RE: Sneak Peeks, Coming Attractions, Works-In-Progress
Posted: Thu Aug 09, 2018 5:34 pm
The last country is being worked on for Vietnam. Thailand, as per our standards, will be available between 1948-1985.


What's your Strategy?
https://forums.matrixgames.com:443/

More to follow. For instance...ORIGINAL: berto
Here are the latest Scripted AI functions available in the CSEE:
at (trackid, hexcoor)
within (trackid, hexcoor, distance)
units_within_count (hexcoor, distance, side)
set_ai (trackids, hexcoor, order)
defend_weak (trackids, hexcoor)
defend_strong (trackids, hexcoor)
move_norush (trackids, hexcoor)
move_rush (trackids, hexcoor)
attack_weak (trackids, hexcoor)
attack_strong (trackids, hexcoor)
attack_banzai (trackids, hexcoor)
load (trackids, hexcoor)
unload (trackids, hexcoor)
take_off (trackids, hexcoor)
land (trackids, hexcoor)
ascend_ground (trackids, hexcoor)
ascend_noe (trackids, hexcoor)
ascend_low (trackids, hexcoor)
ascend_high (trackids, hexcoor)
descend_low (trackids, hexcoor)
descend_noe (trackids, hexcoor)
descend_ground (trackids, hexcoor)
descend_underground (trackids, hexcoor)
ascend_move (trackids, hexcoor)
move_descend (trackids, hexcoor)
exit (trackids, hexcoor)
dig_in (trackids, hexcoor)
reconnoiter (trackids, hexcoor)
build_bridge (trackids, hexcoor)
lay_bridge (trackids, hexcoor)
lay_mine (trackids, hexcoor)
lay_ied (trackids, hexcoor)
build_barrier (trackids, hexcoor)
damage (trackids, hexcoor)
clear_lz (trackids, hexcoor)
There will be more to follow.
ORIGINAL: berto
The above three CSEE functions are useful additions to the scripted AI toolkit. Akin to within() giving rise to units_within_count(), basing off these existing functionsORIGINAL: berto
Here are the latest Scripted AI functions available in the CSEE:
at (trackid, hexcoor)
within (trackid, hexcoor, distance)
units_within_count (hexcoor, distance, side)
...
There will be more to follow.
map_above (row, side)
map_below (row, side)
map_left_of (col, side)
map_right_of (col, side)
(all of which return 'true' or 'false'; see LUA_FUNCTIONS_REFERENCE.txt), I will be adding these four spin-off functions
map_above_count (row, side)
map_below_count (row, side)
map_left_of_count (col, side)
map_right_of_count (col, side)
to give the unit counts of one side or the other in those given map areas. We could then do interesting things, such as
local enemy_above = map_above_count(30, RUSSIAN_SIDE)
local enemy_below = map_below_count(30, RUSSIAN_SIDE)
if enemy_above > enemy_below then
...
end
In other words, if one half or more of the Russian units are determined to be above row 30, then [do something].
There are all sorts of interesting, useful functions we can add like these. We should be on the lookout for them.
In this scenario, the Hmongs' aim is to shield the downed pilot long enough for a couple of CH-53 Sea Stallion helicopters ("Jolly Green [Giants]") to swoop in from the south and carry the precious pilot away to safety. Conversely, the Pathet Lao's aim is to kill the Hmong pilot if they can.[Moung Soui][Play Side A][HISB][CSL][NO:HLZ] During Operation ABOUT FACE, the Hmong forces, with much air power support, retook the Plain of Jars. A Pathet Lao battalion was isolated at Moung Soui, surrounded by RLA ADC units, trying to close in. A Hmong T-28 was shot down, but the pilot ejected, and was on the ground, Pathet Lao were nearby. A RAVEN FAC was on the scene to direct airstrikes on the Pathet Lao. 30 minutes later, two HH-53 Jolly Greens were dispatched from Long Tieng. Can they arrive in time, and withstand enemy ground fire long enough to pick up the pilot?

ORIGINAL: Crossroads
Not your father’s AI, anymore [:)]

Entirely new, and for Vietnam especially, entirely needed. In the Vietnam War(s), the point of fighting was usually not to capture and occupy real estate, rather to find and engage a mobile and elusive enemy. There will be a good number of take-and-possess scenarios in CS Vietnam, certainly. But there will be "search and destroy" enemy units scenarios (without any formal geographical objectives) as well.ORIGINAL: berto
[*]Heretofore, the legacy CS AI has been entirely guided by pre-designated objectives. You will note that in this scenario, there are no formal hex objectives. The AI directs the forces to follow a specific unit, the pilot, not aim for a specific hex objective (or set of objectives). This is entirely new.
The former. AI vs. AI throughout, entirely hands off. Needless to say, the scenario plays out quite differently (and unintelligibly) without the AI scripting (and without direct, in-game human input, as you would see if a human plays one side or the other).ORIGINAL: David Galster
Berto - Regarding Scripted AI capabilities
The scripted AI for the scenario: Search and Rescue at Moung Soui
is really good. The sequence of events and outcome is very exciting.
Almost reads like an action comic book - LOL. But I really like it!
Was the MP4 replay AI vs AI or human vs AI?
Yes, no more objective hex. Otherwise, with the objective hex, and with the unscripted legacy AI, both sides keep charging towards it. To get both sides to focus on the pilot, not any particular geographical location, I had to remove any objective hexes.Were you able to eliminate the objective hex? I didn't see it.
Here is the relevant code, the PAVN battle plan in full:If it was eliminated from the scenario, what element did you add in
the programming to motivate the NVA to go after the downed pilot?


No, I don't recall seeing any.Were there airstrikes to support the Laotians in this rescue?





