💥 Another World v AI - Official Thread
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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
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

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 It doesn't hurt to create max build limits for units to prevent overuse by humans or AI.
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Latest version v010 ready for download.
- Ship PU prices redone
- Merchant Ship renamed to Convoy
- Help for the AI to buy multi turn ships
- Ship hulls have a move of 2, so the AI will buy them, but are stopped from moving, see below
- New territory sea used to stop the ship hulls from moving
Link to 1st post that has;
Latest map download link
https://forums.triplea-game.org/topic/4229/another-world-v-ai-official-thread -
Lines 42160 and 42192 should read '$All-Air-Targetable$' as they say '$All-Air$-Targetable' the map does not load.
Cheers...
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Latest version v015 ready for download.
- Air units are cheaper
. - Ship PU prices redone
- Merchant Ship renamed to Convoy
- Help for the AI to buy multi turn ships
- Ship hulls have a move of 2, so the AI will buy them, but are stopped from moving, see below
- New territory sea used to stop the ship hulls from moving
.
Link to 1st post that has;
Latest map download link
https://forums.triplea-game.org/topic/4229/another-world-v-ai-official-thread - Air units are cheaper
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@Simon-Hibbs
If you are having problems with the latest versions of TripleA (as I am)For AI testing Im using
https://github.com/triplea-game/triplea/releases/tag/2.7.15256Currently I have 7 versions of TripleA on my PC
This is old but is still valid, if you did not know how to do it
https://forums.triplea-game.org/topic/3724/how-to-have-triplea-2-5-2-6-installed-at-the-same-time -
@thedog Apologies, I have limited time for gaming and such at the moment. Visiting family. Thanks for the info, I'll take a look in the new year, or earlier if I get the chance.
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@rogercooper When I downloaded this into my downloaded maps folder, it did not appear in the selection list. I resolved it by eliminating the triple folder situation. I think the map.yml file was too deeply buried.
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@rogercooper
Thanks I have reposted the zip in the 1st post.
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