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AntitankFile
 


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PostPosted: Sun Feb 14, 2016 7:17 pm Reply with quote Back to top

The computer AI will become a little smarter now.When its economy rate reach 300, it will recruit and unpack supply depot on the front line. WWII mode will be a surprise. Allies' campaign mode will be more difficult. The axis enemies will have more money and conscious activity. The max. map will be 896*896 for 12 players. Fix the no-flare bug for the German and Soviet's half-tracks when opening fire and morale technology bug( no effects on new recruits).
links:click here
 
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Schwieger
 


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PostPosted: Thu Apr 07, 2016 5:13 pm Reply with quote Back to top

The supply depots improvement is interesting indeed. I'm actually curious - what did you change? I've also been toying with the concept for myself, but I have other things I need to take into consideration as well with my mod.
 
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PostPosted: Mon May 09, 2016 1:39 am Reply with quote Back to top

Schwieger wrote:
The supply depots improvement is interesting indeed. I'm actually curious - what did you change? I've also been toying with the concept for myself, but I have other things I need to take into consideration as well with my mod.

Simple idea in template_sai_aa_armor:
[Unpacking]
{
base_priority = 1000
enemy_static_influence_mult = -10
enemy_dynamic_influence_mult = -10;;These two lines are the key. Minus means unpacking on the front line.
max_friendly_building_bonus = -500
max_friendly_building_bonus_per_building = -200
travel_distance_mult = 0
fuzzy_factor = 2
}
And I have updated my mod, still in that links. AI will unpack the supply depots on the front line when the ammo_rate is lower than 0 or building_limit_consumption reaches to 20. Moreover, AI will ALWAYS ATTACK, NEVER DEFEND! Have fun!
 
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Schwieger
 


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PostPosted: Tue May 10, 2016 10:32 am Reply with quote Back to top

AntitankFile wrote:
Schwieger wrote:
The supply depots improvement is interesting indeed. I'm actually curious - what did you change? I've also been toying with the concept for myself, but I have other things I need to take into consideration as well with my mod.

Simple idea in template_sai_aa_armor:
[Unpacking]
{
base_priority = 1000
enemy_static_influence_mult = -10
enemy_dynamic_influence_mult = -10;;These two lines are the key. Minus means unpacking on the front line.
max_friendly_building_bonus = -500
max_friendly_building_bonus_per_building = -200
travel_distance_mult = 0
fuzzy_factor = 2
}
And I have updated my mod, still in that links. AI will unpack the supply depots on the front line when the ammo_rate is lower than 0 or building_limit_consumption reaches to 20. Moreover, AI will ALWAYS ATTACK, NEVER DEFEND! Have fun!


Is there a way to set this up so supply depot recruitment and unpacking isn't linked directly to gamestate/economy? It would be nice if the AI would build depots from the very start of the match as well.
 
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AntitankFile
 


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PostPosted: Tue May 10, 2016 9:54 pm Reply with quote Back to top

Schwieger wrote:
AntitankFile wrote:
Schwieger wrote:
The supply depots improvement is interesting indeed. I'm actually curious - what did you change? I've also been toying with the concept for myself, but I have other things I need to take into consideration as well with my mod.

Simple idea in template_sai_aa_armor:
[Unpacking]
{
base_priority = 1000
enemy_static_influence_mult = -10
enemy_dynamic_influence_mult = -10;;These two lines are the key. Minus means unpacking on the front line.
max_friendly_building_bonus = -500
max_friendly_building_bonus_per_building = -200
travel_distance_mult = 0
fuzzy_factor = 2
}
And I have updated my mod, still in that links. AI will unpack the supply depots on the front line when the ammo_rate is lower than 0 or building_limit_consumption reaches to 20. Moreover, AI will ALWAYS ATTACK, NEVER DEFEND! Have fun!


Is there a way to set this up so supply depot recruitment and unpacking isn't linked directly to gamestate/economy? It would be nice if the AI would build depots from the very start of the match as well.


And I have updated my mod, still in that links. AI will unpack the supply depots on the front line when the ammo_rate is lower than 0 or building_limit_consumption reaches to 20. Moreover, AI will ALWAYS ATTACK, NEVER DEFEND! Have fun![/quote]

Is there a way to set this up so supply depot recruitment and unpacking isn't linked directly to gamestate/economy? It would be nice if the AI would build depots from the very start of the match as well.[/quote]

I have tried, but it looks like impossible. The unpacking function is used for all the trucks that can be unpacked. So I only have this idea. However, maybe we can increase more filters linked to gamestate/economy to increase recruiting supply depot frequency.
 
