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AI creation of fortifications - BUGGED - 11/22/2021 6:20:38 AM   
SittingDuck

 

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Joined: 9/1/2002
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So I have noticed that the scripting for fortifications vs what the engineers actually put out is woefully off.

1) The sides are sometimes two, when the script calls for one
2) The direction is often NOT the indicated facing direction

It should be 1 (north), 2 (northeast), and so on. What comes out is quite varied.

Bad compass?

Is this just super-old script that hasn't been updated?
Post #: 1
RE: AI creation of fortifications - BUGGED - 11/22/2021 1:00:00 PM   
BillRunacre

 

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Joined: 7/22/2013
Status: offline
Is this from specific scripts you're looking at in an official campaign, or in a mod you're working on?

I'm really asking in case you have any examples in mind that we can look and test?

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Post #: 2
RE: AI creation of fortifications - BUGGED - 11/22/2021 7:53:27 PM   
SittingDuck

 

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Joined: 9/1/2002
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Sure, it's from an addition to the default Fortification.txt file that I made.

France, after a quick fall of Warsaw. So you'd need to create an ENG unit for them:

{
#NAME= France Fortification (1)
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 40
#TRIGGER= 100
#GV= 1[1,100]
#LINK= 260[1]
#LEVEL= 0
; North
#EDGE= 1
#GOAL_POSITION= 91,42
#DATE= 1939/09/01
#FRIENDLY_POSITION= 90,43
#VARIABLE_CONDITION= 40 [2] [100] [0]
#TACTICAL_CONDITION= 90,43 [1]
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France Fortification (2)
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 40
#TRIGGER= 100
#GV= 1[1,100]
#LINK= 260[1]
#LEVEL= 0
; Northeast
#EDGE= 2
#GOAL_POSITION= 90,42
#DATE= 1939/09/01
#FRIENDLY_POSITION= 90,43
#VARIABLE_CONDITION= 40 [2] [100] [0]
#TACTICAL_CONDITION= 90,43 [1]
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France Fortification (3)
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 40
#TRIGGER= 100
#GV= 1[1,100]
#LINK= 260[1]
#LEVEL= 0
; North
#EDGE= 1
#GOAL_POSITION= 89,42
#DATE= 1939/09/01
#FRIENDLY_POSITION= 90,43
#VARIABLE_CONDITION= 40 [2] [100] [0]
#TACTICAL_CONDITION= 90,43 [1]
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France Fortification (4)
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 40
#TRIGGER= 100
#GV= 1[1,100]
#LINK= 260[1]
#LEVEL= 0
; Northeast
#EDGE= 2
#GOAL_POSITION= 91,43
#DATE= 1939/09/01
#FRIENDLY_POSITION= 90,43
#VARIABLE_CONDITION= 40 [2] [100] [0]
#TACTICAL_CONDITION= 90,43 [1]
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

(in reply to BillRunacre)
Post #: 3
RE: AI creation of fortifications - BUGGED - 11/22/2021 7:54:04 PM   
SittingDuck

 

Posts: 1166
Joined: 9/1/2002
Status: offline
I'm happy to run it through again and do a screenshot of the 'works' as they are assembled.

(in reply to SittingDuck)
Post #: 4
RE: AI creation of fortifications - BUGGED - 11/23/2021 6:50:41 AM   
Yvan1326

 

Posts: 38
Joined: 11/30/2020
Status: offline

quote:

ORIGINAL: SittingDuck

Sure, it's from an addition to the default Fortification.txt file that I made.

