Sounds like an issue with the AI script.
Which mod if any are you using.
Do you modify the script files?
Pay particular close attention to 19 minute mark.
It really defines how to setup AI to have a good middle game.
I will save this video and replay 19 minute mark over and over till it sinks in for me....
There is a form an alliance with other AI if player is close.
I copied down AI's methods and strategies listed below:
Mission_Move
Mission_Retreat
Mission_Guard
Mission_Sticky
Mission_Enter
Mission_Capture
Mission_Harvest
Mission_Guard_Area
Mission_Return
Mission_Stop
Mission_Ambush
Mission_Hunt
Mission_Timed_Hunt
Mission_Unload
Mission_Sabotage
Mission_Construction
Mission_Deconstruction
Mission_Repair
Mission_Rescue
Mission_Missile
Action_None
Action_Move
Action_Nomove
Action_Enter
Action_Self
Action_Attack
Action_Harvest
Action_Select
Action_Toggle_Select
Action_Capture
Action_Repair
Action_Sell
Action_Sell_Unit
Action_No_Sell
Action_No_Repair
Action_Sell
Action_Sell_Unit
Action_No_Sell
Action_No_Repair
Action_Sabotage
Action_Ion
Action_Artillery_Strike
Action_Air_Strike
Action_Guard_Area
Action_Toggle_Primary
Action_No_Deploy
Queue_Move
State_Buildup
State_Broke
State_Threatened
State_Attacked
State_Endgame
Build_Power
Build_Defense
Build_Income
Build_Engineer
Build_Offense
Fire_Sale
Raise_Money
Raise_Power
Lower_Power
Attack
To get a better Middle game:
It is recommended to get average of other players in game: Cities, Number of units, type of units. This way the AI can try and cope with your builds.
So you could make a sliding bar or button menu to increase\decrease skill level of EDCE AI.
A General that is cautious, so he builds up first and has a rudimentary defensive guard unit watching over clump of cities while a hunt\attack group is formed later to seek out targets of opportunity. Or an overly aggressive Ai that risks it all. Or something in between.
You could assign skill level based on the name of the random general name. Just place General names into appropriate array of Cautious, Aggressive, etc...
Units are given a fear algorythym based on damage, units in their group that have been killed and type of unit doing the killing.
Hi Kuokkanen, you can download a pre-alpha update release here.
https://drive.google.com/file/d/1JVdoVW8S6M3R1AZ0Efpqt6vRuDeHjTes/view?usp=sharing
When Alpha release is ready I will notify you.
If you need help installing shoot me a message. It might take a few days before I can get back to you, but I will assist you as best I can.
There is no readme text on how to install.
If you have not installed a mod before you'll probably need assistance.
I've included a quick search for common typos in editing an AI script.
When your done editing your AI scripts run the below common typos this will help you quickly clean up your scripts of common errors.
Take these example lines:
[SAI_ROE & SAI_ROE] this may end up being a tedious search - as all [SAI_ROE] will be processed, but it will be a quick way to step through your search. Scrolling through "freehand" with a mouse may allow you to miss a typo.
[SAI_ROE[ this may get you accurately to all the typos with a missing "]".
Example: You would enter into your text editor: [SAI_ROE[ then search for any anomalies and replace any if found.
(Sometimes these can be tedious and your mind can wander. Try and focus, before you know it, everything starts blending together.) If you run the checks below, you will be certain of a cleaner script. It's what I use to double check my work.
Here is one set to be mindful of:
(GE) Greater than or equal to
[GE] The General unit
(*Caution* There are words like RANGE, AGE, PORTAGE and ENGAGEMENT that have GE in them,)
Below are many different typo generating mistakes I've encountered...
------------------------------------
Typical ROE condition specific check search for errors.
------------------------------------
))
((
[[
]]
SAI_ROE] [SAI_ROE [SAI_ROE[
SAI_ROE_PRI] [SAI_ROE_PRI [SAI_ROE_PRI[
SAI_ROE_DEF] [SAI_ROE_DEF [SAI_ROE_DEF[
]ME] ME] [ME [ME[
]FE] FE] [FE [FE[
]EV] EV] [EV [EV[
]NA] NA] [NA [NA[
)EQ) EQ) (EQ (EQ(
)TYPE) TYPE) (TYPE (TYPE(
)HOST) HOST) (HOST (HOST(
)PEFF) PEFF) (PEFF (PEFF(
)PLY) PLY) (PLY (PLY(
)NEUT) NEUT) (NEUT (NEUT(
)MAN) MAN) (MAN (MAN(
)COMP) COMP) (COMP (COMP
)DMG) DMG) (DMG (DMG(
)RNG) RNG) (RNG (RNG(
)LVL) LVL) (LVL (LVL(
)A) A) (A (A(
)O) O) (O (O(
)T) T) (T (T(
)F) F) (F (F(
)DIS) DIS) (DIS (DIS(
)UNIT) UNIT) (UNIT (UNIT(
)NE) NE) (NE (NE(
)LE) LE) (LE (LE(
)LT) LT) (LT (LT(
)GE) GE) (GE (GE(
)GT) GT) (GT (GT(
)SB) SB) (SB (SB(
)GR) GR) (GR (GR(
)OF) OF) (OF (OF(
)OB) OB) (OB (OB(
)RE) RE) (RE (RE(
------------------------------------
Standard AI unit name search. (Not default AI script? Provide your own mod specific unit names.)
]GE] GE] [GE [GE[ (TYPE) (EQ) (GE)(TYPE) (EQ) (GE)
]IN] [IN IN] [IN[ (TYPE) (EQ) (IN)(TYPE) (EQ) (IN)
]EN] [EN EN] [EN[ (TYPE) (EQ) (EN)(TYPE) (EQ) (EN)
]AR] [AR AR] [AR[ (TYPE) (EQ) (AR)(TYPE) (EQ) (AR)
]FI] [FI FI] [FI[ (TYPE) (EQ) (FI)(TYPE) (EQ) (FI)
]BO] [BO BO] [BO[ (TYPE) (EQ) (BO)(TYPE) (EQ) (BO)
]AT] [AT AT] [AT[ (TYPE) (EQ) (AT)(TYPE) (EQ) (AT)
]LA] [LA LA] [LA[ (TYPE) (EQ) (LA)(TYPE) (EQ) (LA)
]HA] [HA HA] [HA[ (TYPE) (EQ) (HA)(TYPE) (EQ) (HA)
]AA] [AA AA] [AA[ (TYPE) (EQ) (AA)(TYPE) (EQ) (AA)
]TK] [TK TK] [TK[ (TYPE) (EQ) (TK)(TYPE) (EQ) (TK)
]SB] [SB SB] [SB[ (TYPE) (EQ) (SB)(TYPE) (EQ) (SB)
]PB] [PB PB] [PB[ (TYPE) (EQ) (PB)(TYPE) (EQ) (PB)
]DE] [DE DE] [DE[ (TYPE) (EQ) (DE)(TYPE) (EQ) (DE)
]CR] [CR CR] [CR[ (TYPE) (EQ) (CR)(TYPE) (EQ) (CR)
]BB] [BB BB] [BB[ (TYPE) (EQ) (BB)(TYPE) (EQ) (BB)
]AC] [AC AC] [AC[ (TYPE) (EQ) (AC)(TYPE) (EQ) (AC)
]TR] [TR TR] [TR[ (TYPE) (EQ) (TR)(TYPE) (EQ) (TR)
]SU] [SU SU] [SU[ (TYPE) (EQ) (SU)(TYPE) (EQ) (SU)
]SS] [SS SS] [SS[ (TYPE) (EQ) (SS)(TYPE) (EQ) (SS)
]SD] [SD SD] [SD[ (TYPE) (EQ) (SD)(TYPE) (EQ) (SD)
]HE] [HE HE] [HE[ (TYPE) (EQ) (HE)(TYPE) (EQ) (HE)
]SC] [SC SC] [SC[ (TYPE) (EQ) (SC)(TYPE) (EQ) (SC)
]ST] [ST ST] [ST[ (TYPE) (EQ) (ST)(TYPE) (EQ) (ST)
]PT] [PT PT] [PT[ (TYPE) (EQ) (PT)(TYPE) (EQ) (PT)
]FT] [FT FT] [FT[ (TYPE) (EQ) (FT)(TYPE) (EQ) (FT)
]CI] [CI CI] [CI[ (TYPE) (EQ) (CI)(TYPE) (EQ) (CI)
]AB] [AB AB] [AB[ (TYPE) (EQ) (AB)(TYPE) (EQ) (AB)
]OF] [OF OF] [OF[ (TYPE) (EQ) (OF)(TYPE) (EQ) (OF)
]SP] [SP SP] [SM[ (TYPE) (EQ) (SM)(TYPE) (EQ) (SM)
]SM] [SM SM] [SM[ (TYPE) (EQ) (SM)(TYPE) (EQ) (SM)
]LM] [LM LM] [LM[ (TYPE) (EQ) (LM)(TYPE) (EQ) (LM)
]SN] [SN SN] [SN[ (TYPE) (EQ) (SN)(TYPE) (EQ) (SN)
]LN] [LN LN] [LN[ (TYPE) (EQ) (LN)(TYPE) (EQ) (LN)
------------------------------------
CHECK_AI_SCRIPT
I've included a quick search for common typos in editing an AI script.
When your done editing your AI scripts run the below common typos this will help you quickly clean up your scripts of common errors.
Take these example lines:
[SAI_ROE & SAI_ROE] this may end up being a tedious search - as all [SAI_ROE] will be processed, but it will be a quick wat yo step through your search. Scrolling through "freehand" with a mouse may allow you to miss a typo.
[SAI_ROE[ this may get you accurately to all the typos with a missing "]".
Example: You would enter into your text editor: [SAI_ROE[ then search for any anomalies and replace any if found.
(Sometimes these can be tedious and your mind can wander. Try and focus, before you know it, everything starts blending together.) If you run the checks below, you will be certain of a cleaner script. It's what I use to double check my work.
Here is one set to be mindful of:
(GE) Greater than or equal to
[GE] The General unit
(*Caution* There are words like RANGE, AGE, PORTAGE and ENGAGEMENT that have GE in them,)
Below are many different typo generating mistakes I've encountered...
------------------------------------
Typical ROE condition specific check search for errors.
------------------------------------
))
((
[[
]]
SAI_ROE] [SAI_ROE [SAI_ROE[
SAI_ROE_PRI] [SAI_ROE_PRI [SAI_ROE_PRI[ [SAI_ROE_PRI[
SAI_ROE_DEF] [SAI_ROE_DEF [SAI_ROE_DEF[
]ME] ME] [ME [ME[
]FE] FE] [FE [FE[
]EV] EV] [EV [EV[
]NA] NA] [NA [NA[
]EQ) EQ) (EQ (EQ(
)TYPE) TYPE) (TYPE (TYPE(
)HOST) HOST) (HOST (HOST(
)PEFF) PEFF) (PEFF (PEFF(
)PLY) PLY) (PLY (PLY(
)NEUT) NEUT) (NEUT (NEUT(
)MAN) MAN) (MAN (MAN(
)COMP) COMP) (COMP (COMP
)DMG) DMG) (DMG (DMG(
)RNG) RNG) (RNG (RNG(
)LVL) LVL) (LVL (LVL(
)A) A) (A (A(
)O) O) (O (O(
)T) T) (T (T(
)F) F) (F (F(
)DIS) DIS) (DIS (DIS(
)UNIT) UNIT) (UNIT (UNIT(
)NE) NE) (NE (NE(
)LE) LE) (LE (LE(
)LT) LT) (LT (LT(
)GE) GE) (GE (GE(
)GT) GT) (GT (GT(
)SB) SB) (SB (SB(
)GR) GR) (GR (GR(
)OF) OF) (OF (OF(
)OB) OB) (OB (OB(
)RE) RE) (RE (RE(
------------------------------------
Standard AI unit name search. (Not default AI script? Provide your own mod specific unit names.)
]GE] GE] [GE [GE[
]IN] [IN IN] [IN[
]EN] [EN EN] [EN[
]AR] [AR AR] [AR[
]FI] [FI FI] [FI[
]BO] [BO BO] [BO[
]AT] [AT AT] [AT[
]LA] [LA LA] [LA[
]HA] [HA HA] [HA[
]AA] [AA AA] [AA[
]TK] [TK TK] [TK[
]SB] [SB SB] [SB[
]PB] [PB PB] [PB[
]DE] [DE DE] [DE[
]CR] [CR CR] [CR[
]BB] [BB BB] [BB[
]AC] [AC AC] [AC[
]TR] [TR TR] [TR[
]SU] [SU SU] [SU[
]SS] [SS SS] [SS[
]SD] [SD SD] [SD[
]HE] [HE HE] [HE[
]SC] [SC SC] [SC[
]ST] [ST ST] [ST[
]PT] [PT PT] [PT[
]FT] [FT FT] [FT[
]CI] [CI CI] [CI[
]AB] [AB AB] [AB[
]OF] [OF OF] [OF[
]SP] [SP SP] [SP[
]SM] [SM SM] [SM[
]LM] [LM LM] [LM[
]SN] [SN SN] [SN[
]LN] [LN LN] [LN[
------------------------------------
AI scripts are finished, these scripts will be called ww2_intermediate_lite.
I will be testing these scripts in a game with 60 players and a 300 x 300 map.
220 turns into game play and no hang or crash yet. It's looking good for now.
When I'm satisfied with it, I will make all new updated material ready for download.
Stay tuned...
~Weasel
A word to modders:
The creation of a new more intensive AI script is time consuming and it requires a great deal of concentration. Not to mention a well crafted logic progression will help speed the in-game process.
A recommended way to approach the Creation of scripts is to work on one unit at a time in it's own encapsulated text editor. I would strongly suggest don't make edits within a complete AI script - this can lead to unintentional headaches. When done with your units ROE conditions, copy all of the text and paste within the AI script.
One issue that commonly arises is the duplication of ROE lines.
This result will cause your game to hang somewhere between game 90 to 300.
This is at the point the AI goes from Neutral capture to full blown expansion against others.
This is due to additional units being created and with this new production range, it will reveal the flaw that is your duplicated line(s) within the AI script and hang your game session..
If the game crashes it may more likely be a game engine issue.
However if your sloppy with AI ROE definitions then who knows what outcome you may get. Possibly the game session will not load.
Anyways, enough of the word to the wise. Go out there and have a blast making your own custom scripts.
I put up a how to create an AI script on the forum - for those focusing on what they can do right now to get more game from AI.
On a side note, I have figured out ways to make the AI better. Still yet to post further info - but it'll go into how to create thread.
Now for some serious thought, running off the existing standard AI script/enhanced AI - I think I'm onto how to make those AI scripts perform better - but this will take place when I get into the AI DLL.
I'm glad I took the time to push the upper limits of the AI script - because I see now what you can do today to perform enhancements and now I see what to do tomorrow to incrementally step up Rules of Engagement. A few simple additions may help setup a programmable algorithm on the modder side of creating a AI scripts goes.
I want to run this course before attempting a more grandiose step. I should learn more about what I can do and even still give me a better insight.
I gotta shoot mok a message in a few days, as to what I'm seeing that can be done to possibly get a more robust AI experience.
