• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Solo?

Major
39 Badges
May 6, 2005
798
1
  • Crusader Kings II: Holy Knight (pre-order)
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: Res Publica
  • Pride of Nations
  • Mount & Blade: Warband
  • Cities: Skylines - After Dark
  • Crusader Kings II: Reapers Due
  • Crusader Kings Complete
  • Age of Wonders III
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Europa Universalis IV
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Darkest Hour
  • Deus Vult
  • Europa Universalis III
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV: Wealth of Nations
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
I'm playing my first earnest game of HOI3 as Germany and am occasionally checking in on the AI to see where they are deploying troops and what they're building. It's now nearing 1940 and I'm preparing for operation sealion, however taking a look at the UK's build list they're building nothing but radars, coastal defenses and convoys/escorts. How can I fix this? How many convoys/escorts does the AI intend to build? If I give them a whole bunch of convoys/escorts will the AI stop building them? If I change their production to much needed infantry and armour will the AI cancel it and continue to build convoys/escorts?

It saddens me that basic issues with the AI have still not been overcome by Paradox. Any help would be much appreciated.
 

Slan

Mr. Fixit
28 Badges
Oct 30, 2009
14.309
67
  • Hearts of Iron II: Armageddon
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Penumbra - Black Plague
  • Majesty 2 Collection
  • Majesty 2
  • Magicka
  • King Arthur II
  • Iron Cross
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Deus Vult
  • Darkest Hour
  • Crusader Kings II
  • Arsenal of Democracy
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
I'm playing my first earnest game of HOI3 as Germany and am occasionally checking in on the AI to see where they are deploying troops and what they're building. It's now nearing 1940 and I'm preparing for operation sealion, however taking a look at the UK's build list they're building nothing but radars, coastal defenses and convoys/escorts. How can I fix this? How many convoys/escorts does the AI intend to build? If I give them a whole bunch of convoys/escorts will the AI stop building them? If I change their production to much needed infantry and armour will the AI cancel it and continue to build convoys/escorts?

It saddens me that basic issues with the AI have still not been overcome by Paradox. Any help would be much appreciated.

If you give them new building orders, it won't cancel them.
Every nation aims to have about twice as many convoys as they actually need because of a misleading function name in the API.
I can't say anything about escorts, as they seem to be not assign at all...
You could fix the former problem by modifying the ai_production.lua file, or by using an aproriate mod...
 

Solo?

Major
39 Badges
May 6, 2005
798
1
  • Crusader Kings II: Holy Knight (pre-order)
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: Res Publica
  • Pride of Nations
  • Mount & Blade: Warband
  • Cities: Skylines - After Dark
  • Crusader Kings II: Reapers Due
  • Crusader Kings Complete
  • Age of Wonders III
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Europa Universalis IV
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Darkest Hour
  • Deus Vult
  • Europa Universalis III
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV: Wealth of Nations
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
Thanks for the reply. I'm not too fond of the most popular mods as I quite enjoy the sandbox aspect of the game with unexpected alliances forming (and I don't find keeping the US out of the war too difficult if you continue to influence they from day 1). How do I edit the ai_production.lua file? The AI doesn't even bother assigning escorts? Sigh...
 

Slan

Mr. Fixit
28 Badges
Oct 30, 2009
14.309
67
  • Hearts of Iron II: Armageddon
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Penumbra - Black Plague
  • Majesty 2 Collection
  • Majesty 2
  • Magicka
  • King Arthur II
  • Iron Cross
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Deus Vult
  • Darkest Hour
  • Crusader Kings II
  • Arsenal of Democracy
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
Thanks for the reply. I'm not too fond of the most popular mods as I quite enjoy the sandbox aspect of the game with unexpected alliances forming (and I don't find keeping the US out of the war too difficult if you continue to influence they from day 1). How do I edit the ai_production.lua file? The AI doesn't even bother assigning escorts? Sigh...