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Schwieger
 


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PostPosted: Thu May 12, 2016 10:08 am Reply with quote Back to top

Well... Damn. I'll see what I can do although my efforts for the time being will be focused elsewhere as far as supply is concerned. I will be looking into limiting ammunition for bunkers and regiments here shortly - something that, in all honestly, is long overdue for me to look into.
 
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88Nosebleed
 


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PostPosted: Thu May 26, 2016 7:21 am Reply with quote Back to top

I like the supply depot improvement but I am also curious as to what you changed to make the AI always attack and not defend?
 
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PostPosted: Tue May 31, 2016 8:29 pm Reply with quote Back to top

88Nosebleed wrote:
I like the supply depot improvement but I am also curious as to what you changed to make the AI always attack and not defend?

In template_sai.tgi, there are defend priority settings:

[DefendPriority]
{
fixed economic_value_exponent = 0.5
fixed economic_value_multiplier = 0;;before 2

fixed enemy_influence_exponent = 1
fixed enemy_influence_multiplier = 0;;.before 5

fixed friendly_border_influence_exponent = 1 ;; this is probably a bad idea.
fixed friendly_border_influence_multiplier = 0 ;; negative so it will decrease priority

fixed enemy_border_influence_exponent = 1
fixed enemy_border_influence_multiplier = 0;;.before 2

fixed enemy_forces_threat_distance = 80
fixed enemy_forces_bonus = 0;;before 3 ;; NOTE: actually a multiplier

fixed capture_risk_ratio = 1 ;; enemy influence / friendly influence
fixed capture_risk_bonus = 0;;before 2 ;; NOTE: actually a multiplier
}
 
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Schwieger
 


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PostPosted: Wed Jun 15, 2016 3:49 pm Reply with quote Back to top

@AntitankFile -

Have you looked at the projectile templates at all? I've been looking into them for the past few days and I came across a projectile spread feature that seems to work for the bomb templates but not any of the other ones? Are you familiar with these at all? Do you have any idea what might be preventing the other templates from actually accepting the projectile spread parameters?
 
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Gizmotron
 


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PostPosted: Thu Jun 16, 2016 10:52 pm Reply with quote Back to top

projectile spread definitely has an impact on the projectile animation. but I can't honestly say that it's made a huge difference in terms of where the damage gets delivered. when I changed the projectile spread for rockets from 0 to 10... the in game effect was pronounced. rockets would get lobbed over a very large area when compared to the original game. the projectile spread for bombs is 4... and anything smaller than 2 and it's really hard to see with the naked eye.
 
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Schwieger
 


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PostPosted: Fri Jun 17, 2016 4:21 pm Reply with quote Back to top

Gizmotron wrote:
projectile spread definitely has an impact on the projectile animation. but I can't honestly say that it's made a huge difference in terms of where the damage gets delivered. when I changed the projectile spread for rockets from 0 to 10... the in game effect was pronounced. rockets would get lobbed over a very large area when compared to the original game. the projectile spread for bombs is 4... and anything smaller than 2 and it's really hard to see with the naked eye.


That's peculiar. The spread for salvo ordnance (bombs, rockets, etc) appears to actually work with projectile spread. Singular ordnance (mortars, SPA, etc) seems not to. Will need to look into it though, because if you put the spread to say, 10, then the actual damage area for the bombs may still be overlapping with one another.
 
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PostPosted: Sat Jun 18, 2016 10:59 am Reply with quote Back to top

agreed. I believe the idea of spread was intended for volleys of multiple projectiles. my original intent in tampering with projectile spread was to make artillery LESS accurate. unfortunately, I never found a way to do that.

my experiments with enabling artillery to kill friendly units also failed-- because it meant that they would actively attack closer friendly units instead of enemy units that were farther away. (it just doesn't make sense to delivery huge artillery barrages right in the middle of friendly units and NOT have them get wiped out along with enemy units)
 
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Schwieger
 


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PostPosted: Tue Jun 28, 2016 3:22 am Reply with quote Back to top

Gizmotron wrote:
agreed. I believe the idea of spread was intended for volleys of multiple projectiles. my original intent in tampering with projectile spread was to make artillery LESS accurate. unfortunately, I never found a way to do that.

my experiments with enabling artillery to kill friendly units also failed-- because it meant that they would actively attack closer friendly units instead of enemy units that were farther away. (it just doesn't make sense to delivery huge artillery barrages right in the middle of friendly units and NOT have them get wiped out along with enemy units)


I've not made any progress and actually have been busy as well - I'll be looking back into this again in the coming weeks.

May need to end up having batteries deliver salvoes even if it's only two or three shells. Hmmmm.....
 
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