Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

AI Mods?

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> AI Mods? Page: [1]
Login
Message << Older Topic   Newer Topic >>
AI Mods? - 2/2/2018 2:39:10 PM   
ironbmike

 

Posts: 19
Joined: 1/22/2013
Status: offline
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?
Post #: 1
RE: AI Mods? - 2/2/2018 2:51:09 PM   
Twotribes


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
Status: offline
Havent found one I sometimes edit the game and give the AI supreme Hqs 99999999 supply.

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

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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)
Post #: 3
RE: AI Mods? - 2/2/2018 4:06:11 PM   
ironbmike

 

Posts: 19
Joined: 1/22/2013
Status: offline

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

 

Posts: 19
Joined: 1/22/2013
Status: offline

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)
Post #: 5
RE: AI Mods? - 2/2/2018 7:46:43 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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)
Post #: 6
RE: AI Mods? - 2/2/2018 7:49:06 PM   
Twotribes


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
Status: offline
Be warned I have seen Hqs go regular unit. Not sure if it is related to supplies.

(in reply to ernieschwitz)
Post #: 7
RE: AI Mods? - 2/2/2018 8:09:32 PM   
ironbmike

 

Posts: 19
Joined: 1/22/2013
Status: offline

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

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
Status: offline
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

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
Status: offline
Ya the give back territory doesnt work )

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

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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

 

Posts: 19
Joined: 1/22/2013
Status: offline

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
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> AI Mods? Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.188