-----------------------------------------------------------------
Below is a complete set of conditions pertaining to the General.:
#////////////////////////////////////////////////
# GE = General
#////////////////////////////////////////////////
[SAI_ROE][GE][(A)(LVL)(NE)(OF)(LVL)(NE)(GR)][NA]
[SAI_ROE][GE][(A)(DIS)(GT)(1)][NA]
[SAI_ROE][GE][(O)(TYPE)(EQ)(AT)](TYPE)(EQ)(F0)(TYPE)(EQ)(SU)(TYPE)(EQ)(SS)(TYPE)(EQ)(SD)(TYPE)(EQ)(X1)(TYPE)(EQ)(X2)(TYPE)(EQ)(X3)][NA]
[SAI_ROE][GE][(O)(TYPE)(EQ)(T6)](TYPE)(EQ)(TR)(TYPE)(EQ)(T8)(TYPE)(EQ)(T9)][NA]
[SAI_ROE][GE][(O)(TYPE)(EQ)(FI)(TYPE)(EQ)(BO)(TYPE)(EQ)(F8)(TYPE)(EQ)(F4)(TYPE)(EQ)(F1)][EV]
[SAI_ROE][GE][(O)(TYPE)(EQ)(CG)(TYPE)(EQ)(BB)(TYPE)(EQ)(S8)(TYPE)(EQ)(CR)(TYPE)(EQ)(S5)(TYPE)(EQ)(DE)(TYPE)(EQ)(S2)(TYPE)(EQ)(PB)(TYPE)(EQ)(AC)][EV]
[SAI_ROE][GE][(O)(TYPE)(EQ)(A2)(TYPE)(EQ)(AR)(TYPE)(EQ)(A4)(TYPE)(EQ)(A6)(TYPE)(EQ)(M2)(TYPE)(EQ)(CG)][NA]
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(MAN)(TYPE)(EQ)(A1)(UNIT)(EQ)(T)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(A1)(UNIT)(EQ)(T)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(MAN)(TYPE)(EQ)(A1)(UNIT)(EQ)(F)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(A1)(UNIT)(EQ)(F)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(V7)(PLY)(EQ)(MAN)(TYPE)(EQ)(V7)(UNIT)(EQ)(T)(TYPE)(EQ)(V7)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(V7)(PLY)(EQ)(COMP)(TYPE)(EQ)(V7)(UNIT)(EQ)(T)(TYPE)(EQ)(V7)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(V7)(PLY)(EQ)(MAN)(TYPE)(EQ)(V7)(UNIT)(EQ)(F)(TYPE)(EQ)(V7)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(V7)(PLY)(EQ)(COMP)(TYPE)(EQ)(V7)(UNIT)(EQ)(F)(TYPE)(EQ)(V7)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(HA)(PLY)(EQ)(MAN)(TYPE)(EQ)(HA)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(HA)(PLY)(EQ)(COMP)(TYPE)(EQ)(HA)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(LA)(PLY)(EQ)(MAN)(TYPE)(EQ)(LA)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(LA)(PLY)(EQ)(COMP)(TYPE)(EQ)(LA)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(I8)(PLY)(EQ)(MAN)(TYPE)(EQ)(I8)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(I8)(PLY)(EQ)(COMP)(TYPE)(EQ)(I8)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(I7)(PLY)(EQ)(MAN)(TYPE)(EQ)(I7)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(I7)(PLY)(EQ)(COMP)(TYPE)(EQ)(I7)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(BA)(PLY)(EQ)(MAN)(TYPE)(EQ)(BA)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(BA)(PLY)(EQ)(COMP)(TYPE)(EQ)(BA)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(IG)(PLY)(EQ)(MAN)(TYPE)(EQ)(IG)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(IG)(PLY)(EQ)(COMP)(TYPE)(EQ)(IG)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(IS)(PLY)(EQ)(MAN)(TYPE)(EQ)(IS)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(IS)(PLY)(EQ)(COMP)(TYPE)(EQ)(IS)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(IR)(PLY)(EQ)(MAN)(TYPE)(EQ)(IR)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(IR)(PLY)(EQ)(COMP)(TYPE)(EQ)(IR)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(EN)(PLY)(EQ)(MAN)(TYPE)(EQ)(EN)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(EN)(PLY)(EQ)(COMP)(TYPE)(EQ)(EN)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(SB)(PLY)(EQ)(MAN)(TYPE)(EQ)(SB)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(SB)(PLY)(EQ)(COMP)(TYPE)(EQ)(SB)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(N8)(PLY)(EQ)(MAN)(TYPE)(EQ)(N8)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(N8)(PLY)(EQ)(COMP)(TYPE)(EQ)(N8)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(I2)(PLY)(EQ)(MAN)(TYPE)(EQ)(I2)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(I2)(PLY)(EQ)(COMP)(TYPE)(EQ)(I2)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(IN)(PLY)(EQ)(MAN)(TYPE)(EQ)(IN)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(IN)(PLY)(EQ)(COMP)(TYPE)(EQ)(IN)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(ZD)(PLY)(EQ)(MAN)(TYPE)(EQ)(ZD)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(ZD)(PLY)(EQ)(COMP)(TYPE)(EQ)(ZD)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(M7)(PLY)(EQ)(MAN)(TYPE)(EQ)(M7)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(M7)(PLY)(EQ)(COMP)(TYPE)(EQ)(M7)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(M8)(PLY)(EQ)(MAN)(TYPE)(EQ)(M8)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(M8)(PLY)(EQ)(COMP)(TYPE)(EQ)(M8)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(P2)(PLY)(EQ)(MAN)(TYPE)(EQ)(P2)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(P2)(PLY)(EQ)(COMP)(TYPE)(EQ)(P2)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(P4)(PLY)(EQ)(MAN)(TYPE)(EQ)(P4)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(P4)(PLY)(EQ)(COMP)(TYPE)(EQ)(P4)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(P6)(PLY)(EQ)(MAN)(TYPE)(EQ)(P6)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(P6)(PLY)(EQ)(COMP)(TYPE)(EQ)(P6)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(ZC)(PLY)(EQ)(MAN)(TYPE)(EQ)(ZC)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(ZC)(PLY)(EQ)(COMP)(TYPE)(EQ)(ZC)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(ZG)(PLY)(EQ)(MAN)(TYPE)(EQ)(ZG)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(ZG)(PLY)(EQ)(COMP)(TYPE)(EQ)(ZG)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(AA)(PLY)(EQ)(MAN)(TYPE)(EQ)(AA)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(AA)(PLY)(EQ)(COMP)(TYPE)(EQ)(AA)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(V4)(PLY)(EQ)(MAN)(TYPE)(EQ)(V4)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(V4)(PLY)(EQ)(COMP)(TYPE)(EQ)(V4)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(TK)(PLY)(EQ)(MAN)(TYPE)(EQ)(TK)(UNIT)(EQ)(T)(TYPE)(EQ)(TK)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(TK)(PLY)(EQ)(COMP)(TYPE)(EQ)(TK)(UNIT)(EQ)(T)(TYPE)(EQ)(TK)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(TK)(PLY)(EQ)(MAN)(TYPE)(EQ)(TK)(UNIT)(EQ)(F)(TYPE)(EQ)(TK)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(TK)(PLY)(EQ)(COMP)(TYPE)(EQ)(TK)(UNIT)(EQ)(F)(TYPE)(EQ)(TK)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(V1)(PLY)(EQ)(MAN)(TYPE)(EQ)(V1)(UNIT)(EQ)(T)(TYPE)(EQ)(V1)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(V1)(PLY)(EQ)(COMP)(TYPE)(EQ)(V1)(UNIT)(EQ)(T)(TYPE)(EQ)(V1)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(V1)(PLY)(EQ)(MAN)(TYPE)(EQ)(V1)(UNIT)(EQ)(F)(TYPE)(EQ)(V1)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(V1)(PLY)(EQ)(COMP)(TYPE)(EQ)(V1)(UNIT)(EQ)(F)(TYPE)(EQ)(V1)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(V2)(PLY)(EQ)(MAN)(TYPE)(EQ)(V2)(UNIT)(EQ)(T)(TYPE)(EQ)(V2)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(V2)(PLY)(EQ)(COMP)(TYPE)(EQ)(V2)(UNIT)(EQ)(T)(TYPE)(EQ)(V2)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(V2)(PLY)(EQ)(MAN)(TYPE)(EQ)(V2)(UNIT)(EQ)(F)(TYPE)(EQ)(V2)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(V2)(PLY)(EQ)(COMP)(TYPE)(EQ)(V2)(UNIT)(EQ)(F)(TYPE)(EQ)(V2)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(GE)(PLY)(EQ)(MAN)(TYPE)(EQ)(GE)(UNIT)(EQ)(T)(TYPE)(EQ)(GE)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(GE)(PLY)(EQ)(COMP)(TYPE)(EQ)(GE)(UNIT)(EQ)(T)(TYPE)(EQ)(GE)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(GE)(PLY)(EQ)(MAN)(TYPE)(EQ)(GE)(UNIT)(EQ)(F)(TYPE)(EQ)(GE)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(GE)(PLY)(EQ)(COMP)(TYPE)(EQ)(GE)(UNIT)(EQ)(F)(TYPE)(EQ)(GE)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(AB)(PLY)(EQ)(MAN)(TYPE)(EQ)(AB)(UNIT)(EQ)(T)(TYPE)(EQ)(AB)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(AB)(PLY)(EQ)(COMP)(TYPE)(EQ)(AB)(UNIT)(EQ)(T)(TYPE)(EQ)(AB)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(AB)(PLY)(EQ)(MAN)(TYPE)(EQ)(AB)(UNIT)(EQ)(F)(TYPE)(EQ)(AB)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(AB)(PLY)(EQ)(COMP)(TYPE)(EQ)(AB)(UNIT)(EQ)(F)(TYPE)(EQ)(AB)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(OF)(PLY)(EQ)(MAN)(TYPE)(EQ)(OF)(UNIT)(EQ)(T)(TYPE)(EQ)(OF)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(OF)(PLY)(EQ)(COMP)(TYPE)(EQ)(OF)(UNIT)(EQ)(T)(TYPE)(EQ)(OF)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(OF)(PLY)(EQ)(MAN)(TYPE)(EQ)(OF)(UNIT)(EQ)(F)(TYPE)(EQ)(OF)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(OF)(PLY)(EQ)(COMP)(TYPE)(EQ)(OF)(UNIT)(EQ)(F)(TYPE)(EQ)(OF)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(PT)(PLY)(EQ)(MAN)(TYPE)(EQ)(PT)(UNIT)(EQ)(T)(TYPE)(EQ)(PT)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(PT)(PLY)(EQ)(COMP)(TYPE)(EQ)(PT)(UNIT)(EQ)(T)(TYPE)(EQ)(PT)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(PT)(PLY)(EQ)(MAN)(TYPE)(EQ)(PT)(UNIT)(EQ)(F)(TYPE)(EQ)(PT)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(PT)(PLY)(EQ)(COMP)(TYPE)(EQ)(PT)(UNIT)(EQ)(F)(TYPE)(EQ)(PT)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(FT)(PLY)(EQ)(MAN)(TYPE)(EQ)(FT)(UNIT)(EQ)(T)(TYPE)(EQ)(FT)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(FT)(PLY)(EQ)(COMP)(TYPE)(EQ)(FT)(UNIT)(EQ)(T)(TYPE)(EQ)(FT)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(FT)(PLY)(EQ)(MAN)(TYPE)(EQ)(FT)(UNIT)(EQ)(F)(TYPE)(EQ)(FT)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(FT)(PLY)(EQ)(COMP)(TYPE)(EQ)(FT)(UNIT)(EQ)(F)(TYPE)(EQ)(FT)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(CI)(PLY)(EQ)(MAN)(TYPE)(EQ)(CI)(UNIT)(EQ)(T)(TYPE)(EQ)(CI)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(CI)(PLY)(EQ)(COMP)(TYPE)(EQ)(CI)(UNIT)(EQ)(T)(TYPE)(EQ)(CI)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(CI)(PLY)(EQ)(MAN)(TYPE)(EQ)(CI)(UNIT)(EQ)(F)(TYPE)(EQ)(CI)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(CI)(PLY)(EQ)(COMP)(TYPE)(EQ)(CI)(UNIT)(EQ)(F)(TYPE)(EQ)(CI)(DIS)(EQ)(1)][ME]
[SAI_ROE_PRI][GE][A1][50]
[SAI_ROE_PRI][GE][HA][50]
[SAI_ROE_PRI][GE][LA][50]
[SAI_ROE_PRI][GE][I8][50]
[SAI_ROE_PRI][GE][I7][50]
[SAI_ROE_PRI][GE][BA][50]
[SAI_ROE_PRI][GE][IG][50]
[SAI_ROE_PRI][GE][IS][50]
[SAI_ROE_PRI][GE][IR][50]
[SAI_ROE_PRI][GE][V7][50]
[SAI_ROE_PRI][GE][EN][50]
[SAI_ROE_PRI][GE][SB][50]
[SAI_ROE_PRI][GE][N8][50]
[SAI_ROE_PRI][GE][I2][50]
[SAI_ROE_PRI][GE][IN][50]
[SAI_ROE_PRI][GE][ZD][50]
[SAI_ROE_PRI][GE][M7][50]
[SAI_ROE_PRI][GE][M8][50]
[SAI_ROE_PRI][GE][P2][50]
[SAI_ROE_PRI][GE][P4][50]
[SAI_ROE_PRI][GE][P6][50]
[SAI_ROE_PRI][GE][ZC][50]
[SAI_ROE_PRI][GE][ZG][50]
[SAI_ROE_PRI][GE][AA][50]
[SAI_ROE_PRI][GE][V4][50]
[SAI_ROE_PRI][GE][TK][50]
[SAI_ROE_PRI][GE][V1][50]
[SAI_ROE_PRI][GE][V2][50]
[SAI_ROE_PRI][GE][GE][50]
[SAI_ROE_PRI][GE][AB][50]
[SAI_ROE_PRI][GE][OF][50]
[SAI_ROE_PRI][GE][PT][50]
[SAI_ROE_PRI][GE][FT][50]
[SAI_ROE_PRI][GE][CI][50]
[SAI_ROE_DEF][GE][EV]
#////////////////////////////////////////////////
RoeConditionSet C# file
HOSTED - T or F
UNITS - T or F looking for unit number of if true
PEFF - looking for percentage/number
LEVEL - ground/air/overflight/submerged
DMG - looking for number
RANGE --> child process within range, FRANGE is prolly not a main process - meaning true or false will do nothing unless - under Range queries.
DIST - looking for number
TYPE - looking for unit type like BB
PLAYER - Neutral, computer or player
--------------------------------------------------------
SAI_UT_CITY_RETAKE - units which can retake cities (when there are none owned)
[SAI_UT_CITY_RETAKE][IN][AR][EN][BA][I7][I8][IG][IR][IS][P4][N8][GE]
The General and other units are placed here so when all his cities have been captured he will attempt to capture any city.
-------------------------------------------------------
[ ] Array set
( ) Conditional set
[SAI_ROE] Rules Of Engagement
[SAI_ROE_PRI] priority setting for encountering a type
[SAI_ROE_DEF] default setting when conditions don't apply
[GE] General unit
(GE) greater than or equal to
(A) and All conditions must be true in order to work.
(O) or Any condition must be true in order to work.
(T) true
(F) false
-------------------------------------------------------------------
(TYPE)(EQ)(TR) Unit is transport
(PLY)(EQ)(MAN) Human player
(PLY)(EQ)(COMP) Computer player
(UNIT)(EQ)(T) The unit is transporting another unit .
(HOST)(EQ)(T) The unit is transported by another unit .
(DIS)(EQ)(1) The unit is 1 space away.
(DIS)(GT)(7) The unit is 8 spaces away.
-----------------------------------------------------------------
The below conditions depend on the fifo principal.
First in first out.
So place your conditions in an order that will give you optimum performance from the AI.
Once your sets of conditions are processed it will exit out on the priority set of conditions based on your logic.
Meaning if you want a sea or land or air transport considered first target then make it one of your preliminary lines.
It's best to get (LVL) out of the way first, then get all your [NA] doesn't apply to the General unit out of the way and followed by [EV] Evade a battleship for instance.
By doing this you will quickly process out any units that the General cannot impact, units the General cannot be impacted by and Units too powerful that can harm the General.
Now this is the point of the script you want the AI to think like a human and attack priority targets.
----------------------------------------------------------------
[SAI_ROE][GE][(A)(LVL)(NE)(OF)(LVL)(NE)(GR)][NA]
The above means: Air and Ground units to be only considered.
[SAI_ROE][GE][(A)(DIS)(GT)(1)][NA]
If the distance of the enemy unit being processed is greater than 1 space to the General unit - ignore and move to next condition.
[SAI_ROE][GE][(O)(TYPE)(EQ)(T6)](TYPE)(EQ)(TR)(TYPE)(EQ)(T8)(TYPE)(EQ)(T9)][NA]
If any of the sea transports are processed ignore them.
[SAI_ROE][GE][(O)(TYPE)(EQ)(FI)(TYPE)(EQ)(BO)(TYPE)(EQ)(F8)(TYPE)(EQ)(F4)(TYPE)(EQ)(F1)][EV]
If any attack aircraft are processed avoid and do not engage them.
[SAI_ROE][GE][(A)(TYPE)(EQ)(TK)(PLY)(EQ)(MAN)(TYPE)(EQ)(TK)(UNIT)(EQ)(T)(TYPE)(EQ)(TK)(DIS)(EQ)(1)][ME]
If unit is Truck & is human player & The truck is at least transporting 1 unit & is 1 space away then Melee attack it.
[SAI_ROE][GE][(A)(TYPE)(EQ)(TK)(PLY)(EQ)(MAN)(TYPE)(EQ)(TK)(UNIT)(EQ)(F)(TYPE)(EQ)(TK)(DIS)(EQ)(1)][FE]
If unit is Truck & is human player & The truck is not transporting any units & is 1 space away then Fire at it.
[SAI_ROE][GE][(A)(TYPE)(EQ)(TK)(PLY)(EQ)(COMP)(TYPE)(EQ)(TK)(UNIT)(EQ)(T)(TYPE)(EQ)(TK)(DIS)(EQ)(1)][ME]
If unit is Truck & is computer player & The truck is at least transporting 1 unit & is 1 space away then Melee attack it.
[SAI_ROE][GE][(A)(TYPE)(EQ)(TK)(PLY)(EQ)(COMP)(TYPE)(EQ)(TK)(UNIT)(EQ)(F)(TYPE)(EQ)(TK)(DIS)(EQ)(1)][FE]
If unit is Truck & is computer player & The truck is not transporting any units & is 1 space away then Fire at it.
