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AI - 11/18/2017 12:28:13 AM   
cosmoO

 

Posts: 15
Joined: 6/7/2017
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Forgive my ignorance...but I don't understand what it means when they say that there is no scrip written for the AI. some of the messages, say you can play the AI, but there are no scrips written.

Does that mean,that the you can play a scenario, but that the AI isn't developed to enough to play with a decent strategy.

Not programmer savvy, so kinda confused, before I decide to buy this game.

Thanx for any input...
Post #: 1
RE: AI - 11/18/2017 12:51:43 AM   
gbaby


Posts: 180
Joined: 2/2/2016
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Folks who want to play Single Player have always desired to have a challenging experience. AI programming is not all that easy, especially with an operational game like TOAW.

Saying that, the AI in TOAW is really good. Strong in offense, not so much in defense (in my opinion).

The "script" you are noticing means the AI can be strengthened by a scenario designer by adding PO instrunctions to assist. This is to direct the AI to specific objectives, etc.

I have played scenarios where the AI has beat me good even without the PO! However, scenarios with a PO tend to surprise you more, which is what folks really want.

There are also some situations the AI finds too challenging to give you a good play, even with PO. With TOAW IV, that may have been improved, such as naval games with island hopping, etc. I'll never know till I finally play those with TOAW IV.

So hope that helps. The AI is good by itself, you can enable it for any scenario for either side. With PO, its even better.

(in reply to cosmoO)
Post #: 2
RE: AI - 11/18/2017 2:34:11 AM   
ralphtricky


Posts: 6685
Joined: 7/27/2003
From: Colorado Springs
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Basic AI scripting is pretty simple, it's described in the manual, each formation has objectives you can set, this is the heart of the 'AI' The AI will try to advance or retreat along those tracks the best that it can. It's modified by things like whether or not it has global and local superiority and whether you may be flanking that formation. A good scenario has multiple 'tracks' for the units which may make the AI flank left, flank right or do something else based on conditions to make it less predictable. The scenario designer can also tell the AI how hard to push.

You can also have the AI fight some of your formations for you using many of the same tools for designing formation tracks and giving orders. I don't know how well it's documented, but you can also make changes to the formation paths and hit the X key and save off a '.ai' file to improve the current working of the AI if it's doing something really stupid. This is basically a list of objectives for each formation. It's a work in progress and I'm hoping to improve it when I get a chance. Some of the older scenarios could be improved a lot with better '.ai' files.

_____________________________

Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to gbaby)
Post #: 3
RE: AI - 11/18/2017 3:00:35 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
quote:

Some of the older scenarios could be improved a lot with better '.ai' files.

I'll see what I can do.

You store the *.ai file in the scenario specific folder in the GraphicsOverride folder right?

< Message edited by larryfulkerson -- 11/18/2017 3:01:25 AM >

(in reply to ralphtricky)
Post #: 4
RE: AI - 11/18/2017 3:26:15 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
quote:

hit the X key and save off a '.ai' file

If you do this while in the editor it saves a *.col file so I'm guessing you mean while you're in the
game.

(in reply to larryfulkerson)
Post #: 5
RE: AI - 11/18/2017 3:31:41 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
The AI file looks like something I can handle, XML.




Attachment (1)

(in reply to larryfulkerson)
Post #: 6
RE: AI - 11/18/2017 3:35:34 AM   
r6kunz


Posts: 1103
Joined: 7/4/2002
From: near Philadelphia
Status: offline
Larry, it looks like you are a couple of pay grades higher than I am.
Cheers
RAk

(in reply to larryfulkerson)
Post #: 7
RE: AI - 11/18/2017 3:38:47 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
quote:

ORIGINAL: HPT KUNZ
Larry, it looks like you are a couple of pay grades higher than I am.
Cheers
RAk

I used to be a professional computer programmer.

(in reply to r6kunz)
Post #: 8
RE: AI - 11/18/2017 8:15:35 AM   
JiminyJickers


Posts: 290
Joined: 10/4/2011
From: New Zealand
Status: offline
Thanks Ralph, interesting information. I want the game now but have to wait till pay day, haha.

(in reply to ralphtricky)
Post #: 9
RE: AI - 11/18/2017 8:23:43 AM   
Oberst_Klink

 

Posts: 4778
Joined: 2/10/2008
From: Germany
Status: offline
XML and other basic coding e.g. .PHP with Notepad++ is indeed a piece of cake.

I shall give it a try for Kharkov '43... once I am done with the refitting of all German HQs TO&E (still giving me headaches what to put into them!).

Klink, Oberst

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(in reply to larryfulkerson)
Post #: 10
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