Dogs Of War Vu
Network of Friends => Schwerpunkt => Anglo-German War 1939- 1945 => Topic started by: blond_knight on November 08, 2016, 03:03:32 AM
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I don't know if there's any interest, but Im creating an Allied computer plan for scenario 31 'Overlord and Cotenin'.
I cant promise 100% accuracy but its better than what you have now. ;)
My intent was to get only the airborne landings, and beach landings scripted. But it looks like if you run a script it turns off the AI for the remained of the turn(still not sure about that). So that would mean no air/naval ops for the first turn. And that would hardly be historically accurate.
So Im also scripting the Allied CAP, tactical bombing, interdiction, naval transport, and naval gunfire support for turn 1.
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Good luck with this, I am interested in how it turns out.
And yes, you have to script the entire player's turn, all ops.
Ron
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OK thanks for that confirmation Ron.
Will keep you posted.
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Creating an AI plan file can be tedious. So I created a very quick Powershell script to parse out the mission, unit value, and X and Y hex coordinates. This is particularly helpful if you're dealing with a stack of units. If you're running a Windows OS made in the last decade you've got Powershell already installed. Just type 'Powershell_ise' into the Run box.
You enter the mission type number of the stack, the individual unit ID's, and the target hex's X and Y coordinates. And run it.
It spits out a long list of numbers that you copy and paste into your plan file.
Here's the script with examples:
$units = 591,590,589,588,587,586
$mission = 32004
$coord1 = 63
$coord2= 71
foreach ($unit in $units)
{
$mission
$unit*20
$coord1
$coord2
}
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This is what I have so far. Im not entirely happy with it yet. And Im thinking there will need to be AI plans for the other turns to get the Allied units onto the continent.