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Editing AI performance
11-21-2020, 12:38 AM,
#4
RE: Editing AI performance
(11-20-2020, 06:14 AM)TheGrayMouser Wrote:
(11-18-2020, 08:09 AM)neonlicht Wrote: I buy military wargames with scenario editors in order to learn something about the period while having fun experimenting with custom scenarios.

I'm not an expert in the SYW but, as I understand it, armies of the period marched to the battlefield in Column but then formed into Line within cannon-shot of each other, and remained in Line as long as they remained in contact (advancing, manoeuvring, firing & charging in Line).  

The Seven Years War game is advertised at JTS as being playable against the AI, and as simulating the linear tactics of the period, and that's why I bought it.

I created a scenario in the Editor, placed both armies in Line formation about 1 mile apart, and gave them attack orders via the AI Scripts utility. Then I tested the scenario by placing both sides on "Automatic", thereby making the AI play against itself. I was surprised to see both armies (Prussian & Russian) immediately change from Line to Column formation, then advance in Column, and then engage each other in Column. In other words--no linear tactics.

I checked the Editor's manual and noticed that it's possible to modify AI behaviour via "flags" that you add to the scenario's Header Dialog. But--while there is an option to force the AI to manoeuvre in Column (?!?)--there is no option to force the AI to manoeuvre in Line. Unless I'm missing something? Maybe I'm setting up the scenario wrong or making some basic error?

Update: I had the idea that maybe units could be forced to stay in line by increasing the cost of changing formation in the PDT file. But looking at the "Notes" document, which describes & explains the coding of the PDT files for this game, there seems to be no relevant coding line for change-formation cost. And, unfortunately, the game has no dedicated PDT editor.

Sadly there is not much you can do, the AI is like this for all the tactical games ( MP, Nap, Early American Wars)  ie it appears to be be hard coded to want to maneuver in column.   ( it does occasionally revert back to line on an individual unit basis, but not en masse like you are looking for)   

The Ai does tend to stay in line when its coded to be defensive minded, and most of the scenarios that are for "single player"  tend to suggest you play the side of the attacker...

I played around a bit after brainstorming some ideas in the Getting Started scenario, to no avail.
First I tried to script the Ai to be defensive but with an Objective behind the enemy battle line, hoping it would like to stay in line, but alas it didnt seem to have any impact at all.

I then changed the PDT movement rate for infantry in column to be 0 in clear hexes (like blocked hexes)   Didnt stop then from from changing to column and sitting there( or moving on roads as I didnt change those values)  

I then changed it to 18 ( as the infantry in game generally have 18 action points  so it can only move one hex per turn vs 6 in line) in the hope that the AI did some sort of analysis on the most efficient way to get to an objective, and another no go, the AI changed to column and dithered about.....   I tried 20 too and this seemed to give the AI fits and it actually moved side ways into clear hexes when it shouldnt have been able to ... ( funny when i tried to do it as the human player the engine would not let me...)

Anyway, I think we are stuck unless JT tweaks the engine  ( in this case it would have to be a specific tweak to 7 years war, perhaps a proximaty check to the enemy where it automatically changes to line...)  the engine could also do with an OOB tag so that units can ONLY be in line formation  ( just like there are currently tags for a unit to only be able to form column, only line and column, and finally line, column and block)

Good luck, perhaps an experienced scenario designer can give you some tips on the various AI codes flags and scripting to AID the AI to form line more often, but I dont think you really can, especially for a fluid "meeting engagement" type scenario you are looking to build.    Unfortunately Hot Seat or PBEM might be your best bets.

Many thanks indeed for this detailed reply--much appreciated. I was wondering if tweaking movement values in the PDT file would have an effect--but I now see that you've tried it without success. A shame. And so I'd have to agree with you that an engine tweak is needed.

As I mentioned above--my main reason for buying games such as this is to learn some history via a "hands-on" task like scenario design. I do like the Seven Years War game, and have had some fun & enjoyment with it, but I feel a bit disappointed & let down that the AI can't cope with the formations & tactics that made the period famous.

Maybe the "Renaissance" game plays better with regards to the AI? Would be interested to know if this is the case.

Thanks again & best wishes.
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Messages In This Thread
Editing AI performance - by neonlicht - 11-18-2020, 08:09 AM
RE: Editing AI performance - by TheGrayMouser - 11-20-2020, 06:14 AM
RE: Editing AI performance - by -72- - 11-20-2020, 07:42 PM
RE: Editing AI performance - by neonlicht - 11-21-2020, 12:45 AM
RE: Editing AI performance - by -72- - 11-22-2020, 12:59 PM
RE: Editing AI performance - by neonlicht - 11-23-2020, 01:45 AM
RE: Editing AI performance - by -72- - 11-23-2020, 07:50 AM
RE: Editing AI performance - by neonlicht - 11-23-2020, 11:55 PM
RE: Editing AI performance - by neonlicht - 11-21-2020, 12:38 AM

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