Recent Posts

  • @simon-hibbs
    Is it possible for the politics flag, or any flag to trigger total war or change the default status?
    Yes, you can write a Trigger that will execute a sequence of political changes.
    As an example in 1941 Global Command Decision it has this as an option
    9e80a4c3-2d41-49f3-b759-1f3928c7370b-image.png
    But you will need something like

    <attachment foreach="$All-Players$" name="triggerAttachment_Notify__USA-Mexico_@All-Players@" attachTo="@All-Players@" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Notify__USA-Mexico_@All-Players@"/> <!-- see notification.properties --> <option name="notification" value="Notify_USA-Mexico_@All-Players@"/> <option name="relationshipChange" value="USA:Neutrals:Open-Border:Closed-Border"/> <option name="players" value="@All-Players@"/> <option name="when" value="before:@All-Players@CombatMove"/> </attachment>

    Stacking rules just forces the player and the AI from overstacking and doing crazy things like stacking 42 Tactical Bombers in Brazil for no good reason.

    Unit cost is complicated and is clever.
    Units are grouped into Fodder, Attack, Defence for Land, Sea and Air groupings. Its more complicated but you get the idea.

    One unit that costs too much or too little will skew the purchase formula.

    For a simple PU cost I use Attack+Defence+Movement, for most of my maps or a variant. You must add in Support variables and other unit bonuses.

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  • @thedog I did this for my own, much more primitive attempt at an AI friendly hack. Basically just starting universal war and getting rid of population unit spawning and requirements.

    Is it possible for the politics flag, or any flag to trigger total war or change the default status? Currently I have two variants of my hack, one with politics and the other set to total war.

    What is it about unit costs that makes it easier for the AI to make reasonable decisions? I can see how stacking limits might help, or is that motivated differently?

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  • @simon-hibbs
    Yes the politics flag is superfluous.

    To change all the factions to war, just find and replace all the
    Uncommitted
    to
    War

    but only for the <relationship block of code, about 180 lines, this is easy with Notedpad++ find and replace within a selection block of text.

    <relationship type="Uncommitted" player1="Aquella" player2="Archenland" roundValue="1"/> <relationship type="Uncommitted" player1="Aquella" player2="Flemma" roundValue="1"/> <relationship type="Uncommitted" player1="Aquella" player2="Gilcrest" roundValue="1"/> <relationship type="Uncommitted" player1="Aquella" player2="Jandice" roundValue="1"/> <relationship type="Uncommitted" player1="Aquella" player2="Kallela" roundValue="1"/> <relationship type="Uncommitted" player1="Aquella" player2="Lancia" roundValue="1"/> <relationship type="Uncommitted" player1="Aquella" player2="Loch_Island" roundValue="1"/> <relationship type="Uncommitted" player1="Aquella" player2="Lorenzia" roundValue="1"/> <relationship type="Uncommitted" player1="Aquella" player2="Maflemia" roundValue="1"/> <relationship type="Uncommitted" player1="Aquella" player2="Malliton" roundValue="1"/> <relationship type="War" player1="Aquella" player2="none" roundValue="1"/>

    eg. Hopefully your Notepad like editor can do similar.
    5a716b3f-dc7c-446f-955e-c89464f48eb9-image.png

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  • @thedog I can see the AI is able to cope with a resource, but I'm not sure what having it at all adds to the game. It might as well go, IMHO.

    I get the idea of politics, but at the moment if you disable it there is no game. You can't fight anyone. It's permanent peace. You'd have to use the editor, or is that the idea? It takes ages with this many factions. If so, you could just do that with politics enabled. The flag seems superfluous as it is at the moment.

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