Page 1 of 1

Political Points And Computer Opponent.

Posted: Wed Nov 14, 2007 5:07 am
by alaric318
greetings, as we know the computer opponent do not make use of action cards for buy units, i am wonder about the ability to field new units or hq, it is present in almost all scenarios, maybe trough events tom or victor can set more units buildable trough political points and maybe trough events can make that computer opponent build these units, of course not cadres as the options are now, something in example as...

armor division... 50 political points, some armor, some infantry and some infantry support and transport, Artificial Inteligence will select if it have needed political points, if it have less then...

hvy infantry division... 40 political points, infantry, smg infantry, some infantry support and transport...,

30 political points... light infantry... infantry and smg, foot unit, not transports available.

can be usefull for players too, usually action cards reinforcements arrive at capital and take some time and resources to bring them to frontlines, to reflect this needed effort the cost on political points can be raised for human players or make the new recruited units at reduced readiness once recruited, it is possible to set more units than hq and unit cadre for recruit?, i want to know what think all people around interested,

best regards,

alarick.

RE: Political Points And Computer Opponent.

Posted: Wed Nov 14, 2007 5:19 am
by tweber
It is possible to build units with events and give units to an AI player.  So you could do what you suggest above.  Of course, if you are giving units to an AI under certain conditions, you do not need to bother with action cards.  You can give the units directly.
 
 

RE: Political Points And Computer Opponent.

Posted: Wed Nov 14, 2007 7:20 am
by alaric318
thanks for the fast repply and advice, i find that political points for AI players in a game without research will be of lesser use, so arise a new question, it is possible to disable all AI players from build political points, or it is not needed as AI are in configuration to build troops directly if research is disabled, is for me of major relevance, i do have finish my napoleonic mod or scenario on your good outstanding Diplomacy map, it suits very well, for human players the political points is not trouble, instead is an added feature, as the troops from political points are "universals" and some nations have better people advantages as france, britain and prussia, so, you can choose to build cheaper units with political points or go to for produce more better troops trough direct production assets, for nations out of combat advantages sometimes is better to recruit trough political points, sometimes is better to have fresh directly recruited troops in the frontlines, but it features that is more easy to form a regular unit that elite units, overall it balanced someway the advantage by major nations with combat bonuses, i am already on playtest, one game in solitaire for check for any major bug but may make it public sometime on this week, one or two days, and let me say that without your Diplomacy map and your sprites and pictures for american civil war i will have not able to set this scenario on work, i know there are some people interested on napoleonic wars and think they will like the scenario, i am very pleased with the scenario and so with the game, thinking right on it comes to mind that there aren't other game with capability to make scenarios with all features that advanced tactics give, i cannot think on another game that this scenario will have been possible to make,

with best regards,

alarick.

RE: Political Points And Computer Opponent.

Posted: Wed Nov 14, 2007 2:25 pm
by tweber
If you (1) are not using research; (2) want to allow for AI; (3) want 2 different classes of units - it might be better to do this with locations.  I would:
 
- Go to the settings - group names and add an item group called cheap units (or something similar)
- Go to editor - items and make items that are associated with the 'cheap units' item group.
- Go to editor - locations and make locations that produce cheap units and locations that produce elite units (e.g., Paris can produce Guards but a provincial town on produces musket troops).
 
The advantage of this approach is the AI is already tuned to work within the production structure. 

RE: Political Points And Computer Opponent.

Posted: Wed Nov 14, 2007 5:58 pm
by alaric318
greetings Tom, thanks for the advice and guide, in the default diplomacy scenario i have played to test it the computer opponents do very well aside that political points are enabled, i think it will not be a problem but will playtest the scenario before release it with some human sides by me and some computer opponents, without fog of war i can see what production select the computer opponent/s, but works well in the diplomacy scenario, allways can give more advantage to computer opponents setting higher difficulty, thanks for all advice,

with best regards,

alarick/murat30.