France, after a quick fall of Warsaw. So you'd need to create an ENG unit for them:

{
#NAME= France Fortification (1)
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 40
#TRIGGER= 100
#GV= 1[1,100]
#LINK= 260[1]
#LEVEL= 0
; North
#EDGE= 1
#GOAL_POSITION= 91,42
#DATE= 1939/09/01
#FRIENDLY_POSITION= 90,43
#VARIABLE_CONDITION= 40 [2] [100] [0]
#TACTICAL_CONDITION= 90,43 [1]
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France Fortification (2)
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 40
#TRIGGER= 100
#GV= 1[1,100]
#LINK= 260[1]
#LEVEL= 0
; Northeast
#EDGE= 2
#GOAL_POSITION= 90,42
#DATE= 1939/09/01
#FRIENDLY_POSITION= 90,43
#VARIABLE_CONDITION= 40 [2] [100] [0]
#TACTICAL_CONDITION= 90,43 [1]
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France Fortification (3)
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 40
#TRIGGER= 100
#GV= 1[1,100]
#LINK= 260[1]
#LEVEL= 0
; North
#EDGE= 1
#GOAL_POSITION= 89,42
#DATE= 1939/09/01
#FRIENDLY_POSITION= 90,43
#VARIABLE_CONDITION= 40 [2] [100] [0]
#TACTICAL_CONDITION= 90,43 [1]
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France Fortification (4)
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 40
#TRIGGER= 100
#GV= 1[1,100]
#LINK= 260[1]
#LEVEL= 0
; Northeast
#EDGE= 2
#GOAL_POSITION= 91,43
#DATE= 1939/09/01
#FRIENDLY_POSITION= 90,43
#VARIABLE_CONDITION= 40 [2] [100] [0]
#TACTICAL_CONDITION= 90,43 [1]
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

Hello
please, Would you share DE 260?
i'm interresting!

(in reply to SittingDuck)
Post #: 5
RE: AI creation of fortifications - BUGGED - 11/23/2021 8:51:30 AM   
BillRunacre

 

Posts: 4945
Joined: 7/22/2013
Status: offline

quote:

ORIGINAL: SittingDuck

I'm happy to run it through again and do a screenshot of the 'works' as they are assembled.


Hi SittingDuck

I would be interested to see it, because I've just run a quick test using these scripts and they've built them as expected, i.e. just one edge facing in the relevant direction.

So I'm intrigued to see how they might be built in any other way, and if so, why.

You could always email me the campaign plus maybe a saved turn to bill.runacre@furysoftware.com so I can look more directly at it.

Thanks

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Post #: 6
RE: AI creation of fortifications - BUGGED - 11/24/2021 1:53:16 AM   
SittingDuck

 

Posts: 1166
Joined: 9/1/2002
Status: offline
Right on. Will do.

The scenario is built as a reaction to 'what if' Germany takes down Warsaw far earlier than they did historically. The level of international panic increases, the French in particular move into a more fortified approach to their own defense. It's a 'what if' based on very ahistorical performance by the German AI.

Bill, are you able to go back and look at the turns as they happened (replay?), or do you mean you'd peek in on the scene as I save it? I am guessing the latter.

(in reply to BillRunacre)
Post #: 7
RE: AI creation of fortifications - BUGGED - 11/24/2021 8:27:53 AM   
BillRunacre

 

Posts: 4945
Joined: 7/22/2013
Status: offline
I wouldn't be able to rewind, so would need saves made as the game progresses.

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Post #: 8
RE: AI creation of fortifications - BUGGED - 12/1/2021 8:20:46 PM   
SittingDuck

 

Posts: 1166
Joined: 9/1/2002
Status: offline
I still intend to get to this, Bill. I did do a re-run and saw it did a north-facing fort properly, but then did a NE/SW dual-sided fort, as I had seen before. Which none of these scripts call for. I will run it again and save at that point. I think I got caught up in running something else down.

(in reply to BillRunacre)
Post #: 9
RE: AI creation of fortifications - BUGGED - 12/2/2021 8:50:22 AM   
BillRunacre

 

Posts: 4945
Joined: 7/22/2013
Status: offline
In my testing I set up a mini campaign with various fortification scripts, and set the delay to 1 turn so they were all built really quickly.

So it might be worth doing similar with the delay for your own testing purposes to speed up the process of finding out what might be going on.


< Message edited by BillRunacre -- 12/2/2021 8:56:40 AM >


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Post #: 10
RE: AI creation of fortifications - BUGGED - 12/3/2021 2:15:45 AM   
SittingDuck

 

Posts: 1166
Joined: 9/1/2002
Status: offline
Ah great idea. TY.

(in reply to BillRunacre)
Post #: 11
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