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    Iron War - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • Z Offline
      zlefin Moderators
      last edited by

      is there a way to set bonus resources by resource type? I didn't see one that was obvious, didn't look that hard though. I wanna give the ai players extra fuel (sinc ethe ai doesn't know how to handle fuel), but not extra PUs.

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      • FrostionF Offline
        Frostion Admin
        last edited by

        @zlefin Unfortunately the bonuses you can give the AI and players during game setup only applies to PUs. It would be nice if it could apply to other resources also, but this is not supported at the moment. Maybe @redrum can tell us when/if this will ever be possible 🤔

        Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

        prastleP redrumR 2 Replies Last reply Reply Quote 1
        • prastleP Offline
          prastle Moderators Admin @Frostion
          last edited by

          @frostion updating bots it should be there now shortly good stuff

          If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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          • redrumR Offline
            redrum Admin @Frostion
            last edited by redrum

            @frostion I believe that's incorrect. The resource bonus % should apply to all resources: https://github.com/triplea-game/triplea/pull/1791. But flat bonus is only available for PUs.

            @zlefin There is not currently away to set different % per resource. I considered doing that but didn't know if it would be useful for enough maps and enough players would use it to make it worth it. Given that the AI doesn't really understand fuel yet, it might make more sense to consider it now that fuel has been revamped.

            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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            • FrostionF Offline
              Frostion Admin
              last edited by Frostion

              @redrum Nice! I would say that the option to give extra percentage to all kinds of resources covers most needs, for most maps.

              Maybe an option to give flat rate of certain special resources would also benefit some maps. But then, as maps may have a lot different resources, an option like that should come with the ability for mapmakers to enable/disable certain resources from showing in the start menu. Maybe some resources do not fit as resources that ought to be "increasable".

              How about XML options for the resource list like:
              ShownAndAffectedByFlatRateBonus
              ShownAndAffectedByPercentageBonus
              or something shorter and simpler?

              Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

              redrumR 1 Reply Last reply Reply Quote 0
              • redrumR Offline
                redrum Admin @Frostion
                last edited by

                @frostion I think the better approach is actually to allow map makers to just define difficulty levels with specific percentages/flat bonuses for each map in addition to the basic bonuses we already have. So on Iron War, for example, since the AI doesn't really understand fuel maybe you have the following:
                "standard" - "25% fuel bonus"
                "hard" - "50% fuel bonus and the rest 10% bonus"
                "very hard" - "100% fuel bonus and the rest 50% bonus"

                I think that probably makes it easier for the average player to understand and keep the game setup UI simpler. Otherwise you could end up with a lot of input boxes on the screen.

                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                • FrostionF Offline
                  Frostion Admin
                  last edited by

                  @redrum Would your described way then replace the percentage and flat rate totally? If so, then an easy, medium and hard should maybe be supplemented by a "custom"? I agree on keeping the menu options simple, and letting mapmakers preset values.

                  Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                  redrumR 1 Reply Last reply Reply Quote 0
                  • Black_ElkB Offline
                    Black_Elk
                    last edited by Black_Elk

                    Just went a dozen rounds vs Hard AI Allies at 125% and it felt pretty good. In every game I've played vs the AI there invariably comes a point when you break away, and then it doesn't really matter how much of a bonus the AI has received, because they can't recover, but up until that point the extra PUs and Resources make a pretty big difference in the feel of the difficulty level.

                    I also like the idea of default difficulty settings of the sort redrum just mentioned, mainly because I think the average player is more likely to click a simple difficulty setting, than they are to pop the hood and start tweaking a bunch of complex values at launch. I think they are more likely to say, "ok, last time NORMAL was too easy, so I will click VERY HARD this time and see how that feels" as opposed to going in and assigning bonuses nation by nation. It would also give us a chance to really cater the bonuses to the AI's current ability. So for example, I've just been picking a universal number like 110% or 125% etc and giving each AI nation that same bonus, mainly because it felt clean and easy to replicate. But maybe some nations need more? Perhaps some need less? With a default setting you could get more nuanced with it.

                    That said, I still think its important that the player be able to adjust this stuff on the fly, via a CUSTOM difficulty or whatever. And its definitely important that they be able to see it all charted out somewhere (so that the difficulty tweaks for the standard levels aren't invisible.) Until then though, I'll just keep trying to tease out a number that I feel works alright for the AI Allies until I hit one that kicks my ass consistently hehe. Next I'll try like 130% or thereabouts.

                    Oh also this last time I did try buying a couple Kamikazes at the end there, but I only used them in one attack so far. I haven't made much use of those or the V rockets or nukes, somehow I felt like it was probably a cheapshot on the AI. But as the difficulty of the AI bonus levels increases, then I feel less sporting and less likely to cut the computer as much slack. Probably at the 130% bonus level, stuff like strat bombing will be necessary to maintain parity with the machine? Will have to see

                    Anyhow, here is the last one...
                    0_1523315918556_Elk vs Hard AI Allies 125 Germany round 13.tsvg

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                    • redrumR Offline
                      redrum Admin @Frostion
                      last edited by

                      @frostion I'd leave the custom settings we have now and just add the preset values per map.

