2 SVF AI events

Posted: January 31, 2012 in AACW Mod

These 2 events are a paradox ( πŸ˜‰ ): they represent about 90% of the AI behaviour, and just 1% of the work needed for AI…

Edit:

 

deleted as I’ve found a better way than having these events in event files

Comments
  1. berto says:

    Those are SVF events, or “official” events?

    Also, will SVF 2.0 have a fully functional Union Naval AI, capable of launching and sustaining plausible coastal landings, operations, and campaigns?

    I stopped following ACW closely several years ago. My impression then was that the rudimentary nature of the Union Naval AI was one of the glaring weaknesses of the game.

    • Clovis says:

      SVF events.

      Official AI events are shorter:

      AI.ChgLocalInterest = $Klerksdorp;150;$Ladysmith;110;$Kimberley;140

      The generic AI is better than a few years ago for naval stuff. The generic AI is able to launch amhibious operatioNs, so I just hope SVF 2.0 will not destroy this natural behaviour πŸ™‚

  2. veji1 says:

    what will these events do ?

  3. Baris says:

    It would be very good experience to test your AI routines versus generic AI. Im sure it will be excellent.

  4. Angus says:

    How is the mod coming along? Is this a few weeks or many months project?

    Regards,

  5. Captain says:

    Clovis,
    Are you ok? Haven’t heard from you in a while. Hope nothing has happened to our favourite game designer!!!!!

  6. Narwhal says:

    Hey, Clovis – how are you. No news from you for almost 2 months.

    Hope you are well !

  7. Frank Gallagher says:

    Surely these events aren’t right! You want the USA AI to be interested in Confederate objectives, not his rear areas.

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