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I fixed #1 and the EZ AI repairs ICs in the current unstable.
2009-11-05 13:28:32 UTC in TripleA
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This is improved in the current unstable.
2009-11-02 12:52:03 UTC in TripleA
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This has been improved in the more recent versions of the AI. The decision tree has been reduced dramatically.
2009-10-11 02:50:33 UTC in TripleA
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I'm guessing that the program should not initiate a Tech resolution if no Tech has been chosen. It currently runs the Tech method no matter what. I can check in the AI, is it Properties.getTechDevelopment()?.
2009-10-11 02:47:35 UTC in TripleA
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AA50 map
Version 2525 with AI mods
SZ 10 : 5 German Heavy Bombers attacking Americans with 10 Battleships, 21 subs and 5 transports
I clicked to see what the odds would show using the BattleCalculator and it runs forever. It wasn't just locked up, a check of the process in task manager showed the Java process consuming over 50% of the CPU resources after 5 minutes of running. I couldn't get...
2009-09-07 05:02:03 UTC in TripleA
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Is this to say that the rule is that the BB must originate with the transport, i.e. the BB and the transport cannot come from different SZ?.
2009-08-14 03:30:10 UTC in TripleA
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Revised map, version 2525 with recent AI mods. Example I show is German carrier with 1 fighter in SZ 5. Carrier moves to SZ 7 and fighter is prohibited from attacking SZ 12 even though it could land back on the carrier in SZ 7 after the attack. In the attachment, you can see the carrier move having just executed in the right panel and the failed fighter movement with the message at the bottom...
2009-08-14 03:25:53 UTC in TripleA
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My apologies on this. I didn't realize I wasn't logged in (so it went in as anonymous). The point the picture was meant to show was that the dice rolls didn't match the # of units attacking (which were bogus). It is clearly fixed now. Maybe I downloaded the update right after it was entered.
2009-07-08 14:48:34 UTC in TripleA
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Ok..in playing around with it, if I double click on the fighters, it lets me move both as a group. If I click on one and move it, it displays the behavior I just listed. The AI works with fighters 1 at a time, so that is why I noticed it. It takes a fighter and looks for the best possible landing zone and then next and so on rather than working with them in groups.
2009-07-08 14:34:41 UTC in TripleA
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1.0.3.4 Revision 2503. Revised Map: Definitely still an issue. The picture below shows a US attack on the Solomon Islands with fighter from Hawaii and fighter on carrier. It will only let 1 land. When you move it, it pops up and asks if you if want to move the fighter with 1 movement left or 2 movement left, but it will only allow the movement of 1 of the fighters to the carrier.
2009-07-08 14:30:33 UTC in TripleA