Message to Devs on AI
Posted: Thu Mar 31, 2022 5:11 pm
To whom it may concern
Some of you may know me from my Hearts of Iron 2 and Hearts of Iron 3 days. Worked heavily on the official AI for both of those games and created a mod called Total Realism Project (TRP).
I've gotten the modding itch a bit again and started looking at both World at War and War in Europe and am heavily creating a modification for the War in Europe version.
If you know my work you know that AI is what I focus on mainly. My proudest work was the last set of LUA files I created for Hearts of Iron 3 which was the first ever design that had a dynamic Espionage, Diplomatic, Research and Production AI that was not hard coded.
So, the reason why I am creating this thread
The purpose of this thread is to put my thoughts in as I discover items and give you my thoughts and recommended changes, what you do with my suggestions is totally up to you. I just hope that with my significant background you would take a few minutes to read and give it some thought.
One last note, At that time of this post I have a total of 1,112 hours playing your game.
Suggestions
#1 - Build Ratio with Air/Land/Sea then Ratio within each group
#2 - NOT_FRIENDLY_POSITION - to be used same way as FRIENDLY_POSITION in all AI scripts that have FRIENDLY_POSITION, support multiple entries using an AND clause.
#3 - MP Collection Per Turn Trigger for all AI events if its MP > XXX
#4 - VARIABLE_CONDITION allow a dummy value to be assigned their are many areas that their is no need for this and you are forced to then create identical events for Axis, Allies, War and Peace.
#5 - TACTICAL_CONDITION allow a dummy event for this as most countries you are forced to put their capital as the main point and then (for example) if used for production you loose your capital they would stop producing unless you can guess in your scripts where they are going. I was able to use a work around and use province 0,2 which has a town in Canada but it should not require something like this.
#6 - LINK= - AI Events, recommend support multiple Links with an OR clause for each of them so if any of the conditions are true then it fires. This may be a good feature to also add to other places to. It would help cut down on the duplicate events to handle conditions such as the winter war.
#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.
#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.
Known Bugs
#1 - (Confirmed by Devs) - Vichy France formation (as a major power, play with fog of war) ,toggle No Fog On/Off or switch Sides causes a crash.
-- Work Around Solution, wait one turn and it will work again.
#2 - Fortification.txt events accept multiple #GOAL_POSITION= with no crash or error. However when the AI completes the first #GOAL_POSITION= listed in the event it will ignore the rest. Suggestion is to support multiple #GOAL_POSITION= within the same event and only shut it down once all the #GOAL_POSITION= have forts or the rest of the trigger is no longer valid. This would help cut down the amount of events within the file as many can be grouped together.
#3 - (Devs Thinking About it) - - Simultaneous Turns - Weather keeps alternating even though the date is the same for both sides. When turns are simultaneous the weather should not change until the calendar date changes
#4 - (Confirmed by Devs) - Neutral major power AI wont transport troops into a minor country it controls.
#5 - (Removed)
#6 - AI does not know how to use Naval Bombers. It consistently tries to use it for Building up offensives and near land forces (in land) rather than using it near a coast or an island to attack enemy ships or to protect its convoy routes.
#7 - (Removed)
#8 - AI does not upgrade air units that are locked in place (guard command) and has a mission it can run. I have locked a Strategic bomber in the UK and it bombs Germany constantly but it has not been upgraded in the 2 years (in my sim) it has been their. I have ran several sims and it never gets upgraded (even though it can).
#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.
#10 - Garrison AI can't be assigned to X coordinate of 0 (thread provided with screenshot)
#11 - Surrendered Major powers that are collecting MP through minors can not research
Some of you may know me from my Hearts of Iron 2 and Hearts of Iron 3 days. Worked heavily on the official AI for both of those games and created a mod called Total Realism Project (TRP).
I've gotten the modding itch a bit again and started looking at both World at War and War in Europe and am heavily creating a modification for the War in Europe version.
If you know my work you know that AI is what I focus on mainly. My proudest work was the last set of LUA files I created for Hearts of Iron 3 which was the first ever design that had a dynamic Espionage, Diplomatic, Research and Production AI that was not hard coded.
So, the reason why I am creating this thread
The purpose of this thread is to put my thoughts in as I discover items and give you my thoughts and recommended changes, what you do with my suggestions is totally up to you. I just hope that with my significant background you would take a few minutes to read and give it some thought.
One last note, At that time of this post I have a total of 1,112 hours playing your game.
Suggestions
#1 - Build Ratio with Air/Land/Sea then Ratio within each group
#2 - NOT_FRIENDLY_POSITION - to be used same way as FRIENDLY_POSITION in all AI scripts that have FRIENDLY_POSITION, support multiple entries using an AND clause.
#3 - MP Collection Per Turn Trigger for all AI events if its MP > XXX
#4 - VARIABLE_CONDITION allow a dummy value to be assigned their are many areas that their is no need for this and you are forced to then create identical events for Axis, Allies, War and Peace.
#5 - TACTICAL_CONDITION allow a dummy event for this as most countries you are forced to put their capital as the main point and then (for example) if used for production you loose your capital they would stop producing unless you can guess in your scripts where they are going. I was able to use a work around and use province 0,2 which has a town in Canada but it should not require something like this.
#6 - LINK= - AI Events, recommend support multiple Links with an OR clause for each of them so if any of the conditions are true then it fires. This may be a good feature to also add to other places to. It would help cut down on the duplicate events to handle conditions such as the winter war.
#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.
#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.
Known Bugs
#1 - (Confirmed by Devs) - Vichy France formation (as a major power, play with fog of war) ,toggle No Fog On/Off or switch Sides causes a crash.
-- Work Around Solution, wait one turn and it will work again.
#2 - Fortification.txt events accept multiple #GOAL_POSITION= with no crash or error. However when the AI completes the first #GOAL_POSITION= listed in the event it will ignore the rest. Suggestion is to support multiple #GOAL_POSITION= within the same event and only shut it down once all the #GOAL_POSITION= have forts or the rest of the trigger is no longer valid. This would help cut down the amount of events within the file as many can be grouped together.
#3 - (Devs Thinking About it) - - Simultaneous Turns - Weather keeps alternating even though the date is the same for both sides. When turns are simultaneous the weather should not change until the calendar date changes
#4 - (Confirmed by Devs) - Neutral major power AI wont transport troops into a minor country it controls.
#5 - (Removed)
#6 - AI does not know how to use Naval Bombers. It consistently tries to use it for Building up offensives and near land forces (in land) rather than using it near a coast or an island to attack enemy ships or to protect its convoy routes.
#7 - (Removed)
#8 - AI does not upgrade air units that are locked in place (guard command) and has a mission it can run. I have locked a Strategic bomber in the UK and it bombs Germany constantly but it has not been upgraded in the 2 years (in my sim) it has been their. I have ran several sims and it never gets upgraded (even though it can).
#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.
#10 - Garrison AI can't be assigned to X coordinate of 0 (thread provided with screenshot)
#11 - Surrendered Major powers that are collecting MP through minors can not research