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Old 12-02-2007, 19:58   #1
Valdez
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EU3 OwnerNapoleonic MarshalEuropa Universalis III: In NomineHearts of Iron III
 
Join Date: Aug 2005
Posts: 607
Fixed up Communist China/Soviet ally AI, but need help still.

Communist China Soviet Ally AI File by Valdez (VT)

switch = no # [yes/no]
max_front_ratio = 1.2
max_front_ratios = {
JAP = 7.0
ENG = 4.0
GER = 1.0
}
max_garrison_prop = 0.4
min_garrison_prop = 0.3
neutrality = 100.000
war = 35
upgrading = 0.35
reinforcement = 0.2
strat_redeploy_threshold = 25
exp_force_ratio = 0.10
exp_force_ratios = {ARA = 0.7 SOV = 0.3}
no_exp_forces_to = { CHI }
evac_islands = no
use_offensive_supply = yes

###################################
# Diplomacy
###################################
combat = {
JAP = 63
ENG = 33
GER = 33 }

claim_acceptance = -49

demand_claims = {
CGX
SIK
CXB
CYN
CHI
JAP
MAN
}
# Special resistance against "influence" by the listed nations. Value range = [0 - 10]
resistance = {
CHI = 6
JAP = 6
ENG = 6
FRA = 6
USA = 6
ITA = 5
}
befriend = {
CSX = 100
SIK = 100
CXB = 100
CYN = 100
CGX = 100
ARA = 100
SOV = 200
}
target = {
#Japan
1184 = 100

#Guangxi Clique
1309 = 10
1310 = 10
1258 = 10
1311 = 10
1312 = 10
1249 = 10
1248 = 10
1314 = 10
1313 = 10
1317 = 10
1318 = 10
1320 = 10
1321 = 10
1325 = 10
1319 = 10

#Yunan
1282 = 10
1281 = 10
1327 = 10
1305 = 10
1308 = 10
1362 = 10
1307 = 10
1293 = 10
1294 = 10

#Shanxi
1206 = 10
1205 = 10
1204 = 10
1203 = 10
1210 = 10
1211 = 10
1212 = 10
1224 = 10
1215 = 10
1213 = 10
1216 = 10
1214 = 10
1207 = 10
1208 = 10
1272 = 10
1209 = 10
1225 = 10
1226 = 10

#Xibei San Ma
1442 = 10
1441 = 10
1273 = 10
1440 = 10
1443 = 10
1274 = 10
1444 = 10
1439 = 10

#Communist China
1270 = 10
1271 = 10

# Sinkiang
1435 = 10
1445 = 10
1447 = 10
1421 = 10
1432 = 10
1433 = 10
1446 = 10
1430 = 10
1431 = 10

#United Kingdom
1315 = 10 #Hong Kong

#Portugal
1316 = 10 # Macao
}
trade = {
cancel_deal_threshold = 2

energy = -1
rare_materials = -1
metal = -1
oil = -1
supplies = -1
money = -1

favored = {
SOV = 200
ARA = 100
}
embargo = { GER }
}
tech_sharing = {
favored = { SOV ARA }
embargo = { JAP }
not = { }
prioritized = {
# Arcriculture
5020 = 100
5030 = 100
5040 = 100

# Inf support
1310 = 100
1320 = 100
1330 = 100
1340 = 100
1350 = 100
1360 = 100

# Production
5050 = 100
5060 = 100
5070 = 100
5080 = 100
5090 = 100
5100 = 100
5110 = 100
5120 = 100
5130 = 100
5150 = 100
5180 = 100

# Mountain Unit techs
1110 = 100
1120 = 100
1130 = 100
1140 = 100

# Light tanks
2020 = 100
2030 = 100
2040 = 100
2050 = 100
2060 = 100

# Submarines
3400 = 100
3410 = 100
3420 = 100
3430 = 100
3440 = 100
3450 = 100
}
}
###################################
# Spying
###################################
spyprefs =
{
percentage_on_spies = 0.2
percentage_foreign_mission = 0.7

