please post your opinions, obeservations and comments about the latest ai file here.
thanks
thanks
Originally posted by czolgosz
One quick observation -
Haven't been able to run any tests on 1.05 yet, but there is a large discrepancy in the human_border AI preference.
Some nations have it set to zero, some at 150, some at 210.
While this makes no difference in hands-off games, obviously, it could lead to some erratic AI behavior when one is actually playing. In more than one case, the human_border variable changes when a country switches AIs.
Perhaps a discussion is needed as to the optimal setting of that variable. I like to set it at zero - I find the AI actually performs better when they're not trying to pile a bunch of units on my border. Of course, I try not to use exploits or gamey tactics...
Originally posted by czolgosz
One quick observation -
Haven't been able to run any tests on 1.05 yet, but there is a large discrepancy in the human_border AI preference.
Some nations have it set to zero, some at 150, some at 210.
While this makes no difference in hands-off games, obviously, it could lead to some erratic AI behavior when one is actually playing. In more than one case, the human_border variable changes when a country switches AIs.
Perhaps a discussion is needed as to the optimal setting of that variable. I like to set it at zero - I find the AI actually performs better when they're not trying to pile a bunch of units on my border. Of course, I try not to use exploits or gamey tactics...
Originally posted by czolgosz
One quick observation -
Haven't been able to run any tests on 1.05 yet, but there is a large discrepancy in the human_border AI preference.
Some nations have it set to zero, some at 150, some at 210.
Originally posted by Exel
Keep it coming.![]()
Originally posted by Maximilian I
seconded.
keep it coming. any input = good.
military = {
relative_build_scheme = no
infantry = 42
cavalry = 5
motorized = 30
mechanized = 2
panzer = 2 #Unless given tech their tanks will be useless
paratrooper = 0
marine = 0
bergsjaeger = 2 #ROM starts with MTN so they should build some
# 83 %
fighter = 6
strategic_bomber = 0
tactical_bomber = 0
naval_bomber = 0
dive_bomber = 5 #instead of TAC for low tech
transport_plane = 0
torpedo_plane = 2
# 13 %
battleship = 0
carrier = 0
destroyer = 3 #ROMs navy was more a coast guard
cruiser = 0
submarine = 0
transports = 1 #Who would they invade?
# 4 %
}
technology = {
endgoal = {}
preference = {}
electronics = 0.001 #Minimum
armor = 0.1
infantry = 2.0
industry = 1.0 #Lots of godies early
rocket = 0 #No
nuclear = 0 #No
heavy_aircraft = 0.001 #Minimum
light_aircraft = 0.001 #Minimum
naval = 0.001 #Minimum
submarine = 0.001 #Minimum
artillery = 3.0 #Here is where all the bonuses are for INF and MOT
naval_doctrine = 0.001 #Minimum
land_doctrine = 0.1
air_doctrine = 0.001 #Minimum
}
strat_redeploy_threshold = 30 #The provinces in Canada are HUGE, and in the front they should never redeploy
construction = { #Keep the others as they are these two I'd like to change
max_factor = 0.25 #Four provinces of 16 need upgrading
ic_at_war = no #Why would they try to build IC at war when they don't have the oil?
}
technology = {
endgoal = {}
preference = {}
electronics = 0.001 #Without preferences this is useless, if you set preferences then you can increase this again
armor = 0.001 #Minimum they are still at peace
infantry = 2.0
industry = 4.0 #They need the conversion techs to keep up production
rocket = 0
nuclear = 0
heavy_aircraft = 0.001 #Minimum
light_aircraft = 0.001 #Minimum they are still at peace
naval = 0.001 #Minimum not enough return on investment
submarine = 0.001 #Minimum
artillery = 2.0
naval_doctrine = 0.5 #2.0 is way too high it's better to have low org & run then to fight badly
land_doctrine = 1.0
air_doctrine = 0.001 #Minimum
}
strat_redeploy_threshold = 30 #The provinces in Canada are HUGE, and in the front they should never redeploy
max_garrison_prop = 0.1 #Canada should trust in the aid of USA
construction = {
max_factor = 0 #Canada doesn't have the oil for both increased IC and troops
ic_end_year = 1939
}
technology = {
endgoal = {}
preference = {}
electronics = 0.001 #Without preferences this is useless, if you set preferences then you can increase this again
armor = 0.001 #They don't have the IC to spare, they should rely on people sending tech
infantry = 3.0
industry = 1.0
rocket = 0
nuclear = 0
heavy_aircraft = 0.001 #Minimum
light_aircraft = 0.001 #Minimum they are still at peace
naval = 0.001 #Minimum since you are not building any naval forces
submarine = 0.001 #Minimum
artillery = 3.0 #This is where most of the bonuses for INF is.
naval_doctrine = 0.001 #Minimum since you are not building any naval forces
land_doctrine = 1.0
air_doctrine = 0.001 #Minimum
}
country_priorities = {
USA = -1 #add this line so that they wont guard the border with the US
}
influence = { ITA AUS GRE HUN ROM BUL } #Italy and Bulgaria was missing and austria was in twice
construction = {
max_factor = 0.7
max_AA = 3 #So that they actually can achieve some airdef
AA_batteries = yes
max_AA_level = 2
coastal_fort = yes
max_coastal_level = 2
max_land_level = 2
fort_borders = { GER } #Will only happen after anschluss didnt include italy beacause of historic ties
ic_at_war = no #should concentrate on building troops
ic_end_year = 1940 #Can't support too many IC
force_ic_until = 1937
}
technology = {
endgoal = {}
preference = {}
electronics = 0.001 #Without preferences this is useless, if you set preferences then you can increase this again
armor = 0 #since they don't build them
infantry = 4.0
industry = 0.001 #Minimum will never have the IC to get going
rocket = 0
nuclear = 0
heavy_aircraft = 0.001 #Minimum new models are too far away
light_aircraft = 0.001 #Minimum new models are too far away
naval = 0.001 #Minimum since you are not building any naval forces
submarine = 0.001 #Minimum
artillery = 3.0 #To get the INF soft+
naval_doctrine = 0.001 #Minimum since you are not building any naval forces
land_doctrine = 1.0
air_doctrine = 0.001 #Minimum
}