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Gormadoc said:
Yes it does, the Id's i now how to fix. Would it be possible to get a copy of the ID spreadsheet, with the used id numbers ?

You mentioned several map errors, what should i look for in the province.csv to fix them. I have seen some faulty positions of units in some provinces but is this enough to cause chrashes.

Thx for the help

Well I just started scrolling through vanilla and here is one,

358;PROV358;Pyrenees_Languedoc;France;Europe;Mediteranean;Clear;;;100;;1;2435;2435;0;0;0;0;0;0;14885;3395;14818;3389;14870;3447;14867;3478;5;14865;3418;14840;3433;;;;;;;;;;;;;14840;3388;-1;-1

Error is in bold, others can be in the resources slots. They are obvious, usually a letter followed by numbers.

My spreadsheet covers Risk Mod only, I simply eliminated or archived all unused vanilla files. So the spreadsheet now only tracks where I am now and am going, not vanilla itself, as I had no care to fix up vanilla. HOI2 is a old fixed platform now. How much is carried over to Doomsday etc. is probably similiar plus new changes.

Also when you look over my Beta4 AI scheme it reflects some good and some short-sightedness which came from going back and forth with some settings as a beta test. Ask me what has changed in Beta5 after you play a Beta4 game to get the hands on game feel.

Depending on use is what settings are best for one mod or another. And of course it all evolving... from each and all us contributing.
 
ahh i see now, that number should be 1 or 0 depending if port is allowed. thx. will look on doomsday province.csv to see if some of them was imported to doomsday. Saw some errors in the IC list aswell.

I did look on the two switch files and the default AI, it looked like quite straight forward tweaking of the parameters. A lott easier said than actually done though. :) This puzles me though, is this an error?
Code:
	distrib_vs_ai 		= 	[even/reactive/defensive/offensive/op_defensive]
	distrib_vs_human 	= 	[even/offensive]
I thought it should be written like this
Code:
	distrib_vs_ai 	        = reactive 	
	distrib_vs_human 	= reactive
 
Gormadoc said:
ahh i see now, that number should be 1 or 0 depending if port is allowed. thx. will look on doomsday province.csv to see if some of them was imported to doomsday. Saw some errors in the IC list aswell.

I did look on the two switch files and the default AI, it looked like quite straight forward tweaking of the parameters. A lott easier said than actually done though. :) This puzles me though, is this an error?
Code:
	distrib_vs_ai 		= 	[even/reactive/defensive/offensive/op_defensive]
	distrib_vs_human 	= 	[even/offensive]
I thought it should be written like this
Code:
	distrib_vs_ai 	        = reactive 	
	distrib_vs_human 	= reactive

nope, I use it this way now in Beta5[even/reactive/defensive/offensive/op_defensive] against other AI's and 'even/defensive/reactive/offensive/op_defensive' against the human.

I do not remember now where I first saw it used that way in an old vanilla file. But have experimented with it alot.

Admitedly I may be moving in realms of superstition, however the AI loads. And It may indeed only be reading the first 'even' but it may run through using the other via difficulty setting or some other criteria.

I have no proof, it is all subjective. But I have learned not to rely only upon logic but test and use things again and again, for I am sure some settings are working in ways that were not seen by the programmers at the time of coding first this then that patch after tweak, etc.
 
I see, i will try to look into this one. Should be able to come up with some reliable statistic by saving the game often and check savegame files to see if other possibilities than "even" is working.
 
Gormadoc said:
I see, i will try to look into this one. Should be able to come up with some reliable statistic by saving the game often and check savegame files to see if other possibilities than "even" is working.

That sounds great!
 
Yukala said:
That sounds great!

Ok i have checked the savefiles some.

I saved on loadup and then again at 1 april. 2-16-19-20-24-30 of may and 1-2-3 of June.

All AI countries had distribution_vs_human and vs_AI = offensive in all savegame files. So it seems to me that the game ignores your entry and loads a default setting which is offensive.

I dont think offensive is a bad setting though. The AI seems to handle that very well in this mod. Think this could be some reason why the AI has problems in vanilla with invasions. With any other setting the AI are probably to scared to make high risk operations as amphibious assaults. Even and reactive are to much a reaction to other countries which the AI in any regards are to slow to do effectively anyways. Defensive and OP_defensive would probably make the AI put to many troops in provinces with no serious threat. With the result that less troops are free to make attacks.

Sadly though my pc is not up to the task running this mod. There is just to many units, slowing game down to near standstill even if sprites sound and music are completely removed.
 
Gormadoc said:
Sadly though my pc is not up to the task running this mod. There is just to many units, slowing game down to near standstill even if sprites sound and music are completely removed.

Thanks! Superstition reigns!!
:rofl:

There are other settings that have more to do with amphibious assaults however.

Well that processing load I have lessened in Beta 5, but it is not done yet and will have to keep a close eye thereon.
 
Paratrooper Report:

Paratrooper Report:

First, a little background and an apology to Paradox. Several months back I attempted to get the AI’s to use both paratroopers dropped by transport planes and as well use transport planes for supply. I largely failed and wholly abandoned any more effort for a long spell. In that experiment I happened upon some AI code just lying about, well it addressed specifying paratroop and transport plane behavior as I recall. I concluded it did not work or was not implemented. I clamored for some specificity for same. It might still be nice though. However, my conclusion that AI use of paratroopers and transport planes was in error.