# Used for Homeland Defense Spying
spyprefsdata =
{
NumberOfSpies = 3
counter_espionage = 10
country = CHC
}
# Defaul Spy parms used for countries the AI is atwar with but has no specific entry
spyprefsdata = {
country_priorities = 3
NumberOfSpies = 3
min_number_of_spies = 1
steal_blueprint = 10
minister_assassination = 1
smear_campaign = 3
coup = 4
sabotage_industry = 5
nuclear_sabotage = 0
found_partisans = 0
massmedia = 3
counter_espionage = 5
disrupt_techteam = 5
country = NONE
}
spyprefsdata = {
country_priorities = 10
NumberOfSpies = 10
min_number_of_spies = 5
steal_blueprint = 15
minister_assassination = 2
smear_campaign = 4
coup = 1
sabotage_industry = 10
nuclear_sabotage = 0
found_partisans = 0
massmedia = 4
counter_espionage = 5
disrupt_techteam = 4
country = GER
}
spyprefsdata = {
country_priorities = 8
NumberOfSpies = 10
min_number_of_spies = 2
steal_blueprint = 15
minister_assassination = 2
smear_campaign = 4
coup = 1
sabotage_industry = 10
nuclear_sabotage = 0
found_partisans = 0
massmedia = 4
counter_espionage = 5
disrupt_techteam = 4
country = ITA
}
spyprefsdata = {
country_priorities = 6
NumberOfSpies = 10
min_number_of_spies = 3
steal_blueprint = 20
minister_assassination = 1
smear_campaign = 2
coup = 1
sabotage_industry = 10
nuclear_sabotage = 0
found_partisans = 0
massmedia = 2
counter_espionage = 5
disrupt_techteam = 4
country = USA
}
spyprefsdata = {
country_priorities = 8
NumberOfSpies = 10
min_number_of_spies = 5
steal_blueprint = 20
minister_assassination = 3
smear_campaign = 1
coup = 1
sabotage_industry = 2
nuclear_sabotage = 0
found_partisans = 0
massmedia = 1
counter_espionage = 5
disrupt_techteam = 0
country = JAP
}
spyprefsdata = {
country_priorities = 4
NumberOfSpies = 8
min_number_of_spies = 1
steal_blueprint = 10
minister_assassination = 1
smear_campaign = 3
coup = 4
sabotage_industry = 5
nuclear_sabotage = 0
found_partisans = 0
massmedia = 3
counter_espionage = 5
disrupt_techteam = 5
country = ARG
}
spyprefsdata = {
country_priorities = 4
NumberOfSpies = 8
min_number_of_spies = 1
steal_blueprint = 10
minister_assassination = 1
smear_campaign = 3
coup = 4
sabotage_industry = 5
nuclear_sabotage = 0
found_partisans = 0
massmedia = 3
counter_espionage = 5
disrupt_techteam = 5
country = BRA
}
}
###################################
# Construction and Tech Research
###################################
#Default values
construction = {
max_factor = 0.150

nuclear_reactor = yes

AA_batteries = atwar
max_AA_level = 3
AA_provs = {
1271 # Yanan
}

coastal_fort = atwar
max_coastal_level = 4
coastal_fort_provs = {
# Chinese Defensive wall
1202 # Dalian
1204 # Tianjin
1214 # Yantai
1215 # Qingdao
1217 # Lianyungang
1219 # Nantong
1237 # Shanghai
1244 # Fuzhou
1247 # Xiamen
1248 # Shantou
1313 # Guangzhou
1314 # Bao'an
1315 # Hong Kong
1316 # Macao
1320 # Zhanjiang
1321 # Hainan
1322 # Kaohsiung
1323 # Taipei
}

radar_station = no
max_radar = 5
radar_provs = { }

air_base = yes
max_air_base = 4
air_base_provs = {
1271 # Yanan
1319 # Nanning
1311 # Wuzhou
1235 # Nanjing
}

naval_base = yes
max_naval_base = 5
naval_base_provs = {
1219 # Nantong
1203 # Tangshan
}

land_fort = yes
max_land_level = 3
fort_borders = {JAP GER ENG }

ic_at_war = yes
force_ic_until = 1935
ic_end_year = 1940
IC_provs = {
1271 # Yanan
}
}

military = {
relative_build_scheme = yes
max_batch_peace = 360
max_batch_war = 180
max_batch_home_front = 180

