edsan
Posts: 37
Joined: 4/21/2011 Status: offline
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Thank you Ernie for your tremendous help.....and making me sweat a lot! I've never done any coding, so what's very easy for all the readers here is VERY stressing to me (now I know how little I know). But, following your guidance, I came up with the following. This example is for a 3 player turn with regime #0 and #2 being AIs with their aggressiveness increased from the normal of 100 to 80. I'm using the Alt Gfx Random game for 2.21k, then going into the editor to the event button. (Is there a way to save this event to quickly copy/paste it into each future game?) Please let me know if this is the correct way to do this. In particular I struggled with the "Check," "Execute," and "Empty" items below since they didn't show in your suggestion (I did use Early Start Turn). Usually I like to go with 8 players (7 being AIs). Would these 5 lines for each regime have to be repeated/typed in for all 7 AIs, OR, is there a simpler 'looping' to change all their ExecAIConservative numbers to the same value in an easy way? 0) Check: TempVar0 = = Check Turn 1) Check: CheckIfAI (0) Empty Empty 2) Execute: ExecAIConservative (0, 80) 3) End Check 4) End Check 5) Check: TempVar2 = = Check Turn 6) Check: CheckIfAI (2) Empty Empty 7) Execute: ExecAIConservative (2, 80) 8) End Check 9) End Check Again, many thanks for helping. I've wanted to pump up the AIs attacks for many years. In the game I just finished, an AI had multiple units of "999" armor strength in one hex and still wouldn't attack me. The dive bombers had to eventually destroy all that armor (it had no infantry with most of that armor).
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