UNDER SIEGE: America
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@wc_sumpton Vive le Canadians!!!!!!
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@hepps Try it. You'll like it!! Long live the Canadians!!
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@wc_sumpton I was Zods (not so silent) partner last night looking at the map in its current state.
I will definitely look into the new versions you are brewing up in that cauldron of a brain of yours.
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@hepps cauldrons and witches brews... little late (very early) for Halloween
Just keep smoken' what your smoken' with GD. And I'll have a drink or 2 here with US: A (Canadian style.... what... what) -
@wc_sumpton lol @wc_sumpton ya he is his own special brew

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@Hepps, @General_Zod and all you mod makers!
I don't know how you people do it. Really I don't. I just spent the past 3 days updating the 'Notes'. It seemed easer writing the game mechanics then is in describing how things work. Deployment restrictions, reinforcement allocations etc... etc...Top of the head off to you all! Scratching the gray matter empty, but at least me toes are warm!!
New version uploaded with hopefully, friendlier helpful 'Notes'!
Cheers...
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@wc_sumpton brilliant aren't they?
I have a feeling you will all do well together
CHEERS! -
Working on a new update, to take advantage of the "New" Resource Bar. Planning on showing the AI resources and their usages, along with the Americans resources.
Lot of hidden works and now being shown.
I hate new updates... hate it-hate it(tongue in cheek)Some one needs his
beerbottleCheers...
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Another update.... another install....
Love it!!Love it!!Love It!!
Beer... Beer... Beer... (Leave me alone wife, none of that toNIGHT

Cheers...
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Love it... or hate it...
There are 30 Victory Cities, 4(5) players. So to present that information at the end of the players turn I have 30x4(5) conditions with 30x4(5) triggers.With the new resource bar, I put 'resources=1:VCs' in each city. '-30' VCs in each after:CombatMove and the engine does the rest. Super Cool!!
Wonder how much more I can cobble out. Lots of in-work to do... (wife go to bed, I'll be there later! Just don't start without me!!)
Cheersxxx
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@wc_sumpton More like just don't finish without me.
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@hepps you have created a map junkie! @wc_sumpton
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@hepps (she did)
Cheers...
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@wc_sumpton lol you're making me look good

well...not that good

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@wc_sumpton i played this map once and like explore it more
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@beck Thank you... Been runnin' it through most of the day. Just dropped off a new update.
Fast AI Invaders tends to make quick moves and can be exploited. Hammering at the Southerners pay big dividends.
Hard AI Plays slow and easy, if you are not careful the Easterners will have crawled all the up to Boston. So you have to watch that corridor.
The AI for Americans seem to have trouble with a three (4) front war.
In AI vs AI the Invaders tend to win 9 out of 10.Cheers...
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@wc_sumpton The American AI struggles a lot, with 3 human invaders as well. However we didn't use any of the game options that may help AI America, since there were no notes on it. Plus I wanted to see how it plays without those first.
I made a couple other observations on the max 5 unit.
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It causes movement validation issues during NCM. Even with air units flying over an already maxed out territory, can't. This really sucks if they are returning from combat. It forces edits and redoing moves.
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It is completely ignored during CM. So a territory can end with way more than 5 units after combat.
I like the 5 unit limit, but the above bother me a bit. Not sure if they can be worked out.
As a whole, nice job.
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@general_zod said in UNDER SIEGE: America:
@wc_sumpton The American AI struggles a lot, with 3 human invaders as well. However we didn't use any of the game options that may help AI America, since there were no notes on it. Plus I wanted to see how it plays without those first.
I made a couple other observations on the max 5 unit.
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It causes movement validation issues during NCM. Even with air units flying over an already maxed out territory, can't. This really sucks if they are returning from combat. It forces edits and redoing moves.
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It is completely ignored during CM. So a territory can end with way more than 5 units after combat.
I like the 5 unit limit, but the above bother me a bit. Not sure if they can be worked out.
As a whole, nice job.
Thank you for your feed back. Try using the Fast AI as the Americans. It still does some 'stupid' moves, but it feels more aggressive and seems to play a better game.
There are really only two options that change gameplay when using the Americans as the AI 1)'No Reinforcement' and no one gets reinforcements, 2)'Add 1 Extra American Reinforcement/TechRoll' which gives 3 Tech Rolls at the end of every turn instead of 2.
When the game detects an AI it sets up the rules for that player.
American AI gets 1) 'Add American Reinforcements to Purchase' - All reinforcements are add to the Americans so no purchasing is required. (AI has problems purchasing when 'maxBuiltPerPlayer' is set.) 2) The Americans can place the 'Strike Tokens' anywhere. Pre-placing them like they are done with a human player cause the AI not to touch them. For the Invader AI, they use a random schedule reinforcement pool to bring in their reinforcements (Because of the purchasing problem).2 first) During CM any unit that can enter a contested area may do so. So yes 'stacking limits' are ignored. Since units that moved during CM can not move during NCM there will be more the 5 units there. When moving out of the territory, the stacking limits will apply. (Makes for a tough counter attack by the other team. lol)
1 second) Moving of air during NCM. Air unit don't really 'fly over' a territory in tripleA, they enter every territory they move into, also since the Battle has already happened, air units can not fly over/enter into a controlled territory that already has 5 friendly units, the movement stacking rules apply in this case, and by the rules would need to move around those territories. (A trigger to remove stacking limits for air units during NCM would allow air units to stack more the 5 units in a territory. Since stacking is check only during placement, movement, and attacking (which is not use here), there is no way to inforce stacking 'after movement' into a territory except during movement.) -- hope this helps
I think I talk about both points in the 'Notes' 2 under 'Combat Movement' and 1 in the etc... section at the bottom.
About the 'AI rules' maybe a pop-up to other player explaining what happens? I open for suggestions...Again thanks for taking the time to play, and you comments are most welcome!!
Cheers...
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