#### Divisions etc...
infantry = 45
cavalry = 0
motorized = 2
mechanized = 1
light_armor = 2
armor = 1
paratrooper = 2
marine = 2
bergsjaeger = 25
garrison = 5
hq = 4
militia = 0
# 80 %
interceptor = 4
multi_role = 3
cas = 2
strategic_bomber = 0
tactical_bomber = 5
naval_bomber = 2
transport_plane = 1
flying_bomb = 1
flying_rocket = 1
# 12 %
battleship = 2
carrier = 5
escort_carrier = 0
destroyer = 10
light_cruiser = 3
heavy_cruiser = 1
battlecruiser = 0
submarine = 10
nuclear_submarine = 1
transports = 2
# 8 %

#### Brigades
artillery = 20
sp_artillery = 2
rocket_artillery = 4
sp_rct_artillery = 2
anti_tank = 18
tank_destroyer = 0
light_armor_brigade = 1
heavy_armor = 0
super_heavy_armor = 0
armored_car = 2
anti_air = 0
police = 1
engineer = 5

cag = 100.000
}

technology = {
endgoal = { }
preference = {
# Tools
5050 5060 5070

# Engineering
5080 5090 5100

# Production Control
5110 5120

# Assembly Line
5130 5180

#Infantry
1010 1020 1030 1040 1050 1060

# Mountain Unit techs
1110 1120 1130 1140

# Land Doctrines
6010 6030

# Land Doctrines
14080 # Guerilla Warfare
}
ignore = {



# Land Doctrines
6210


}

armor = 1
infantry = 6
industry = 3
aircraft = 1
naval = 1
land_doctrines = 8
secret_weapons = 1
air_doctrines = 1
naval_doctrines = 1
}

###################################
# Ground Combat, Leaders and Garrisons
###################################
leader_ratio = {
land_field_marshal =0.02
land_general =0.031
land_lt_general =0.41

sea_grand_admiral =0.02
sea_admiral =0.061
sea_vice_admiral =0.401

air_marshal =0.02
air_general =0.091
air_lt_General =0.11
}
garrison = {
defend_overseas_beaches = yes
home_multiplier = 1.0
overseas_multiplier = 1.0
home_peace_cap = 20
war_zone_odds = 2.0
key_point_prio_mult = 0
revolt_risk_mult = 0.1

# PRIORITIES:
beach = 20 # Beach level 2
capital = 20 # Our capital
human_border = 500 # Ignored for allied human players
war_target = 700 # The next country targeted for attack by this AI

opposing_alliance = 50 # For neutrals, all alliances are "opposing"
claim_threat = 0 # If we are neutral, countries with claims on us get this
unstable_border = 15 # Bordering countries at war with someone else get this

# Borders with specific countries
country_priorities = {
SOV = -1
MON = -1
TIB = -1
NEP = -1
AFG = 5
FRA = -1
ENG = 100
POR = 5
JAP = 150
CHI = 50
MAN = 70
CSX = 10
SIK = 10
CXB = 10
CYN = 10
CGX = 10
GER = 25

