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    • KindwindK

      Game Engine Rules (AI Training)

      Watching Ignoring Scheduled Pinned Locked Moved Development
      41
      5 Votes
      41 Posts
      9k Views
      RogerCooperR
      @husky81 It would make more sense to have the executive module set a broad plan and then the other modules figure how to execute the plan.
    • SchulzS

      Bugs in World War I

      Watching Ignoring Scheduled Pinned Locked Moved Bug Reports
      24
      1 Votes
      24 Posts
      3k Views
      wc_sumptonW
      @RogerCooper said: I am not sure about the next step. Should I create AI versions of the scenarios and add to the mod? Not sure what is being asked. The AI makes purchases, that was all that I understood was needed. Cheers...
    • I

      Playing war of relics question

      Watching Ignoring Scheduled Pinned Locked Moved Player Help
      13
      0 Votes
      13 Posts
      115 Views
      C
      I'm looking into how to fix the problem of the ships moving less than they should when they are placed. More details in: https://github.com/triplea-game/triplea/issues/15013
    • G

      Map Display Errors

      Watching Ignoring Scheduled Pinned Locked Moved Bug Reports
      8
      2 Votes
      8 Posts
      89 Views
      C
      @GREGOREK Yah, scrolling both edges sure is cool. I wish this could be possible in an actual (spherical) world (like ours) with some sort of projection, but unfortunately it is not (as far as I know).
    • H

      Creating a (hopefully) competitive bot using Claude Code.

      Watching Ignoring Scheduled Pinned Locked Moved AI
      31
      3 Votes
      31 Posts
      155 Views
      C
      @husky81 said: @Cernel said: World War II v5 1942 SE TR Sorry, I didn't see this. Yes, my bot plays 'World War II v5 1942 SE TR' For development and testing I play in a Python engine that Claude built for that purpose. In those cases I played without bids. The only major rule difference is no landing on allied carriers, since that's not in the Beamdog game. Claude also built a bridge that allows my bot to play the bots that ship with Triple A. I've not changed the rules in Triple A, just my own engine and my bot's logic, so for the games played through the bridge, the Triple A AI could use allied carriers, but mine never will. Guessing that you have the skills, I guess that, if you push a program update so to have a property to forbid landing on allied carriers (and maybe also loading onto allied transports) and then add that property (false as preset but of course editable via Game Options) to the game in question, everything will be accepted by the developers (I certainly do not speak for them, so CC @lafayette). Done that, you would just be able to put that property as true before starting the game (so to enforce it for all players, human and AI). This seems to me to be a lot better than enforcing it on the AI itself. (I do think that this property would be valuable in itself.) Of course, it's your project (and I have no idea how much work would be to do that): just suggesting, not saying you are doing it wrong.
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