It comes down to them being used so darn rarely (like in WWII for that matter) but the rumors abounded on the matter. The reasons they are used so darn rarely are what I finally sought to find out. Some of those reasons simply tie in to emulating WWII the design of which keeps pressing their use into the background or back-burner waiting for optimal conditions to arise. Another reason is scenario settings needed to compensate for player abuse of paratroopers. Often what is needed for smooth AI functioning simply plays right into the hands of clever human players.

Frustrating endeavor to be sure; I think if I was doing this from scratch I would develop a ‘base’ game much after the fashion of a battle scenario, split development into three camps each to own destiny. One to emulate historical single player, two a multi-player version and lastly an editor version for modders and scenario add-ons etc.

That said, here are pictures. There were three trials and after trial one I tweaked some parameters and again after trial two some more. Each time yielding better results. I am intuitively getting more tuned in I gander. And of course all this is best suited for battle scenario culture or ahistorical where realism is ‘dumbed down’ for fun of game play.

Set and setting: Four countries in North America get 20 paratroopers each and 20 transport planes. (first trial it was 10 transport_planes with capacity of 2 and 10 escorts, thereafter 20 transport_planes with capacity of 1 and no additional escorts)





 
Second Trial.







 
Second Trial Continued.







 
Third Trial.







 
Third Trial finish and summary.



Summary remarks:

In trial one I played it out three times from the same point one month and observed three different developments. Most notable being the AI was trying to coordinate a one province deep paratroop drop in conjunction with an amphibious assault that if successful could or would directly create a link to the sea. With this consideration, sea assaults generally here in this mod only succeed to the province past enemy ships and air 1/3 to ½ half the time. And then the beachead itself will get reinforced nicely but still only holds again ½ the time. (all this is about where I want it).

So in one replayed version the AI compensated by not launching a para drop once it’s sea transport fleet found itself at the bottom of the sea. As a note its large battle fleet arrived a day or so late each time. (Need to look into ship speeds more carefully). Para drops were failures 50% in these three examples (there were four of them). By failures I mean all dead; the first, mere hours, (I tweaked some parameters), next a few days. Tweaked again the third was a stupendous success in that they survived took more provinces round about, while getting hit hard by air and land; lost only a few and then stupendously ‘rescued’ eight beleaguered paratroopers, I saved off at that point. As well in the third run they (CSA) kept them supplied by air superbly well.

So onward, on. For clarity 'no events' were present or involved.

Sincerely,
Yukala
 
Been busy, but wanted to say a little about a lot done.

I set up a new world-wide scenario board and had the AI's build from stratch both transport planes, paratroopers and as well transport ships and marines.

Many of them, many times, over and over built both matching pairs and used them separately and most interestingly together. Coordinated sea and air assaults.

So all in this regard is working very, very well.
:)
 
General Battle Mod update:

General Battle Mod update:

First long work with puppets and military control, is a good success. :cool:

In a new BattleMod scenario I set up 11 puppets spread betwixt 5 countries (majors), where I placed some next to and across seas on other continents and some island nations as well in the Pacific region.

One of the lead countries, Imperialist France was able to handily conduct multiple wars on multiple fronts time and again, as two of her puppets where next door and two in America. Then I altered some to allies only status, and some with military control and some puppets without military control. No matter, they shifted troops back and forth fine and kept to conducting both far-flung wars with those close at hand conjointly.

Did so in Pacific arena as well, same results.

One the next things on my 'long list' (with much of it done :D ) is 'ocean control issues'.
 
So countries will liberate puppets and puppet countries rather than annexing?
 
GeneralHannibal said:
So countries will liberate puppets and puppet countries rather than annexing?

Well enjoy some summer fun GeneralHanibal!!!
:D

Which also means I can answer 'this question' at my leisure.
:cool:
 
General Update:

General Update:

Well, I have actually created or morphed an entire new mod. And it is working quite well.

The puppeting of countries worked so well, I increased the number of starting countries to 70 up from 55, however 18 of them are puppets spread over nine alliances. For reference, vanilla 36 starts with 79. But the similiarities soon depart, as this is an all out battle mod, where IC and resource is easily 5 times vanilla and spread evenly worldwide. As well build time for everything is half or less in some cases, especially naval.

Wars start later and come in smaller waves year by year. So the computer resource load is much reduced. Beginning OOB is a 20 divisions per on average, mostly all defensive, split land/sea. No air.

After all this is fully up to speed, will switch over and work on event chains that bring in rebelers of one kind and another.

Much more to be said, but it is late here on the West Coast of America.
:D
 
General Update

General Update:

Continue to fine tune and play-test. Up to 71 countries, starting OOB of which 18 are puppets. The fine tuning now centers around battles that resolve to urban centers with forts. Since both are plentiful in the battle mod. Interesting how the AI adapts to holding two provinces conjointly when I upped the penalty for a province being surrounded. I also noticed that it pointedly, 'left' again and again escorted transport ships where it had amphibiously landed to keep away from that penalty as well. This too was a change from before.

All is well. Hope all are enjoying summer!
:D
 
Hi all!!

Summer is warm and am busy with it, yet have done some interesting things (I think).

Will post some of it soon.

However...

IS THERE ANYBODY OUT THERE... ??

...or just lurkers stirring about?
:D