Micah Goodman wrote:The problem with writing an event is that south will be punished for invading the north if the AI is not changed then the south invades the north and get whatever punishment is written into the game. The Confederate AI seems to disregard supply lines and weather and only 'sees' force levels in corresponding enemy cities. If it sees a weak spot it rushes north in a haphazard manner.
TheDoctorKing wrote:I'd say that you could use an approach in modding like the Struggle For A Vast Future mod uses for Kentucky. Make the free states non-enterable for the CSA until they buy a "unit" entitled "invasion of the north", then remove the restrictions for a limited period of time. The "unit" costs NM and conscript companies (representing southern public disaffection and desertions from the CSA army) and also gives NM and conscript companies to the north and reduces foreign intervention. Then you have an event that fires if the CSA forces win a battle in the north or captures an objective city in the north that gives them extra NM above what they ordinarily would have won, and perhaps a foreign intervention bonus.
bk6583 wrote:Well I felt I had to chime in as well. I finally had to stop playing AACW for the reasons cited above. In all of the games I have played against Athena, regardless of the patch or mod or AI settings, the South always launched invasions of the North primarily in or through PA and its environs (heck, Bobby Lee was up around Erie in one game), was always cornered and destroyed, resulting in victory for the North in 1863. I've been hovering around this forum in the hope that at some point this would be alleviated, but alas, it appears not. It also appears that there are some smart people on this forum (I mean that sincerely) that do not believe this is a problem, so I suspect this 'go North young man' tendency of the Southern AI will never really be addressed.
bk6583 wrote:I've been hovering around this forum in the hope that at some point this would be alleviated, but alas, it appears not. It also appears that there are some smart people on this forum (I mean that sincerely) that do not believe this is a problem, so I suspect this 'go North young man' tendency of the Southern AI will never really be addressed.
Clovis wrote:I'm working on it. The current release has some results.
Human players can be more careful of their supply and not get their armies wiped out in their foolish invasions of the north but it is still a "gamey" tactic in that it really wasn't an option for the historical commanders, at least not as frequently as it occurs in the game. Certainly, no Confederate army would ever have gotten close to Erie PA or NYC. The actual game (as opposed to just the AI) should be changed to make an invasion of the north a much less attractive option for the CSA. Otherwise CSA players in PBEM games will go on doing this.
bigus wrote:Yes the AI.ChgLocalInterest command is nice (if this is the command your talking about) but it would be better I think to have the AI coded to be more aware of it's supply. With the new commands comes the problem of changing all the scenarios by adding events (to all the campaign games). The events would have to be dynamic and change almost all the time depending on the situation.
I thought there was a patch at one time where Pocus had coded the AI to be more aware of supply during harsh weather. I wonder if it's possible to tweak the code so the priorities are more like Supply first, then Enemy forces and finally Production centres (or objectives). Or something similar to this.
Gray_Lensman wrote:Micah Goodman:
All valid points concerning the state of the current AI behavior. My original statement was to point out the fact that aside from Jefferson Davis defensive stance, there would not have been that much opposition to a move of this sort. He was definitely hoping to secure foreign intervention, so in-game, that should be the political price to be paid. (No hope of foreign intervention and possibly some reduction in the amount of materials received through blockade runners)
Regarding AI programming, currently it is super complicated because parts of it are in the game engine (executable) itself, and these are accessed only thru some very complex event manipulations. The game engine part of the AI has some problems that need to be addressed first such as the perceived over-value the AI places on some target regions. Whether this is caused by too much value being placed on "production" capabilities, or VPs, or a combination of these items and others, I'm not sure just yet, but until these "value" decisions are brought more in line, it seems to be too much of a challenge to overcome the AI choices.
edit> Game engine AI changes have to be done by the programmer/developers and is not something I can do. My abilities currently lie within the realm of overseeing and adjusting the various database files that support the game engine externally.
TheDoctorKing wrote:I think the basic problem is the fact that the CSA doesn't really pay any price for invading the north. Human players do the same thing, though they are better at looking out for their supply lines. Why did the CSA historically refrain from invading the north (real north, that is, non-slave states) except for a few brief raids and Lee's one major invasion of Pennsylvania that got about 20 miles north of the Mason-Dixon line? The reason is that they would have paid a very high political price. Certainly if the war had started with a southern invasion of the north (as it frequently does in this game) there would have been much less sympathy for the southern cause in the north and in Europe. Northern voters would have had no difficulty electing pro-war candidates in 1862 and 1864. Nobody would have complained about a draft. Volunteers would have turned out with great enthusiasm. And any hope of European intervention would have faded if the war was perceived as a southern attempt to seize power in the country as a whole. I wish there was some way to create an event that would reflect this. Instead of a few free regiments, the USA should get dozens or hundreds of conscript points, a big national morale boost, and a big decrease in the foreign intervention level every time significant CSA forces (more than a couple of regiments of cavalry) enter a non-slave state in the USA (Kentucky, Maryland, and Missouri are OK).
TheDoctorKing wrote:I'd say that you could use an approach in modding like the Struggle For A Vast Future mod uses for Kentucky. Make the free states non-enterable for the CSA until they buy a "unit" entitled "invasion of the north", then remove the restrictions for a limited period of time. The "unit" costs NM and conscript companies (representing southern public disaffection and desertions from the CSA army) and also gives NM and conscript companies to the north and reduces foreign intervention. Then you have an event that fires if the CSA forces win a battle in the north or captures an objective city in the north that gives them extra NM above what they ordinarily would have won, and perhaps a foreign intervention bonus.
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