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Lothos

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I would suggest this for bombing and cutting bomber costs down. AI files are not the answer to all problems.

#Evaluate which province to get a bombing mission.
targetIC = 6.0 #How important are IC to target..
avoidAA = 2.0 #how bad AA are.
targetCoal = 6.0
targetSteel = 1.0
targetOil = 6.0
targetRubber = 1.0
occupied = 20.0 #Subtract for provinces which are occupied, ie bomb germany ahead of france as UK.
fighter = 8.0


Oil should not be a priority in Europe since there really isn't any.

Copper it sounds cool but I have a question are you using the Super AI Bundle beta? Not accusing you of anything but these strategies have already been put in the bundle and as I stated earlier I do not care if people use my concepts or work just wait for me to release the bundle first.
 

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Thx guys, , hmmm for the strat bomb cutting cost, if they are wisely used by human players, they are effective. Just think of putting tons of escorts with your bombers, even if there is no ennemy fighters, so that they absorb the AA, bomb everything wich is above 15 IC and it will be very cost effective. 15 IC brought to 0 means 225 IC * (1+computer/indust/minister) lost for your ennemy, and even if u have to reinforce your bomber, don't forget that 1 IC=3supplies. It might alos depend on the mod ;)

So the problem is really that it becomes cost effective for the AI, but I'll try your suugestions to see how it goes already.

Do u have any idea on how to modify the cost/strat values only for the AI ?
I thought of some added tech in the tech tree, but they are likely to be visible for the human player in the tech tree aren't they ?
 

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You can create a tech in the tech tree to lower cost just for the AI give it a cost of 0 and 8000 days of research. Then create an event for each of the countries that detects if they are ai controlled and then give it to them. Yea you are probably right depends on the MOD. In Super AI Bundle 1 IC = .33 supply.
 

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Lothos said:
(...)Oil should not be a priority in Europe since there really isn't any.

One word - Romania. Besides, human players can be seriously scared when UK AI instead of dying over Saarland will start bombing their newly aquired Iraq oil fields.

Lothos said:
Copper it sounds cool but I have a question are you using the Super AI Bundle beta? Not accusing you of anything but these strategies have already been put in the bundle and as I stated earlier I do not care if people use my concepts or work just wait for me to release the bundle first.

Lothos, I don't use your mod intentionally, I wait for it's premiere to see it. :)

You don't have monopoly for good ideas you know... ;)
 

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Not saying you did but doing a buildup on the Finish front around Leningrad was put in 2 betas ago which was roughly 3 weeks ago. Just struck me odd that you where saying that you are putting it into 0.72.
 

unmerged(14683)

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It's quite obvious thing to do, right? In fact it's old change, I just was a bit late to add it in 0.71.
Winter War, Chalkin Gol, Unholy Alliance - all those things are simply begging for optimized AI. Modding USSR AI is in fact very similar to the Germany, but even simpler - there is almost no need for detailed invasion section.

But I think we are OT now. :)
 

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Thats fine Copper. Maybe I am just being to protective of the Bundle. I have introduce many new AI changes that have never been done before. Germany is up to like 14 AI files now hehe.
 

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Tamerlan said:
Hehe :D

PB, do u know some good AI with some good, clever, efficient, random strat bombing ? I did not have time to work too much on that. If you could do that early next week, well it might go somewhere ;)

weeeeeell the basic ai in HOI sends in bombers alone and therefore unprotected so it has to be a priority for any ai file to avoid enemy fighters like the black plague :D

vital area's for the ai bomber's are not IC but resouces in general... the brits for example should priotize bombing the german steel provinces as this is one of the major weaknesses for the germans...

instead of hitting 15IC's for example hitting a province that produces 40 steel would cripple the german IC production for months... also oil and rubber area's are good targets but is generally a waste of time if the attacked country has a large surplus of coal.

one has to remember that coal, steel and other resources regenerate at the same rate as IC's and as IC production is heavily dependent on those resources... especially steel as it is the only resouces that is not convertible by other resources...

so to sum it up...
good targets = Steel
okay Targets = Oil and rubber and Coal (aka energy resources)
other targets = IC (and Coal if there is a lot of coal targets with low values generally)

and as it has been said before, the ai should ALWAYS avoid Fighters like the plague if they dont fix the bomber/escort (base) ai...
(if the ai dont start escorting bombers AND start to send in larger groups of bombers to get the targets)
 
Last edited:

Lothos

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Noticed you used my front AI parameters for almost every AI file :)

Those parameters work good as long as you do not apply Math Guys Hard Attack calculations. If you do they need to be changed slightly.
 

