AI Reserves:
AI Reserves:
I'm going to guess that there is a csv file that controls the AI Reserves !
Is it anyway possible to have access to this one csv file so that this option of the AI holding back a part of its army is removed \ edited by the player.
Thanks,
davinci
Is it anyway possible to have access to this one csv file so that this option of the AI holding back a part of its army is removed \ edited by the player.
Thanks,
davinci
The only true logic is that, there is no true logic!
- cliometrician
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Re: AI Reserves:
Now I would also be interested in the answer to that one.
"I may have fought on the side that was wrong, but I fought on the right side." John S. Mosby
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Re: AI Reserves:
The AI's use of reserves is hardcoded. A unit will tend to ask for help when its casualties reach 1/3 and again at 2/3. Depending on the quality of the AI commanding general, he may or may not send them in a timely fashion. Of course those reserves may be some distance from the field and may not arrive in time, a very 19th century problem.
If you want the AI to concentrate its force in one area in sandbox play, then it is best to start one in attack or defend mode with one objective rather than hunt them down.
If you want the AI to concentrate its force in one area in sandbox play, then it is best to start one in attack or defend mode with one objective rather than hunt them down.
I can make this march and I will make Georgia howl.
Re: AI Reserves:
True , but this action is still controlled by certain csv files.The AI's use of reserves is hardcoded. A unit will tend to ask for help when its casualties reach 1/3 and again at 2/3. Depending on the quality of the AI commanding general, he may or may not send them in a timely fashion. Of course those reserves may be some distance from the field and may not arrive in time, a very 19th century problem.
Since this game is basically over and we still have roughly eighteen months before the newer game is released, I would really like the ability to alter \ remove this hold reserve option.
davinci
The only true logic is that, there is no true logic!
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Re: AI Reserves:
Davinci wrote:
No, it's hard coded. You can only mitigate the effect by using an objective and play an attack/defend game. I've spent quite a bit of time trying to modify this behavior, too. This is the only way.True , but this action is still controlled by certain csv files.
I can make this march and I will make Georgia howl.
Re: AI Reserves:
MTG – this sort of reminds me of when we were going back and forth over the grayscale color 25.
I was trying to explain to you that this grayscale color was programmed different from the other colors due to the fact that it acted as a sort of road-path and you were convinced that is wasn’t.
SO, believe me when I say that there is a csv file that controls this. I have been on this forum and the previous forum since CWBR so I sort of know how this game works.
davinci
I was trying to explain to you that this grayscale color was programmed different from the other colors due to the fact that it acted as a sort of road-path and you were convinced that is wasn’t.
SO, believe me when I say that there is a csv file that controls this. I have been on this forum and the previous forum since CWBR so I sort of know how this game works.
davinci
The only true logic is that, there is no true logic!
- RebBugler
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Re: AI Reserves:
The only csv file that I know of that controls this is battlescript.csv, using orders or Aorders:blitz (All Out Attack). However, since battlescript can't be applied to sandbox play, this is not a solution. I suggest designing some scenarios with multiple altform situations with random objectives. This would be very similar to sandbox because of the random setups and the AI can use blitz commands as the designer prefers. This would be a first as far as I know...lead the way davinci 

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Re: AI Reserves:
Reb - Happy Easter!
You guys are going to have to read between the lines here, if this game was still in full-swing I would have never mentioned this.
But, since the newer game is going to allow the player the ability to alter the AI , well....then....this game should also allow for that!
If I had to guess I would say that there is probably only one other person on this forum that has any idea about what I'm talking about, considering that He seems to know everything!
davinci
You guys are going to have to read between the lines here, if this game was still in full-swing I would have never mentioned this.
But, since the newer game is going to allow the player the ability to alter the AI , well....then....this game should also allow for that!
If I had to guess I would say that there is probably only one other person on this forum that has any idea about what I'm talking about, considering that He seems to know everything!
davinci
The only true logic is that, there is no true logic!
Re: AI Reserves:
Hey, for the Open-play-players out there, I think that I have a temporary fix for the AI-Reserve problem.
Well, I’m only playing the first game with this but it appears to be working very well.
Give the AI-Army roughly twenty-thousand more men than you have in your army, which allows them to push forward more units.
This appears to compensate for the units that they will hold in reserve and presents you with a better battle.
The FPS will slightly dip to the number of units on the field, but once the fighting starts and some of the marching stops the FPS are acceptable.
The only downside to this is that there is probably no way that you will ever win fighting against so many units, but I don’t really care about that part of the game.
I will also add that the enemy units that are held in reserve will only act if they are approached, but that has always been the case with them.
davinci
Well, I’m only playing the first game with this but it appears to be working very well.
Give the AI-Army roughly twenty-thousand more men than you have in your army, which allows them to push forward more units.
This appears to compensate for the units that they will hold in reserve and presents you with a better battle.
The FPS will slightly dip to the number of units on the field, but once the fighting starts and some of the marching stops the FPS are acceptable.
The only downside to this is that there is probably no way that you will ever win fighting against so many units, but I don’t really care about that part of the game.
I will also add that the enemy units that are held in reserve will only act if they are approached, but that has always been the case with them.
davinci
The only true logic is that, there is no true logic!