Peter123 -> RE: Partial solution to convoy routing problem (7/7/2014 4:11:50 PM)
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Hi, I have modified the Grand Campaign scenario based on rmonical idea (a simplified version). I have created four ports in the Atlantic for British Colonies. They do not represent actual colonies (maybe Canada is the exception), but alternative routes for convoys to G.Britain. Impact in gameplay: Allied player: By choosing the port of departure, now has five main routes to send convoys from colonies to Great Britain. Choosing the arrival ports will give aditional "subroutes". Allied AI: the AI routine does not change. She randomly creates convoys from british colonies to a british port, crossing the Mediterranean; but for each such convoy, she will simultaneously create four convoys across the Atlantic to the same port. The original 20 production points sent across the mediterranean are changed to 6 points for each convoy (1 mediterr.+ 4 Atlantic). German player: Must cover more sea zones with raiders, to confront a major number of smaller and scattered convoys. German AI: I have changed nothing. Advices are welcome. I have uploaded only the needed files to overwrite into the Grand Campaign scenario folder (backup advised): Map.win: added four one hex isles on the verge of the atlantic for the new ports. cities.csv : setting the 4 new cities (ports) in the Atlantic. sea_nodes.csv: setting the 4 ports as sea nodes. sea_edges.csv: connecting the 4 ports to the adjacent sea nodes. events_41_british_colonies.xml: make the AI to send convoys across the Atlantic. event_files.txt : tells the game to read the modiffied british_colonies event file in the scenario folder, not the original one in the events folder, preserved. It is assumed that the scenario is in the default folder, otherwise you should edit the event_files.txt file. download [image]local://upfiles/34072/E670B593AB574B7680D4BAE2597A6AD4.jpg[/image]
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