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Integration of AI with TOAW IV boring script stuff.
Posted: Sun May 24, 2026 7:55 pm
by FellingerXZ
I have been making on off for the past months an Italy Cold war scenario, where its invaded by Soviet forces. Anyways what ive recently discovered is that my work is much faster if im having Gemini or any other AI due the OOB work for me, i give them the sources, and tell them to translate that into TOAW oob code. With the right parameters and code. Heres an example

Re: Integration of AI with TOAW IV boring script stuff.
Posted: Mon May 25, 2026 3:58 pm
by cathar1244
I'd like to write a script that converts comma separated data into an equipment file. Awk should be able to handle that.

Re: Integration of AI with TOAW IV boring script stuff.
Posted: Mon May 25, 2026 4:12 pm
by Curtis Lemay
My experience with AI hasn't been very good. Back when I was updating my Next War 1979 scenario, I tried asking chatGPT about various commanders I was having trouble finding. It gave me answers to all questions. Then I tried to verify its answers and found it was rubbish! Luckily I found an excellent source for Soviet commanders and got it done. The attached shows a suite of commands I was trying to find commanders for. In the spreadsheet, the first column is the command I asked about. The second column is chatGPT's answer. The third column is each commander's Wikipedia page info (none of them seemed to fit). The last column is the correct answer from the source shown. chatGPT was wrong on every question!
Re: Integration of AI with TOAW IV boring script stuff.
Posted: Mon May 25, 2026 11:36 pm
by Cpl GAC
Google has created Google LLM and if you put all the information you know - including where to look it will do a better job.
So, basically we are teaching it how to surf itself like a professional...
Re: Integration of AI with TOAW IV boring script stuff.
Posted: Tue May 26, 2026 12:25 am
by Curtis Lemay
Cpl GAC wrote: Mon May 25, 2026 11:36 pm
Google has created Google LLM and if you put all the information you know - including where to look it will do a better job.
So, basically we are teaching it how to surf itself like a professional...
If I knew where to look I wouldn't need any help from AI.

Re: Integration of AI with TOAW IV boring script stuff.
Posted: Tue May 26, 2026 6:42 am
by FellingerXZ
WW2.dk is a great site for pact orbats, anyways personally AI has worked for me, because doing equipment is really simple but just takes long, so with a few instructions its doing well. Im not using it for anything other toaw related
Re: Integration of AI with TOAW IV boring script stuff.
Posted: Tue May 26, 2026 1:46 pm
by Lobster
Regarding Victor Dubynin.
1964 as commander of a training tank platoon in the 178th Training Tank Regiment of the 45th Guards Training Tank Division.
October 1971, he took command of a tank battalion in the 32nd Tank Regiment of the 29th Tank Division, Belorussian Military District
In December 1972, Dubynin completed the Higher Officer "Vystrel" Courses named after Marshal B. M. Shaposhnikov.
From August 1975 to August 1976 deputy commander of the 93rd Guards Tank Regiment in the 29th Tank Division.
August 1976 32nd Tank Regiment in the 29th Tank Division.
November 1976, he graduated from the Military Academy of Armored Forces named after R. Ya. Malinovsky in 1978.
December 1979 8th Guards Tank Division in the Belorussian Military District.
1981 Cadet at the Far Eastern Higher Tank Command School in Blagoveshchensk, Amur Oblast.
Enrolled at the Military Academy of the General Staff in September 1982 and was promoted to major general in December 1982 by decree of the USSR Council of Ministers. He graduated in June 1984 and was appointed first deputy commander of the 32nd Army in the Central Asian Military District.
So you see, he was most certainly in command of troops well before 1986. Just not the one you were looking for.
Regarding AI. If someone is doing research for a scenario, relying on one source is not advisable. Even the most highly regarded sources can be wrong especially concerning the Soviets where multiple contradictions exist.
Re: Integration of AI with TOAW IV boring script stuff.
Posted: Tue May 26, 2026 1:59 pm
by Cpl GAC
FellingerXZ wrote: Tue May 26, 2026 6:42 am
...because doing equipment is really simple but just takes long...
Try right clicking on a Formation by mistake in the Force Editor and tell me the whole neighborhood can't hear you scream.
I believe entering Units is the 7th circle of hell, and it's going to get even more complicated with the Hierarchy module/version. Its the 1st sub-ring of the 7th circle; violence against neighbors, and, entering Units and setting all the relationships takes the rest of eternity.
Re: Integration of AI with TOAW IV boring script stuff.
Posted: Tue May 26, 2026 2:19 pm
by Lobster
Curtis Lemay wrote: Tue May 26, 2026 12:25 am
Cpl GAC wrote: Mon May 25, 2026 11:36 pm
Google has created Google LLM and if you put all the information you know - including where to look it will do a better job.
So, basically we are teaching it how to surf itself like a professional...
If I knew where to look I wouldn't need any help from AI.
I don't see Grachyov at all under 2nd Guards Tank Army:
https://www.armedconflicts.com/2-gardov ... 515#611402
Oh wait. Is that him?

- ScreenHunter 521.jpg (34.95 KiB) Viewed 844 times
Re: Integration of AI with TOAW IV boring script stuff.
Posted: Tue May 26, 2026 6:40 pm
by golden delicious
Curtis Lemay wrote: Mon May 25, 2026 4:12 pm
My experience with AI hasn't been very good. Back when I was updating my Next War 1979 scenario, I tried asking chatGPT about various commanders I was having trouble finding. It gave me answers to all questions. Then I tried to verify its answers and found it was rubbish!
AI is not a good way to find specific information like this if you couldn't find it through a normal search. AI is very good at the job OP identified which is turning unstructured into structured data. It's also very good at writing code.
Having said that based on the screenshot provided the model is probably missing a lot of less obvious stuff that should go in the unit. A mechanised brigade with APCs and IFVs but no infantry?
What one needs in a game like TOAW is a unit type concept which is essentially a template that you can stamp out as many times as you like and then vary the local stats. If you realise you made a mistake, modify the template and it will pass the changes on to each copy with the option to keep or override local variations. But this is probably not going to be coming to TOAW as it would require structural changes.