                      @Black_Elk Exactly, my thought as well. Make difficulty settings simple and easy for users. Also gives a way for players to compare games. I'd definitely look to provide a read-only summary of what each difficulty level actually is doing.

                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                      • Black_ElkB Offline
                        Black_Elk
                        last edited by Black_Elk

                        Sounds good to me. I guess to zlefin's Q, it would probably make sense to have a mode that just gives the AI nations like 9999 fuel so that it wouldn't botch their movement.

                        Just finished a game vs hardAI Allies at 133%. They were pretty formidable.
                        Russia is still active even after a dozen rounds, and the Allies have quite a few aircraft and ships parked off South America and Australia. India held out a lot longer this time around, and Africa took a concerted effort from both the German and Italian fleets before we finally knocked France out after like 13 rounds hehe.

                        The TUV and PUs are about even for both sides, even though Axis control twice as much production and all but 6 of the VCs. Not sure how much longer it would take to mop up what remains of the Allies, but probably a while. Here is the situation for Japan in 1946...
                        0_1523488540596_Elk vs Hard AI Allies 133 Japan round 13.tsvg

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                        • Black_ElkB Offline
                          Black_Elk
                          last edited by Black_Elk

                          ps. regarding Edit Mode, I was trying to figure out earlier how to change the starting fuel on the fly, but didn't see any options for that. I guess it would require an xml edit?
                          I can add in the actual oil drum units, but I was thinking more along the lines of what I mentioned above. Just giving the AI nations a huge starting reserve so it would never run out of fuel and they wouldn't get stuck, when they invariably by more aircraft or ships than they can support hehe.

                          HeppsH 1 Reply Last reply Reply Quote 0
                          • HeppsH Offline
                            Hepps Moderators @Black_Elk
                            last edited by

                            @black_elk Couldn't this be achieved via a game setting?

                            "A joyous heart sours with the burden of expectation"
                            Hepster

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                            • CrazyGC Offline
                              CrazyG Moderators
                              last edited by

                              What would be useful for triggers is a conditon that checks if a nation is being played by the AI. This would let us automatically give AI extra resources, and could also be enabled by a game option

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                              • Z Offline
                                zlefin Moderators
                                last edited by

                                I'm pondering other ways to let the ai play while not giving it infinite fuel.
                                setting up an alternate production frontier with units that drain fuel per turn like the old system could work; though it'd require a lot of work to maintain.
                                something similar could be accomplished with a series of triggers to modify fuel for ai players; though again a big nuisance.
                                I'll keep thinking, maybe there's a good way to do it that's not too hard to maintain and create.

                                HeppsH 1 Reply Last reply Reply Quote 0
                                • HeppsH Offline
                                  Hepps Moderators @zlefin
                                  last edited by

                                  @zlefin I just think you could achieve this via a trigger. Something that fires each turn based on whether a nation is controlled by the AI or not.

                                  I'm not saying that and "easy" "medium" "hard" and "expert" setting isn't a cool proposal... just that you could make AI controlled players playable in regards to fuel.

                                  "A joyous heart sours with the burden of expectation"
                                  Hepster

                                  General_ZodG 1 Reply Last reply Reply Quote 0
                                  • General_ZodG Offline
                                    General_Zod Moderators @Hepps
                                    last edited by

                                    @CrazyG @zlefin

                                    Checkout Feudal Japan for ideas on confirmation that AI being played by a nation.

                                    wc_sumptonW 1 Reply Last reply Reply Quote 0
                                    • wc_sumptonW Offline
                                      wc_sumpton @General_Zod
                                      last edited by

                                      @general_zod, @CrazyG, @zlefin
                                      In 'Invasion USA', I use 'userAction' and 'switch' conditions to detect and change setups for AI players. 'userAction' are ignored by the AI.

                                      Cheers...

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                                      • Black_ElkB Offline
                                        Black_Elk
                                        last edited by Black_Elk

                                        Yeah a game setting, trigger, user action, each of those would probably be more user friendly than an edit. Though it would be cool for basic functionality if all the starting resources could be edited the same as PUs, just so everything is consistent/accessible via Edit Mode.

                                        I tried another game vs HardAI Allies at 133%. This time they rocked me pretty hard. Even though my Axis were able to sneak a technical knock out for the VC win, the situation on the ground is looking pretty grim here. Probably overextended myself with Sea Lion to Africa ambitions. The AI Soviets are still at full strength, and about to roll up on East Germany. Finland fell a while back, so now it seems that the Russians have their sights trained on Berlin.

                                        I thought my Japanese opener felt solid, but a less than stellar performance in subsequent rounds had us stalled up trying to defeat India. In the end it was left up to the Italians to finally crush India on the double team, after the Japanese spent their whole wad trying to soften them up. Unfortunately that allowed for a resurgent British Colonies, so now the Italians are sweating too. Its kind of cool to see how the AI makes pretty good use of its bonus. In this case it was the French Colonies and KNIL who conspired to screw us with their boost, drawing out the fight for the Indian sub-continent and forcing a bloodier affair than Japan would have liked hehe.

