I thought about a PLUGIN ... Last December, I made a little attempt ...
viewtopic.php?t=20409
When I saw that Amaris hit the "global limit", I looked at Universal Variables instead. I feared that Amaris hit the limit because all of the PLUGIN scripts used (and thus added to the total) many globals. So, with that in mind, I built this using only universal variables, except for the "gBombardment" which needs to be set to zero at the start, otherwise the AI will immediately cancel the strike ... in other words, the logic would never kick-start itself for the AI.
Currently, I only have two conditions for the AI to select targets ... (1) random unit, (2) random unit within LOS.
I left the code open for designers to create their own condition ... e.g. Hit an enemy Objective? If I was to create a PLUGIN, that logic would only be set (thus only work) for the VP plugin logic. User scripts that contain VP's using other logic wouldn't work. Granted, if it was set for plugin VP logic, it only seems logical that the designer would understand that it wouldn't work elsewhere. With that in mind, my plugin would need to split off and partially be included into the other plugins ... e.g. Player places a VP, then clicks a box next to it designating whether or not they want the AI to consider (or look) at this VP for Target Selection.
By itself, the scripts all work (even for MP) ... but more conditions need to be in place.
Another example would be the Airstrike Logic ...
The Airstrike Logic works best with Close Air Support planes, e.g. P47,Hurricane,Typhoon,Fw190,Stuka,and ME262.
It gets a little ugly with Medium Bombers, e.g. B26,He111 ... The arrival delay is longer, impact footprint larger, and aircraft won't "seek" a target.
It gets VERY ugly, if not harry, when you look at the B17 ... Same as medium bomber but with a devastating footprint!
So, for a PLUGIN to work correctly, the designer needs to control the Airstrike Logic a bit more, perhaps setting up level bomber targets manually (like setting VPs).
I can sit down and build conditions until I'm blue in the face

... but they need some kind of organization as well.
I was thinking about grouping conditions based on "Personality" ... e.g. wreckless, stupid, reserve, etc.
When you get a chance to look at the scripts you'll see how basic (and hopefully simple) they are.
They are built for random maps, to give the AI a simply little brain.
