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Axis AI
Posted: Tue Aug 16, 2011 6:23 pm
by Peter Stauffenberg
We will not make logic changes to the Axis AI now, but we will look into the following and want your advise.
1. Change Switzerland from strict neutral to pro-Axis in AI games. This means no more German DoW's upon Switzerland.
2. Spawn more Axis units at the game start if the game is an AI game.
For 2 I want your suggestions.
Where should we spawn extra Axis units. I need the unit type and hex location for each of the extra spawns.
We already have code for that to spawn 3 extra French garrisons in France if Allied AI. The reason is that the AI does't know how to sail garrisons from French North Africa or Corsica to France and to the front line.
Some suggestions could be the DAK in Libya (maybe near Benghazi), an extra German tactical bomber and/or fighter, 2 extra German mech units in western Germany. I'm not saying this is what we should go for. I just want to say that there are no limits to what we should do.
The goal is to make sure Germany can conquer France no later than August 1940. We also want the Germans to have a slightly better chance to get anywhere in Russia in 1941, but that is harder because extra units won't necessarily be sent to the front line.
The AI's main problem is not the lack of land units, but the knowledge of how to crack an enemy line and advance. So getting more air units will help because these will bombard front line units and increase the chance that these are eliminated.
Posted: Wed Aug 17, 2011 11:20 am
by Horseman
How about spawning extra units units on the eastern front when they DOW Russia? This could hopefully help the AI have the units in place...
Posted: Wed Aug 17, 2011 11:50 am
by pzgndr
For #1, consider making Switzerland non-DOWable and activate Denmark and Norway as Axis minors in April 1940?
For #2, those sound OK but I agree with Horseman that something more for Barbarossa is needed, based on other comments from Bern.
Where should we spawn extra Axis units. I need the unit type and hex location for each of the extra spawns. We already have code for that to spawn 3 extra French garrisons in France if Allied AI.
Now, how can modders do this too, unless you guys are manipulating source code? How can we set AI flags to work? It would be nice to adjust partisan chances for either Axis or Allied AI, or spawn extra units, etc.
There may be other AI unit spawnings worth considering. Like removing some Allied units at start (Russian defenders and British reserves in North Africa) but spawning these back if playing hth (if necessary) or when playing Allied AI. But again, how can modders do this themselves?
Posted: Wed Aug 17, 2011 10:02 pm
by Peter Stauffenberg
We're modding the source code to spawn extra units if the side is AI. You can test for certain variables and then make decisions when you load the game.
I can easily let the Axis gain access to Norway and Denmark in April 1940 if the Axis is AI, but then these countries should automatically get a German garrison in each city in each country. If not the Allied human player can pick the cities without opposition.
What I need is a list of units that should be spawned and where and when.
Then I can hardcode that these units spawn if you play against the AI.
E. g. we can spawn an extra German fighter and tactical bomber in central Germany in September 1939. We can spawn an extra German armor in western Germany in March 1940, a German armor near Benghazi in February 1941 and maybe 2 extra mech, 4 extra corps, an extra fighter and an extra tactical bomber in eastern Germany in May 1941.
That should give the Axis AI a slightly stronger punch.
Posted: Thu Aug 18, 2011 8:25 am
by Bern
This sounds very very promising. DAK in the area mentioned would be useful with as much support as possible, perhaps air? Currently N Africa is an Allied playground.
The most important change would be the spawning of additional ground and air units on the E Front in preparation for the invasion of Russia. If it is possible to intervene in the coding, there is also another area which could be looked at maybe. That is the use of the minor axis strength. At present they appear to be set mainly to guard against an invasion from Yugoslavia and also to guard their capitals. The result is that little or no support is available to Axis AGS. Would it be possible to change their priorities. The Yugo threat could be removed by making that country pro-Axis.
Thirdly I have modded start up to add additional uboat intervention in the Atlantic in 1939. This appears to add considerably to the problems of the UK in terms of its research/build up and certainly slows down the Allied effort.
Fourthly could I just ask that the calculations for the spawning of partisans be looked at. I've given examples elsewhere of how this appears to go awry especially in France.
I believe that any of the above, together with the modding I've got in place would actually provide for a much harder ride for the Allies.
Bern
Posted: Thu Aug 18, 2011 11:39 am
by pzgndr
We're modding the source code
I got that impression, that you were doing more than just using a special scenario editor.
Maybe reconsider how the game handles the general.txt file and think about moving some of those file parameters into the specific scenario files? Since we can create/save customized scenarios for either AI (eg, 1939_AxisAI) it makes sense to be able to set these AI-specific parameters into the scenario and not leave them in a single generic file. Just a thought.
If you can make the unit spawning editable (ie, so other modders can use this feature) that would be helpful.
Posted: Wed Aug 24, 2011 12:09 am
by pzgndr
E. g. we can spawn an extra German fighter and tactical bomber in central Germany in September 1939. We can spawn an extra German armor in western Germany in March 1940, a German armor near Benghazi in February 1941 and maybe 2 extra mech, 4 extra corps, an extra fighter and an extra tactical bomber in eastern Germany in May 1941.
Regarding GS v2.10, I'd say go ahead and do this? Specific hex locations in eastern Germany aren't too important. Maybe spawn another corps and some air support in Libya, and another U-boat for the Atlantic. I mean, it can't hurt. May as well give it a go and adjust some more later. Or modders can add additional at-start units as needed.
Posted: Thu Sep 08, 2011 8:16 pm
by Peter Stauffenberg
We've made some AI tweaks to at start unit strength and extra Axis units and added those to the beta version.
We're not experts on playing against the AI so we really need a few of you who play against the AI to volunteer to beta test these suggested changes to check how things are working and maybe suggest changes if needed.
We know that the AI will never be good at making offensive war, but we hope it should be easier for the AI to at least get some gains prior to Barbarossa as the Axis and be able to push a bit into Russia in 1941. Eventually a skilled Allied player will defeat the AI, but at least France should fall and the Russians will have to wait until 1942 before they can hope pushing the Germans back.
So please send me a PM with your login name and email address so we can add you as a beta tester.