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Need advice on MOD best suitable for vs.AI playing. Please.

 
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All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> Need advice on MOD best suitable for vs.AI playing. Please. Page: [1]
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Need advice on MOD best suitable for vs.AI playing. Ple... - 7/19/2019 4:34:47 AM   
demol

 

Posts: 8
Joined: 2/11/2011
Status: offline
Hello everybody.

I played this game almost 10 years ago (GC vs AI only and remember how helpless were AI scripts on long runs). Now I wants to play again. I entered this forum mod section and... feel myself completely lost.
Too many topics. No comphrensive lists and so all.. :(


I want to play GC Japan vs AI, from may'42 till the very end and I need community advices.

What would be best suitable mod for the next combo?

- scenario starting at may 42 (till the latest date possible)

- most throughtly updated allies AI scripts and behavior.

- map and other content expanded (till they are in touch with AI, i remember that first content and map modding in 2009 brokes AI and do not know anything about current situation)

- numerical overpowered lategeme allies would be nice too.


//
I really need help it this mess. :)
Thank you.
Post #: 1
RE: Need advice on MOD best suitable for vs.AI playing.... - 7/19/2019 5:58:27 AM   
Korvar


Posts: 813
Joined: 9/3/2014
Status: offline
The best AI scenarios (for either side) of which I'm aware are the "#100 series" scenarios developed by Andy Mac. I don't believe there is a May '42 start available for these particular AI scripts. I have not played them, so I can't be more specific than what I've heard about them.

I'm not sure about what 'other content' you're looking for. Any artwork enhancements you choose should be fine. As for the map, these scenarios use the stock map only.

_____________________________


(in reply to demol)
Post #: 2
RE: Need advice on MOD best suitable for vs.AI playing.... - 7/19/2019 6:55:48 AM   
demol

 

Posts: 8
Joined: 2/11/2011
Status: offline
Thank you!

I will search for '42 scenario there. :)

Any other help or advice appreciated.

//
about what 'other content' you're looking for
I mean extended map and databases rework.

Early RHS (yes, i already found latest version on forum, no '42 scenario unfortunately) was fantastic by worked out auxilary ships (RJW-era ironclad shelling Hong Kong - FY!), maps and so on, but brokes AI logic in many critical points. Just remembering, no offense for el cid. :)

(in reply to Korvar)
Post #: 3
RE: Need advice on MOD best suitable for vs.AI playing.... - 7/19/2019 11:30:23 AM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline
AndyMac created a series of Ironman Japan scenarios that I know Paxmondo plays.

Being an AFB, I play his Ironman scenarios made for Allied play against the AI and am not familiar with what the scenario numbers are for the Japanese against AI versions.

_____________________________

Hans


(in reply to demol)
Post #: 4
RE: Need advice on MOD best suitable for vs.AI playing.... - 7/19/2019 11:35:05 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
demol, read this thread.

http://www.matrixgames.com/forums/tm.asp?m=4257473

You can use the latest AI scripts from scen 100 for any mod you like.

(in reply to HansBolter)
Post #: 5
RE: Need advice on MOD best suitable for vs.AI playing.... - 7/19/2019 12:05:09 PM   
demol

 

Posts: 8
Joined: 2/11/2011
Status: offline

quote:

ORIGINAL: Yaab
You can use the latest AI scripts from scen 100 for any mod you like.


Thank you.
Would that scripts work with RHS as well?

(in reply to Yaab)
Post #: 6
RE: Need advice on MOD best suitable for vs.AI playing.... - 7/19/2019 12:16:58 PM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
ANY mod.

(in reply to demol)
Post #: 7
RE: Need advice on MOD best suitable for vs.AI playing.... - 7/19/2019 9:17:02 PM   
inqistor


Posts: 1813
Joined: 5/12/2010
Status: offline
quote:

ORIGINAL: demol


quote:

ORIGINAL: Yaab
You can use the latest AI scripts from scen 100 for any mod you like.


Thank you.
Would that scripts work with RHS as well?

AI will work only if #id of Bases in MOD are the same as their #id in source scenario. If they were changed, and especially if new Bases were added, script will behave weird.
Also, any new added LCU, and Air Unit will become static, because they are not included in AI scripts. Ships are used per type in TF, so any extra won't influence AI scripts. RHS is far too advanced MOD, so I don't think AI will work with it at all.

(in reply to demol)
Post #: 8
RE: Need advice on MOD best suitable for vs.AI playing.... - 7/20/2019 4:32:40 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Demol, inqistor is right. Technically, you can use the AI files for any mod. How the AI scripts will work is the matter of unit arrangement in the Editor. I guess the best thing is to update AI in the RHS mod and see for yourself if AI behavior is "normal" in the long run.

(in reply to inqistor)
Post #: 9
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