|
Post by tortugapower on Jun 1, 2019 0:32:03 GMT -6
Here is my mod to simulate AI wars in the background while RtW2 runs. Here is the GUI, showing the international grid of tensions between all the nations, as well as self-tension (i.e. Unrest): I apologize for the poor-looking GUI, but I'm not a GUI guy! Note: I'm trying to work through a means to sink ships while the game is running. Right now, no AI ships will actually sink (and I'm trying to talk to Fredrik about a way to get this to work about exiting the game and reloading). Other known issues in this version: - building ships can be chosen for combat (fixed in v0.303) - "Current Wars"/"Starting Wars" is not updating **Tortuga's AI Wars Mod. Instructions:**1. Download alpha v0.302 of the executable at:
UPDATE: alpha v0.306 is now available:
2. Download the zip of the other two files here (attached below). 3. Place all files in the "Save" directory of RtW2 install. 4. Edit the "ai_wars.txt" to be the Autosave.bcs of the game you want the AI War to run on. (e.g. './Game5/Autosave.bcs' for Game5) 5. (Optional) Edit any other settings you want. 6. Run the .exe. 7. Once done, you have to manually close both the GUI and the command prompt shell. Zip with settings file and icon (placed with exe in Save folder): tortuga_ai_wars.zip (10.25 KB)
|
|
|
Post by tortugapower on Jun 1, 2019 0:32:16 GMT -6
UPDATED: Correct operation of the mod, for the game to recognize ships sunk in AI Wars: - Execute your turn as normal.
- Hit End Turn
- Before beginning your next turn, close the game and reopen it. Load the latest Autosave.
- Repeat from step #1.
This is only important to do if (after hitting end turn) the AI Wars mod sinks any ships. If no AI wars are ongoing, you do not need to do this process.
|
|
|
Post by dizzy on Jun 1, 2019 2:10:36 GMT -6
|
|
|
Post by stairmaster on Jun 1, 2019 9:31:13 GMT -6
By the standards of RTW the ui's fine but what does the table actually represent?
|
|
|
Post by tortugapower on Jun 1, 2019 10:04:21 GMT -6
By the standards of RTW the ui's fine but what does the table actually represent? The table displays the tensions between different nations. In-game, tensions can go from 0-12, at 12+ nations can go to war. Tensions is set to 50 when you go to war with another nation (I imagine to prevent random events from accidentally putting tension below 12 again). I have used the same system for the tensions between different AI nations. The diagonal is the self-tension, or Unrest. These values are all taken from in-game (shown here but I don't change them right now).
|
|
|
Post by dorn on Jun 1, 2019 10:26:46 GMT -6
By the standards of RTW the ui's fine but what does the table actually represent? The table displays the tensions between different nations. In-game, tensions can go from 0-12, at 12+ nations can go to war. Tensions is set to 50 when you go to war with another nation (I imagine to prevent random events from accidentally putting tension below 12 again). I have used the same system for the tensions between different AI nations. The diagonal is the self-tension, or Unrest. These values are all taken from in-game (shown here but I don't change them right now). I suggest not showing unrest of other nations. Player should not know this.
|
|
|
Post by dizzy on Jun 2, 2019 3:21:50 GMT -6
How do I get this mod and how do I install it? Are there settings I can fiddle with, and what kind of feedback are you wanting?
|
|
|
Post by christian on Jun 2, 2019 6:34:54 GMT -6
id like to test it if possible when ready you can hit me up on discord tortuga if needed i should be free tommorow so i can do a full game from 1900 to 1970 if you want
|
|
|
Post by tortugapower on Jun 2, 2019 11:33:18 GMT -6
Still working to fix the GUI update (there is a problem with my multi-threading solution).
As for settings, I am making a habit of pairing my script with a settings file. This is what the ai_wars.txt settings file looks like right now:
I'm happy to add any other settings that people want access to.
|
|
|
Post by dizzy on Jun 2, 2019 13:00:48 GMT -6
How are tensions handled from one nation to the other? Those might be settings to have as well... How often the AI fights each other.
|
|
|
Post by tortugapower on Jun 3, 2019 0:20:25 GMT -6
How are tensions handled from one nation to the other? Those might be settings to have as well... How often the AI fights each other. Tensions right now are just a random walk by +/- 1 each month. I definitely plan for this to be more sophisticated in the future.
Also, I broke my code today fixing the multithreading. As is already obvious, it won't be ready by this weekend (said 40 minutes before midnight where I'm at ). Hopefully I'll have a chance to fix it during the week.
|
|
|
Post by tortugapower on Jun 6, 2019 15:11:19 GMT -6
The first version that is working (...mostly) is now available. Unfortunately, changing game properties while the game is running might be impossible. I'm talking with the NWS team about this.
For now, you can watch the mod run alongside the came, and see what should be happening (AI vs. AI battles).
Please see the first post for download and instructions!
|
|
|
Post by dizzy on Jun 6, 2019 15:14:08 GMT -6
The first version that is working (...mostly) is now available. Unfortunately, changing game properties while the game is running might be impossible. I'm talking with the NWS team about this. For now, you can watch the mod run alongside the came, and see what should be happening (AI vs. AI battles). Please see the first post for download and instructions!That's really awesome! I hope your settings will allow us to be able to alter tensions between AI at least at the start of a game, along with setting initial tensions between AI, as well as what tensions should be after a war. Once a game has started, I dont see the need to alter tensions then, although that would be ideal.
|
|
|
Post by tortugapower on Jun 6, 2019 15:24:20 GMT -6
The program generates a "tensions.txt" in the save game folder with the Autosave.bcs (e.g. Game3). So you can see and edit the tensions yourself if you'd like.
Right now, a lot of the scripts are placeholders for the final form. For instance: tensions are hardcoded to be a random roll between -1 and +2, which is intentionally generating a lot of wars (for testing purposes).
This is very much an alpha product, so any feedback is welcome and can be incorporated into the mod at the early part of its development.
The caveat being: if there is no way for the game to read the data being changed in the BCS file by this mod, then the mod as I see it is dead. It will only work by closing and reloading the game, which I was seeking to avoid.
|
|
|
Post by generalmacnut on Jun 7, 2019 12:50:40 GMT -6
Is this working with custom nation?
|
|