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atg:ai_help [2010/12/01 17:37] – created vicatg:ai_help [2026/06/22 12:21] (current) – external edit 127.0.0.1
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-====AI Help====+====On the AI====
 For the sake of transparency this will be a very frank chapter.  For the sake of transparency this will be a very frank chapter. 
  
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 I did add improvements. Mainly in the form of some production overruling scripting options, used in the generic.at2 file as well for you to check out. These have a good effect and also allow scenario designers more options. Also I put time into optimizing the AI code. The speeding up of the AI (up to 100x). This will be very useful in larger scenarios. Watching the results of the AI as they come in is also an extra improvement. I did add improvements. Mainly in the form of some production overruling scripting options, used in the generic.at2 file as well for you to check out. These have a good effect and also allow scenario designers more options. Also I put time into optimizing the AI code. The speeding up of the AI (up to 100x). This will be very useful in larger scenarios. Watching the results of the AI as they come in is also an extra improvement.
  
-===AI Advantages===  +===AI Advantages in AT Gold rules scenarios===  
-If you play without giving the AI a production bonus in the new random games or any other AT Gold rules scenario the AI will have a number of advantages. These have been put in to augment existing AT AI weaknesses and provide more challenging gameplay and also to let the AI not be burdened by new rules introduced in AT Gold.+If you play in the new random games or any other AT Gold rules scenario the AI will have a number of advantages. These have been put in to augment existing AT AI weaknesses and provide more challenging gameplay and also to let the AI not be burdened by new rules introduced in AT Gold.
  
 * AI gets unlimited resource use [scripted in generic.at2] * AI gets unlimited resource use [scripted in generic.at2]
 +
 * AI gets option to produce supply in enemy towns at 200% of the normal cost [scripted in generic.at2] * AI gets option to produce supply in enemy towns at 200% of the normal cost [scripted in generic.at2]
 +
 * AI gets 25% combat and movement bonus [scripted in generic.at2] * AI gets 25% combat and movement bonus [scripted in generic.at2]
 +
 * AI gets free transfers [rulevar for this enabled in generic.at2] * AI gets free transfers [rulevar for this enabled in generic.at2]
 +
 * AI gets free construction of units and HQs [rulevar for this enabled in generic.at2] * AI gets free construction of units and HQs [rulevar for this enabled in generic.at2]
 +
 +* AI will get a very limited number of free factories over time, but the number increases for AI+ and AI++ [scripted in generic.at2]
  
 As you can see it is possible for a modder of scenario designer to disable all these advantages. As you can see it is possible for a modder of scenario designer to disable all these advantages.
  
-If you don't like playing against an AI that has advantages there is always PBEM. A lot of players think this is where the engine really shines anyways, and there are quite a few scenario's that have AI. Give PBEM a try before you judge. Really. +===Play by Email (PBEM)=== 
 +If you don't like playing against an AI that has advantages there is always PBEM. A lot of players think this is where the engine really shines anyways, and there are quite a few scenario's that do not have AI capability and should be played PBEM anyway. If you never played PBEM you do not want to hear this. But... Give PBEM a try before you judge. Really. 
  
 ===What the AI does not do=== ===What the AI does not do===
-The AI does not use a number of features. Mainly:+The AI does not use a number of AT features. Mainly:
  
 *AI does not use paratroopers *AI does not use paratroopers
 +
 *AI does not use transport aircraft *AI does not use transport aircraft
 +
 *AI does not use aircarriers *AI does not use aircarriers
 +
 *AI does not use strategic air missions *AI does not use strategic air missions
 +
 *AI does not construct fortifications, airfields and ports [unless a scenario would script this] *AI does not construct fortifications, airfields and ports [unless a scenario would script this]
  
atg/ai_help.1291225032.txt.gz · Last modified: 2026/06/22 12:14 (external edit)

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