AI somehow managing to take control of units with both

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tkobo
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Post by tkobo »

Small correction.

Its NOT gaudamala(sp) ,its guadalahara (sp)

(yes im too lazy at the moment to spell check those city names)
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Balthagor
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Post by Balthagor »

I've tested Tkobo's savegame and can see the units in question. I have no idea why they are moving. I suspect this is a "savegame gone through too many updates" issue since it is 2056 in that savegame.

I've tested a few maps with various settings. I consistenly saw units moving with initiative @ 100% and units not moving at all with initiative @ 0% so I currently have no way to recreate this...

Is anyone having this problem with current games? Or even games started with update 4? We did much of our testing with savegames that were older, some as far back as December for their "inital save" date and didn't encounter this.
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tkobo
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Post by tkobo »

I took a few minutes to backtrack the saves for this campaign.

This campaign was started as west Pa on 6/12/06.

Also, the game itself was reinstalled circa 12/05.So its only had the 2 updates.
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Balthagor
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Post by Balthagor »

Hmm :-?

Very odd. I still can't seem to duplicate it beyond the savegame. I've tried a bunch of my savegames, no problem. I've tried starting a new game, saving it and reloading it, still no problem.

Do you have other savegames where this is occuring?
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Post by BigStone »

Did you change the default settings for deployed units into - NONE-
to -LOW- .... :-?
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Balthagor
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Post by Balthagor »

I tired adjusting individual unit initiatives, no sign of being the cause, still no unexpected movements in a new game, only that one savegame.
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Uriens
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Post by Uriens »

I'm gonna test some more too, maybe it was just false alarm.
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tkobo
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Post by tkobo »

Okay, i went back and started to check past savegames from this step of the campaign (this particular scenario in this particular campaign)


In every game in which i control the cities, and have Lav-5as on the map (not in reserve) the AI took control of some and issued those same orders.
The save i sent was a46.I went all the way back to save a.I think save a3 or a4 is the first its visable in due to the deployement of the lav-5as.


Things that appear to be reguired:
Must own the cities
Must have lav-5as on map



So things that appear to occur the same:
Always issues the orders to Lav-5as
Always issues the orders in relation to the same cities
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Post by BigStone »

Another thing about those Armadillo's.... I can't place them into reserve.. :-?

Everytime they just jump out of their base and moving to the capital

This is still with MI = 20%.
The -importance- of those units is "critical"
If i turn the MI to 0% it is "medium" and they stay at their base...

:-?
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Post by Balthagor »

George found the cause, quite amusing :D

The size of Chicago is so large that their demand for a garrison in their city reaches above the threshold of "no AI use". It seems that by 2056 Chicago has reached 20M. And Guadelahara is up to 15M. Talk about Urban Sprawl! :lol:

(fixed in next update, put a few units in garrison there and it will stop happening.)

Anyone have a different case of this? Still never seen AI not use units at 100% init...
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tkobo
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Post by tkobo »

Umm, thats actually something that i think would make a cool feature.

Any chance of leaving it that way and just putting an explanation up somewhere ? IE like a sticky or (ugh) a manual update ?


OOOOOOO- or a green text message from your minister saying " the population at such and such city has grown such that i feel it requires a national guard deployment to maintain order and security" 'So i have ordered such and such military unit to report to and garrison said city"


NOW THAT would a very cool message to see.
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Post by Uriens »

Balthagor wrote:Still never seen AI not use units at 100% init...
Playing as Germany in WWIII scenario i set units to 100 initiative at the start and they did move, although it took them longer and it was less frequent then it used to be in update 4. I'll still keep a look after this one.
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Post by Balthagor »

tkobo wrote:Umm, thats actually something that i think would make a cool feature...
Yeah, when George mentioned it to me I did find it was kind of cool. For now it is "fixed".

The issue is that some ppl will expect that if they set initiative to zero, absolutely nothing should move. What George and I have considered is that we could allow certain military priorities, if given to the minister, to supercede the initiative setting. Then there could be a clear indication to the player why the AI is getting control of some units.

I guess here we'd be suggesting a "domestic security" priority that would encourage the minister to look for ways of making ppl happy that there are garrisons, attempt to anticipate where rebels might appear and balance conscription against the DAR affect and current DAR...?
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tkobo
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Post by tkobo »

Sounds good to me.

To really get a solid benefit out of something like this though, the loyalty system would need to be reworked.

So perhaps this is another idea to keep in mind for the next game/engine/etc.
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