[SAI_ROE][GE][(A)(TYPE)(EQ)(IN)(PLY)(EQ)(MAN)(TYPE)(EQ)(IN)(DIS)(EQ)(1)][FE]
If unit is Infantry & is human player & is 1 space away then Fire at it.
[SAI_ROE][GE][(A)(TYPE)(EQ)(IN)(PLY)(EQ)(COMP)(TYPE)(EQ)(IN)(DIS)(EQ)(1)][FE]
If unit is Infantry & is computer player & is 1 space away then Fire at it.
[SAI_ROE_PRI][GE][IN][50]
I think this means if 50 spaces away seek it out.
[SAI_ROE_DEF][GE][EV]
If the condition finally gets to this line, the General will try to evade contact.
----------------------------------------------------------------------------------------------------
Example of logic order:
My first priority for the General unit in this particular AI script for the WW2 mod is an Armored car, carrying a unit. This is because it moves fast and could be carrying a recon infantry unit or General.
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(MAN)(TYPE)(EQ)(A1)(UNIT)(EQ)(T)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]
So then the AI will focus primary priority on this especially if a human controls it.
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(A1)(UNIT)(EQ)(T)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]
Second priority is loaded armored car if computer controls it.
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(MAN)(TYPE)(EQ)(A1)(UNIT)(EQ)(F)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][FE]
Third priority is an unloaded armored car controlled by a human.
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(A1)(UNIT)(EQ)(F)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][FE]
and the last priority set for armored car is empty and controlled by computer.
(There is no correct order as many different strategies can apply and and Armored car may not be the first priority within another AI script. Remember this only applies to the General and not all other units within this particular AI script. (Those other units are not shown to keep simplicity to a minimum.))
###############################################################################
#SCRIPT FOR STANDARD AI PLAYER
#
# There are many possible settings for the standard player. These are grouped
# in the following ways:
#
# Unit Type Lists: Units which will perform various functions
# Strategic Values: Minimum and maximms used in decision making
# Conditional Values: Values mapped to unit types to influence the
# decision making process
# Rules Of Engagement: Rules for reacting to enemy units
#
#
#
# Each data line starts with: [data topic][values][...]
#
# format is [specifier][data][more data][...]
#
#
# Exploration
# SAI_UT_AIR_EXPLORE - Air Units Used in exploration
# SAI_UT_LAND_EXPLORE - Land units used in exploration
# SAI_UT_GRND_EXPLORE - ground units used for exploration
# (can traverse both sea and land)
# SAI_UT_SEA_EXPLORE - sea units used in exploration
# SAI_NUM_LAND_UNITS_EXP - number of land units to explore per land mass
# SAI_NUM_SEA_SQ_PER_EXP - size of sea mass for each explorer
# SAI_NUM_LAND_UNITS_EXP_SIZE - size of land mass for additional explorer
#
# Early Exploration
# SAI_UT_EARLY_CQ - attacking units to be produced
# SAI_UT_EARLY_TR - early transport types
# SAI_UT_EARLY_EX - early explorer types
# SAI_PRI_EXP_CITY_CRITERIA - number of cities visible before initial land
# mass explore ends
# SAI_PRI_EXP_LAND_CRITERIA - number of initial land mass squares visible before
# initial land mass exploration ends
# SAI_NUM_ADD_CITIES - city factor in adding air explorers
#
# General 'Onshore' and 'Offshore' Missions
# SAI_DIR_ASSAULT_PER - percentage of direct assult on target
# SAI_NUM_OFFSHORE_SUPP_REG - number offshore regular support
# SAI_NUM_OFFSHORE_SUPP_MAX - number of offshore maximum support
# SAI_NUM_NAVAL_SUPP_REG - number of navy support units
# SAI_NUM_NAVAL_SUPP_MAX - max number of navy support units
# SAI_LOSSES_RANGE - losses factor in deciding when to hold a tr for more units
# SAI_EVAL_START - counter to re-eval missions
#
# Neutral Capture
# SAI_UT_NEUT_CAP_ATT - units which can capture a neutral city type
# SAI_UT_NEUT_CAP_ATT4TR - units which can be staged for neutral attacks
# SAI_UT_NEUT_CAP_TR - transports that can carry neutral attackers
# SAI_NEUTRAL_OFFSHORE_LIMIT - limit of offshore neutral misisons
# SAI_NUM_NEUTRAL_ATTACKERS - number of neutral attackers per mission
# SAI_NEUT_TRANSPORTS_MAX - max number of trs used in a mission
# SAI_NEUT_TRANSPORTS_REG - regular number of TR's used in a mission
#
# Enemy Capture
# SAI_UT_ENEMY_CAP_ATT - units which can perform an enemy capture
# SAI_UT_ENEMY_CAP_ATT4TR - enemy capture units that can be staged
# SAI_UT_ENEMY_CAP_TR - transports for enemy capture units
# SAI_UT_ENEMY_CAP_AIR_SUPPORT - air support units for enemy captures
# SAI_UT_ENEMY_CAP_LAND_SUPPORT - land support units for enemy captures
# SAI_UT_ENEMY_CAP_SEA_SUPPORT - sea support units for enemy captures
# SAI_NUM_ENEMY_CAP_ATTACKERS - number of enemy capture attackers
# SAI_OFFSHORE_ENEMY_CAP_LIMIT - offshore enemy capture mission limit
# SAI_ENEMY_TRANSPORTS_MAX - max number of trs used in a mission
# SAI_ENEMY_TRANSPORTS_REG - regular number of TR's used in a mission
#
# Production Drain Considerations
# SAI_UT_PROD_HALT - unit types whose production can be cancelled in
# the name of the drain
# SAI_UT_UNIT_DISBAND - unit types which can be disbanded in the name
# of the drain
# SAI_DRAIN_LIMIT - drain limiter used in various calculations
# SAI_PRESERVE_PROD - settings where production cannot be changed if
# the number of turns under value
# SAI_PM_PROD_TOLERANCE - drain tolerance before no production is allowed
# SAI_PM_IDLE_TOLERANCE - used for disbanding units when over drain
# SAI_PM_EXTRA_PROD_TOLERANCE - used for determining when 'pares' can be produced
# SAI_SPARE_TYPES - ordered spare types list for production
#
# Various Unit Roles
# SAI_UT_SATELLITE - units to perform satellite roles
# SAI_UT_ROCKET - units to perform missile roles
# SAI_UT_NUKE - units to perform nuke roles
# SAI_UT_ENGINEER - units to perform engineering roles
# SAI_UT_SUPPLY - units to perform supply roles
# SAI_UT_RES_FAC - units to perform resource roles
# SAI_UT_PORTS - units to perform port roles
# SAI_UT_BASE - units to perform base roles
# SAI_UT_FORT - units to perform fort roles
#
# Carrier Groups
# SAI_UT_CARRIER - units to perform carrier roles
# SAI_UT_CARRIER_GROUP - units to be part of a carrier group
# SAI_UT_CARRIER_ESCORTS - units to perform escorting duties for carriers
# SAI_CARRIER_PORTAGE - portage amount a carrier wants to carry
#
# Subs
# SAI_UT_SUBS - sub units
# SAI_UT_SUB_SURFACE surface sub units
# SAI_UT_SUB_SUBMERGED - submerged sub units
# SAI_UT_SUB_DEEP - deep sub units
# SAI_UT_SUB_TARGETS - sub targets
# SAI_SUBMERGE_TOLERANCE - rnage near sighting to submerge
# SAI_SUB_LURK_RANGE - lurk around sighting range
# SAI_SUB_STALK_COUNT - enemy notice range
# SAI_SUB_EVADE_COUNT - number of turns to hide when evading
# SAI_SUB_SURFACE_RANGE - range before a sub surfaces heading home
#
# Placement and Buypoint selection
# SAI_UT_SELECTION - what units to select on a map
# SAI_UT_PLACEMENT - where units can be placed
# SAI_BUYPOINT_TYPES - buypoint type buying list
#
# Misc Missions
# SAI_NEXT_CAP_PROD - units to produce in a capital
# SAI_NEXT_IMP_PROD - units to produce in an important city
# SAI_UT_CITY_RETAKE - units which can retake cities (when there are none owned)
# SAI_MAX_BASE_RANGE - maximum range from a city before a base is built
# SAI_MIN_BASE_RANGE - minimum range from a city before a base is built
# SAI_MISSION_REVIEW_FUDGE - factor that helps AI determine how many missions to
# review, multiplied times his number of cities
#
# Misc Unit
# SAI_EVADE_DIST - distance to try to run if evading
# SAI_NEEDS_REPAIR - hits below which a unit needs repair
#
# Reactions
# SAI_THREAT_TOLERANCE - range at which a threat is acted on
# SAI_THREAT_EVAL_DISTANCE - max distance at which a threat can be acted upon
# SAI_THREAT_AGE - max sighting age that will spark a reaction
#
# Player Names
# SAI_PLAYER_NAMES - name list the AI uses when playing
#
#
# ROE - Rules of Engagement
# These are a list of rules that are evaluated IN ORDER. If a rule is true, the
# action is returned. If none of the conditions are met, the default action is returned
# (The default - default action is no action).
#
# Conditions Codes
# LVL - level (string code value)
# (EQ and NE operators only apply)
# SB - sub
# GR - ground
# OF - overflight
# OB - orbital
# RE - reentry
#
# DIS - distance (numeric code value)
#
# RNG - attributes (string code value)
# FRNG - distance vs. range firing range
#
# DMG - value vs. current hits
#
# TYPE - unit type (string code value)
# (EQ and NE operators only apply)
#
# PLY - player type(string code value)
# (EQ and NE operators only apply)
# NEUT - neutral
# MAN - human
# COMP - computer
#
# PEFF - production efficiency
#
# HOST - unit is cargo (bool string code T/F, operator code ignored)
# UNIT - unit has cargo (bool string code T/F, operator code ignored)
#
#
# Comparative Operators
# EQ equal
# NE not equal
# LT less than
# LE less than or equal to
# GT greater than
# GE greater than or equal to
#
# Actions
# NA - no action
# ME - move engage
# FE - fire engage
# EV - evade
#
# And or Or Value
# A - and is used
# O - or is used
#
# SAI_ROE - a rule of engagement
# ROE order Syntax for SAI_ROE:
# [<roe type>][<unit type>][(<And or Or Value>) <CONDITION SETS>][<Action>]
# Where CONDITONS SETS is any number of the following triplets
# (<condition code>)(<operator>)(<code value>)
#
# SAI_ROE_PRI - priority setting for encountering a type
# syntax: [<roe type>][<unit type>][<sight type>][<priority value>]
#
# SAI_ROE_DEF - default ROE when conditions don't apply
# syntax: [<roe type>][<unit type>][<action>]
After collaborating with Thoba, here is an example of updates to the AI script.
It takes a great deal of concentration as a "double" copied and pasted line may result. If so, at some point the game will hang but not crash.
Example:
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(A1)(UNIT)(EQ)(F)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(A1)(UNIT)(EQ)(F)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]
OLD:
#////////////////////////////////////////////////
# General
#////////////////////////////////////////////////
[SAI_ROE][GE][(A)(LVL)(NE)(OF)(LVL)(NE)(GR)][NA]
[SAI_ROE][GE][(A)(HOST)(EQ)(T)][NA]
[SAI_ROE_DEF][GE][EV]
#////////////////////////////////////////////////
This project still is work in progress.
The below info/lines is/are subject to change:
NEW:
#////////////////////////////////////////////////
# GE = General
#////////////////////////////////////////////////
[SAI_ROE][GE][(A)(LVL)(NE)(OF)(LVL)(NE)(GR)][NA]
[SAI_ROE][GE][(A)(DIS)(GT)(1)][NA]
[SAI_ROE][GE][(O)(TYPE)(EQ)(AT)](TYPE)(EQ)(F0)(TYPE)(EQ)(SU)(TYPE)(EQ)(SS)(TYPE)(EQ)(SD)(TYPE)(EQ)(X1)(TYPE)(EQ)(X2)(TYPE)(EQ)(X3)[NA]
[SAI_ROE][GE][(O)(TYPE)(EQ)(T6)](TYPE)(EQ)(TR)(TYPE)(EQ)(T8)(TYPE)(EQ)(T9)[NA]
[SAI_ROE][GE][(O)(TYPE)(EQ)(FI)(TYPE)(EQ)(BO)(TYPE)(EQ)(F8)(TYPE)(EQ)(F4)(TYPE)(EQ)(F1)][EV]
[SAI_ROE][GE][(O)(TYPE)(EQ)(CG)(TYPE)(EQ)(BB)(TYPE)(EQ)(S8)(TYPE)(EQ)(CR)(TYPE)(EQ)(S5)(TYPE)(EQ)(DE)(TYPE)(EQ)(S2)(TYPE)(EQ)(PB)(TYPE)(EQ)(AC)][EV]
[SAI_ROE][GE][(O)(TYPE)(EQ)(A2)(TYPE)(EQ)(AR)(TYPE)(EQ)(A4)(TYPE)(EQ)(A6)(TYPE)(EQ)(M2)(TYPE)(EQ)(CG)][NA]
[SAI_ROE][GE][(O)(TYPE)(EQ)(A1)(TYPE)(EQ)(LA)(TYPE)(EQ)(V7)(TYPE)(EQ)(AA)(TYPE)(EQ)(V4)(TYPE)(EQ)(TK)(TYPE)(EQ)(V1)(TYPE)(EQ)(V2)][ME]
[SAI_ROE][GE][(O)(TYPE)(EQ)(I8)(TYPE)(EQ)(I7)(TYPE)(EQ)(BA)(TYPE)(EQ)(IG)(TYPE)(EQ)(IR)(TYPE)(EQ)(IS)(TYPE)(EQ)(EN)(TYPE)(EQ)(SB)(TYPE)(EQ)(N8)(TYPE)(EQ)(I2)(TYPE)(EQ)(IN)][FE]
[SAI_ROE][GE][(O)(TYPE)(EQ)(GE)(TYPE)(EQ)(HA)(TYPE)(EQ)(ZD)(TYPE)(EQ)(M7)(TYPE)(EQ)(M8)(TYPE)(EQ)(P2)(TYPE)(EQ)(P4)(TYPE)(EQ)(P6)(TYPE)(EQ)(ZC)(TYPE)(EQ)(ZG)][FE]
[SAI_ROE][GE][(O)(TYPE)(EQ)(AB)(TYPE)(EQ)(OF)(TYPE)(EQ)(PT)(TYPE)(EQ)(FT)(TYPE)(EQ)(CI)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(MAN)(TYPE)(EQ)(A1)(UNIT)(EQ)(T)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(A1)(UNIT)(EQ)(T)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(MAN)(TYPE)(EQ)(A1)(UNIT)(EQ)(F)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(A1)(UNIT)(EQ)(F)(TYPE)(EQ)(A1)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(MAN)(TYPE)(EQ)(V7)(UNIT)(EQ)(T)(TYPE)(EQ)(V7)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(V7)(UNIT)(EQ)(T)(TYPE)(EQ)(V7)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(MAN)(TYPE)(EQ)(V7)(UNIT)(EQ)(F)(TYPE)(EQ)(V7)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(A1)(PLY)(EQ)(COMP)(TYPE)(EQ)(V7)(UNIT)(EQ)(F)(TYPE)(EQ)(V7)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(HA)(PLY)(EQ)(MAN)(TYPE)(EQ)(HA)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(HA)(PLY)(EQ)(COMP)(TYPE)(EQ)(HA)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(LA)(PLY)(EQ)(MAN)(TYPE)(EQ)(LA)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(LA)(PLY)(EQ)(COMP)(TYPE)(EQ)(LA)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(I8)(PLY)(EQ)(MAN)(TYPE)(EQ)(I8)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(I8)(PLY)(EQ)(COMP)(TYPE)(EQ)(I8)(DIS)(EQ)(1)][FE]
[SAI_ROE][GE][(A)(TYPE)(EQ)(I7)(PLY)(EQ)(MAN)(TYPE)(EQ)(I7)(DIS)(EQ)(1)][FE]
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[SAI_ROE][GE][(A)(TYPE)(EQ)(P2)(PLY)(EQ)(MAN)(TYPE)(EQ)(P2)(DIS)(EQ)(1)][FE]
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[SAI_ROE][GE][(A)(TYPE)(EQ)(ZC)(PLY)(EQ)(MAN)(TYPE)(EQ)(ZC)(DIS)(EQ)(1)][FE]
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[SAI_ROE][GE][(A)(TYPE)(EQ)(AA)(PLY)(EQ)(MAN)(TYPE)(EQ)(AA)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(AA)(PLY)(EQ)(COMP)(TYPE)(EQ)(AA)(DIS)(EQ)(1)][ME]
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[SAI_ROE][GE][(A)(TYPE)(EQ)(GE)(PLY)(EQ)(MAN)(TYPE)(EQ)(GE)(UNIT)(EQ)(T)(TYPE)(EQ)(GE)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(GE)(PLY)(EQ)(COMP)(TYPE)(EQ)(GE)(UNIT)(EQ)(T)(TYPE)(EQ)(GE)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(GE)(PLY)(EQ)(MAN)(TYPE)(EQ)(GE)(UNIT)(EQ)(F)(TYPE)(EQ)(GE)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(GE)(PLY)(EQ)(COMP)(TYPE)(EQ)(GE)(UNIT)(EQ)(F)(TYPE)(EQ)(GE)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(AB)(PLY)(EQ)(MAN)(TYPE)(EQ)(AB)(UNIT)(EQ)(T)(TYPE)(EQ)(AB)(DIS)(EQ)(1)][ME]
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[SAI_ROE][GE][(A)(TYPE)(EQ)(AB)(PLY)(EQ)(MAN)(TYPE)(EQ)(AB)(UNIT)(EQ)(F)(TYPE)(EQ)(AB)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(AB)(PLY)(EQ)(COMP)(TYPE)(EQ)(AB)(UNIT)(EQ)(F)(TYPE)(EQ)(AB)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(OF)(PLY)(EQ)(MAN)(TYPE)(EQ)(OF)(UNIT)(EQ)(T)(TYPE)(EQ)(OF)(DIS)(EQ)(1)][ME]
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[SAI_ROE][GE][(A)(TYPE)(EQ)(PT)(PLY)(EQ)(MAN)(TYPE)(EQ)(PT)(UNIT)(EQ)(T)(TYPE)(EQ)(PT)(DIS)(EQ)(1)][ME]
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[SAI_ROE][GE][(A)(TYPE)(EQ)(FT)(PLY)(EQ)(MAN)(TYPE)(EQ)(FT)(UNIT)(EQ)(T)(TYPE)(EQ)(FT)(DIS)(EQ)(1)][ME]
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[SAI_ROE][GE][(A)(TYPE)(EQ)(CI)(PLY)(EQ)(MAN)(TYPE)(EQ)(CI)(UNIT)(EQ)(T)(TYPE)(EQ)(CI)(DIS)(EQ)(1)][ME]
[SAI_ROE][GE][(A)(TYPE)(EQ)(CI)(PLY)(EQ)(COMP)(TYPE)(EQ)(CI)(UNIT)(EQ)(T)(TYPE)(EQ)(CI)(DIS)(EQ)(1)][ME]
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[SAI_ROE_DEF][GE][EV]
#////////////////////////////////////////////////
In a week or so, I will be looking for playtesters, Solo or Fileshare or email or network players. Mind you I'm not asking to playtest with me, but by yourself and/or with your group of friends. I will be making available the updated database all the new updates to the AI Scripts.
