AI Suitability
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Back to topic. Because some questions.
I guess the AI will go for the closest enemy capital?
What would happen if i would make all owned territories capitals?
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@torpedoa said in AI Suitability:
Back to topic. Because some questions.
I guess the AI will go for the closest enemy capital?
What would happen if i would make all owned territories capitals?
I am not sure, but I suspect that the AI would lack strategic direction as every area is as good as any other.
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@torpedoa said in AI Suitability:
Well, you wont find a city-state-like megapolis like Charthage with 500.000-750.000 peoples and a huge harbor in the Andes mountains if thats what you meant by "beyond their tech capabilties".

Sailing open ocean, with nights out of sight of shore is technical ability the Carthaginians did not have. Their boats were not sturdy enough, and they lacked navigation techniques. The Carthaginians went as far as Great Britain, but that could be done entirely by sailing in sight of shore. I suspect that the trade with Britain involved intermediaries like the Veneti, who developed sturdier sailing craft (see Caesar's the Gallic War).
There is reason why it was the Spanish (sailing from a port once part of Carthaginian territory) were able to settle the New World while the Carthaginians didn't. Technology had developed extensively in 1,700 years in between.
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@schulz said in AI Suitability:
@rogercooper Could you take a look for Aggression 1941?
When I removed the isAAforCombat property, the AI became much more aggressive. I don't why that property was even there, it is superfluous for non-infrastructure. There was no place that actually defined the AA ability.
Look at this unit. Offense & defense are explicitly defined.
<attachment name="unitAttachment" attachTo="EscortCarrierASWX" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="movement" value="2"/> <option name="isSea" value="true"/> <option name="attack" value="1"/> <option name="defense" value="1"/> <option name="isAAforCombatOnly" value="true"/> <option name="mayOverStackAA" value="true"/> <option name="offensiveAttackAA" value="1"/> <option name="attackAA" value="1"/> <option name="maxAAattacks" value="1"/> <option name="targetsAA" value="submarine"/> <option name="isDestroyer" value="false"/> <option name="carrierCapacity" value="1"/> <option name="blockade" value="0"/> <option name="canBeGivenByTerritoryTo" value="British"/> </attachment> -
@rogercooper Thank you so much, AI now so much better after removing isAAforCombat property.
I'am actually favor of creating a new property called "AI compatibilty" instead of adding additional XML. When this property will be selected, some features like blockade zones, bombing/intercept will be deactivated. Not sure if it is possible.
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@schulz What were you trying to accomplish with the isCombatAA property. Did you want all attacking air to be subject to an AA attack? Defending air as well?
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@rogercooper Probably when i had wanted to give all units (except transports) AA protection, they initially became immobile and i though adding isCombatAA is the only way to make them mobile again.
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@schulz
Although this isnt part of your consideration, it is at least somehow related and eventually you could use it elswhere whenever you encounter that phenomenon.
https://forums.triplea-game.org/topic/2562/funny-trigger-to-help-trick-the-ai-to-amphibiously-noncombat-move-isaa-units -
@schulz Maybe the solution is to make them offensive AA with a combat value of 0. Or maybe 1 so capitals don't get defended by masses of aircraft
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@rogercooper I don't know how do i do that without changing any feature. I don't know too why AI has tendency to send transport unprotected.
Currently it looks like playable against Axis AI with an income bonus, I'am trying to figure out to remove some features via triggers to make it fully compatible with single player.
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@schulz said in AI Suitability:
@rogercooper I don't know how do i do that without changing any feature. I don't know too why AI has tendency to send transport unprotected.
Currently it looks like playable against Axis AI with an income bonus, I'am trying to figure out to remove some features via triggers to make it fully compatible with single player.
A simple solution to the transport problem is to give transports a defense strength of 1, as in the early editions of A&A,
I would suggest having 2 different xml's rather than trying to fuss with triggers.
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@rogercooper I'd really prefer having defenseless v3 transports but maybe I could do it if it is the only way to enhance AI gameplay.
I don't have much knowledge with triggers, probably I will be able to figure out if it is worth to create it ratherthan separate XML.
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@schulz Usually the AI does protect its transports and sometimes I think it concludes that it is worth losing the transport.
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@rogercooper I was thinking the same too. Still I'am doubtful it will be suitable to play against Allies AI.
I've made this one and testing against AI Axis. After giving bonus incomes it might be somewhat playabile in single player.
Edit: Uh. I didn't notice that all AA protections are gone.
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@rogercooper there are definitely times where it just seems to ignore them as well. i have noticed in general with its navies if the AI determines the navy is in a hopeless situation it just skips their move (instead of say retreating to a more out-of-the-way location).
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@rogercooper I've removed all AA's except Factory ones and it enormously enhanced AI.
To rebalance air units, I've decreased their attacks and upkeeps.
I've also added AI compatible option (bombing/intercept/blockades deactivated). With that its playable with AI if its given income bonus.
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@rogercooper gotta a pretty good game going at round 10 using my latest AI setup 1914 start with science and no handicap. AI (central) really hasn't made any major mistakes to this point.



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@rogercooper lots of AI trench building in this one too.

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@ubernaut Are those charts being generated from within TripleA?
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@rogercooper yeah you have to enable beta features and then the game statistics option under the game menu. be advised it only updates after a full round completes and it currently breaks history so if you check it you should immediately quit afterward or you will break your game.
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