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    Bugs in World War I

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    • VictoryFirstV
      VictoryFirst @wc_sumpton
      last edited by

      @wc_sumpton So if I understand correctly, you can use Place with NoAirCheckPlaceDelegate and this would solve the problem of the AI not purchasing anything and it would prevent fighters that cannot land from being killed by the engine in the placement phase?

      wc_sumptonW 1 Reply Last reply Reply Quote 1
      • wc_sumptonW
        wc_sumpton @VictoryFirst
        last edited by

        @VictoryFirst said:

        So if I understand correctly, you can use Place with NoAirCheckPlaceDelegate and this would solve the problem of the AI not purchasing anything and it would prevent fighters that cannot land from being killed by the engine in the placement phase?

        The problem is not the delegate, NoAirCheckPlaceDelegate, but what the AI is coded for when doing purchasing, that being 'place' or 'endStep'. Because there is no 'place' the AI disregards the purchase.
        <delegate name="place" javaClass="games.strategy.triplea.delegate.NoAirCheckPlaceDelegate" display="Place Units"/>
        Works with
        <step name="AustroHungariansPlace" delegate="place" player="AustroHungarians"/>
        And fighters can stay 'isAir'.

        Cheers...

        RogerCooperR 1 Reply Last reply Reply Quote 2
        • RogerCooperR
          RogerCooper @wc_sumpton
          last edited by

          @wc_sumpton I tried removing replacing all references to NoAir with the standard delegates and it did not resolve the issue.

          wc_sumptonW 1 Reply Last reply Reply Quote 1
          • wc_sumptonW
            wc_sumpton @RogerCooper
            last edited by

            @RogerCooper said:

            I tried removing replacing all references to NoAir with the standard delegates and it did not resolve the issue.

            I do not understand what is meant by this. Is "NoAirCheckPlaceDelegate" still being called? Are you using "HardAI" or "FastAI" and how many AI players? How many rounds were tested.
            There are times, especially with HardAI, where the AI will determine that defensive fodder units are unnecessary to purchase and that it's PUs would be better spent on more expensive attack units or factories.
            Both Austro Hungarians and Russians can take up to 3 turns before they might purchase anything.

            This is the balance xml for you to review:
            world_war_i_1914_balanced.zip

            Cheers...

            RogerCooperR 1 Reply Last reply Reply Quote 1
            • RogerCooperR
              RogerCooper @wc_sumpton
              last edited by

              @wc_sumpton I will try checking for longer. It seems strange to not build anything.

              wc_sumptonW 1 Reply Last reply Reply Quote 1
              • wc_sumptonW
                wc_sumpton @RogerCooper
                last edited by

                @RogerCooper said:

                It seems strange to not build anything.

                I understand this. The first problem was that the AI player was not purchasing anything. Now the AI can purchase. Will the AI make a purchase, depends now on the AI logic.

                Cheers...

                RogerCooperR 1 Reply Last reply Reply Quote 2
                • RogerCooperR
                  RogerCooper @wc_sumpton
                  last edited by

                  @wc_sumpton I tested this to the end of the game. No one builds anything.

                  wc_sumptonW 1 Reply Last reply Reply Quote 0
                  • wc_sumptonW
                    wc_sumpton @RogerCooper
                    last edited by

                    @RogerCooper

                    Without see more of the xml that is causing the problems, and more information on how the map was tested, which players are AI. Then there is not much more that I can say.

                    The issue is still open on GitHub.

                    Cheers...

                    RogerCooperR 1 Reply Last reply Reply Quote 1
                    • RogerCooperR
                      RogerCooper @wc_sumpton
                      last edited by

                      @wc_sumpton I tried all players as AI using the World War I Improved map.

                      wc_sumptonW 1 Reply Last reply Reply Quote 1
                      • wc_sumptonW
                        wc_sumpton @RogerCooper
                        last edited by

                        @RogerCooper

                        To test, I updated TripleA to version 2026-9.16.15785. Uninstalled and reinstalled world-war-i-1914-improved, which included both World War I 1914 Improved and World War I 1914 Tournament Rules.
                        Using Fast-AI for all players the game ended at round 8 with the Allied Powers declared as the winner. The AI made no purchases during the game.
                        Using Hard-AI for all players the game ended at round 11 with the Central Powers declared as the winner. The AI made no purchases during the game.
                        Inside the xml there are 9 occurrences of " placeNoAirCheck" which were replaced with "place".
                        After reloading World War I 1914 Improved, Fast-AI was selected for all players. Round 1 the Austro Hungarians purchased 6 infantry and 2 artillery. Russians purchased 3 infantry and 4 artillery. The game was stopped after 15 rounds with no one declared as the winner. All AI players made purchases during the game.
                        Using Hard-AI for all players, the game was again stopped at round 15 with no winners. Austro Hungarians made their first purchase in round 2 with 10 infantry and 6 artillery. Russians purchased 20 infantry and 3 artillery on round 3, having made no purchases during rounds 1 and 2. During the game all AI players made purchases.

                        Cheers...

                        TheDogT 1 Reply Last reply Reply Quote 2
                        • TheDogT
                          TheDog @wc_sumpton
                          last edited by TheDog

                          @wc_sumpton
                          Would your super-dupa placementAnyTerritory fix,
                          https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread/1005?page=51

                          aid the AI into purchasing?

                          https://forums.triplea-game.org/tags/thedog
                          https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                          wc_sumptonW 1 Reply Last reply Reply Quote 3
                          • wc_sumptonW
                            wc_sumpton @TheDog
                            last edited by

                            @TheDog said:

                            Would your super-dupa placementAnyTerritory fix

                            Thanks for the thought. This hack helps with the placement of factory/construction type units which were not placed by the AI's normal purchase-placement routine. Here the problem is with purchasing, which the AI is not doing because the AI does not find when to start a simulated purchase. Without creating a purchase, there is nothing to place.
                            For my testing, replacing "placeNoAirCheck" with "place" does allow the AI to make purchases but this does not seem to work for @rogercooper. I'm not replacing the delegate "NoAirCheckPlaceDelegate" with the "PlaceDelegate" as there would be no change in my testing. So maybe @rogercooper could test if changing both the name and delegate makes any difference.

                            Cheers...

                            1 Reply Last reply Reply Quote 1

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