I'm looking for folks who have already put in at least 100 hours in the WW2 Intermediate mod.
I'd like feedback from you if there is any noticeable difference in the game you have been playing. I'm referring to what the action from the AI is like.
Keep in mind this atm only refers to AI scripts. I have not yet finished exploring what we can do with existing AI.
I will have a better understanding of how best to modify the AI.DLL later.
If you are interested in being able to provide feedback then shoot me a response at ww2_weasel@yahoo.com.
I will then shoot to you all the latest and greatest when I've finalized my testing of the mod.
~Weasel
The unit info listings above are more comprehensive than originally quickly compiled and sloppily thrown together. So some polishing up and new features coming in the updated and improved UDB. Some comprehensive changes done to existing AI Scripts that better access all possible advantages to be gained when looking at AI conditions and hopefully the best outcomes achieved from the existing AI.DLL.
Eventually changes to the AI.DLL will happen and if I get the AI to where I want it. I could possibly be releasing an additional 6 possible WW2 Mods.
So half of the above is nearing completion. The other half will require quite a bit of work.
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Marine units are amphibious infantry.
A Marines biggest advantage lies in its ability to be transported by all patrol boats, frigate, destroyer and Light Cruiser classes. They are able to be transported by most transport units as well.
Marine units are best used for capturing enemy cities via deep sea or coastline. They can also hitch rides on the patrol boat and travel up rivers to get to landlocked cities. They may also be transported like the infantry.
Marines are slightly better at combat than regular infantry types.
Marines take 2 turns longer to build than the infantry unit but they are worth the wait as they are much more versatile and they have a slight edge in combat.
Unit Statistics: 1 hitpoint, melee attack strength of 1, it has an effective fire of 1 spaces and does 1 damage.
Marine cost 8 to build.
UNIT ID: N8
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Sea Bees are an aquatic version of Engineers. Their specialization is an extension of that of an Engineer in some ways, but limited in others. The Seabee is considered also motorized for some land terrain.
They can travel in Deep and Shallow Water, and have the capability to build Roads in shallow and Deep Water.
They move 2 spaces in general on the open waters, but can also traverse land except mountains and mountain peaks.
Road Build Times:
Ground 1
Desert 1
Swamp 3
Snow 2
Hills 2
Mountain 0 Cannot move into hex
River 2
Peaks 0 Cannot move into hex
Forest 2
Shallow Water 6
Deep Water 8
Construction times:
Port 12
Oil Field 12
Fort 12
Airbase 6
Coastal Gun 48
Mines 2
Unit Statistics: 2 hitpoint, melee attack strength of 2, it has an effective fire of 1 spaces and does 1 damage.
Sea Bees cost 8 to build.
UNIT ID: SB
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The Pack Mule AA morphs into the 20mm AA unit.
The 20mm AA can only travel roads or clear terrain, after that it will need some form of transport to traverse other terrain types.
The Armor Transport, Transport, Liberty Ship can carry the Pack Mule AA. Only the Ships listed above will carry the morphed Pack Mule AA, Land and Air transports will not.
The Pack mule comes in handy as it travels most terrain types at a speed of 1.
It has no offensive capability as the 20mm AA is considered "broken down" / dis-assemled for transit purposes.
The Pack Mule AA cannot be purchased, it is "calfed" / born, when you choose to morph the 20mm AA so you can move into rough terrain.
Cannot build Pack Mule AA from city.
UNIT ID: ZC
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The Pack Mule ATG morphs into the 50mm ATG unit.
The 50mm ATG can only travel roads or clear terrain, after that it will need some form of transport to traverse other terrain types.
The Armor Transport, Transport, Liberty Ship can carry the Pack Mule ATG. Only the Ships listed above will carry the morphed Pack Mule ATG, Land and Air transports will not.
The Pack mule comes in handy as it travels most terrain types at a speed of 1.
It has no offensive capability as the 50mm ATG is considered "broken down" / dis-assemled for transit purposes.
The Pack Mule ATG cannot be purchased, it is "calfed" / born, when you choose to morph the 50mm ATG so you can move into rough terrain.
Cannot build Pack Mule ATG from city.
UNIT ID: ZG
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The Light Cruiser AA are the best option to use for AA defense when at sea.
They are excellent for escorting Transports, weakening enemy Combat Air Patrol (CAP) and Submarine hunting. Although not the best option to use for Submarine hunting they are adequate.
They can transport 2 units, the general and marine units. They can load 3 units at a time.
The Light Cruiser AA is not ideally suited to engage enemy ships in combat. It is more useful providing a "defensive umbrella" against aircraft for other ships.
Unit Statistics: 12 hitpoints, melee attack strength of 2, it has an effective fire of 5 spaces and does 2 damage.
Light Cruiser AA take 28 turns to build in city.
UNIT ID: X3
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Light Cruisers are the easiest and quickest to produce of the capital ships. They fight well and are capable of shore bombardment.
They are excellent for escorting Transports, Aircraft Carriers, weakening enemy land defenses and Submarine hunting.
They can transport 2 units, the general and marine units. They can load 3 units at a time.
The Light Cruiser cannons can also allow it to engage the enemy without getting damaged via ranged fire combat, and disrupt city's production.
Unit Statistics: 14 hitpoints, melee attack strength of 2, it has an effective fire of 5 spaces and does 2 damage.
Light Cruisers take 32 turns to build in city.
UNIT ID: S5
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Cruisers are your best choice to lead transport groups, they are middle of line of the capital ships. They fight well and are capable of shore bombardment.
They are excellent for escorting Transports, weakening enemy land defenses and Submarine hunting.
They can transport a General.
The Cruisers cannons can also allow it to engage the enemy without getting damaged via ranged fire combat, and disrupt city's production.
Unit Statistics: 16 hitpoints, melee attack strength of 2, it has an effective fire of 6 spaces and does 2 damage.
Cruisers take 36 turns to build in city.
UNIT ID: CR
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Battlecruisers are the second largest and second most powerful of all the ground level units in the game. The large amounts of damage they can take make them durable and very hard to kill.
Battlecruisers are best used to gain sea superiority by sinking enemy ships. They also perform well as softeners for a prelude to an invasion by use of their shore bombardment ability.
They can transport a General.
They cannot detect Submerged or Deep Submarines. They are very vulnerable to Submerged Submarine attacks.
Due to their enormous production times, Battlecruisers are far too valuable to be wasted on simple chores such as shoreline patrol and Transport escort.
The Battlecruisers also has very powerful cannons to conduct ranged fire combat. These cannons can disrupt a city's production and do significant damage to Coastal Guns and Forts.
Unit Statistics: 20 hitpoints, melee attack strength of 3, it has an effective fire of 7 spaces and does 3 damage.
The Battlecruiser takes 56 turns to build in city.
UNIT ID: S8
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Battleships are the largest and most powerful of all the ground level units in the game. The large amounts of damage they can take make them durable and very hard to kill.
Battleships are best used to gain sea superiority by sinking enemy ships. They also perform well as softeners for a prelude to an invasion by use of their shore bombardment ability.
They can transport a General.
They cannot detect Submerged or Deep Submarines. They are very vulnerable to Submerged Submarine attacks.
Due to their enormous production times, Battleships are far too valuable to be wasted on simple chores such as shoreline patrol and Transport escort.
The Battleship also has very powerful cannons to conduct ranged fire combat. These cannons can disrupt a city's production and do significant damage to Coastal Guns and Forts.
Unit Statistics: 24 hitpoints, melee attack strength of 3, it has an effective fire of 8 spaces and does 3 damage.
The Battleships takes 60 turns to build in city.
UNIT ID: BB
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Almost as hard to produce as a Battleship, Carriers are a vital part of any major fleet action.
Carriers are as durable as Cruisers but do not have the same innate offensive ability. They do have limited AA capability.
They can transport a General.
The Carrier is a naval unit that can transport Reconnaissance plane, Light Fighter, Ground Attack and Fighters. When not damaged, it can carry up to 24 points of Aircraft. If a Carrier is damaged and its transport capacity is reduced below what it carries, some units will be lost.
Carriers function best when fully loaded with Aircraft and escorted by other ships. AA Frigate, Frigate, AA Destroyer, Destroyer, Light Cruiser, Light Cruiser AA and Surface Submarine are the best Choices. If you have a spare Battleship or Battlecruiser then so much the better.
Unit Statistics: 16 hitpoints, melee attack strength of 1, it has an effective fire of 2 spaces and does 1 damage.
The Aircraft Carrier takes 60 turns to build in city.
UNIT ID: AC
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The Patrol Boat is capable of traveling on shallow sea squares, river and swamp squares, and moves at a reduced rate and with a higher vulnerability in deep water.
They can transport 1 unit, the General or Marine units, which makes them useful for short amphibious landings.
Patrol Boat has 4 hitpoints, melee attack strength of 1, it has an effective fire of 2 spaces and has range fire strength of 1. Patrol Boat moves 4 spaces per turn on rivers, swamps and shallow water else the Patrol boat moves 2 spaces per turn on deep water.
Use the Patrol Boat to explore inland on rivers and swamps.
The Patrol Boat takes 16 turns to build in city.
Unit Statistics: 4 hitpoints, does 1 melee damage, has a firing range of 2 and does 1 damage.
UNIT ID: S1
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Swift and agile, AA Frigates perform a variety of tasks well but none superbly.
They are one of the fastest of all sea units in the game, allowing them to successfully chase or flee other slower ships and make good explorers. The AA Frigate is not ideally suited to engage enemy ships in combat. It is more useful providing a "defensive umbrella" against aircraft for other ships.
They can transport 1 unit, the General or Marine units, which makes them useful for short amphibious landings.
Their fast Production Time makes them relatively easy to amass in large numbers.
They can transport 1 unit, the general or marine units.
AA Frigates can provide air support when not moving, they make good units to scout unexplored terrain. They can detect Submerged Submarines. They will engage Deep Submarines if they can locate them. Although not the best option to use for Submarine hunting they are adequate.
Unit Statistics: 5 hitpoints, melee attack strength of 1, it has an effective fire of 3 spaces 2 and does 2 damage.
The AA Frigate moves 4 spaces per turn.
The AA Frigate takes 18 turns to build in city.
UNIT ID: X2
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Swift and agile, Frigates perform a variety of tasks well but none superbly.
They are the fastest of all sea units in the game, allowing them to successfully chase or flee other slower ships and make good explorers.
Their fast Production Time makes them relatively easy to amass in large numbers.
They can transport 1 unit, the general or marine units.
They can shore bombard land units, Frigates are excellent for chasing down weak or damage enemy ships, escorting Transports, protecting friendly shorelines from incursions by enemy Transports, scouting unexplored terrain and hunting down enemy Submarines. They can detect Submerged Submarines. They will engage Deep Submarines if they can locate them.
Unit Statistics: 5 hitpoints, melee attack strength of 1, it has an effective fire of 3 spaces 2 and does 2 damage.
The Frigate moves 4 spaces per turn.
The Frigate takes 20 turns to build in city.
UNIT ID: S2
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Swift, AA Destroyers perform a variety of tasks well.
They are one of the fastest of all sea units in the game, allowing them to successfully chase or flee other slower ships and make good explorers. The AA Destroyer is not ideally suited to engage enemy ships in combat. It is more useful providing a "defensive umbrella" against aircraft for other ships.
Their fast Production Time makes them relatively easy to amass in large numbers.
They can transport 2 units, the general and marine units. They can load 2 units at a time.
AA Destroyers can provide air support when not moving, they make good units to scout unexplored terrain. They can detect Submerged Submarines. They will engage Deep Submarines if they can locate them. Although not the best option to use for Submarine hunting they are adequate.
Unit Statistics: The AA Destroyer has 6 hitpoints, melee attack strength of 1, it has an effective fire of 4 spaces and does 2 damage.
The AA Destroyer takes 22 turns to build in city.
UNIT ID: X1
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Swift, Destroyers perform a variety of tasks well but none superbly.
They are one of the fastest of all sea units in the game, allowing them to successfully chase or flee other slower ships or chase damaged ships and make good explorers. The AA Destroyer is not ideally suited to engage enemy Capitol ships in combat. It is more useful providing a "defensive screen" against other ships to shield Transports and Carrier.
Their fast Production Time makes them relatively easy to amass in large numbers.
They can transport 2 units, the general and marine units. They can load 2 units at a time.
They can shore bombard land units, Destroyers are excellent for chasing down weak or damage enemy ships, escorting Transports, protecting friendly shorelines from incursions by enemy Transports, scouting unexplored terrain and hunting down enemy Submarines. They can detect Submerged Submarines. They will engage Deep Submarines if they can locate them.
Unit Statistics: 6 hitpoints, melee attack strength of 1, it has an effective fire of 4 spaces and has does 1 damage.
The Destroyer takes 24 turns to build in city.
UNIT ID: S3
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The Surfaced Submarine is the only submarine unit that can be produced. It moves and fights like a light Destroyer.
The unit can Change/Morph into the Submerged Submarine.
The Surfaced Submarine has 4 hitpoints, melee attack strength of 1, it has an effective fire of 1 space and does 2 damage.
The Sub while surfaced is using it's deck gun to fire and not torpedos. To utiliize torpedos or a better combat advantage it's best to "dive" the submarine.
The advantage of a surfaced sub is it's speed.
Unit Statistics: 4 hitpoints, melee attack strength of 3, it has an effective fire of 1 spaces and has does 3 damage.
The Surfaced Submarine takes 24 turns to build in city.
The Sub can transport a General.
UNIT ID: SU
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The Submerged Sub is the deadliest form of the Submarine. At periscope depth, it awaits for hapless Transports to cruise by.
It also can spoil the day for Battleships, Battlecruisers and Cruisers with its heavy damage capability. Only Patrol Boats, Frigates, Destroyers, Cruisers and Submarines can detect it one square away.
The Submerged Submarine is most effective in offensive operations.
Submerged Subs can Change/Morph into the Surfaced Submarine.
Submerged Subs can Dive to become a Deep Submarine.
The Submerged Sub has 4 hitpoints, melee attack strength of 3, it has an effective fire of 1 space and does 3 damage.
The Submerged Sub cannot be built in city, it has to be morphed into.
The Sub can transport a General.
