Non-amphibious Transports Confuse AI
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I was playing New World Order Variant-Neutrals and I noticed an interesting problem. This mod has ships that can transports but not conduct amphibious invasions. This feature is realistic, but rarely used by mod-makers.
It also confuses the AI. The AI sets up invasions, even bringing air support, but then is unable to execute the invasion, (It is a sign of the robustness of TripleA's code, that does not cause a program crash).
It's up to the AI programmers decide whether want to change the AI to handle this properly. But at least, the AI should not load troops on to non-amphibious transport, nor should the AI consider non-amphibious transport capacity when buying.
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@rogercooper Interesting. What property controls whether transports can amphib attacks with units? I wasn't aware that even existed, let alone any maps that used it.
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@redrum It is a unit property. Here is a how it descibed in POS2
canInvadeOnlyFrom values: is a colon dilimited list of the transporting units which this unit can perform amphibious assaults from.
A unit which can not perform amphibious assaults may instead disembark during non-combat
can be set to "all", or "none", or a list of some transports. if this option is not present, it defaults to "all"This should be used more. Landing on a defended, hostile coast requires specialized landing craft, while troops can be moved to friendly ports on almost any ship type. It is also realistic to prohibit tanks from invading, forcing the beachhead to be secured with a infantry & air power.
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@rogercooper Ah I see, the property is actually on the land units being transported. Do you have a save game showing the AI's poor behavior so I can use it to test?
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@rogercooper This should now be fixed in the latest pre-release: https://github.com/triplea-game/triplea/pull/2513
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@redrum You're amazing.
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@rogercooper 0_1508619275324_mid.tsvg I am still seeing odd behavior. For example in this saved game the British have built large force in Britain but no transports.
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@rogercooper Dover is connected to Belgium by land (probably incorrectly):
<connection t1="Dover" t2="Belgium" />So the UK AI has no reason to build transports
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@redrum I will fix the scenario.
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@rogercooper Wasn't that a scenario where they put the land connection in for something to do with bombing runs or air movement between Britain and Mainland Europe? I seem to remember years ago hearing something about a MOD where they had included a connection for some reason to do with aircraft movement.
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@hepps If it was intentional then I think some indicator on the map that they are connected would need added. Being able to move land units without transports across the channel just seems wrong though.
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@redrum I'm not 100% sure.... I just remember a something from the old forum where someone had done a MOD and they included a connection for air only.
I think it was because they wanted air to be able to move in some way between them without doing any changes to the map.
I could be wrong or it could have been a totally different map. Just something in the post sparked a few of my remaining memory cells.
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@hepps The area-movement WW2 game Blitz had an air-only connection across the English channel. I don't see how you could even do that in TripleA.