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Demystifying the AI scripts

Posted: Sat Oct 15, 2011 2:00 pm
by Shark7
What I've done...

Basically all French holdings stay Vichy and not Free French. What I need to know is what AI parts I need to modify for the Allies so that

1. It quits assuming New Caledonia is friendly and doesn't send base forces there without invading first.
2. How to go about writing a decent invasion script for New Caledonia.

I Think the Marquesas are remote enough and so far from supply that the Allies would be content to just keep them cut off.

The AI is one part of the game that still eludes me, so any help is appreciated.

RE: Demystifying the AI scripts

Posted: Sat Oct 15, 2011 4:26 pm
by Andy Mac
Thats pretty much every mid and late war script a lot of which start in that area
 
Also a lot of the primary air bridges for reinforcement to Australia.
 
There are counterinvasion scrtipts bt they wont trigger that early you can maybe write a new one selecting some units that are available maybe an Aus Bde or 2 a\nd send them to invade

RE: Demystifying the AI scripts

Posted: Sat Oct 15, 2011 11:19 pm
by Shark7
ORIGINAL: Andy Mac

Thats pretty much every mid and late war script a lot of which start in that area

Also a lot of the primary air bridges for reinforcement to Australia.

There are counterinvasion scrtipts bt they wont trigger that early you can maybe write a new one selecting some units that are available maybe an Aus Bde or 2 a\nd send them to invade

That explains why I broke the Allied AI then. [X(]

Since I assume you wrote the AI assuming that a Japanese player might try to take New Caledonia, let me ask this. If I leave it set to allies and simply have the french units take the bases on turn 1, would that indicate to the AI that it needs to capture, or do I still need to write a script to help it along?

RE: Demystifying the AI scripts

Posted: Sun Oct 16, 2011 8:28 am
by Andy Mac
yes but not for a long time as the its suicide for the allied AI to try and retake New Cal if it falls before carriers are ready into the teeth of an unbroken KB so I dont think many of the scripts try to take it back for a while

RE: Demystifying the AI scripts

Posted: Sun Oct 16, 2011 8:29 am
by Andy Mac
ps I would never order the AI to take somewhere like New Cal back early war best to leave it as allied at start

RE: Demystifying the AI scripts

Posted: Sun Oct 16, 2011 8:30 am
by Andy Mac
there are about 20 bases on map I would never mess about with if you want the Ai to work - that one is pretty high on the list

RE: Demystifying the AI scripts

Posted: Sun Oct 16, 2011 8:48 am
by Alfred
ORIGINAL: Andy Mac

there are about 20 bases on map I would never mess about with if you want the Ai to work - that one is pretty high on the list

To which the obvious question now becomes:

[center]"Which are the bases you recommend should not be messed with"[/center]

Wouldn't have to be all 20, nor in order to avoid any spoiler alerts would reasons have to be given. Just the highly nuclear reactive ones.[:)]

Alfred

RE: Demystifying the AI scripts

Posted: Sun Oct 16, 2011 9:33 am
by Andy Mac
Showstopping Impacts

Colombo
Karachi
Tokyo
San Francisco
Pearl Harbour
Vladivostock
Brisbane
Perth
Auckland
Chungking

Issues in opening phases
Bangkok
New Caledonia
Suva
Palmyra
Wellington
Calcutta
Rangoon
Singapore
Manila
Takao
Naha
Anami Oshi
Truk
Saigon

maybe a couple of others


RE: Demystifying the AI scripts

Posted: Sun Oct 16, 2011 9:35 am
by Andy Mac
e.g. making Bangkok neutral at start will upset the jap AI in malaya - will it probably still work yes but it will mess with the AI's logic so just dont do it - its a pain and a few days delay for a human player but you will mess up the Ai for no good reason
 
Suva - making it Japaneseat start - yes you can do it and yes the Ai will take it back eventually and yes reinfocements will get through eventually but again the AI aint bright why mess with it in the opening phase.
 
 

RE: Demystifying the AI scripts

Posted: Sun Oct 16, 2011 10:16 am
by Alfred
Thanks Andy, I suspect you have just saved a lot of modders from self inflicting some acute pain.

I assume that the warning you are really providing is that any modder who intends touching the ai script for those locations should only do so if they are prepared to completely redo the entire script for every location and unit in the game. I doubt very much that there would be many volunteers for all that work. Nor do I expect a better script than the ones you have already produced would be the final product of the exercise.

Alfred

RE: Demystifying the AI scripts

Posted: Sun Oct 16, 2011 1:02 pm
by Shark7
Well that certainly does explain the AI's strange behavior when I set New Caledonia to IJN...like trying to invade Tokyo in April of 1942. [X(]

See, I already learned the hard way what it can do...it also seems to trigger some mid to late war carrier raid scripts that I don't want to ruin for every one else. [;)]

RE: Demystifying the AI scripts

Posted: Sun Oct 16, 2011 1:13 pm
by PaxMondo
ORIGINAL: Alfred

Thanks Andy, I suspect you have just saved a lot of modders from self inflicting some acute pain.
<he gently removes the loaded gun from his head, sets the safety, and a sigh of relief> [;)]

Acute? Saved me from what would have been "terminal" .... [:D][:D]

Alfred: thanks for asking the question.

Andy: thanks for responding.