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Re: Exploit: Aggressive AI will not re-take 90% Captured Towns[message #340245 is a reply to message #340240]
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Fri, 27 March 2015 13:06 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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While easily possible, this leads to two problems:
- Narratively, the cutscenes directly refer to the rebels taking an entire town. Would be odd if Elliot risks getting slapped in the face if the town isn't fully lost yet.
- It wouldn't be clear when and when not to start the cutscene and when to start a counterattack. In the case of Drassen, do that if the airport is lost... or the mine... or both?
Technically the cutscenes only affect the counterattacks, the AI will still try to retake the sectors lost after enough time has passed (unless there is a bug here I'm unaware of).
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Exploit: Aggressive AI will not re-take 90% Captured Towns[message #340249 is a reply to message #340245]
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Fri, 27 March 2015 13:39 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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edmortimer |
![](http://thepit.ja-galaxy-forum.com/images/avatars/Vinny.jpg) ![](/images/ranks/sergeant_major.png) |
Messages:1533
Registered:January 2015 Location: Home Free |
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In one playthrough I did I was able to take and hold parts of Drassen, Cambria, Chitzena and Grumm before the AI got around to trying to take one back. The AI might be a little slow about getting around to it -- Elliott would be in for a spanking if he had to report 4 towns taken over in one night. I understand the problem with the cutscenes, but the AI could be a bit more aggressive. Perhaps the solution is already implemented and it is Ai Alert Levels in JA2_Options.INI
Toggle Spoiler ;----------------------------------------------------------------------------------------------------------------------- -------
; Alert Levels
;
; These settings change the speed at which the enemy becomes "worried" about your presence in Arulco. As the queen becomes
; more concerned, she will be more determined in sending stronger troops against you. Also, enemies will have a better
; chance of spotting your mercs in the wilderness and chasing them around.
;
; Everytime an enemy or merc group arrives in a new sector, this is the chance the enemy will detect the player in
; adjacent sectors. This chance is associated with each side checked. Stationary groups do this check periodically.
;
; Lower alert levels mean the enemy is less aggressive, and less willing to chase you around the map.
;----------------------------------------------------------------------------------------------------------------------- -------
; Sets the starting alert chances.
ENEMY_STARTING_ALERT_LEVEL_NOVICE = 5
ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED = 20
ENEMY_STARTING_ALERT_LEVEL_EXPERT = 60
ENEMY_STARTING_ALERT_LEVEL_INSANE = 80
; When an enemy spots and chases a player group, the alertness value decrements by this value.
; Ranges from 1-100 (but recommend 20-60).
ENEMY_ALERT_DECAY_NOVICE = 75
ENEMY_ALERT_DECAY_EXPERIENCED = 50
ENEMY_ALERT_DECAY_EXPERT = 25
ENEMY_ALERT_DECAY_INSANE = 10
; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's
; forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur. The same variable
; is what is used to determine the free checks.
NUM_AWARE_BATTLES_NOVICE = 1
NUM_AWARE_BATTLES_EXPERIENCED = 2
NUM_AWARE_BATTLES_EXPERT = 3
NUM_AWARE_BATTLES_INSANE = 4
The Spoiler has the default numbers. I play Experienced and I bump the Starting Alert level up to 25, but that isn't enough for this situation if I can take most of 4 towns without reprisal. Perhaps if I set it higher? Will that alleviate this problem of taking partial towns and not being slapped for it?
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Re: Exploit: Aggressive AI will not re-take 90% Captured Towns[message #340256 is a reply to message #340255]
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Fri, 27 March 2015 15:04 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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RunAwayScientist |
![](http://thepit.ja-galaxy-forum.com/images/avatars/204.jpg) ![](/images/ranks/corporal_1stclass.png) |
Messages:84
Registered:September 2001 |
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@edmortimer:
Generally an immediate reprisal comes in the form of 'pending reinforcements', which makes it seem like the sector is being immediately counter-attacked. Aside from that, patrols near the city borders may somehow be drawn to attack or reinforcements going to another town sector which need to pass through the town sector you currently occupy. I'm more interested in getting the new Aggressive AI code to run on single town sectors, rather than once the entire town is taken.
You can achieve the effect (quasi/psuedo anyway) by making sure 'pending reinforcements' is set correctly, increasing the Queen's Pool of Troops, increasing the town sector priority in ArmyComposition.xml, and making the Queen's decision making timelapse shorter in JA2Options.ini ; you can also enable 'investigate nearby sectors' and make sure enemies can reinforce attacked sectors from non-town sectors (this would pull patrols in from outside the city.)
Also, I interpret that bit of code as just being an adjacent sector check for designated patrols outside towns and such, just so that patrols chase your mercs and engage them outside of town sectors. I don't think that has any bearing on anything else.
[Updated on: Fri, 27 March 2015 15:46] Report message to a moderator
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Re: Exploit: Aggressive AI will not re-take 90% Captured Towns[message #340264 is a reply to message #340263]
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Fri, 27 March 2015 16:38 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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RunAwayScientist |
![](http://thepit.ja-galaxy-forum.com/images/avatars/204.jpg) ![](/images/ranks/corporal_1stclass.png) |
Messages:84
Registered:September 2001 |
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It's the pool of troops that get generated in a squad which leaves from the palace. These troop formations are used to either reinforce a sector, replace a patrol, or used in a Vanilla style regular attack (Aggressive AI doesn't decrement pool of troops, I believe).
According to the description, it's also supposed to increase the pool of troops by a certain amount that you set, which is increased or multiplied depending on the difficulty level (?) I never looked at the code for that increment, but supposedly the pool does get replenished by that amount as soon as it hits < 0.
You can play with it to see how it affects things. Higher numbers translate into more attacking troops, lower numbers to less attacking troops; higher numbers also mean bigger/quicker garrison buildups in high priority sectors. An insufficient pool means the Queen takes longer to reinforce Meduna, Grumm mine, etc. as the game goes on.
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