Author Topic: a wargame A.I. designed for minature wargaming  (Read 1547 times)

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Offline gameleaper

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a wargame A.I. designed for minature wargaming
« on: July 22, 2017, 08:54:49 PM »
a wargame A.I. designed for minature wargaming, by Mark Ainsworth

I have had a hard time playing solo games, and decided I wanted an A.I opponant that was not just random, so I have created this method to move and attack. this is in addition to your rules, these are guidelines for control of a unit your controling for the opposite side. (route is not meant to match your rules for route, instead it means you try to control the unit as if its running away, its not routed in your game rules.check through all 3 steps before diciding how to control a unit.

You dont want a random game you need some direction, you have a Leader in each unit eg: sargent or captain etc... these leaders are seperate from the Main Leader eg the general etc... as a solo player you take the role of the genral on the enemy side, you decide where to move or attack but the unit leaders and men may do something else.

step 1) first select 3 differrent orders for a unit prioritise (best order 1,second best order 2 ,last order 3), the order used will be decided by a D6 roll 1-3 order 1, 4-5 order 2, and 6 order 3. Roll a D6 and get the order for the unit.

step 2)if the order was to do nothing , no orders then skip this step, roll a D6 for unit Leader, on a roll of 1 the Leader refuses any order, on a roll of 2 the leader does the absolute opposite of your order(if the order was attack then instead you retreat, if the order was to wheel right the you wheel left , etc...) on a roll of 3 you double the order(if the order was attack then you charge, if the order was advance you doubletime, if the order was form a formation then you do it fast) on a roll of 4 and above you obey the orders as given. BUT your men may not , roll a D6 , on a roll of 1  the order is refused, on a roll of 2 and above the order is done.

step 3) all units the ememy moves into zone of control where previously they were not at threat must check moral, roll 3 D6s if the roll is 18 then unit routes. if the unit is attacked for the first time then do a moral check also.

« Last Edit: July 22, 2017, 09:09:51 PM by gameleaper »


Offline ArizonaTank

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Re: a wargame A.I. designed for minature wargaming
« Reply #1 on: July 23, 2017, 08:14:02 AM »
a wargame A.I. designed for minature wargaming, by Mark Ainsworth

I have had a hard time playing solo games, and decided I wanted an A.I opponant that was not just random, so I have created this method to move and attack.....

I've often thought it would be neat to see someone put something like this on an android or IoS app for easy access during gaming.

Then about a week ago, I got an email from wargame vault on a "tactical ai system":

http://www.wargamevault.com/product/216959/Hostile-Tactical-AI?src=hottest

Then I see your post...  synchronicity... maybe I should pick up coding again....:)
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Notre Dame undefeated 1924
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Offline gameleaper

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Re: a wargame A.I. designed for minature wargaming
« Reply #2 on: July 23, 2017, 02:26:42 PM »
a wargame A.I. designed for minature wargaming, by Mark Ainsworth

I have had a hard time playing solo games, and decided I wanted an A.I opponant that was not just random, so I have created this method to move and attack.....

I've often thought it would be neat to see someone put something like this on an android or IoS app for easy access during gaming.

Then about a week ago, I got an email from wargame vault on a "tactical ai system":

http://www.wargamevault.com/product/216959/Hostile-Tactical-AI?src=hottest

Then I see your post...  synchronicity... maybe I should pick up coding again....:)

thats an interesting link, BUT ididnt like "Each card includes: Compass directions" bit I saw, that sounds to random, but still worth getting the deck I think, I may just buy it. thanks