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Lothos said:
Noticed you used my front AI parameters for almost every AI file :)

Those parameters work good as long as you do not apply Math Guys Hard Attack calculations. If you do they need to be changed slightly.

Indeed :) But I had to modify them because of the new front move penalty. Because of that u need to make the AI more aggressive and u can allow it to be bolder. It will normally have the time of filling holes in its defense...

Also I changed the strength/hard/soft/org value. sof = 2 and Hard = 3 and 1 for the others, not completeky sure it is really better...

Yeah, also think about using the occupied/owned values. They are used for encirclement. I also used the "river" factor. It's possible that tech have changed, so the river parameters I use might be more optimal for 1.06 than for 1.05c... Not sure about the rest .
 

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Copper Nicus said:
From all the changes in 1.06, this one is really interesting:

New garrison AI modifiers:

exp_force_ratio = 0.7
exp_force_ratios = {
ENG = 0.60
PHI = 0.15
AST = 0.05
GRE = 0.05
CHI = 0.05
HOL = 0.05
CAN = 0.05
SPR = 0.05
BEL = 0.0

I am not completely sure of the exact impact. Well the US do send quite a lot of troops to help the UK in India, they also send some guys in the philipines... but I am not sure exactly how to control that exactly. My idea is that exp_force_ratio = 0.7 represents the maximum number of exp forces dispatched, whereas the "ratios" means the maximum ? desired ? ratio of exp forces per country (in percent of the total exp forces or total army?)
 

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Probably means % of total army (where 1=100%)

If so, USA (I guess, since it ships to ENG) is supposed to send 70% of it's troops overseas.

Of the amount shipped overseas, ENG should recieve 60%, PHI 15% and so on

Seems reasonable enough....
 

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okayyyyy the patch is out and the project is officially started... the clock is ticking... ;)

Ill be testing the patch this week and hopefully have some idea's on how to get this project going...

anyway im still looking for some brave woletier... volen... some people to help out fixing the ai's ;)
 

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I would hold off on this PB-DK there are some major items broken in the patch in regards to AI

Example

under Garrison

ENG = -1

THe -1 command no longer works. The AI will garrison the border anyways. I just watched Italy Garrison the English border with a -1 command. Germany garrisoning the Vichy border with a -1 command.

Handicap and Passitivy seem to work under certain circumstances and others it does not. I witnessed Russia conquere half of Hungary (occupied by Hungarian troops) in about a monht with a Passitivity of 95 and Handicap of 360 on them. Also witneesed Japan continuing its aggressive attacks on China even though these commands where being used to redirect Japans interest to other areas in the Pacific.


If you start adjusting the AI files now bassed on these bugs then when the mini patch comes you will need to redo everything you have done. I would recommend bringing this to Johans attention and begging him to release a mini patch ASAP.
 

PB-DK

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Lothos said:
I would hold off on this PB-DK there are some major items broken in the patch in regards to AI

Example

under Garrison

ENG = -1

THe -1 command no longer works. The AI will garrison the border anyways. I just watched Italy Garrison the English border with a -1 command. Germany garrisoning the Vichy border with a -1 command.

Handicap and Passitivy seem to work under certain circumstances and others it does not. I witnessed Russia conquere half of Hungary (occupied by Hungarian troops) in about a monht with a Passitivity of 95 and Handicap of 360 on them. Also witneesed Japan continuing its aggressive attacks on China even though these commands where being used to redirect Japans interest to other areas in the Pacific.


If you start adjusting the AI files now bassed on these bugs then when the mini patch comes you will need to redo everything you have done. I would recommend bringing this to Johans attention and begging him to release a mini patch ASAP.

okidoki, ill keep that in mind, i still havn't had the pleasure of testing the patch yet as i dont have internet connection where i live now...
(passivity 95 does allow for an offensive to take place...)