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Status of the new unit building LUA code for AI nations

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Post  hiec Tue Nov 08, 2011 9:20 am

Chromos,

in the description of the AHOI mod you state that you wrote about 6K lines (!) of new LUA code for the vanilla unit production AI. That is really great and quite a feat! I suppose you tested this new code thoroughly. Nevertheless, I would expect that some bugs still remain unfixed due to the sheer size of the changes. Since AHOI mod has almost twice as many units as vanilla it is safe to assume that the unit building LUA code for AHOI mod will be even more complex than the vanilla code. As a consequence, I think it is important to fix as many bugs as possible in the vanilla code before you expand it to include all the new units. Therefore, I think it would be a good idea to release the vanilla code now and give it some playtesting. If people like what you've done, they might even give your other projects a try, e.g. the AHOI mod.

Just my thoughts on this subject.
hiec

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Post  Chromos Tue Nov 08, 2011 10:15 am

hiec wrote:Chromos,

in the description of the AHOI mod you state that you wrote about 6K lines (!) of new LUA code for the vanilla unit production AI. That is really great and quite a feat! I suppose you tested this new code thoroughly. Nevertheless, I would expect that some bugs still remain unfixed due to the sheer size of the changes. Since AHOI mod has almost twice as many units as vanilla it is safe to assume that the unit building LUA code for AHOI mod will be even more complex than the vanilla code. As a consequence, I think it is important to fix as many bugs as possible in the vanilla code before you expand it to include all the new units. Therefore, I think it would be a good idea to release the vanilla code now and give it some playtesting. If people like what you've done, they might even give your other projects a try, e.g. the AHOI mod.

Just my thoughts on this subject.
hiec

Hi hiec,

I think it will not be hard to adpot to AHOI-Mod, but just has to be done.
The main approach of the changes is that is checks first how much IC is available for each unita nd if IC is available it calls then a subfunction. I call it "fire and forget call" since I don't wait for a return value.. I did before, but it seems that the engine takes care of all lua code done before a new tick is started, so no need for that. Smile
It's design is modular, so first IC check for Land/Sea/Air-ratio, then calls a subfunction and checks the ratio there for the unit categories like,Land(mobile forcs, armored forces, special forces..) Sea( Escort, Subs, Battle, Carrier..) , Air( Fighter, Bomber, Transport..) and so on..
And in the subsections like BB is also the a ratio check for BB or SHBB and so on.

F.e. A new land Div of AHOI will use then the same ratio of how much are used, but the build loop will just be a bit different. So it will have the Div-Support added if available.. and the Std-HOI3 support Bats will not be available anymore and so on..

It still was planned to implement a solution for a new lend lease simulation to help the Sov wich gets beaten now most of the times. Even when tehy switch now to mass miitia if GER advances..
And this is by design, as I thought that SOV should get be beaten most of the times without lend lease, as the lend lease was a huge help for SOV back then.
The lend lease system I had in mind would have created real ingame convoys. But that was not finished so far..

But if some here want already playtest it in its current state they could PN me.

Best regards,
Chromos




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Post  hiec Tue Nov 08, 2011 4:38 pm

Smart design! That really minimizes the work required to add new units. Nevertheless, I still think code changes as extensive as this new LUA code should get as much playtesting as possible in a well-known framework. If we test it as part of the AHOI-mod, we may not know what is broken because we changed so much. Of course, it is your decision alone when (and if) you release your work.

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Post  Chromos Tue Nov 08, 2011 9:29 pm

hiec wrote:Smart design! That really minimizes the work required to add new units. Nevertheless, I still think code changes as extensive as this new LUA code should get as much playtesting as possible in a well-known framework. If we test it as part of the AHOI-mod, we may not know what is broken because we changed so much. Of course, it is your decision alone when (and if) you release your work.

That is a good idea. So anyone who is willing to test it, could send me a PN then.

Best regards,
Chromos
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Post  Chromos Wed Nov 23, 2011 9:40 pm

Chromos wrote:
hiec wrote:Smart design! That really minimizes the work required to add new units. Nevertheless, I still think code changes as extensive as this new LUA code should get as much playtesting as possible in a well-known framework. If we test it as part of the AHOI-mod, we may not know what is broken because we changed so much. Of course, it is your decision alone when (and if) you release your work.

That is a good idea. So anyone who is willing to test it, could send me a PN then.

Best regards,
Chromos

LoL..

So nobody so far asked for it. Rolling Eyes

But I give put it up now anyway. Maybe it will inspire some.
Its not perfect but shows what could be done..
You can find it in the according thread.

Cheers,
Chromos
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