Page 1 of 1

AI amphibious scripts

Posted: Sat Apr 26, 2025 1:26 pm
by El_Condoro
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.

Re: AI amphibious scripts

Posted: Tue Apr 29, 2025 3:23 pm
by Hubert Cater
I see the bug, thank you and this will be fixed for the next update, e.g. to have the parent Amphibious Warfare level apply to AI Amphibious Transport builds and planning.

Re: AI amphibious scripts

Posted: Thu May 01, 2025 10:58 am
by El_Condoro
Thanks, Hubert. That's great.

A suggestion that I would like to make for the amphibious scripts is for HQs to be added first and not last or when they are available. If that is desired, the amphibious_minor script is available. An amphibious assault without a HQ is a suicide mission in most cases and so they shouldn't be launched unless a HQ is available to be added to the buildup plan IMO.