UNIT ID: SS
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When a Submarine goes Deep, it is time to hide. Entering the Sub-ground level, he cannot be touched by aircraft and most ships.
Only the Destroyer and other Submarines can engage him, and that is only if they locate his position.
Deep Submarines can Rise to become Submerged Submarines.
Unit Statistics: 4 hitpoints, melee attack strength of 1. No Range Fire.
The Deep Submarine cannot be built in city, it has to be morphed into.
The Sub can transport a General.
UNIT ID: SD
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Armored Transports are capable of carrying various unit types over water and are an effective way to capture cities on other land masses when carrying Infantry or Armor.
Armored Transports start with a hold capacity of 4; i.e., they can hold up to 4 Infantry. If the number of Infantry held on an Armored Transport exceed its holding capacity after being damaged, the excess units are eliminated.
If an Armored Transport is sunk, all units of the Armored Transport are destroyed as well.
Armored Transports fare poorly in combat and should be kept out of it at all costs. Since the loss of a single Armored Transport can also result in the loss of its entire cargo, they should not go unescorted even in relatively safe areas. For similar reasons, enemy Armored Transports are always targets of opportunity.
Armored Transports are great for initial expansion. Capture as many new cities as possible then switch over to Transports, Liberty Ships or Ocean Liners to carry more units to areas needing more support.
Submarines are the bane of all Armored Transports.
Unit Statistics: 4 hitpoints, melee attack strength of 1. They moves 2 spaces per turn.
The Armored Transport takes 20 turns to build in city.
UNIT ID: T6
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Transports are capable of carrying various unit types over water and are an effective way to capture cities on other land masses when carrying Infantry or Armor.
Transports start with a hold capacity of 6; i.e., they can hold up to 6 Infantry. If the number of Infantry held on a Transport exceed its holding capacity after being damaged, the excess units are eliminated.
If a Transport is sunk, all units of the Transport are destroyed as well.
Transports fare poorly in combat and should be kept out of it at all costs. Since the loss of a single Transport can also result in the loss of its entire cargo, they should not go unescorted even in relatively safe areas. For similar reasons, enemy Transports are always targets of opportunity.
Capture as many new cities as possible then switch over to Liberty Ships or Ocean Liners to carry more units to areas needing more support.
Submarines are the bane of all Transports.
Unit Statistics: 6 hitpoints, melee attack strength of 1. They moves 2 spaces per turn.
The Transport takes 30 turns to build in city.
UNIT ID: TR
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Liberty Ships are capable of carrying armor, armor crews, AA\AT guns and vehicles types over water and are an effective way to capture cities on other land masses when carrying Infantry. The Liberty has a dual role, it can also transport and repair damaged (ships and transports) except: Aircraft Carrier, Battleship, Battlecruiser, any cruiser type, Oceanliner, liberty ship.
Liberty Ships start with a hold capacity of 12; i.e., they can hold up to 12 Marine, General, Armor crew, any Armor type (portage points apply for vehicles), truck, Light Truck, Jeep, AA Jeep, Artillery, AA and ATG including their pack mules. If the number of units held on a Liberty Ship exceed its holding capacity after being damaged, the excess units are eliminated. If a Liberty Ship is sunk, all units of the Liberty Ship are destroyed as well.
Liberty Ships can repair: Armor Transport, Transport, Patrol boat, AA Frigate, Frigate, AA Destroyer and Destroyer. The damaged ships are treated like a transportable unit - limitation of game engine - consider them moored to liberty ship and are susceptible to damage or out right elimination should the liberty ship be damaged or destroyed.
Liberty Ships fare poorly in combat and should be kept out of it at all costs. Since the loss of a single Liberty Ship can also result in the loss of its entire cargo, they should not go unescorted even in relatively safe areas. For similar reasons, enemy Liberty Ships are always targets of opportunity.
Submarines are the bane of all Liberty Ships.
Unit Statistics: 12 hitpoints, melee attack strength of 1. They move 2 spaces per turn.
The Liberty Ship takes 48 turns to build in city.
UNIT ID: T7
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Ocean Liners are capable of carrying various infantry types over water and are an effective way to capture cities on other land masses when carrying Infantry. They are dedicated troop transports only, no vehicles can be transported.
Ocean Liners start with a hold capacity of 12; i.e., they can hold up to 12 Infantry. If the number of Infantry held on a Ocean Liner exceed its holding capacity after being damaged, the excess units are eliminated.
If a Ocean Liner is sunk, all units of the Ocean Liner are destroyed as well.
Ocean Liners fare poorly in combat and should be kept out of it at all costs. Since the loss of a single Ocean Liner can also result in the loss of its entire cargo, they should not go unescorted even in relatively safe areas. For similar reasons, enemy Ocean Liners are always targets of opportunity.
Submarines are the bane of all Ocean Liners.
Unit Statistics: 12 hitpoints, melee attack strength of 1. They moves 3 spaces per turn.
The Ocean Liner takes 60 turns to build in city.
UNIT ID: T9
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Airbases are not produced directly by cities. They can be constructed by Engineers, Seabees or Infantry units can change into Airbases.
Once an Infantry has changed itself to an Airbase, it cannot change itself back again.
Airbases cannot move or attack, but are otherwise identical to Infantry in combat.
They have the added advantage of being able to see 2 squares instead of one on the ground.
Their primary use is as a place to land and refuel air units.
In this, they are similar in performance to Carriers, but can hold any type of air unit, not just Fighters. Airbases can hold an unlimited number of units at any one given time.
They also can hold other ground level units, but be aware that they offer those units no protection from attack. An Airbase can take four hits to kill. If destroyed, all air and ground level units at the Airbase are destroyed with it.
Unit Statistics: 4 hitpoints, melee attack strength of 1.
A good strategy is to get Airbase established as you expand. It will help get you to explore areas you couldn't early on in a game. This could get you ten or more turns ahead of your opponent if not doing the same. Also hunting and eliminating other players Airbases will stunt their expansionist goals.
Another needed strategy is to pair an Airbase with Coastal Guns. Coastal Guns have limited sighting and require other units to spot for them. Use Reconnaissance aircraft set to patrol areas where you would like the Coastal Gun to cover.
If the Airbase is close to front lines put appropriate units in place to help shield it from threats.
UNIT ID: AB
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The Oil Facility is used to exploit resources to aid in combating the resource drain. It has the capability to act as a road on land terrain and shallow waters.
Unit Statistics: 3 hitpoints, melee attack strength of 1.
UNIT ID: OF
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The Fort is designed to serve as a defensive position for gathering land units.
Forts can be constructed by engineer and Seabee units on most land-based terrain. Forts have a capacity of 6 portage points.
When an enemy unit tries to attack a fort that has units inside it, the attacking unit must first defeat all the hosted units by Siege Attacks. The attacked unit is randomly picked at the time of combat, and it enjoys the defensive capability of the fort.
If a Fort is attacked and it is empty, it may be destroyed.
Unit Statistics: 8 hitpoints, melee attack strength of 1.
The Fort has no combat or ranged fire capability. The Fort is best deployed near Airbases and Coastal Guns to provide security by filling it with units determined to be the best deterrence for aircraft or land units seeking to invade.
UNIT ID: FT
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The Coastal Gun is designed to serve as a static Battleship, making city capture difficult from a sea approach.
Coastal Guns can be constructed by Engineer and Seabee units on most land-based terrain. Coastal Guns can only be built on: Clear, Forest, Snow, Desert, Hills and Mountain terrain.
The Coastal Gun can only carry a General.
Unit Statistics: 18 hitpoints, melee attack strength of 3, it has an effective fire of 8 spaces and does 3 damage. They cannot move.
The Coastal Gun takes 48 turns to be constructed by an Engineer or Seabee. Daisy chain them together to add a further defensive beltway your opponent will need to breach. Back them up with Airbases, Forts and mines to help keep their longevity from Aircraft and Land units. The Coastal Gun cannot be repaired so be sure to protect them well.
The Coastal Gun cannot be built in a city.
UNIT ID: CG
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The Port is a unit that can hold ships and most ground level units. It has only the minimum of defenses.
Ports are constructed by Engineers and Sea Bees on land based terrain. Ports can be built together in such a way to produce man-made waterways across continents.
Ports can repair damaged ships at a rate of one point per turn, if the unit in question has not moved.
The Port is capable of storing Infantry like units, serving as a waypoint for transport.
Ports have an unlimited stacking capability. If a Port is attacked and destroyed, all the units inside it are likewise destroyed.
Unit Statistics: 10 hitpoints, melee attack strength of 1.
UNIT ID: PT
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Reconnaissance Aircraft are weak in attack, they can see 3 spaces out and are cheap to produce.
These units can give you an extreme advantage in selecting targets for your other units to shoot at, also knowing where your opponent is coming from or advancing to. Knowing where to marshal your forces and setup the proper units to deal with a threat is utterly invaluable in this game.
Unit Statistics: 1 hitpoints, melee attack strength of 1.
They can transport: Recon Infantry & the General.
The aircraft can move 4 spaces per turn, for a total of 16 but must return to City, Airbase, Aircraft Carrier.
It takes 8 turns to produce a Reconnaissance Aircraft.
UNIT ID: F0
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Light Fighters have the same movement as recon aircraft. They make an excellent hunter versus the Reconnaissance Aircraft.
They fight as well as an Infantry and can move considerably faster. They can travel over land, water and fly over friendly units.
Unit Statistics: 2 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.
They cannot capture cities, but can disrupt production by bombing a city. Best use the bombers or ground attack aircraft for this duty.
Light Fighters make adequate scouts for exploring unexplored territory and for patrolling against enemy incursions, but are limited by their range. They make for good "CAP" Combat Air Patrol, when no land AA units are present. They are well suited to accompany an Aircraft Carrier and provide air support for a convoy.
They are slightly outmatched by the Fighter.
All AA units have a shot of doing damage to the light fighter.
It takes 10 turns to produce a Light Fighter.
UNIT ID: F1
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Fighters are the quickest air unit in the game.
However they do not have the range of the Bomber, Medium Bomber and the Air Transport.
They fight slightly better than the light fighter and are are a genuine threat to all the other aircraft types.
Unit Statistics: 3 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.
They cannot capture cities, but can disrupt production by bombing a city.Best use the bombers or ground attack aircraft for this duty.
Fighters make good scouts for exploring unexplored territory and for patrolling against enemy incursions, but are limited by their range.
All AA units have a shot of doing damage to the Fighter.
In a pinch the Fighter can take on land units if no Ground Attack or Bombers are present. They should be used sparingly in this role. Also they make excellent air defense and scouting options for the Aircraft Carrier and Air Base.
It takes 14 turns to produce a Fighter.
UNIT ID: FI
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Ground Attack aircraft are slower than Fighters but have a slightly longer range. They fight well normally, but fight weakly when in combat against Fighters and have three hit points.
They can do as much damage as a Cruiser.
Ground Attack aircraft may land on Carriers, the Airbase or the City.
They may disrupt city production and damage city production efficiency. They are a great choice when attacking land units. Be sure to rest and repair them, remember an exhausted Ground Attack aircraft fights with a combat handicap modifier if you try to push your luck on attacks. They do well against ships, but eventually your luck will run out if you persist attacking other ships or choose to attack the Battleship.
Unit Statistics: 3 hitpoints, melee attack strength of 2 it has an effective fire of 2 spaces and does 2 damage.
A good strategy is to attack damaged and limping warships struggling to make it back to port.
Another solid strategy is to attack transports carrying troops. If you do not sink the transport but do damage, you may end up killing some units traveling inside the transport.
All AA units have a shot of doing damage to the Ground Attack aircraft.
The Ground Attack Aircraft is a good choice when attacking other units. It may not be as strong as the Bomber type of aircraft but it has many different roles to play when considering offensive air options.
As it is able to be transported by the carrier, the ground attack role is expansive as the sea it travels on.
It takes 12 turns to produce a Ground Attack Aircraft.
UNIT ID: F4
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Medium Bombers are slower than Fighters but have a longer range. They fight well normally, but are less capable when in combat against Fighters. They have better hitting power than a Ground Attack Aircraft and have four hit points.
They can do as much damage as a Battleship.
Unit Statistics: 4 hitpoints, melee attack strength of 3 it has an effective fire of 2 spaces and does 1 damage.
Medium Bombers may not land on Carriers.
Medium Bombers may disrupt city production and damage city production efficiency.
Keep Medium Bombers close to your city if enemy units are threatening it. They can pop out of a city and bomb any immediate threats.
It takes 16 turns to produce a Medium Bomber
UNIT ID: F8
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Bombers are slower than Fighters but have a longer range. They fight well normally, but are less capable when in combat against Fighters. They have better hitting power than Ground Attack Aircraft, Medium Bombers are comparative but the Bombers have five hit points.
They can do as much damage as a Battleship.
Unit Statistics: 5 hitpoints, melee attack strength of 3 it has an effective fire of 2 spaces and does 1 damage.
Bombers may not land on Carriers.
Bombers may disrupt city production and damage city production efficiency.
The Bomber if used sparingly but tactically can have a long life span. They are great when used as a fire brigade unit, especially when Frigates and Destroyers show up when least expected.
It takes 18 turns to produce a Bomber.
UNIT ID: BO
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The Air Transport has a limited capacity and a limited range, but is excellent for quickly delivering units to areas that would otherwise be very difficult to get to. Amass a large amount of Air Transports and load them up with units, fly to an area where you would like a large group or "blocking force" to inhibit free movement for your opponent possibly buying you enough time to accomplish your expansionist goals. Air Transports can be used as solo exploration and deployment expansion units, meaning fly twelve hexes out and discover a neutral city and drop one or two infantry to capture it. You could expediently cover plenty of area perhaps giving you and advantage over your opponent.
You could use them as taxi's moving city to city with their max distance of 24 and stockpile infantry for a transport to collect for offensive operations.
Unit Statistics: 4 hitpoints, melee attack strength of 1.
When airborne, the Air Transport cannot directly unload units; instead it is only capable of Dropping a unit in the hex it is currently in (if there is no ground level unit already there).
Units that are dropped are not capable of moving until their next turn. Units cannot be dropped on enemy units.
The Air Transport unit may only load units when it is on the ground in a city or airbase.
UNIT ID: AT
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The 50mm Anti tank gun "ATG" is an option to hold ground in one area while you expand in another. It's role is purely defensive as it is weak in melee. It can conduct melee attack but is weak in offense.
It is well suited against Armored units.
Unit Statistics: 1 hitpoints, melee attack strength of 2 it has an effective fire of 2 spaces and does 1 damage.
The 50mm ATG can only move 1 on clear terrain. They cannot be unloaded onto swamps, shallow water, deep water and mountain peaks. It needs the pack mule, truck, light truck, Recovery Tank, Transport, Liberty Ship or Air Transport to get it around, it may be placed in a fort. They cannot travel through swamps but can morph into pack mules to negotiate swamps. However if a road network is available the unit may "walk" or be "rolled" down the road 1 hex at a time. (You will need to select use roads from game play options during game setup.)
The 50mm ATG costs 8 to build.
UNIT ID: M8
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The Heavy Artillery is capable of offensive and defensive ranged fire on ground level (land and sea) units.
It is not capable of directly offensively engaging in melee with other units in combat.
Heavy Artillery needs to be transported by truck or ship. They cannot be unloaded onto swamps, shallow water, deep water and mountain peaks. It is the best land unit to help dwindle high enemy concentrations before and during your offensive forays into enemy occupied territories. It also automatically helps out during defensive fire upon most advancing enemies land and sea. Place it in a fort or entrench it for better protection if it is actively harassed by enemy fire. However if a road network is available the unit may "walk" or be "rolled" down the road 1 hex at a time. (You will need to select use roads from game play options during game setup.)
Unit Statistics: 2 hitpoints, melee attack strength of 3 it has an effective fire of 6 spaces and does 2 damage.
It earns the nickname the king of Battle.
It however is susceptible to most melee attacks, so keep a truck close by to haul it away if enemies are two close.
The Halftrack cannot transport Heavy Artillery. <For limitations of game engine. I would have to allow 2 portage points, then two infantry types could fire from halftrack.> Not my intention.
It takes 24 turns to build Heavy Artillery.
UNIT ID: HA
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The 20mm Anti Aircraft (AAA) unit is used to defend a region from invading aircraft. It cannot be stressed enough, once enemy aircraft are about a player will begin to "feel" naked without some sort of Air cover. AAA is cheap enough to be placed in strategic locations providing as much cover as possible. Having several AAA's placed about will make a player think twice before committing their aircraft to withering gun fire.
It range attacks Air units, Reconnaissance Aircraft, Air Transport, Light Fighter, Fighter, Ground Attack, Medium Bomber and Bomber units. It also does well against soft targets and mediocre against infantry (I selected this option as a compromise, the Machinegun unit would never be chosen or the AAA would be prohibitively expensive).