Find the file '\scripts\ai_production_minister.lua', open it with a text editor!
Find the line
Code:
function ConstructConvoys(ai, minister, ministerTag, ministerCountry, ic)
Change these lines:
Code:
	local TransportsNeeded = ministerCountry:GetTotalNeededTransports()
	local TransportsCurrent = ministerCountry:GetTransports()
	local PortCount = ministerCountry:GetNumOfPorts()

To this:
Code:
	local TransportsNeeded
	if tostring(ministerTag) == 'GER' then
		TransportsNeeded = 30
	elseif tostring(ministerTag) == 'USA' or tostring(ministerTag) == 'FRA' then
		TransportsNeeded = 50
	elseif tostring(ministerTag) == 'ITA' or tostring(ministerTag) == 'JAP' then
		TransportsNeeded = 60
	elseif tostring(ministerTag) == 'ENG' then
		TransportsNeeded = 90
	else
		TransportsNeeded = 20
	end

	local TransportsCurrent = ministerCountry:GetTransports()	-- This is the number of currently UNUSED convoys.

	local PortCount = ministerCountry:GetNumOfPorts()

This way, most nations will try to have 20 convoys, while the colonials and other majors will aim to have a bit more. (You can guess the numbers, I think :))
If it does not work, please tell me!
 

Solo?

Major
39 Badges
May 6, 2005
798
1
  • Crusader Kings II: Holy Knight (pre-order)
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: Res Publica
  • Pride of Nations
  • Mount & Blade: Warband
  • Cities: Skylines - After Dark
  • Crusader Kings II: Reapers Due
  • Crusader Kings Complete
  • Age of Wonders III
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Europa Universalis IV
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Darkest Hour
  • Deus Vult
  • Europa Universalis III
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV: Wealth of Nations
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
Thankyou, much appreciated. I'll tell you how it goes.

edit: so ENG will attempt to build twice as many as the figure in the ai_production_minister.lua text, so in the example above 90x2= 180?
 
Last edited:

Slan

Mr. Fixit
28 Badges
Oct 30, 2009
14.309
67
  • Hearts of Iron II: Armageddon
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Penumbra - Black Plague
  • Majesty 2 Collection
  • Majesty 2
  • Magicka
  • King Arthur II
  • Iron Cross
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Deus Vult
  • Darkest Hour
  • Crusader Kings II
  • Arsenal of Democracy
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
Thankyou, much appreciated. I'll tell you how it goes.

edit: so ENG will attempt to build twice as many as the figure in the ai_production_minister.lua text, so in the example above 90x2= 180?

Nope. The original script checks the currently running convoys, and tries to build at least that many. But in counting how many convoys it has, it does not take into account the running ones.

An example:
The UK runs about 400 convoys at start, and has about 80 in reserve. It counts how many it needs (~400), then it counts how many it has: 80 (because it can't count how many it is currently runing.) Now, it tries to build as many as it needs (400) minus as many as it has (80) = 320. The problem is, that the function used in the script returns the number of reserve convoys, not all of them. In my modified version, you don't use the function, but give a fixed number of needed convoys based on the nation.
 

Surt

Field Marshal
29 Badges
Jan 29, 2003
7.606
1.187
Visit site
  • Semper Fi
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • 500k Club
  • Hearts of Iron II: Armageddon
  • Europa Universalis: Rome
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Deus Vult
  • Crusader Kings II
The naval AI is doing a very bad job of sub and raider hunting, I can't be sure but I think its missing.

Most losses of subs are when a battle group sails by and incidentally finds the subs, I also had raiders out in the north and south Atlantic and all who was not in the normal fleet re-base paths survived for years and got the occasionally hit, again the only ones found was because the AI apparently for some other reason decided to move a battle group through there.

The AI would have to (more often?) use the option of sending some sub/raider hunter group out on the hit convoy routes like the human player is.
 

Slan

Mr. Fixit
28 Badges
Oct 30, 2009
14.309
67
  • Hearts of Iron II: Armageddon
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Penumbra - Black Plague
  • Majesty 2 Collection
  • Majesty 2
  • Magicka
  • King Arthur II
  • Iron Cross
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Deus Vult
  • Darkest Hour
  • Crusader Kings II
  • Arsenal of Democracy
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
The naval AI is doing a very bad job of sub and raider hunting, I can't be sure but I think its missing.

Most losses of subs are when a battle group sails by and incidentally finds the subs, I also had raiders out in the north and south Atlantic and all who was not in the normal fleet re-base paths survived for years and got the occasionally hit, again the only ones found was because the AI apparently for some other reason decided to move a battle group through there.

The AI would have to (more often?) use the option of sending some sub/raider hunter group out on the hit convoy routes like the human player is.

Or simply use the "escort convoy" mission. I don't know if it does or it doesn't...