AI scripting ideas
Posted: Wed Jun 13, 2018 6:00 am
If the AI scripting is anything like the Panzer Corps one, the following could be useful extras.
First, any unit with 0 ammo will resupply if possible, otherwise move away from enemy units it is in contact with. I've had 0 ammo guns march up to my troops when they could have resupplied.
Second, some add ons.
Hold (retire) X, Y. Same as hold (fire) except that when an enemy unit is in spotting range, the unit retires X hexes from the enemy. Where possible, the unit moves towards Zone Y (which can be left blank). This represents pickets and outposts not really intended to fight.
Patrol (retire) X, Y and Random Patrol (retire) X, Y. This represents scouting where combat is not intended.
Advance X, Y Unit moves X in direction of Zone Y. This is an alternative to the current instruction to move at full pace. This would allow some formation to be maintained while advancing with different paced units and to control the pace of attacks. It would behave as hold (attack) if enemy spotted.
Retreat X, Y. Much as advance, but the unit moves away from the enemy in a controlled manner. If attacked, it behaves as hold (fire) on the enemy turn.
Third
Allow change of AI scripts (and deployment) by Unit name as well as by zone.
Eg name 4 tanks 4th Panzer, and you can deploy 4th Panzer on turn X, then later change the script for 4th Panzer from hold (fire) to attack.
Of course I'd like this for Panzer Corps too.
First, any unit with 0 ammo will resupply if possible, otherwise move away from enemy units it is in contact with. I've had 0 ammo guns march up to my troops when they could have resupplied.
Second, some add ons.
Hold (retire) X, Y. Same as hold (fire) except that when an enemy unit is in spotting range, the unit retires X hexes from the enemy. Where possible, the unit moves towards Zone Y (which can be left blank). This represents pickets and outposts not really intended to fight.
Patrol (retire) X, Y and Random Patrol (retire) X, Y. This represents scouting where combat is not intended.
Advance X, Y Unit moves X in direction of Zone Y. This is an alternative to the current instruction to move at full pace. This would allow some formation to be maintained while advancing with different paced units and to control the pace of attacks. It would behave as hold (attack) if enemy spotted.
Retreat X, Y. Much as advance, but the unit moves away from the enemy in a controlled manner. If attacked, it behaves as hold (fire) on the enemy turn.
Third
Allow change of AI scripts (and deployment) by Unit name as well as by zone.
Eg name 4 tanks 4th Panzer, and you can deploy 4th Panzer on turn X, then later change the script for 4th Panzer from hold (fire) to attack.
Of course I'd like this for Panzer Corps too.