}
province_priorities = {
1270 = 30 #Xianyang
1322 = 2 #Kaohsiung
1323 = 2 # Taipie
}
area_multiplier = { }
}
front = {
recklessness = 1 # 0-3
distrib_vs_ai = offensive
distrib_vs_human = reactive

enemy_reinf_days = 6
reserve_prop = 0.1
panic_ratio_vs_ai = 2.0
panic_ratio_vs_human = 2.0
base_attack_odds = 1.3
min_attack_odds = 1.1
max_attack_odds = 3.0
reinforce_odds = 1.2
withdraw_odds = 0.6

strength = 1.0
organisation = 1.0
soft_attack = 1.0
hard_attack = 1.0
ground_defense = 1.0
dig_in = 1.0 # Against defender

frozen_attack = 1.0
snow_attack = 1.0
blizzard_attack = 1.0
storm_attack = 1.0
muddy_attack = 1.0



occupied = 0.7
owned = 0.7

jungle_attack = 1.0
mountain_attack = 1.0
swamp_attack = 1.0
forest_attack = 1.0
hill_attack = 1.0
urban_attack = 1.0
river = 1.0

}
###################################
# Air bombardment and defense
###################################
# Air AI File For Ground Bombings as priority
# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead

air_marshal = {
min_mission_strength_org = 0.8
icxdayscostfactor = 10.0 # How to value true industrial cost when calculating expect causalties
manpowercostfactor = 100.0 # How to value manpower cost when calculating expect causalties
destructionriskthreashold = 0.2 # when to fear a divisiopn might be destroyed

# desirability is a multiplier used when calcualting the mission desirability
airsuperioritydesirability = 30.0
groundattackdesirability = 40.0
inderdictiondesirability = 20.0
logisticalstrikedesirability = 2.0
runwaycrateringdesirability = 10.0
strategicstrikedesirability = 10.0
installationstrikedesirability = 5.0
navalstrikedesirability = 15.0
portstrikedesirability = 9.0
convoyraiddesirability = 9.0

# tolerance is the required kill:loss ration expected to do
# mission, 2.0 accept twice the losses of your enemy, 0.5 accept half
airsuperioritylosstolerance = 1.0
groundattacklosstolerance = 1.0
interdictionlosstolerance = 2.0
logisticalstrikelosstolerance = 0.5
runwaycrateringlosstolerance = 1.5
strategicstriketolerance = 4.5
installationstriketolerance = 1.5
navalstriketolerance = 1.0
portstriketolerance = 1.0
convoyraidtolerance = 1.0

# efficency is a tweakable param to adjust according to how
# much actual damage comes from doing this mission (not to be confused with desirability)
logisticalstrikeefficency = 0.01
runwaycrateringefficency = 0.01
strategicstrikeefficency = 0.01
installationstrikeefficency = 0.01

taskforcetype = { name = "Air Superiority" desiredratio = 0.400 rangeweight = 10.000 airkillpowerweight = 2000.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes air_superiority = yes }
taskforcetype = { name = "Soft Bombing" desiredratio = 0.250 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes }
taskforcetype = { name = "Naval Bombing" desiredratio = 0.050 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes }
taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes }
}
###################################
# Invasions and Naval
###################################
invasion = {
base = 0.1 #Relative modifier. (lower = specific targets much more important.)
random = 75.0 #How big a random range. (1.0 = 1%)
coastal = 0.1 #increase to avoid coastal forts more.
beach = 0.1 #higher, avoid worst beaches.
max_distance = 250.0 #About the distance from Japan to Batavia
max_staging_distance = 15 # How far should the staging area be from the target invasion point
distance = 0.1 #higher = avoid long distance.
pocket = 20.0 #prioritise pockets, ie provinces with no adjacent controlled by same.
island = 0.3 #prioritise taking pure islands.
enemy = 2.0 #higher = much more vary of troops in province.
adjacentenemy = 2.0 #higher = much more vary of troops nearby
air_base = 1.5
naval_base = 0.1
air_support = 3.0
redirect = priority
ignore = no
help_allies = yes

target = {
1192 = 4000 # Amami
1193 = 4000 # Okinawa
1323 = 4000 # Taibei
1322 = 4000 # Gaoxiong
1784 = 4000 # Bonin Islands
1599 = 4000 # Iwo Jima

