New AI Files (Full Version)

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Andy Mac -> New AI Files (4/8/2012 12:29:21 AM)

New AI script for the rotation

Improved both Allied and Japanese - works better on Ironman but will also work ok on Scen 1 and 2




Sardaukar -> RE: New AI Files (4/8/2012 12:40:08 AM)

Just to freak you out..any chance for DaBigBabes? [:D]




drw61 -> RE: New AI Files (4/8/2012 12:53:37 AM)

Thanks Andy!




Dan Nichols -> RE: New AI Files (4/8/2012 1:07:57 AM)

Would these AI files be better than the ones that came with the stock game for scenario 1 and 2?




Kitakami -> RE: New AI Files (4/8/2012 1:10:23 AM)

Many thanks!




drw61 -> RE: New AI Files (4/8/2012 1:14:04 AM)

IIRC when I start a new game ver the AI it randomly selects one of the aeiXXX.dat files, correct?
So if I want to choose the new aei010-20.dat do i just delete all the rest and only have the new one available for the scenario?
Thanks Daryl




Andy Mac -> RE: New AI Files (4/8/2012 1:32:29 AM)

yes corrct but its a single strateic option so I wouldnt leave it on its own in a mod

It has a specific Allied and Japanese early and late war strategic choice




tbothy -> RE: New AI Files (4/8/2012 6:43:46 AM)

just a question from a noob........Do the updated ai files and scenes from Andy mac go into the matrix patches or is it up to the individual to download from the forums to keep up to date.....




JeffroK -> RE: New AI Files (4/8/2012 9:41:21 AM)

Download it from the forum into the Scen Folder.

Might be a long time waiting for the next patch.




JeffroK -> RE: New AI Files (4/8/2012 9:43:48 AM)

Thanks Andy
It would be nice to get a tag somewhere to see what AI script was working, just to comment on the differences.




Andy Mac -> RE: New AI Files (4/8/2012 10:56:56 AM)

Ican find out by running it through the AI Debugger





aquila -> RE: New AI Files (4/8/2012 2:48:56 PM)

Is there an aei010-19.dat file? In my SCEN folder, it skips from 18 to 20.




HansBolter -> RE: New AI Files (4/8/2012 8:09:07 PM)

Andy, can I use this to update a current Ironman game or do I need a restart?




michaelm75au -> RE: New AI Files (4/9/2012 1:46:27 AM)


quote:

ORIGINAL: HansBolter

Andy, can I use this to update a current Ironman game or do I need a restart?

AI files are read on starting a new scenario game. Isn't possible to update in mid-game as AI is already executing the scripts.




Treetop64 -> RE: New AI Files (4/9/2012 5:36:20 AM)

Well, thank God I'm building a first turn for a new game right now!
Thanks, Andy, for the nice surprise.

[&o]




Andy Mac -> RE: New AI Files (4/9/2012 3:55:40 PM)

This is only one new AI variant file not a full set

Updated allied and japanese sides




janh -> RE: New AI Files (4/9/2012 6:35:25 PM)

Thanks! I won't ask what you changed. Let's see what new surprises you came up with!




Treetop64 -> RE: New AI Files (4/12/2012 1:07:03 AM)

Andy,

I just had a thought. I'm currently setting all the units on the board in a new game before clicking the first turn (non-historical first turn). About a week into this, I installed your new AI files. Now, I haven't actually started the first execution phase yet but does installing the new AI files at this point muddy things up as far as AI starting points is concerned (as opposed to installing the new AI files first, then selecting the scenario and start setting up units). Naturally, I hope it's OK, but if I have to back out and start setting up for a new scenario all over again, even though the first turn hasn't been executed yet, well then C'est la vie...

Thanks.




jcjordan -> RE: New AI Files (4/12/2012 10:58:13 PM)

I'm planning on doing a mod off of scen 1 where I'm getting rid of the 8th/9th AF as well as others of the late war European transfers of land units/ships. Will this be a major effect to the scipts or will it be able to handle it? Also what would I need to do to use the scripts in my scenario?




Andy Mac -> RE: New AI Files (4/13/2012 9:12:54 AM)

No it wont select an AI file but its not a full new set only one more for the rotation so its at best a 6% chance you would have drawn the new script anyway so I wouldnt restart for it
quote:

ORIGINAL: Treetop64

Andy,

I just had a thought. I'm currently setting all the units on the board in a new game before clicking the first turn (non-historical first turn). About a week into this, I installed your new AI files. Now, I haven't actually started the first execution phase yet but does installing the new AI files at this point muddy things up as far as AI starting points is concerned (as opposed to installing the new AI files first, then selecting the scenario and start setting up units). Naturally, I hope it's OK, but if I have to back out and start setting up for a new scenario all over again, even though the first turn hasn't been executed yet, well then C'est la vie...

Thanks.





