Pocus wrote:It is not enough to dump a big stack somewhere and pray it can live on its own![]()

[SIZE="1"](Might explain why my amphibious invasions haven't had more success, though...

Gray_Lensman wrote:
Clovis has actually come up with what seems to be a workable solution in that Army HQs come pre-attached with the specific General if that side is being controlled by the AI, and not pre-attached if controlled by a human. Now if I can just manage to incorporate this idea into the vanilla scenarios, we'll have a somewhat better AI, until the AI too can be tweaked.
arsan wrote:Hi!
I also prefer to keep the Army HQ units and fix the AI on how to use them as well as helping her with some “only AI” events like the ones posted by Clovis.
I see the removal of Army HQ as only a last resort measure. And, hopefully, it seems that there are other options.
Another AI problem I think could be improved with a «AI only event» is Kentucky neutrality. On PBEM the vanilla events work Ok.
But Athena does not know that as the CSA, attacking that tempting lone militia of Paducah, or the one on Lexington as the USA, will cost her the whole KY state.
From my experience, she does it every time and she always lose KY giving the human player another advantage.
For play against the AI I think even a simple probability % event of KY seceding or not (like the Missouri one) will be fairer to Athena and more enjoyable to the player.
Regards!
arsan wrote:Hi
Yesterday i checked from the AI side (CSA) the 1.09e campaign i was playing until i found the HQ porblem reported before on this thread.
I saw that Athena was in fact building industries on a couple of states at that moment. And her WS production was decent (68 per turn i think, with 40% blocade).
But you are right about her transport capacity: it was exteremly low both on river and train and she was not investing anythig in this.leure:
Don't know if this is her usual behaviour or just bad luck on my game.
She also don't seems to like to invest on blocade runners.![]()
On the other side, she was very agressive on the use of the economic and conscription policies, including the print money option (her inflation was at 20% by april 62).
Probably she is right on this, as it seems to be the way good PBEM CSA players use to play![]()
Regards!
arsan wrote:Another AI problem I think could be improved with a «AI only event» is Kentucky neutrality. On PBEM the vanilla events work Ok.
But Athena does not know that as the CSA, attacking that tempting lone militia of Paducah, or the one on Lexington as the USA, will cost her the whole KY state.
From my experience, she does it every time and she always lose KY giving the human player another advantage.
Regards!
arsan wrote:Hi
On the other side, she was very agressive on the use of the economic and conscription policies, including the print money option (her inflation was at 20% by april 62).
Regards!
Gray_Lensman wrote:Outstanding!
Trying to reverse engineer your work is usually very challenging due to the multitude of items that you change to make things work together so well. I'm still trying to figure out how to possibly integrate your Kentucky rework into the vanilla scenarios. (Part of the delay however was due to real life work).
At the moment, I would like to place more emphasis on finishing the RR MOD work, before devoting time to other work, but I can already see that some of my time is going to be diverted to testing the new Cohesion/Attrition Beta Patch. I could defintely use additional beta tester help there also.
Regards
Rafiki wrote:GShock, seeing as div HQs were taken *out* of the game after much testing, long consideration and much discussion, I believe we'll never see them again.![]()
lodilefty wrote:If it helps, I have a version of Clovis' Kentucky 'system' that stands alone and is already in spreadsheet.![]()
I'm at "real work" right now, I can send it when I get home. I suggest that Clovis review it, as I tweaked it a little and may have lost something......
Gray_Lensman wrote:Simply put, the Army HQs are not going to be removed for reasons stated above. Once the AI is reworked and hopefully Clovis' changes implemented, most of the AI problems with Army HQs should be reasonably addressed.
Clovis wrote:Why not? But since I've made some light changes....
lodilefty wrote:So have I!![]()
![]()
Here 'tis.
It would need the event file name changed (line 3).
[INDENT][/INDENT]Otherwise, I think it's shamelessly stolen from your work circa 1-2 months ago...
- Game starts with KY unblocked, but it gets blocked turn 1 [I built this for April 61, so low likelyhood anybody can get into KY that quickly] This obviates need for recompiling scenarios, but makes it sort of useless for anything other than April 61. Easy to fix! Copy the blockstate=1 stuff into a setup or .inc file.....
- I put in some 'human vs. AI' logic so Athena doesn't get confused by the special units needed for the human interventions.
- I conslidated the 'redundant' commands [to unblock, pool sizes, etc.] so you can edit all at once.
- I put in logic to remove the 'intervention' units once KY is unblocked.
- I also fiddled with the units that can be purhased {pool sizes} and such....
![]()
bk6583 wrote:"Do you have the game with Lee besieged? I would like to check the decision making process he did."
Unfortunately, in the category of well, I started this game so I may as well finish it, I've advanced three turns beyond the surrender turn. Any way to retrieve that file so I could send it to you?
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