Cad908
Posts: 1333
Joined: 10/9/2009 Status: offline
|
I had the same thought about creating a "template" for newbie allied AI players, even worked for a weekend on creating a save file for community critique. As I was doing more research, I came across some of the posts Andy, the AI developer, had about the scripting mechanism for play versus the AI. Apparently there are 12 different scripts for each side on each of the big scenarios. 6 of the scripts are described as "historical" and 6 are "non-historical" alternatives the AI could take. Hats off to Andy for all the work that required to program and now to maintain. (There is much interesting info in the AI thread) What that means for this discussion is, as I understand it, each time you start a new game the program selects the AI script that game will use. Thus, if we were to create a "template", it would run only the selected script each game. This would remove much of the unknown from an allied player and, I believe, destroy the appeal of the AI game. (I believe the same conditions would apply as a Japanese player against Allied AI) I suppose you could create multiple files by removing 11 scripts, starting a new game, save file and then change the script, rinse repeat. Then you could create 12 templates, but that would be a lot of work and I think would "game" the AI. Note, Andy has been very secretive about which scripts does what and wants to keep it that way. As always, I will defer to the devs if my understanding is wrong.
|