                                        I think its safe to call this one for the Machine, just based on the TUV and production totals. Allies are pulling away for sure. Nice work HardAI!...

                                        0_1523567850726_Elk vs Hard AI Allies 133 bonus Germany round 8 TKO.tsvg

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                                        • FrostionF Offline
                                          Frostion Admin
                                          last edited by

                                          @Black_Elk Just a few questions on the strategic level ☺
                                          Could you have saved Finland by supporting more with PUs?
                                          Would you have a won more if you had skipped one of the Sea Lion or Africa Ambitions?
                                          If the AI valued VC more, would it have meant that you would lose?
                                          Do you always, as Axis, focus on taking out India with Japan?

                                          Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                                          Black_ElkB 1 Reply Last reply Reply Quote 1
                                          • Black_ElkB Offline
                                            Black_Elk @Frostion
                                            last edited by Black_Elk

                                            @frostion

                                            I think the key to saving Finland (at least vs the Hard AI) is actually to aggressively stack Baltic States with Germany. Sending more PUs might work just as well too, but if Germany sets up shop next door with a large force, then you can move the whole Finnish stack forward to Eastern Finland or Karelia, and the AI Soviets will usually stay in place at Leningrad. Especially if G has a couple transports in range. I think the AI figures if it attacks either direction then they might get hit on counter. I have another save rematch vs the AI at 133%, showing how it works that I can post when I get home. Basically the error I made in the save above was to go hard south with Germany, which allowed the Russians to pick Finland apart hehe. And of course I sent my German transports way out of range to like Morocco.

                                            I do find that killing India is usually my number one priority with Japan. Even just containing India can make a pretty big difference when it comes to holding onto the Middle East. Otherwise British India will start owning the Axis at the center, at least under bonus % conditions. I think destroying the Indian transport is fairly critical, otherwise Iraq or Iran seem to get backdoored on amphibious, so I've been sacrificing the middle eastern Patrol Boats in round 1 to get that done. There's a nice domino play that I like which seems to take a lot of pressure off the Italian block. First I hit the British Colonies fleet in the Med with the German subs+transports, which is like 65% odds or better (you can bring the German bomber if needed.) That prevents the British colonies fleet from moving through Suez to the Indian Ocean, which would otherwise leave the Italians with no good options for their East Africa transport+destroyer. Then I like to use the Iraq PT boats and fighter to hit the British India transport. Once accomplished that leaves Italy dominant in the Western Indian Ocean so they can pressure S. Africa, take the Mid East oil or whatever.

                                            Japan I think has the most interesting challenge right out the gate, because they need to knock off KNIL as soon as possible (letting them live past round 2 and the Dutch are really hard to dislodge). But you also have to somehow deal with China at the same time, while not allowing the Russians to boot you out of Manchuria in the process. After the Dutch are smoked and China is contained, I think you have to make a tough choice either gun for India or gun for the Russian Far East. I tend to go after India, but its hard to say which direction is more effective. If I go after India then the Americans like to send fighter support to Russia which can be tough. If I go after Russia, India starts going major and wrecking stuff at the center, so its kinda 50/50 hehe. Playing against the machine is different than playing vs a human to be sure, but I still think the center/India would take priority in most games, just because it's where all the Axis can players can converge to can-open, give each other fighter support, exploit the turn order sequence for double team attacks etc.

                                            I do think if the AI prioritized VCs it might make a difference for the technical win, but for me thats more a formality, since I will usually hit continue even after the Axis hit 20 VCs. Often the AI is still pretty strong.

                                            ps. Here is the game I'm playing right now. After the last one I thought I'd shock the machine with an occasional bombing run, which definitely helped with the India crush. Probably a bit of cheap shot to strat bomb, but I was out to bring the pain to the French Colonies this time hehe. On the whole I think the hardAI Allies have done pretty well. I just dropped a massive stack of Russian units in Leningrad, which took like everything Germany had. Just a gigantic bloodbath.

                                            But now the Western Allies have begun their landings. France has been changing hands again, and the Americans are pretty firmly established in Morocco. Now they're stomping into Spain too with a ton of fighters and a big fleet parked off Gibraltar, so things remain pretty interesting on that front. Japan meanwhile is trying to manage a logistical pivot. Trying to decide where to go next now that South Asia has been handled...

                                            0_1523657558594_Elk vs Hard AI Allies rematch 133 bonus Japan round 7.tsvg

                                            ps. Pretty badass showing from the AI Americans out of Morocco. Despite getting rolled up everywhere else, the machine is still fighting tooth and nail for their corner of North Africa. I think that gold 5 spot is definitely working as intended hehe...

                                            0_1523770199295_Elk vs Hard AI Allies rematch 133 bonus Germany round 12.tsvg

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