmansk
#POPUP=
#IMAGE=
#SOUND= convoy.ogg
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 162[1]
#SENDER_ID= 112
#RECIPIENT_ID= 116
#SENDER_ID_TRIGGER= 100
#RECIPIENT_ID_TRIGGER= 100
#PERCENTAGE= 5
#MAX_PERCENTAGE= 5
#SPRING_REDUCTION= 100
#SUMMER_REDUCTION= 0
#FALL_REDUCTION= 0
#WINTER_REDUCTION= 100
#SOURCE_PORT= 137,65
#DESTINATION_PORT= 212,16
#WAYPOINT= 135,66
#WAYPOINT= 133,66
#WAYPOINT= 133,59
#WAYPOINT= 135,56
#WAYPOINT= 136,54
#WAYPOINT= 141,40
#WAYPOINT= 145,38
#WAYPOINT= 151,28
#WAYPOINT= 157,20
#WAYPOINT= 161,10
#WAYPOINT= 180,01
#WAYPOINT= 204,01
#WAYPOINT= 212,05
}
{
#NAME= DE:162[1] - USSR - USA(Providence) -> Archangelsk
#POPUP=
#IMAGE=
#SOUND= convoy.ogg
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 162[1]
#SENDER_ID= 112
#RECIPIENT_ID= 116
#SENDER_ID_TRIGGER= 100
#RECIPIENT_ID_TRIGGER= 100
#PERCENTAGE= 5
#MAX_PERCENTAGE= 10
#SPRING_REDUCTION= 0
#SUMMER_REDUCTION= 100
#FALL_REDUCTION= 75
#WINTER_REDUCTION= 0
#SOURCE_PORT= 137,65
#DESTINATION_PORT= 226,35
#WAYPOINT= 135,66
#WAYPOINT= 133,66
#WAYPOINT= 133,59
#WAYPOINT= 135,56
#WAYPOINT= 136,54
#WAYPOINT= 141,40
#WAYPOINT= 145,38
#WAYPOINT= 151,28
#WAYPOINT= 157,20
#WAYPOINT= 161,10
#WAYPOINT= 180,01
#WAYPOINT= 210,1
#WAYPOINT= 220,9
#WAYPOINT= 228,13
}
Re: Message to Devs on AI
Posted: Wed Apr 20, 2022 2:03 am
by Hubert Cater
Lothos wrote: Tue Apr 19, 2022 2:20 pm
Hubert Cater wrote: Tue Apr 19, 2022 12:47 pm
Unfortunately no, not at this time
Is their a possible consideration to adding it

?
As a human player I tend to use ships to scout the general area and then fly the amphib transports as fast as they can go.
Yeah it makes sense, and I'll add it to the list, just not sure if or when it will be added.
Re: Message to Devs on AI
Posted: Wed Apr 20, 2022 9:43 am
by BillRunacre
Lothos wrote: Tue Apr 19, 2022 7:48 pm
Sorry for the double post but this appears to not be working as you described where the engine determines which one is better.
I changed the convoy build routes to Murmansk to the ones below and also checked in the 1939 scenario and it does not appear to be working as you described it. The only thing I can see is that their is an event looking at specific hexes to make sure they are are allied control and that the event continuously fires to see if its true. It never switches to Archangelsk on a Seasonal basis as you described.
I also discovered that a country can only send out a convoy to one other country and nothing more. You can received resources from multiple countries but you can only send out one.
Are any of the items I just found bugs as the convoys do not appear to be working as you described it?
I see what you mean, I'll have to investigate as it is working properly in our WWII: World at War game, but not in this one. I suspect I will have to change the order of some scripts.
The ability to have multiple convoys from one country would be very useful but it's unfortunately not possible at this stage.
Re: Message to Devs on AI
Posted: Tue Apr 26, 2022 12:04 am
by Lothos
Bug #9
Discovered this, I tried to adjust the weather zones to see if it could be fixed and it does not. If a tile that has a little land in it, and you hover with the mouse and it says Sea for it, the weather is always clear. I think this is in part because the weather zones that Matrix created are broken down into either Land or Sea (never combined) and even though the tile is a Sea tile the engine gets confused because it has a little land.
Re: Message to Devs on AI
Posted: Wed Apr 27, 2022 3:52 pm
by Hubert Cater
Hi Lothos,
This is a design decision whereby storms at sea will not apply along the coastal hexes you've described, e.g. a sea hex with a bit of land in it.
However, if you extend the land weather patterns to include those coastal 'sea' hexes, then you can at least have these have rain or snow or even sandstorms when applicable.
Hubert
Re: Message to Devs on AI
Posted: Wed May 11, 2022 12:10 am
by Lothos
Bug #10
Garrison AI can't assign to X coordinate 0
Re: Message to Devs on AI
Posted: Sat May 14, 2022 4:52 pm
by Lothos
Bug #11
If a major power surrenders but it still has aligned minors it will continue to fight using those minors (and collect MP). The problem is they can not research as the research screen is not available to them.
The production screen is available and they can build units for all the aligned minors.
I was able to do duplicate this by creating a bunch of French Colonies and when France surrenders some of their colonies will continue to fight under the French Flag.
Re: Message to Devs on AI
Posted: Sun May 15, 2022 10:29 am
by Lothos
Suggestion #8
#8 - Coastal Guns can be placed in any hex using the UNIT.txt file but no other land unit can do that. Request that we be allowed to place units in any hex instead of always being limited to a resource hex. This would allow (for example) the direct placement of Finland's troops in specific positions based on weather the winter war happened or not. Right now they get placed around city hexes that are a bit out of place on where you want them.
Re: Message to Devs on AI
Posted: Fri May 20, 2022 12:59 pm
by Hubert Cater
Lothos wrote: Sat May 14, 2022 4:52 pm
Bug #11
If a major power surrenders but it still has aligned minors it will continue to fight using those minors (and collect MP). The problem is they can not research as the research screen is not available to them.
The production screen is available and they can build units for all the aligned minors.
I was able to do duplicate this by creating a bunch of French Colonies and when France surrenders some of their colonies will continue to fight under the French Flag.
This is correct as major powers can only perform research and diplomacy if they have not surrendered.