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AI Mods? - 2/2/2018 2:39:10 PM   
ironbmike

 

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Are there any mods out there that improve the AI? My main area of focus is the over-production by the AI. It produces so much that eventually it collapses after it is unable to supply its massive forces.

Is there any way to cap the AI at realistic/manageable levels of forces?
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RE: AI Mods? - 2/2/2018 2:51:09 PM   
Twotribes


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Havent found one I sometimes edit the game and give the AI supreme Hqs 99999999 supply.

(in reply to ironbmike)
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RE: AI Mods? - 2/2/2018 3:10:00 PM   
ernieschwitz

 

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I think the reason it is not producing enough supplies may be something very simple. You see Vic has programmed the AI (via event code) to try and produce enough supplies that it should have no problem. However not every place can produce supplies, which may indeed be the problem. If I am right, the AIs factory spam, is really the problem. It could be solved by letting Factories to produce Supplies... However that might also allow the AI to get more PPs... so be aware that it might be a tougher opponent you are going to face.

(in reply to Twotribes)
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RE: AI Mods? - 2/2/2018 4:06:11 PM   
ironbmike

 

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quote:

ORIGINAL: ernieschwitz

I think the reason it is not producing enough supplies may be something very simple. You see Vic has programmed the AI (via event code) to try and produce enough supplies that it should have no problem. However not every place can produce supplies, which may indeed be the problem. If I am right, the AIs factory spam, is really the problem. It could be solved by letting Factories to produce Supplies... However that might also allow the AI to get more PPs... so be aware that it might be a tougher opponent you are going to face.


Is there a way to slow/limit the factory spam?

If not, is it easy to allow factories to produce supplies?

I wonder if there is a way to simply set a hard limit for the amount of forces the AI can field.

(in reply to ernieschwitz)
Post #: 4
RE: AI Mods? - 2/2/2018 4:06:27 PM   
ironbmike

 

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quote:

ORIGINAL: Twotribes

Havent found one I sometimes edit the game and give the AI supreme Hqs 99999999 supply.


That's a good idea. Thanks.

(in reply to Twotribes)
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RE: AI Mods? - 2/2/2018 7:46:43 PM   
ernieschwitz

 

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quote:

Is there a way to slow/limit the factory spam?


Yes, there is event code controlling it. I do not remember which event, but you are able to read which off the Locations submenu (LT), in the editor, under each type of location.

quote:

If not, is it easy to allow factories to produce supplies?


This is much easier. It is just setting factories the ability to produce a certain item group. Probably a lot faster than doing event code, but less satisfying.

quote:

I wonder if there is a way to simply set a hard limit for the amount of forces the AI can field.


I am sure you could probably program it, in event code. Not sure exactly how.

Event code in this game is pretty much able to do anything, within the framework that the game has. It's one of the reasons why I love this game. You are almost able to create anything. It is very flexible.

(in reply to ironbmike)
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RE: AI Mods? - 2/2/2018 7:49:06 PM   
Twotribes


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Be warned I have seen Hqs go regular unit. Not sure if it is related to supplies.

(in reply to ernieschwitz)
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RE: AI Mods? - 2/2/2018 8:09:32 PM   
ironbmike

 

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quote:

ORIGINAL: ernieschwitz

quote:

Is there a way to slow/limit the factory spam?


Yes, there is event code controlling it. I do not remember which event, but you are able to read which off the Locations submenu (LT), in the editor, under each type of location.

quote:

If not, is it easy to allow factories to produce supplies?


This is much easier. It is just setting factories the ability to produce a certain item group. Probably a lot faster than doing event code, but less satisfying.

quote:

I wonder if there is a way to simply set a hard limit for the amount of forces the AI can field.


I am sure you could probably program it, in event code. Not sure exactly how.

Event code in this game is pretty much able to do anything, within the framework that the game has. It's one of the reasons why I love this game. You are almost able to create anything. It is very flexible.


Interesting. I'll have to play around with it to see what options I can come up with. The ultimate goal is to make an AI that behaves somewhat like a human.

(in reply to ernieschwitz)
Post #: 8
RE: AI Mods? - 2/2/2018 8:56:13 PM   
ernieschwitz

 

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quote:

The ultimate goal is to make an AI that behaves somewhat like a human.


Well, that is a lofty goal. I too tried to get the AI to do something similar to a human, in 2nd Civil War (A mod/scenario/game for ATG). It is harder than you think. I was not very proud of the result, but it passed as being ok, i think.

(in reply to ironbmike)
Post #: 9
RE: AI Mods? - 2/2/2018 11:10:25 PM   
Twotribes


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I play 2nd civil war even though it has a couple errors

(in reply to ernieschwitz)
Post #: 10
RE: AI Mods? - 2/2/2018 11:17:56 PM   
ernieschwitz

 

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yup, it does. Some of them would take a couple of days to correct. The code is really complex here and there. Especially the Partisan event and give back allied territory card.

(in reply to Twotribes)
Post #: 11
RE: AI Mods? - 2/3/2018 12:18:01 AM   
Twotribes


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Ya the give back territory doesnt work )

(in reply to ernieschwitz)
Post #: 12
RE: AI Mods? - 2/3/2018 12:38:04 AM   
ernieschwitz

 

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It does however have the most complex weather system I ever made...

(in reply to Twotribes)
Post #: 13
RE: AI Mods? - 2/8/2018 5:16:16 PM   
ironbmike

 

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quote:

ORIGINAL: ernieschwitz

It does however have the most complex weather system I ever made...


It's a great mod!

(in reply to ernieschwitz)
Post #: 14
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