The 20mm Anti Aircraft unit can only move 1 on clear terrain. They cannot be unloaded onto swamps, shallow water, deep water and mountain peaks. It needs the pack mule, truck, light truck, Recovery Tank, Transport, Liberty Ship, Armored Transport or Air Transport to get it around. However if a road network is available the unit may "walk" or be "rolled" down the road 1 hex at a time. (You will need to select use roads from game play options during game setup.)
The 20mm Anti Aircraft may be placed into a fort to provide it some protection.
Unit Statistics: 1 hitpoints, melee attack strength of 2 it has an effective fire of 3 spaces and does 2 damage.
It takes 9 turns to build Anti Aircraft.
UNIT ID: M7
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The Anti Air Jeep is a cheap way to produce AA units to get your Airspace covered.
It has nominal attack and defense capabilities but it does offer some protection against Aircraft. It is also semi-weak on melee, but it can slightly hold it's own in ranged fire against Infantry types and soft targets.
The AA Jeep moves 3 spaces per turn so it is the fastest AA land unit.
The AA unit cannot transport units.
Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.
It takes 7 turns to produce.
UNIT ID: V4
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The Anti Aircraft unit is used to defend a region from invading aircraft.
It range attacks Air units, Reconnaissance Aircraft, Air Transport, Light Fighter, Fighter, Ground Attack, Medium Bomber and Bomber units. It also does well against soft targets and mediocre against infantry.
Unit Statistics: 2 hitpoints, melee attack strength of 2 it has an effective fire of 4 spaces and does 2 damage.
Anti Aircraft cannot enter mountains or peaks. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot travel through swamps. They cannot be unloaded onto swamps, shallow water, deep water and mountain peaks.
The Anti Aircraft unit is able to move 2 on its own. It's great for accompanying a mobile armored group and is able to fire defensively the next turn it stops moving. A caveat of this unit, it does not fire after moving, so plan your tactics wisely.
The Anti Aircraft unit is capable of defensive fire. It has a ranged fire of four.
The Anti Aircraft unit is weak on defense, depending on striking its enemy first, before being attacked.
The Anti Aircraft costs 12 to build.
UNIT ID: AA
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The 76.2mm Anti Aircraft "AA" unit is used to defend a region from invading aircraft.
This is the best choice for AAA defense on Land.
It range attacks Air units, Reconnaissance Aircraft, Air Transport, Light Fighter, Fighter, Ground Attack, Medium Bomber and Bomber units. It also does well against soft targets and mediocre against infantry.
Unit Statistics: 2 hitpoints, melee attack strength of 3 it has an effective fire of 5 spaces and does 2 damage.
The 76.2 AA is unable to move. It needs the Truck, Recovery Tank, Armored Transport, Transport or Liberty Ship to get it around.
The 76.2 AA can not move on clear terrain. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot be unloaded onto swamps, shallow water, deep water and mountain peaks. However if a road network is available the unit may "walk" or be "rolled" down the road 1 hex at a time. (You will need to select use roads from game play options during game setup.)
It is capable of defensive fire. It has a ranged fire of five.
This unit does not melee other units. It still can range fire at other units, but it is considered dedicated in the air defense mode and not configured for optimum anti-tank defense (for this mod's purposes).
The Anti Aircraft costs 18 to build.
UNIT ID: ZD
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The Recovery tank is a mobile repair garage for large armored formations, when your cities are not close enough to repair Armored units. This unit will allow you to recycle damaged units faster, possibly giving you an attritional advantage over your opponent. It has firepower equivalent to the halftrack.
Unit Statistics: 3 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.
It can transport all Assault Infantry, Armor units, AA, ATG, Artillery and repairs 1 damage per turn for each damaged hosted unit.
It can carry up to 3 portage points, from 3 Assault Infantry to 1 Heavy Tank.
It takes 13 turns to produce.
UNIT ID: M2
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The Jeep is similar to the truck unit but carries 1 infantry type.
The jeep moves 3 spaces making it faster than the truck. It's a good unit for early expansion and can move a badly needed infantry type like a Bazooka to help deal with armored units.
Unit Statistics: 1 hitpoints, melee attack strength of 1.
It's attack and defense values are relatively weak compared to all other units.
The Jeep takes 4 turns to produce.
UNIT ID: V1
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The Light truck is similar to the truck unit but carries 1 infantry type or static gun type. It moves two hexes.
The unit is relatively cheap so you can dedicate light trucks to transport unload\drop then reload, move and setup to deal with fast moving front lines.
The Light truck takes 5 turns to produce.
Unit Statistics: 1 hitpoints, melee attack strength of 1.
Like the Jeep, it's attack and defense values are relatively weak compared to all other units.
UNIT ID: V2
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The truck is a very simple unit, capable of carrying two infantry units, 2 light static guns or 1 heavy gun while moving at armor speed.
The truck does not offer a strong defense for the units inside, and is very vulnerable to attacks. However do not under estimate the value of this unit. It is the best "land" transport. It enables infantry to travel twice as fast as they normally do. If you carefully plan your movements, you can rush up to a city in one turn and unload them to capture a city. In comparison Infantry marching up to city will take two turns and may be susceptible to defense fire by any unit in city on their game turn.
Unit Statistics: 2 hitpoints, melee attack strength of 1.
Trucks are not capable of offensive operations but they are great at supporting troop movements. Build roadways so you can use your full movement and stack up to two trucks per hex.
Trucks are cheap and fast, but not good for exploring, as they do not have much battlefield awareness.
They generally move over terrain the same as Armor.
The Truck takes 6 turns to produce.
UNIT ID: TK
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The Halftrack is the staple of any mobile attack force capable of transporting most infantry types and having the effective firepower of the MG unit while having better defensive armor than the truck.
The Halftrack gives certain infantry types the ability to conduct ranged fire while being transported. The Mortar and Machinegun cannot utilize the Halftrack as a transport option.
Unit Statistics: 2 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.
Utilize the halftrack while on offense and defense. On offense it will provide it's cargo some protection when moving on enemy positions.
On defense the halftrack can be rushed into fill in the gaps much like a fire brigade when the players defensive perimeter begins to collapse.
Make wise selections as to the units being transported. Bazooka, Grenadier, Saw, Assault infantry, Engineer, Infantry, Recon infantry, Marine, General, they all have important roles to play. The proper selection at the right time may allow you to survive an otherwise untenable intrusion by armor for instance.
The Halftrack takes 10 turns to build.
UNIT ID: V7
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Armored cars are used to recon the surrounding area. They can see 2 terrain hexes away and spot most land units at 2 spaces as well. They spot aircraft at 3.
They are the fastest land unit, moving at three spaces. They can carry one recon unit or the General.
The Armored car is half effective against armor. So trading shots with armor is generally a losing proposition.
Armored cars are not suited for melee attacks as it fights at half strength.
Armored cars cannot enter mountains or peaks. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot travel through swamps.
Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.
The Armored car is effective against soft targets, anit-aircraft and mobile artillery.
Armored cars cost 10 to build.
UNIT ID: A1
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Small Armor units play a vital role in land offenses but have peculiar weaknesses that require a certain amount of skill to circumvent.
Their function is much the same as Infantry and they can do many of the same things. They are twice as fast and can take twice as much damage, but otherwise perform the same. They are less effective when fighting against stronger armor units. It does however have ranged fire.
It is important to note that when defending against shore bombardment and bomber attacks, Armor has no advantage over Infantry.
Small Armor cannot enter mountains or peaks. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot travel through swamps.
If Small Armor unit successfully takes a city, it will immediately morph into an Armor crew at that city. If an attack is not completely successful, takes one damage during capture of city, no Armor crew will be created. It will be the same result as if infantry had captured the town. Next turn you can morph back into Small Armor if you wish.
Unit Statistics: 2 hitpoints, melee attack strength of 2 it has an effective fire of 2 spaces and does 2 damage.
The Small Armor Armor is semi-effective in melee and ranged fire.
Also the Small Armor can transport one Assault infantry. A very useful feature when you have to capture a city and defend it on the next turn.
Small Armor costs 12 to build.
UNIT ID: A2
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Armor units play a vital role in land offenses but have peculiar weaknesses that require a certain amount of skill to circumvent.
It is important to note that when defending against shore bombardment and bomber attacks, Armor has no advantage over Infantry.
Armor cannot enter mountains or peaks. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot travel through swamps.
Unit Statistics: 3 hitpoints, melee attack strength of 3 it has an effective fire of 2 spaces and does 2 damage.
If an Armor unit takes a city, it will immediately produce an Armor car at that city. The Armor unit is effective in melee and ranged fire.
Also the Armor can transport one Assault infantry. A very useful feature when you have to capture a city and defend it on the next turn.
Armor costs 13 to build.
The difference between Armor and Medium Armor: Armor produces an Armored car after capturing city, when the Armored car attacks a city it turns into bazooka unit. Whereas Armor produces Armor crew which morphs back into Armor. Both units are the same amount to build likewise have similar combat stats until the morph process takes place.
The AI is not yet scripted to deal with morphing Armor crews and is given the out by morphing into an armored car.
UNIT ID: AR
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Medium Armor units play a vital role in land offenses but have peculiar weaknesses that require a certain amount of skill to circumvent.
Their function is much the same as Infantry and they can do many of the same things. They are twice as fast and can take twice as much damage, but otherwise perform slightly better. It does have ranged fire.
It is important to note that when defending against shore bombardment and bomber attacks, Armor has no advantage over Infantry.
Medium Armor cannot enter mountains or peaks. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot travel through swamps.
If Medium Armor unit takes a city, it will immediately produce a Medium Armor crew at that city. Next turn you can morph back into Medium Armor if you wish.
Unit Statistics: 4 hitpoints, melee attack strength of 3 it has an effective fire of 2 spaces and does 2 damage.
The Medium Armor is effective in melee and ranged fire.
Also the Medium Armor can transport one Assault infantry. A very useful feature when you have to capture a city and defend it on the next turn.
Medium Armor costs 14 to build.
UNIT ID: A4
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Heavy Armor units play a vital role in land offense. They are able to stand off and punish other land units from a distance. They are a unique armored option.
Unit Statistics: 5 hitpoints, melee attack strength of 3 it has an effective fire of 3 spaces and does 3 damage.
The Heavy Armor Armor is effective in melee. They are the strongest armor unit in the game.
It is important to note that when defending against shore bombardment and bomber attacks, Armor has no advantage over Infantry.
Heavy Armor cannot enter mountains or peaks. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot travel through swamps.
If Heavy Armor unit takes a city, it will immediately produce an Heavy Armor crew at that city. Next turn you can morph back into Heavy Armor if you wish.
Also the Heavy Armor can transport two Assault infantry. A very useful feature when you have to capture a city and defend it on the next turn.
Heavy Armor costs 17 to build.
UNIT ID: A6
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The Light Artillery is capable of offensive and defensive ranged fire on ground level (land and sea) units.
Unit Statistics: 2 hitpoints, melee attack strength of 2 it has an effective fire of 4 spaces and does 2 damage.
It is weak on assaulting other units.
The Light Artillery unit is able to move 2 on its own.
Light Artillery cannot enter mountains or peaks. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot travel through swamps.
Artillery units cannot attack air and sub level units.
Having two or more Light Artillery around can help stifle focused attacks.
Light Artillery costs 14 to build.
UNIT ID: LA
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All production times are based off 100% city efficiency
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The General is a special Infantry unit, used in regicide scenarios. He is assumed to travel with his guard, so he will move and fight like an Infantry unit.
The General is not "consumed" when it captures a city. It will be available next turn and will be in the city.
The General may transport one Infantry type of unit, except: Armor crews, Machinegun, Mortar and Seabee. Units being transported by the General may conduct hosted fire and the Recon unit is allowed hosted sighting from the General.
The General can be carried/transported on vehicle types that transport the Marine. The Submarine, all variants and the Recon Aircraft may also transport the General while the General itself is not hosting units. The Subs and Recon Aircraft only have capacity for one unit. In an emergency the General can enter a Coastal gun.
Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 1 spaces and does 1 damage.
(The hosted Infantry type is considered an asset and is to be assumed to be "attached" to the General as it's own personal support type.)
The General costs 14 to build.
UNIT ID: GE
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Infantry units are the basic currency of conquest.
While slow and weak compared to other units, Infantry is vital to victory as they are capable of capturing cities.
Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 1 spaces and does 1 damage.
An Infantry's biggest advantage lies in its ability to be produced rapidly as many Infantry units can be produced in the time it takes to produce one Battleship.
Infantry units are best used for capturing enemy cities and defending your own cities and coastlines by judicious placement of sentries.
They are also capable of changing into Airbases.
Infantry cost 6 to build.
UNIT ID: IN
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Assault Infantry
While slow the Assault infantry is very strong on close up melee assault against other Infantry types and they can be effective against armor units.
Unit Statistics: 1 hitpoints, melee attack strength of 2 it has an effective fire of 1 spaces and does 2 damage.
The advantage Assault Infantry has over all other types of Infantry is the ability to ride on Armor. The "tank riders" can go into battle with support from their transport.
Assault Infantry units are best used for punching holes through enemy infantry defenses. They can capture enemy cities but are best used blunting enemy attacks or defenses. Use armor to move them close to the enemy and unload the Assault infantry directly onto the Infantry type defender or city.
Assault Infantry cost 9 to build.
UNIT ID: I2
--------------
Bazooka units are the are the first line of defense against armor and vehicles.
While slow they have the capability to inflict damage on vehicles. Bazooka units are vital to victory as they are capable of capturing cities.
Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 2 damage.
Bazooka units take slightly longer to build than infantry, But are worth the expense when deployed against vehicles and armor.
Bazooka units are infantry units equipped with a bazooka. Thus they fight similar to infantry when up against infantry type units.
Bazooka units best combat effect is ranged fire combat against vehicles. When forced to assault their effectiveness drops.
Bazookas cost 9 to build.
UNIT ID: BA
--------------
Engineers are a very versatile unit. They move and fight like Infantry, and can even capture cities, but they are too expensive to be risked in normal combat operations.
It is the other capabilities of the Engineer that makes it a bargain. It is able to construct Ports, Forts, Airbases Coastal Guns and Oil Facilities.
Unit Statistics: 1 hitpoints, melee attack strength of 2 it has an effective fire of 1 spaces and does 2 damage.
It is able to build roads, and to lay or clear minefields. It can also spot minefields.
Engineers can also enter Mountain Peak terrain, something other Units cannot do.
In a pinch, the Engineers can assault vehicles and armor. The engineer has a ranged fire of 1 and is effective against vehicles.
Road Build Times:
Ground 1
Desert 1
Swamp 3
Snow 1
Hills 2
Mountain 4
River 2
Peaks 5
Forest 1
Shallow Water 0 Cannot move into hex
Deep Water 0 Cannot move into hex
Construction times:
Port 12
Oil Field 12
Fort 12
Airbase 6
Coastal Gun 48
Mines 2
Build Coastal Guns to cover large expanses then build an airbase to allow for spotting by running patrols out, this will help the limited sighting ability of the Coastal Gun. Build a chain of them and fortify with mines and forts. Forts need units inside of them as a fort has no ranged fire. Build networks of road chains, this way you can rush units to trouble spots especially in terrain that slows down movement and allows unit stacking, do you can move twice the amount at your normal movement rate.
Engineers cost 16 to build.
UNIT ID: EN
--------------
Machineguns are best used defending cities, ports, forts and airbases.
They have a range of two and are effective against all soft targets. Entrench them in mountains, desert, snow, hills and forest tiles for better defensive values. They make a good line of defense especially in forts.
Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.
They do not fare well against armor.
They have a range of two and are best utilized when transported to location. They are no good if moving on their own, they cannot move and shoot. Lying in wait for potential targets is their best use.
The Machinegun is considered a crew served weapon, meaning they are best not used for melee with other units. Their combat strength is halved while in melee mode.
After capturing a city they will morph into the Squad Assault Weapon unit.
Machine guns cost 6 to build.
UNIT ID: I7
--------------
Mortars are effective against soft targets and opened top vehicles, such as Anti-aircraft and mobile artillery. They even have capability to harm ships if they are close enough to the Mortar. Put several together and you can rain down withering fire on advancing enemy.
They have a range of two and are best utilized when transported to location. They are no good if moving on their own, they cannot move and shoot. Lying in wait for potential targets is their best use.
Unit Statistics: 1 hitpoints, melee attack strength of 2 it has an effective fire of 3 spaces and does 2 damage.
The Mortar is considered a crew served weapon, meaning they are best not used for melee with other units. Their combat strength is halved while in melee mode.
After capturing a city the unit will morph into a grenadier unit.
Mortars cost 10 to build.
UNIT ID: I8
--------------
Grenadiers are effective against soft targets and opened top vehicles, such as Anti-aircraft and mobile artillery. They even have capability to harm Armored Transports if they are close enough to the Grenadier.
They fight like regular infantry when in melee but their advantage over regular infantry is the ability to have a range of 2 when defensive firing. Their best use is to ride in a halftrack lending their fire support to other units spotting for them.