#Philippines
1741 = 3750 # Aparri
1740 = 3750 # Lingayen Gulf
1742 = 3750 # Lamon Bay
1743 = 3750 # Legaspi
1750 = 3750 # Davao
1749 = 3750 # Cagayan
1748 = 3750 # Zamboangs
1744 = 3500 # Samar
1745 = 3500 # Leyte
1747 = 3500 # Negros
1746 = 3500 # Panay
1736 = 3500 # Mindoro
1735 = 3500 # Palawan

#Outer Japanese Islands
1627 = 3250 # Saipan
1626 = 3250 # Tinian
1625 = 3250 # Rota
1624 = 3250 # Guam
1621 = 3250 # Palau
1785 = 3250 # Marcus Island

#Netherlands East Indies
1354 = 3250 # Bagka Island
1628 = 3000 # Batavia
1630 = 3000 # Semarang
1629 = 3000 # Tjilatjap
1632 = 3000 # Soerabaja
1634 = 3000 # Madura
1631 = 3000 # Djokjakarta
1633 = 3000 # Malang
1358 = 2750 # Palembang
1359 = 2750 # Oosthaven
1356 = 2750 # Dumai
1357 = 2750 # Padang
1355 = 2750 # Medan

#Borneo
1646 = 2500 # Mini
1644 = 2500 # Kuching
1642 = 2500 # Pontianak
1641 = 2500 # Bandjermasin
1650 = 2500 # Balikpapan
1649 = 2500 # Samarinda
1648 = 2500 # Tarakan
1647 = 2500 # Jessleton

#Singapore
1350 = 2500 # Kota Bahru
1351 = 2500 # Kuantan
1349 = 2500 # Alor Star
1352 = 2500 # Kualla Lumpur
1353 = 2500 # Singapore

#USA
1786 = 2250 # Wake Island

#Britain
1315 = 2250 # Hong Kong

#Far Outer Rim Japanese Islands
1601 = 2250 # Eniwetok
1600 = 2250 # Bikini
1602 = 2250 # Wotje
1608 = 2250 # Kwajalein
1603 = 2250 # Maloelap
1605 = 2250 # Majuro
1607 = 2250 # Jaluit
1606 = 2250 # Mili
1610 = 2250 # Ponape
1609 = 2250 # Kosrae
1620 = 2250 # Ngulu
1619 = 2250 # Yap
1618 = 2250 # Ulithi
1604 = 2250 # Wolelai
1615 = 2250 # Ulul
1617 = 2250 # Woleai
1616 = 2250 # Pulusok
1613 = 2250 # Truk
1612 = 2250 # Satawan

#Indonesia
1653 = 2000 # Menado
1651 = 2000 # Palu
1640 = 2000 # Makassar
1652 = 2000 # Kendari

#New Britain
1670 = 2000 # Rabaul
1671 = 2000 # Gasmata

#Indonesia
1654 = 1750 # Helmahera
1655 = 1750 # Buru
1656 = 1750 # Ceram

#North New Guinea
1659 = 1750 # Sorong
1661 = 1750 # Biak Island
1660 = 1750 # Babo
1663 = 1750 # Arare
1664 = 1750 # Sarmi
1665 = 1750 # Hollandia
1666 = 1750 # Aitape
1667 = 1750 # Wewak
1672 = 1750 # Lae

#North Solomon Islands
1668 = 1750 # Admirality Islands
1669 = 1750 # New Ireland
1681 = 1750 # Buka Island
1682 = 1750 # Bougainville

# NEI Last Remaining Islands
1635 = 1500 # Bali
1636 = 1500 # Lombok
1637 = 1500 # Sumbawa
1639 = 1500 # Flores
1638 = 1500 # Sumba
1657 = 1500 # West Timor

# USA Alaska
1408 = 1500 # Attu Island
543 = 1500 # Amchika Island
542 = 1500 # Kiska Island

# South Solomon Islands
1683 = 1250 # Shortland Island
1614 = 1250 # Vella Lavella
1622 = 1250 # Kolombangara
1684 = 1250 # New Georgia
1685 = 1250 # Guadalcanal

