harpy eagle wrote:zolobolo wrote:There doesn't seem to be any activity during the below marked enemy turn stages
Does the AI actually do something there or could it be removed to reduce wait time for the other side?
Hmm, I have an idea for how this could be handled.
harpy eagle wrote:Turns out my idea doesn't work out so well.
zolobolo wrote:Does the AI currently factor in planetary defense missiles/torpedoes and small craft when evaluating retreat?
harpy eagle wrote:It's usually 3x, however if the AI is defending a planet then it's 5x, so its usually a lot more stubborn about retreating when there's a friendly planet present..
zolobolo wrote:Ok, it might have been just under x3, but it should have been very close:
One missile destroyer + Carrier vs 2 Heavy Cruisers, 3 Destroyers + PD - and they didn't retreat, only when they lost the destroyer.
Maybe they didn't take the lost squadrons into calculation? - Withouth those the power ration was surely >x3
Code: Select all
if lua_load_complete
local attack = all_attacks[get_attack_id()]
for empire ; attack.sides
print("Force Summary for", empire.name)
local ai_turn = CombatAI_Method.init_turn()
print_force_summary(ai_turn, empire)
end
end
harpy eagle wrote:If you add the following to the bottom of AI\CloseAndAttack.lua, and hit F1, when you save the file you should see a printout of each side's forces, including their attack power, defence power, and combat power
harpy eagle wrote:It should be displayed in the console. It's triggered when you save the file, so you may need to add and delete a space depending on your text editor. It also only works during an active battle, not with replays.
I don't know how to print to any files in the save folder, but it sounds like it could be useful.
Code: Select all
if lua_load_complete
local attack = all_attacks[get_attack_id()]
for empire ; attack.sides
print("Force Summary for", empire.name)
local ai_turn = CombatAI_Method.init_turn()
print_force_summary(ai_turn, empire)
print()
end
end
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