Andy, I looked a bit more in detail through your scripting of scen1 in order to get a better understanding of how you organized things, and how you got most out of it! Really complex what you produced, and I only am beginning to understand... But I have a couple of questions for you, or any dev who can answer. That would help me to get started with AI scripting. Thanks!
- You said that assigned AI air units will pick bases in the sequence in the list: Does this mean if they will not pick out the ones that are in range of the enemy (and best out of range of his assets), but populate them in sequence, i.e. it is possible that squadrons will end up useless if there is a base on the list that is out of range? (for simplicity: http://www.matrixgames.com/forums/tm.asp?m=2274569#)
- How will AI behave, if two scripts are active at a given point that both will request the same (a) LCU, air unit, or (b) say both try to set of a large-max 4 CV TF (assuming there are only 4 available)? Will it be simply the first script in the scripting list gets them, but the 2nd hijacks them and puts them elsewhere? Or does the first reserve them, and the 2nd simply quit since it is not finding enough forces? Or does AI do some risk-gain assessment to assign them to the most useful of both scripts?
- Ending scripts: I would like to create a script that goes "dead" or "defense" not upon fall of a base, or a on certain end date, but that can get stopped also by losses (air/naval/LCU) or lack of supply? Or ideally, also but counting enemy at the assault base(s) (say "dead" if > threshold number of planes)? Can you improvise something like that within the present scripting language? Or will this be a case for the wish-list?
- Also, if I understand correctly "chaining scripts" only works for a one-to-one link, right? There is no way that one script may depend on more than 1 previous one? But more then 1 next script may depend on the same previous one, right? So I could use one "status script", that could control (start or not) more than 1 follow up (kind of a supervising instance for a set of campaign scripts)?
- Starting scripts: Is there a way to add scripts, that have a random starting probability (but defined date)? For example take "Midway", and give it only a certain chance to start (and cancel other scripts that may interfere/request same units)? Can this be done, or is the only random here the variant AI picks at scenario start?