Bugs in World War I
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@wc_sumpton I tested this to the end of the game. No one builds anything.
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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...
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@wc_sumpton I tried all players as AI using the World War I Improved map.
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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...
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@wc_sumpton
Would your super-dupa placementAnyTerritory fix,
https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread/1005?page=51aid the AI into purchasing?
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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...
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@wc_sumpton I got around to testing this out and I by getting rid of placeNoAirCheck and using placementAny Territory the AI builds correctly.
I am not sure about the next step. Should I create AI versions of the scenarios and add to the mod?
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I am not sure about the next step. Should I create AI versions of the scenarios and add to the mod?
Not sure what is being asked. The AI makes purchases, that was all that I understood was needed.
Cheers...
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@wc_sumpton I created a new xml with the suggested changes and it works. Now, should I change the XML for the mod in the repository or upload a new XML so the users can play an "AI" version while retaining the original scenario?
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Ha... Okay, now I understand. These maps, World War I 1914 Balanced, World War I 1914 Improved and World War I 1914 Tournament Rules belong to @victoryfirst. He will have to decide.
Cheers...
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