AI amphibious scripts
Posted: Sat Apr 26, 2025 1:26 pm
I have been pulling what little of my hair remains out over this one and think I have found a bug!
I have set a minor AI country to launch an amphibious assault but it never fires, although the conditions are met. I swap sides and check that there is enough MPPs, enough transports (right-click on unit to embark), and there are. I am able to load them on transports as a player. But swap sides back and the script does not fire.
In testing, I have set the same conditions and the same thing happens but this is the fix - set the number of transports for the minor manually. If I do this, the script runs perfectly.
I have my minor inheriting its research and extra AV/AVL transports from amphibious research and, as I say, it works perfectly when a player controls the minor but the AI seems unable to use the available transports to load the amphib build.
In the standard 1944 game, Canada launches amphibious assaults on D-Day but it has a 4-1-1 build limit plus 5-3-3 from tech upgrades. It does not launch more than the 1 AVL on turn 1 and an AV on turn 2.
In short, the AI does not seem able to use extra transports/AV/AVLs that it gets from tech for minors.
I have set a minor AI country to launch an amphibious assault but it never fires, although the conditions are met. I swap sides and check that there is enough MPPs, enough transports (right-click on unit to embark), and there are. I am able to load them on transports as a player. But swap sides back and the script does not fire.
In testing, I have set the same conditions and the same thing happens but this is the fix - set the number of transports for the minor manually. If I do this, the script runs perfectly.
I have my minor inheriting its research and extra AV/AVL transports from amphibious research and, as I say, it works perfectly when a player controls the minor but the AI seems unable to use the available transports to load the amphib build.
In the standard 1944 game, Canada launches amphibious assaults on D-Day but it has a 4-1-1 build limit plus 5-3-3 from tech upgrades. It does not launch more than the 1 AVL on turn 1 and an AV on turn 2.
In short, the AI does not seem able to use extra transports/AV/AVLs that it gets from tech for minors.