Andy Mac -> RE: New AI Files (4/13/2012 9:14:07 AM)

Yes major impact on scripts for late war but most AI gamesdont get that far anyway

To use scripts change name of aeifile to whichver number you are using

quote:

ORIGINAL: jcjordan

I'm planning on doing a mod off of scen 1 where I'm getting rid of the 8th/9th AF as well as others of the late war European transfers of land units/ships. Will this be a major effect to the scipts or will it be able to handle it? Also what would I need to do to use the scripts in my scenario?





Andy Mac -> RE: New AI Files (4/13/2012 9:16:38 AM)

I had almost got a full set of new scripts before my melt down but lost the lot so I am now back and working on them but will be drip feeding them as updates rather than going big bang.

I am working at present on polishing up the Allied AI script in variant 108 which was the Japanese attack <CENSORED> and the Allied Counterattack with more weight via <CENSORED




Andy Mac -> RE: New AI Files (4/13/2012 9:19:32 AM)

ps as it takes about 10 man hours of polishing per script followed by about 100 comp hours of AI v AI testing to prove it works and debug it will not be a quick process to get more out so dont hold your breath !!!




Andrew Brown -> RE: New AI Files (4/13/2012 1:11:23 PM)

There is no way I would have time to do this myself, but I always thought that it would be a great idea to have one of the Japanese AI options be an attempt to invade Hawaii at the start of the war (or very soon after). If anyone ever contemplated doing an AI script for this there is some potentially useful info in this web page:

forum.axishistory.com/viewtopic.php?f=65&t=120787&hilit=OAHU INVASION

Andrew




jcjordan -> RE: New AI Files (4/13/2012 6:57:46 PM)


quote:

ORIGINAL: Andy Mac

Yes major impact on scripts for late war but most AI gamesdont get that far anyway

To use scripts change name of aeifile to whichver number you are using

quote:

ORIGINAL: jcjordan

I'm planning on doing a mod off of scen 1 where I'm getting rid of the 8th/9th AF as well as others of the late war European transfers of land units/ships. Will this be a major effect to the scipts or will it be able to handle it? Also what would I need to do to use the scripts in my scenario?




Agree as in my current game I won it in 9/44 but kept playing it just to see about late war things I might change.




JWE -> RE: New AI Files (4/13/2012 7:05:33 PM)


quote:

ORIGINAL: Andrew Brown
There is no way I would have time to do this myself, but I always thought that it would be a great idea to have one of the Japanese AI options be an attempt to invade Hawaii at the start of the war (or very soon after). If anyone ever contemplated doing an AI script for this there is some potentially useful info in this web page:

forum.axishistory.com/viewtopic.php?f=65&t=120787&hilit=OAHU INVASION

Andrew

Not sure that would work very well in a campaign scenario AI file; the canto et respondu scriptlings would need to be completely redone for at least 2 years worth of game time, and could be fairly easily overcome by an intelligent Allied player.

I think it is a superb idea for a short opening phase scenario, however. Would mean a significant rewrite of the opening day OOBs and also a significant rewrite of the opening day AI scriptlings, but nowhere near as extensive as a campaign rewrite. I'm sure that someone can come up with the AI scripts, if you are willing to provide a complete OOB for the Op, as well as the alternative operations (or lack thereof) in those places where the Hawaii troops are taken from. I'm thinking the full campaign map but only for a six month period (after all, one still must get the resources from the DEI). Also thinking of a HR that obviates the Japanese early war load/unload bonus (but you will have to allow us to modify your Ship and Class files) [8D]




treespider -> RE: New AI Files (4/13/2012 7:44:12 PM)


quote:

ORIGINAL: JWE
Also thinking of a HR that obviates the Japanese early war load/unload bonus (but you will have to allow us to modify your Ship and Class files) [8D]



Too bad the kitchen's closed, otherwise perhaps Michael could cook up a Scenario switch/toggle amphib bonus on/off....




Nikademus -> RE: New AI Files (4/13/2012 7:55:33 PM)


quote:

ORIGINAL: Andy Mac

ps as it takes about 10 man hours of polishing per script followed by about 100 comp hours of AI v AI testing to prove it works and debug it will not be a quick process to get more out so dont hold your breath !!!


Oy.....




Andy Mac -> RE: New AI Files (4/13/2012 8:03:15 PM)

:{ I also had a nearly working May script pre meltdown but I lost the lot




JWE -> RE: New AI Files (4/13/2012 8:39:26 PM)


quote:

ORIGINAL: treespider
quote:

ORIGINAL: JWE
Also thinking of a HR that obviates the Japanese early war load/unload bonus (but you will have to allow us to modify your Ship and Class files) [8D]

Too bad the kitchen's closed, otherwise perhaps Michael could cook up a Scenario switch/toggle amphib bonus on/off....

Don't I frikkin wish !! There is a way, but nothing that will get ported to stock (and I don't think it should). As modders, we need to accept the stock paradigm. Not to say we can't tweak it, but we can't dick with the code in a way that effects stock games. Just not cricket, iykwim.




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