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Major
![]() Join Date: Aug 2005
Posts: 607
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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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