Another excellent use for the Grenadier is to line up Infantry and entrench them, then entrench the Grenadiers behind the Infantry and you will have a strong defensive line.
Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 2 damage.
They are semi effective against Armor units.
They fight like Infantry when attacking cities.
Grenadiers cost 8 to build.
UNIT ID: IG
--------------
Recon Infantry are weaker in strength than most infantry types. They are effectively watered down infantry in all other aspects. They are still able to attack cities.
They can see 1 terrain hex away and spot/reveal most land units at 2 spaces. They spot aircraft at 2.
Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 1 spaces and does 1 damage.
What they lack in strength they make up in value with their ability to spot units 1 space further than other infantry types. They are also able to be transported by Armored cars.
The Recon Infantry costs 7, the added value of observation boosts them 1 point more value to production than the Infantry unit.
UNIT ID: IR
--------------
The Squad Automatic Weapon "SAW" has a good attack value against other Infantry types.
The SAW is able to attack cities. It also has a bonus of ranged fire 2 against aircraft. Although it can fire at aircraft it is relatively weak as compared to other dedicated AA units.
Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.
The SAW is best employed within halftracks to aid in AA defense or in support of other units on the attack.
The SAW takes 9 turns to produce.
UNIT ID: IS
--------------
Small Armor crew are generated whenever a city is captured by an Armor unit.
The AI does not build Small, Medium or Heavy Armor. So the AI will not be using Armor crews.
Limitations of AI to date.
Small Armor crew morph into armor when not in city, fort, port, airbase, or transport vehicle, plane or ship.
Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 1 spaces and does 1 damage.
They are weakest unit in game until they morph back into armor.
They cost 10 buypoints and the city does not produce them.
The Armor crew is created to represent the time needed for armor formations to refit and reequip the vehicles after fighting in a city.
UNIT ID: P2
--------------
Medium Armor crew are generated whenever a city is captured by an Armor unit.
The AI does not build Small, Medium or Heavy Armor. So the AI will not be using Armor crews.
Limitations of AI to date.
Medium Armor crew morph into armor when not in city, fort, port, airbase, or transport vehicle, plane or ship.
Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 1 spaces and does 1 damage.
They are weakest unit in game until they morph back into armor.
They cost 12 buypoints and the city does not produce them.
The Armor crew is created to represent the time needed for armor formations to refit and reequip the vehicles after fighting in a city.
UNIT ID: P4
--------------
Heavy Armor crew are generated whenever a city is captured by an Armor unit.
Heavy Armor crew morph into Heavy armor when not in city, fort, port, airbase, or transport vehicle, plane or ship.
Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 1 spaces and does 1 damage.
They are weakest unit in game until they morph back into Heavy armor.
They cost 17 buypoints and the city does not produce them.
The Heavy Armor crew is created to represent the time needed for armor formations to refit and reequip the vehicles after fighting in a city.
UNIT ID: P6
--------------
I think I noticed more damage on ships than i usually had seen and behavior that seemed a little different since last iteration of scripts.
But perhaps my mind is playing tricks on me.
I will have to play a game where I can observe what the AI is doing game turn to game turn.
I was watching the AI play against each other and couldn't really get a feel for what was going on.
I have not added Man or COMP yet. Perhaps in a different script.
Also RANGE - how is this different from DIS? Is it just referring to firing range in which case it is very similar to what I'm trying to do using DIS?
I included some Conditions below, does anything look out of place?
I have watched the AI play - so no hang or crash.
.
1/2 my AI script has new conditions. The rest of the script will be completed by the weekend.
Just a small snippet of Conditions I'm working on - T6 is an Armored Transport
[SAI_ROE][DE][(A)(TYPE)(EQ)(BB)(DMG)(LT)(6)(TYPE)(EQ)(BB)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(BB)(DMG)(LT)(2)(TYPE)(EQ)(BB)(DIS)(EQ)(1)][ME]
[SAI_ROE][DE][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(T)(TYPE)(EQ)(T6)(DMG)(LT)(2)(TYPE)(EQ)(T6)(DIS)(GE)(1)(TYPE)(EQ)(T6)(DIS)(LE)(3)][ME]
[SAI_ROE][DE][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(F)(TYPE)(EQ)(T6)(DIS)(GE)(1)(TYPE)(EQ)(T6)(DIS)(LT)(3)][FE]
Example of a Destroyer unit implemented in AI script:
#////////////////////////////////////////////////
# DE = Destroyer
#////////////////////////////////////////////////
[SAI_ROE][DE][(O)(TYPE)(EQ)(CI)][NA]
[SAI_ROE][DE][(A)(LVL)(EQ)(GR)(RNG)(LE)(FRNG)(PLY)(EQ)(NEUT)][NA]
[SAI_ROE][DE][(A)(LVL)(NE)(OF)(LVL)(NE)(GR)(LVL)(NE)(OB)(LVL)(NE)(RE)][NA]
[SAI_ROE][DE][(A)(DMG)(LE)(4)][NA]
[SAI_ROE][DE][(A)(DIS)(GT)(4)][NA]
[SAI_ROE][DE][(O)(TYPE)(EQ)(BO)(TYPE)(EQ)(F8)(TYPE)(EQ)(F4)][EV]
[SAI_ROE][DE][(O)(TYPE)(EQ)(AT)(TYPE)(EQ)(F0)(TYPE)(EQ)(F1)(TYPE)(EQ)(FI)][ME]
[SAI_ROE][DE][(A)(TYPE)(EQ)(CG)(DMG)(LT)(6)(TYPE)(EQ)(CG)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(T)(TYPE)(EQ)(T6)(DMG)(LT)(2)(TYPE)(EQ)(T6)(DIS)(GE)(1)(TYPE)(EQ)(T6)(DIS)(LE)(3)][ME]
[SAI_ROE][DE][(A)(TYPE)(EQ)(TR)(UNIT)(EQ)(T)(TYPE)(EQ)(TR)(DMG)(LT)(3)(TYPE)(EQ)(TR)(DIS)(GE)(1)(TYPE)(EQ)(TR)(DIS)(LE)(3)][ME]
[SAI_ROE][DE][(A)(TYPE)(EQ)(T7)(UNIT)(EQ)(T)(TYPE)(EQ)(T7)(DMG)(LT)(3)(TYPE)(EQ)(T7)(DIS)(GE)(1)(TYPE)(EQ)(T7)(DIS)(LE)(3)][ME]
[SAI_ROE][DE][(A)(TYPE)(EQ)(T9)(UNIT)(EQ)(T)(TYPE)(EQ)(T9)(DMG)(LT)(3)(TYPE)(EQ)(T9)(DIS)(GE)(1)(TYPE)(EQ)(T9)(DIS)(LE)(3)][ME]
[SAI_ROE][DE][(A)(TYPE)(EQ)(AC)(UNIT)(EQ)(T)(TYPE)(EQ)(AC)(DMG)(LT)(3)(TYPE)(EQ)(AC)(DIS)(GE)(1)(TYPE)(EQ)(AC)(DIS)(LE)(3)][ME]
[SAI_ROE][DE][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(T)(TYPE)(EQ)(T6)(DIS)(GE)(2)(TYPE)(EQ)(T6)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(TR)(UNIT)(EQ)(T)(TYPE)(EQ)(TR)(DIS)(GE)(2)(TYPE)(EQ)(TR)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(T7)(UNIT)(EQ)(T)(TYPE)(EQ)(T7)(DIS)(GE)(2)(TYPE)(EQ)(T7)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(T9)(UNIT)(EQ)(T)(TYPE)(EQ)(T9)(DIS)(GE)(2)(TYPE)(EQ)(T9)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(AC)(UNIT)(EQ)(T)(TYPE)(EQ)(AC)(DIS)(GE)(1)(TYPE)(EQ)(AC)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(S1)(UNIT)(EQ)(T)(TYPE)(EQ)(S1)(DIS)(GE)(2)(TYPE)(EQ)(S1)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(S2)(UNIT)(EQ)(T)(TYPE)(EQ)(S2)(DIS)(GE)(1)(TYPE)(EQ)(S2)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(DE)(UNIT)(EQ)(T)(TYPE)(EQ)(DE)(DIS)(GE)(1)(TYPE)(EQ)(DE)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(S5)(UNIT)(EQ)(T)(TYPE)(EQ)(S5)(DIS)(GE)(1)(TYPE)(EQ)(S5)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(X1)(UNIT)(EQ)(T)(TYPE)(EQ)(X1)(DIS)(GE)(1)(TYPE)(EQ)(X1)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(X2)(UNIT)(EQ)(T)(TYPE)(EQ)(X2)(DIS)(GE)(2)(TYPE)(EQ)(X2)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(X3)(UNIT)(EQ)(T)(TYPE)(EQ)(X3)(DIS)(GE)(1)(TYPE)(EQ)(X3)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(PB)(UNIT)(EQ)(T)(TYPE)(EQ)(PB)(DIS)(GE)(2)(TYPE)(EQ)(PB)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(SU)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(F)(TYPE)(EQ)(T6)(DIS)(GE)(1)(TYPE)(EQ)(T6)(DIS)(LT)(3)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(TR)(UNIT)(EQ)(F)(TYPE)(EQ)(TR)(DIS)(GE)(1)(TYPE)(EQ)(TR)(DIS)(LT)(3)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(T7)(UNIT)(EQ)(F)(TYPE)(EQ)(T7)(DIS)(GE)(1)(TYPE)(EQ)(T7)(DIS)(LT)(3)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(T9)(UNIT)(EQ)(F)(TYPE)(EQ)(T9)(DIS)(GE)(1)(TYPE)(EQ)(T9)(DIS)(LT)(3)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(S1)(UNIT)(EQ)(F)(TYPE)(EQ)(S1)(DIS)(GE)(1)(TYPE)(EQ)(S1)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(S2)(UNIT)(EQ)(F)(TYPE)(EQ)(S2)(DIS)(GE)(1)(TYPE)(EQ)(S2)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(X1)(UNIT)(EQ)(F)(TYPE)(EQ)(X1)(DIS)(GE)(1)(TYPE)(EQ)(X1)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(X2)(UNIT)(EQ)(F)(TYPE)(EQ)(X2)(DIS)(GE)(1)(TYPE)(EQ)(X2)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(X3)(UNIT)(EQ)(F)(TYPE)(EQ)(X3)(DIS)(GE)(1)(TYPE)(EQ)(X3)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(BB)(DMG)(LT)(6)(TYPE)(EQ)(BB)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(S8)(DMG)(LT)(6)(TYPE)(EQ)(S8)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(CR)(DMG)(LT)(6)(TYPE)(EQ)(CR)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(S5)(DMG)(LT)(6)(TYPE)(EQ)(S5)(DIS)(LT)(5)][FE]
[SAI_ROE][DE][(A)(TYPE)(EQ)(BB)(DMG)(LT)(2)(TYPE)(EQ)(BB)(DIS)(EQ)(1)][ME]
[SAI_ROE][DE][(A)(TYPE)(EQ)(S8)(DMG)(LT)(2)(TYPE)(EQ)(S8)(DIS)(EQ)(1)][ME]
[SAI_ROE][DE][(A)(TYPE)(EQ)(CR)(DMG)(LT)(2)(TYPE)(EQ)(CR)(DIS)(EQ)(1)][ME]
[SAI_ROE][DE][(A)(TYPE)(EQ)(S5)(DMG)(LT)(2)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]
[SAI_ROE][DE][(O)(TYPE)(EQ)(SD)(TYPE)(EQ)(SS)][ME]
[SAI_ROE][DE][(O)(TYPE)(EQ)(BB)(TYPE)(EQ)(S8)(TYPE)(EQ)(CR)(TYPE)(EQ)(S5)(TYPE)(EQ)(CG)(TYPE)(EQ)(AC)][EV]
[SAI_ROE][DE][(O)(TYPE)(EQ)(LA)(TYPE)(EQ)(HA)(TYPE)(EQ)(ZD)(TYPE)(EQ)(A1)(TYPE)(EQ)(A6)(TYPE)(EQ)(AR)(TYPE)(EQ)(A4)(TYPE)(EQ)(AA)(TYPE)(EQ)(A2)(TYPE)(EQ)(I8)(TYPE)(EQ)(V7)(TYPE)(EQ)(M2)][FE]
[SAI_ROE][DE][(O)(TYPE)(EQ)(IR)(TYPE)(EQ)(BA)(TYPE)(EQ)(IG)(TYPE)(EQ)(I7)(TYPE)(EQ)(N8)(TYPE)(EQ)(I2)(TYPE)(EQ)(EN)(TYPE)(EQ)(SB)(TYPE)(EQ)(IN)(TYPE)(EQ)(M8)(TYPE)(EQ)(M7)(TYPE)(EQ)(IS)(TYPE)(EQ)(GE)(TYPE)(EQ)(P2)(TYPE)(EQ)(P4)(TYPE)(EQ)(P6)][FE]
[SAI_ROE][DE][(O)(TYPE)(EQ)(V4)(TYPE)(EQ)(TK)(TYPE)(EQ)(V1)(TYPE)(EQ)(V2)(TYPE)(EQ)(PT)(TYPE)(EQ)(AB)(TYPE)(EQ)(OF)(TYPE)(EQ)(ZC)(TYPE)(EQ)(ZG)][FE]
[SAI_ROE_PRI][DE][T6][50]
[SAI_ROE_PRI][DE][TR][50]
[SAI_ROE_PRI][DE][T7][50]
[SAI_ROE_PRI][DE][T9][50]
[SAI_ROE_PRI][DE][AC][50]
[SAI_ROE_PRI][DE][F0][12]
[SAI_ROE_PRI][DE][AT][12]
[SAI_ROE_PRI][DE][F1][4]
[SAI_ROE_PRI][DE][FI][4]
[SAI_ROE_PRI][DE][PB][50]
[SAI_ROE_PRI][DE][X2][50]
[SAI_ROE_PRI][DE][S2][50]
[SAI_ROE_PRI][DE][X1][50]
[SAI_ROE_PRI][DE][DE][50]
[SAI_ROE_PRI][DE][SS][50]
[SAI_ROE_PRI][DE][SU][50]
[SAI_ROE_PRI][DE][SD][50]
[SAI_ROE_PRI][DE][X3][50]
[SAI_ROE_PRI][DE][AC][50]
[SAI_ROE_PRI][DE][N8][25]
[SAI_ROE_PRI][DE][GE][25]
[SAI_ROE_PRI][DE][HA][25]
[SAI_ROE_PRI][DE][LA][25]
[SAI_ROE_PRI][DE][I8][25]
[SAI_ROE_PRI][DE][ZD][25]
[SAI_ROE_PRI][DE][A1][25]
[SAI_ROE_PRI][DE][IR][25]
[SAI_ROE_PRI][DE][AB][25]
[SAI_ROE_PRI][DE][PT][25]
[SAI_ROE_PRI][DE][TK][25]
[SAI_ROE_PRI][DE][V1][25]
[SAI_ROE_PRI][DE][V2][25]
[SAI_ROE_PRI][DE][V4][25]
[SAI_ROE_PRI][DE][V7][25]
[SAI_ROE_PRI][DE][AA][25]
[SAI_ROE_PRI][DE][A2][25]
[SAI_ROE_PRI][DE][AR][25]
[SAI_ROE_PRI][DE][A4][25]
[SAI_ROE_PRI][DE][A6][25]
[SAI_ROE_PRI][DE][M2][25]
[SAI_ROE_DEF][DE][ME]
#////////////////////////////////////////////////
All my scripts were used in game - no hangs or crashes.
Here is a thinking of a cascade case:
"The ROE are setup that you can either OR or AND in a line. So “( A )” with three conditions is logically “X and Y and Z”
which means everything must be true to happen".
CR has 8 hit points - ME = 2 - FE = 1 (delicate).
Demo case: 2 CR VS 2 CR (human VS AI) Standard EDCE, but doesn't really matter the DB...
Turn 1, MAN = A human will normally concentrate fire. (at least this is what I would normally do), or move away. Let's assume two shots.
Turn - AI : 2 enemy CR, is there a very damaged (Less than 3 hit points) CR Human player at distance 2 - Y/N - If Yes ME - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(3)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][ME]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 4 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(4)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 5 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(5)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 6 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(6)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 7 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(7)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (equal 8 no damage) Human player at distance 2 - Y/N - If Yes FE- If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(EQ)(8)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
The next AI unit CR, will process the same lines, until the MAN player will get some damage on one of his CR.
"There always will be the chance of a miss" - NP. (good for both MAN & AI)
Once a CR will start getting 1 damage, the AI will start the concentrated fire. Until enemy reaches damage 3, Then the first line becomes true = ME
"Important stuff must be queried first as AI reads it in this fashion: first line of data in process line of data out.
So ya the fifo computer expression is the golden rule. - First in first out"
TR = when loaded - when human player will be always the first unit in the cascade.
TR = when loaded - when comp player will be the second unit in the cascade.
