AI Suitability
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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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So I am starting to examine AI suitability for some randomly picked scenarios.
Great Lakes War All these scenario are fine for AI
Great War The only problem for the AI is the odd blockages for the US. This is an old scenario before events were introduced into TripleA. The large numbers of units and sprawaling map also slow the game. The actual units are straight-forward and the game can be played with Fast AI. Combat movement is before purchase.
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