Mod for Allied AI (Full Version)

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shart1949 -> Mod for Allied AI (9/29/2020 8:32:08 PM)

Is it possible to create a mod which would give AI control to the non-American allies while allowing full control over the American forces? Better yet, how about some AI subordinates for the American Command-in-Chief? I just can't get behind having to control ALL aspects of the entire Allied forces! Way too much micromanagement. :)




Evoken -> RE: Mod for Allied AI (9/29/2020 8:36:03 PM)

Sadly what you want is not possible , although you can look for a Coop partner for your game where you control US forces and your partner controlls the rest. Quite fun experience , i would recommend it!




Kull -> RE: Mod for Allied AI (9/29/2020 11:53:45 PM)

Or you could just ignore your Allies completely. It's not like you need the British, Dutch, Chinese, and New Zealanders to win the war. Think about adding the Aussies to your control list, since they were part of the force structure in the American zone, but really, you could ignore them too. Anyway, it's not like the Japanese AI is going to sweep up anything too far beyond the historical limits (unless you are playing an Ironman scenario), so just play as the US and you'll scarcely notice the difference (at least as far as the outcome goes).




shart1949 -> RE: Mod for Allied AI (9/30/2020 12:00:48 AM)

Thanks for the replies. Kinda what I figured, but doesn't hurt to ask. I've always thought a subordinate structure similar to Hearts of Iron++, or even Distant Worlds Universe, would make the daunting task a bit easier. Oh well. Thanks again.




Alfred -> RE: Mod for Allied AI (9/30/2020 7:36:57 AM)


quote:

ORIGINAL: shart1949

Thanks for the replies. Kinda what I figured, but doesn't hurt to ask. I've always thought a subordinate structure similar to Hearts of Iron++, or even Distant Worlds Universe, would make the daunting task a bit easier. Oh well. Thanks again.



Trying to replicate the HOI approach is actually quite a difficult and lengthy coding exercise for an AE style of wargame.

Firstly, the computer opponent in HOI is much, much weaker than the AE computer opponent. Secondly, the area approach of HOI is much less demanding on CPU resources than the hex approach of AE. Thirdly, HOI has only a veneer of historical accuracy whereas AE is a very serious attempt at capturing the real historical capabilities which therefore would make play balancing the ahistorical scenarios which you want, quite challenging.

Classical WITP did allow for computer delegation but this was found to make the AI in AE quite unstable. Both the tactical AI and the scripts.

Alfred




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