This means that during this shooting exchange if a human player moves a TR - loaded trying to sneak by, both CR will stop the fight and ME or FE the TR.
Empty TR may be left aside as not an immediate threat. But still high in the SAI_ROE list.
CR has 8 hit points - ME = 2 - FE = 1 (delicate).
Demo case: 2 CR VS 2 CR (human VS AI) Standard EDCE, but doesn't really matter the DB...
Turn 1, MAN = A human will normally concentrate fire. (at least this is what I would normally do), or move away. Let's assume two shots.
Turn - AI : 2 enemy CR, is there a very damaged (Less than 3 hit points) CR Human player at distance 2 - Y/N - If Yes ME - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(3)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][ME]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 4 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(4)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 5 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(5)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 6 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(6)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 7 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(7)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (equal 8 no damage) Human player at distance 2 - Y/N - If Yes FE- If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(EQ)(8)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
The next AI unit CR, will process the same lines, until the MAN player will get some damage on one of his CR.
"There always will be the chance of a miss" - NP. (good for both MAN & AI)
Once a CR will start getting 1 damage, the AI will start the concentrated fire. Until enemy reaches damage 3, Then the first line becomes true = ME
"Important stuff must be queried first as AI reads it in this fashion: first line of data in process line of data out.
So ya the fifo computer expression is the golden rule. - First in first out"
TR = when loaded - when human player will be always the first unit in the cascade.
TR = when loaded - when comp player will be the second unit in the cascade.
This means that during this shooting exchange if a human player moves a TR - loaded trying to sneak by, both CR will stop the fight and ME or FE the TR.
Empty TR may be left aside as not an immediate threat. But still high in the SAI_ROE list.
And after 30 years of gaming, I'm starting to understand this logic ??
And I didn't yet use the "Or" condition.
Questions: How to politely ask the AI to join a battle?
Important - If you can think of some ideas, please let us know.
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(TYPE)(EQ)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][ME]
(TYPE)(EQ)(TR)(PLY)(MAN)
Considering Enhanced EDCE game.
The AI should disturb human player prioritizing the attack, when the condition is met.
Condition 1 = human player - Host true - distance 2 - if condition is met [ME] until next turn - if not met go to next line
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]
Condition 2 = computer player - Host true - distance 2 - if condition is met [ME] until next turn - if not met go to next line
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]
Condition 3 = human player - Host false - distance 2 - if condition is met [ME] until next turn - if not met go to next line
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]
Condition 4 = computer player - Host false - distance 2 - if condition is met [ME] until next turn - if not met go to next line
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]
and so on... From near to far.
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]
If you can think of some ideas let me know.
I watched the AI for 700+ turns.
I saw something I never realized was happening in game.
I watched 2 Heavy Artillery walk down the road for 30+ turns.
Normally Heavy Arty needs a transport, but I must've checked can use roads in udb. I just thought they were an AI static unit. Now I know the AI will move them down a road if available.
It was a very pleasant surprise.
Imagine if it would be possible to unlock the full potential of the AI script.
Imagine if the AI could be able to understand what enemy attack: strongest? weakest? transports? concentrate its attack on one unit? or simply avoid that specific fight, buying time.
Wouldn't that be mined blowing.
The following is from a discussion Thoba and I have been having. This in regards to maximizing the AI scripts in game already.
All the comments are in regards to WW2 Intermediate mod.
WW2_DB
Battleship = BB
Transport = TR
Armor Transport = T6
Liberty Ship = T8
Oceanliner =T9
Below says if loaded transport is 1 hex away melee
[SAI_ROE][BB][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(T)(TYPE)(EQ)(T6)(DIS)(EQ)(1)][ME]
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(UNIT)(EQ)(T)(TYPE)(EQ)(TR)(DIS)(EQ)(1)][ME]
[SAI_ROE][BB][(A)(TYPE)(EQ)(T8)(UNIT)(EQ)(T)(TYPE)(EQ)(T8)(DIS)(EQ)(1)][ME]
[SAI_ROE][BB][(A)(TYPE)(EQ)(T9)(UNIT)(EQ)(T)(TYPE)(EQ)(T9)(DIS)(EQ)(1)][ME]
The below line basically says if it's loaded and over 1 space away and under max range of 8 then fire.
[SAI_ROE][BB][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(T)(TYPE)(EQ)(T6)(DIS)(GT)(1)(TYPE)(EQ)(T6)(DIS)(LT)(9)][FE]
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(UNIT)(EQ)(T)(TYPE)(EQ)(TR)(DIS)(GT)(1)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]
[SAI_ROE][BB][(A)(TYPE)(EQ)(T8)(UNIT)(EQ)(T)(TYPE)(EQ)(T8)(DIS)(GT)(1)(TYPE)(EQ)(T8)(DIS)(LT)(9)][FE]
[SAI_ROE][BB][(A)(TYPE)(EQ)(T9)(UNIT)(EQ)(T)(TYPE)(EQ)(T9)(DIS)(GT)(1)(TYPE)(EQ)(T9)(DIS)(LT)(9)][FE]
Below says if unloaded transport is more than 1 hex or equal to 4 hexes or less away then fire.
[SAI_ROE][BB][(A)(TYPE)(EQ)(T6)(UNIT)(EQ)(F)(TYPE)(EQ)(T6)(DIS)(GT)(1)(TYPE)(EQ)(T6)(DIS)(LE)(4)][FE]
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(UNIT)(EQ)(F)(TYPE)(EQ)(TR)(DIS)(GT)(1)(TYPE)(EQ)(TR)(DIS)(LE)(4)][FE]
[SAI_ROE][BB][(A)(TYPE)(EQ)(T8)(UNIT)(EQ)(F)(TYPE)(EQ)(T8)(DIS)(GT)(1)(TYPE)(EQ)(T8)(DIS)(LE)(4)][FE]
[SAI_ROE][BB][(A)(TYPE)(EQ)(T9)(UNIT)(EQ)(F)(TYPE)(EQ)(T9)(DIS)(GT)(1)(TYPE)(EQ)(T9)(DIS)(LE)(4)][FE]
I would set the order of the three above examples above so the loaded transports would be acted on first before unloaded transports.
Medium Bomber = F8
Ground Attack = F4
Battlecruiser = S8
Cruiser = CR
Light Cruiser - S5
Carrier = AC
AA Destroyer = X1
AA Frigate = X2
Light Cruiser AA = X3
Below example Medium Bomber only attacks if target is at crippled 1\2 threshold.
[SAI_ROE][F8][(A)(TYPE)(EQ)(BB)(DMG)(LT)(13)(TYPE)(EQ)(BB)(DIS)(EQ)(1)][ME]
[SAI_ROE][F8][(A)(TYPE)(EQ)(S8)(DMG)(LT)(11)(TYPE)(EQ)(S8)(DIS)(EQ)(1)][ME]
[SAI_ROE][F8][(A)(TYPE)(EQ)(CR)(DMG)(LT)(9)(TYPE)(EQ)(CR)(DIS)(EQ)(1)][ME]
[SAI_ROE][F8][(A)(TYPE)(EQ)(S5)(DMG)(LT)(8)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]
[SAI_ROE][F8][(A)(TYPE)(EQ)(AC)(DMG)(LT)(9)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]
[SAI_ROE][F8][(A)(TYPE)(EQ)(X1)(DMG)(LT)(3)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]
[SAI_ROE][F8][(A)(TYPE)(EQ)(X2)(DMG)(LT)(4)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]
[SAI_ROE][F8][(A)(TYPE)(EQ)(X3)(DMG)(LT)(7)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]
Below example Ground Attack only attacks if target is at crippled 1\2 threshold for smaller AA vessels and more than half damage Capitol Ships.
[SAI_ROE][F4][(A)(TYPE)(EQ)(BB)(DMG)(LT)(9)(TYPE)(EQ)(BB)(DIS)(EQ)(1)][ME]
[SAI_ROE][F4][(A)(TYPE)(EQ)(S8)(DMG)(LT)(9)(TYPE)(EQ)(S8)(DIS)(EQ)(1)][ME]
[SAI_ROE][F4][(A)(TYPE)(EQ)(CR)(DMG)(LT)(9)(TYPE)(EQ)(CR)(DIS)(EQ)(1)][ME]
[SAI_ROE][F4][(A)(TYPE)(EQ)(S5)(DMG)(LT)(7)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]
[SAI_ROE][F4][(A)(TYPE)(EQ)(AC)(DMG)(LT)(9)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]
[SAI_ROE][F4][(A)(TYPE)(EQ)(X1)(DMG)(LT)(3)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]
[SAI_ROE][F4][(A)(TYPE)(EQ)(X2)(DMG)(LT)(4)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]
[SAI_ROE][F4][(A)(TYPE)(EQ)(X3)(DMG)(LT)(6)(TYPE)(EQ)(S5)(DIS)(EQ)(1)][ME]
How the EDCE engine reads the AI script:Important stuff must be queried first as AI reads it in this fashion: first line of data in process line of data out. So ya the fifo computer expression is the golden rule. First in first out
As we say in Italy "Never contradict a mad man"
The idea is, BB should (must) as first line check for transports.
Considering Enhanced EDCE game.
The AI should disturb human player prioritizing the attack, when the condition is met.
Condition 1 = human player - Host true - distance 2 - if condition is met [ME] until next turn - if not met go to next line
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]
Condition 2 = computer player - Host true - distance 2 - if condition is met [ME] until next turn - if not met go to next line
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]
Condition 3 = human player - Host false - distance 2 - if condition is met [ME] until next turn - if not met go to next line
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]
Condition 4 = computer player - Host false - distance 2 - if condition is met [ME] until next turn - if not met go to next line
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]
and so on... From near to far.
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]
With these new concepts means that we may be able to tell the AI what to attack first and concentrate the attack on a specific unit as a human would due. Yes there will be some homework to do, and still some knowledge to gather.
My comment:
Having a very strong AI , may be seen as step that players love and miss from the old times🙂AI_standard & AI_Advanced
Or having three AI approach steps:
AI_Easy
AI_Medium
AI_Hard
New non-historical WW2 Scenario for two players playing on a horizontal mirrored map and 12 AI to run interference.
Map Parameters: Width 100, Length 200
The Map and scenario will be found in game under WW2Weasel when selecting option to download map or scenario from EDCE gui.
naming convention will be not exactly but similar to this: WW2W_&_Thoba_tourney_2_player_vs_12_AI
Config files for quick setup. Solo, Email, Fileshare and Network.
Link below for updated AI scripts and 4 config files to use for new mission and scenario update.
https://drive.google.com/file/d/1J8HFJ_0YbiRb87kDpc1DGXVl6qLBL-A3/view?usp=shari...
AI scripts not fully vetted, it's possible you may run into issues - if so notify me and if possible let me know which AI script was invovlved in crash or stoppage of play.
Also included in zipped unknown folder is two WW2 General names text files which will allow AI to have a Generic or Historical database of names to draw from.
I've tested the WW2 mod and it is working well with the release of version 18.
So, a few changes to the mod to bring it up to running smoothly.
1. The WW2 AI DLL file is no longer required atm.
2. Create a generals text, perhaps call it WW2Generals.txt and put it into your EDCE loadpoint unknown folder, you will see a RandomGenerals.txt already there.
In the newly created WW2Generals text file copy and paste this into it.
#This is a sample file if you want to override the random general name with your own
# Hash tags at the beginning of the line is a comment
Erwin Rommel
Marshall Antonescu
Karl Dönitz
Claude Auchinleck
Archibald Wavell
Rodolfo Graziani
Dwight Eisenhower
Bernard Montgomery
Omar Bradley
George S. Patton
Gunther von Kluge
Charles De Gaulle
Hideki Tojo
Isoroku Yamamoto
Aleksei Antonov
Ivan Konev
Rodion Malinovsky
Konstantin Rokossovsky
Pavel Rotmistrov
Semyon Timoshenko
Fyodor Tolbukhin
Aleksandr Vasilevsky
Nikolai Vatutin
Kliment Voroshilov
Andrei Yeremenko
Matvei Zakharov
Georgy Zhukov
Ernst Busch
Heinz Guderian
Ewald von Kleist
Georg von Küchler
Wilhelm Ritter von Leeb
Wilhelm ListErich von Manstein
Walter Model
Friedrich Paulus
Gerd von Rundstedt
George Marshall
Douglas MacArthur
Mark W. Clark
Ernest King
Chester W. Nimitz
William Halsey, Jr.
Chiang Kai-shek
Mao Zedong
Josip Broz Tito
Wilhelm Keitel
Alfred Jodl
Fedor von Bock
Erich von Manstein
Walter Model
Josef Dietrich
Albert Kesselring
Hermann Göring
Heinrich Himmler
Ion Antonescu
Benito Mussolini
#End of text
3. Change your AI DLL to Enhanced DLL and add the various WW2 Intermediate scripts as per usual.
4. While in this interface look for the add Random general button it will be below the ignore drain button, click on it and load file - the game engine will put you into the unknown folder where your WW2Generals.txt should have been copied in step 2 above. Each AI you want to have a random generals name must follow the same steps as mentioned earlier in this step 4.
Now I may have forgotten the wording of buttons in step 4 - So there should be 4 options available to you. Skip the first - but 2nd button should be which ww2 Intermediate AI script to load and 4th button should be random General names.
Addenda:
There have been updates to the database, AI Scripts and hopefully a little dll addition to spice things up.
I will release when it all comes together..
If you have no idea what I'm talking about text away.
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Any folks out there with C## skills that might want to contribute to a new AI?
It really will take a community effort to make this happen.
All of the development will be off thread. No need for unnecessary distractions.
The three countries represented thus far are:
Belgium
Italy
USA
The three of us have been acquainted since 2006-2007
I've been playing Empire since the 80's. My friend and I have played some serious games since then.
I found the Cruiser to be the main workhorse of the control and dominate sea battles - Battleships have always seemed to let you down after the long wait to build one. Subs were seldom used but effective when utilized but to a degree due to their fragility.
I used the fighters to do my sighting and their main duty in my mind was to find transports or other cruisers so I could better martial my forces. So for me fighters were extremely valuable and not to be squandered on lesser unit, unless they were about to attack a city. So the first version of empire did not have bombers,you learned to husband your fighters and primarily use them for finding and sinking transports.
Aircraft Carriers were seldom used. Destroyers were not used as much. I found a group of 8 cruisers or more to be an effective fighting force. I remember the pitched battles my friend and I had, we learned to develop like minded strategies to conquer as deviating from that script could cost you the game. The how many cruisers do you have would be asked to determine how initial neutral city conquest was going. You would really be stressed out if your opponent had a 5 cruiser lead on you as you would find yourself outgunned in critical situations. In your mind you would have an abacus way of calculating force multiplier by scouting and calculating your odds in a naval battle prior to engaging, you wanted to give yourself the best chance. On several great games I played a game could be decided early if for instance if both sides had say approx 15 cruisers per side and 1 player would win say 8 battles in a row on the same turn - So 1 player had 15 cruisers and the other say 7. Psychologically it would be difficult to remove the stigma of upcoming naval battles and the inability to project offensive strength in any one area. You would be delegated to a defensive role and would succumb to the other players dominant offensive strengths. Projecting when and where to attack is a very Sun Tzu form of warfare.
Now in the last two recent versions of Empire, the EDEE and EDCE versions I've taken the lessons I've learned from playing this game and crafted units and their performance to make for interesting battles. I've made WW2 Mods for Empire. An example of what I mean is survive ability for warships and assigning various roles for them. So with my Naval war between two capitol ships there are more likely than not be a good space barrier between ships. So you are not relying on one time epic roll of the dice for combat results, in my mod it may take several rounds of ranged fire combat before a ship sinks. This is where the survive ability comes in, after taking a pounding you can break off from an attack and sail the wounded ship back to port for repairs and for that matter as a result of conflict between two fleets you may opt to retire from extended hostilities to repair and marshall your units for another round of fighting lending to the war of attrition.
In the ww2 mod Marines can board transports, frigates and destroyers. So you would need to calculate the odds your opponent has put marines on a destroyer to make a raid on your city. I have seen the AI do just this in several games based off my AI scripts. So a single fast 4 movement space frigate can travel twice as fast as a transport - it carries only one marine not six like a transport can. So the marine unit forces a player to keep enemy frigates honest whenever they come near his city. To help counter the addition of the marine unit I also added Coastal gun fortifications to be built by seabees and engineers. The coastal gun has the range and damage of a battleship - but it's caveats are limited sighting ability (Requires airplanes or requires sighting from other units.) and no ability to move nor can it repair. But the coastal gun can help keep marauding marine transports at bay.
There are several different units I could touch upon for adding different tactics and abilities, example dedicated AA frigates, Destroyers and light Cruisers to help keep aircraft at bay.
I think that is enough to mention for the scope of this thread. But for other possible strategy and tactics consider the ww2 mod you will be able to do more and the aircraft movement won't be as restrictive as the vanilla game.