# Japaneese Homeland
1179 = 1200 # Sapporo
1180 = 1200 # Sendai
1181 = 1200 # Akita
1184 = 1200 # Tokyo
1185 = 1200 # Nagoya
1187 = 1200 # Osaka
1188 = 1200 # Hiroshima
1189 = 1200 # Shikoku
1190 = 1200 # Fukuoka
1191 = 1200 # Kagoshima
1192 = 1250 # Okinawa
}
}
admiral = {
min_org = 100 # NEW: Percent of org gained back before the unit can leave port
min_dmg = 98 # NEW: Percent of dmg gained back before the unit can leave port
return_org = 60 # NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
return_dmg = 80 # NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships

#Which provinces to use as bases..
base = {
1613 # Truk
1670 # Rabaul
1337 # Saigon
1353 # Singapore
1628 # Batavia
1737 # Manila
1237 # Shanghai
1219 # Nantong
1203 # Tangshan
}

ignore = {
#Baltic Area
"Northern Baltic"
"Southern Baltic"
"Bothnian Bay"

#Murmansk/Archangel
"Barents Sea"
"Arctic Ocean"

#Norway Coast (Denmark Coast)
"Norwegian Sea"
"East North Sea"
"Kattegat"

#North Sea, East Coast of England
"Central Northsea"
"West Northsea"
"Southeast Northsea"

#England/France border Sea Areas
"English Channel"
"Bay of Biscay"
"Cape Finisterre"

#Spanish Coast (Atlantic Side)
"Portugese Coast"
"Cap St Vincent"

#Iceland
"Faroes Gap"
"Denmark Strait"

#Ireland/West Coast of England
"Irish Sea"
"The Hebreides"
"Irish West Coast"

#Greenland
"Greenland Coast"
"Northern Sea of Labrador"
"Southern Sea of Labrador"

#Canada East Coast
"Hudson Bay"
"Grand Banks"
"Canadian Maritimes"

#Western Mediterranean
"Costa del Sol"
"Gulf of Lyon"
"Algerian Coast"

#Central Mediterranean
"Tyrrhenian Sea"
"Adriatic Sea"

#Eastern Mediterranean
"Black Sea"
"Aegean Sea"
"Egyptian Coast"


#North Atlantic
"North Atlantic"
"Western Approaches"
"The Seamounts"
"Azores"

#Central Atlantic
"Central Atlantic"
"Central Mid-Atlantic Ridge"
"Bermuda Triangle"
"Guiana Basin"
"South-Central Mid-Atlantic Ridge"
"Cap Verde"

#South Atlantic
"Pernambuco Plain"
"Ascension Fracture Zone"
"Argentine Plain"
"Angola Plain"

#Caribbean Sea and Guilf of Mexico
"West Gulf of Mexico"
"East Gulf of Mexico"
"Florida Strait"
"Yucatan Strait"
"Windward Islands"
"Central Carribean"

#Brazil and Argentina Coast
"Coast of Guyana"
"Coast of Recife"
"Coast of Uruguay"
"Coast of Brazil"
"Coast of Argentina"

# West Africa
"Coast of Africa"
"Coast of Bissao"

#Equitorial Africa
"Gulf of Guinea"
"Coast of Angola-Namibia"

#South Africa
"Coast of South Africa"
"Atlantic-Indian Ridge"

#East Africa
"Red Sea"
"Horn of Africa"

#Madagascar Coast
"South Mozambique Channel"
"North Mozambique Channel"
"Northeast Coast of Madagascar"
"Southeast Coast of Madagascar"

# South American West Coast
"Southeast Pacific Basin"
"West Coast of Chile"
"West Coast of Peru"
"South Southeast Pacific Ocean"
"North Southeast Pacific Ocean"
}

target = { }
core = {
2186
2158
2189
2188
2190
}
}



They still won't attack England. They've been at war with them for months. my friend is playing the soviets and has military control over them tokeep them from being dumb asses. I check by releasing control but 40 units vs 9 they won't attack. Hell 9 vs 1 they still won't attack... why?
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