How can I re-add AT brigades? I modded the armor tech file and added a antitank file to brigades folder, but this second step makes the game CTD upon loading... is there any step I'm missing?
Check savedebug.txt. You could also go to settings.cfg and enable "Extra logs" to get more error reports in savedebug.
I ran through the savedebug but it shows up like everything's fined, no errors whatsoever. Still we get a CTD on the first hour, very odd. We're going to rework from an earlier build, we must have created some conflict with the nation modding.
As I understand it when the production AI is set to relative build scheme = no, the AI will build according to the individual percentage ratio that you select by unit. However, when the AI is set to relative build scheme = yes, I suppose this is some sort of dynamic build AI based upon the current situation???
Unfortunately, after doing some investigations it seems when the scheme is active the builds are HORRIBLE. I have factored out all of the builds made through events and stripped it down to just the bare builds and I saw Japan, for example, putting like 85% of all IC into consumer goods with a zero dissent and very little in the build queue. In the same game I saw the Soviets researching CAG 1940 of all things, but not a carrier build in sight???
So here is the question...can anyone explain how the relative build scheme works? It seems to me it may be better to turn this off and set hard percentages. WIth the switch AI function couldn't you trigger different percentage builds based upon events and flags? Thanks to any who reply.
That could be because Japan AI already has too big army/navy/air fleet for its IC base. There's a misc.txt modifier that defines needed/max produced supplies ratio after which the AI do not produce more units.Unfortunately, after doing some investigations it seems when the scheme is active the builds are HORRIBLE. I have factored out all of the builds made through events and stripped it down to just the bare builds and I saw Japan, for example, putting like 85% of all IC into consumer goods with a zero dissent and very little in the build queue.
Unit types that an AI country builds are defined in the AI file. If it has carrier = 0, then no CV's will be built by that AI country.In the same game I saw the Soviets researching CAG 1940 of all things, but not a carrier build in sight???
That could be because Japan AI already has too big army/navy/air fleet for its IC base. There's a misc.txt modifier that defines needed/max produced supplies ratio after which the AI do not produce more units.
Unit types that an AI country builds are defined in the AI file. If it has carrier = 0, then no CV's will be built by that AI country.
Unit types that an AI country builds are defined in the AI file. If it has carrier = 0, then no CV's will be built by that AI country.
Have you checked out:
INC file for U99?
revolt.txt file in the db folder for U99.. is there already another U99...?
The provinces allocated to U99... are they owned/controlled ... by another state already.. is there a conflict in the files?
If it opens and lets you play for an hour.. I'd suspect events
It seems to be that are .INC files of two different countries where these provinces are listed as "owned" / "controled"Based on your suggestions we got the first and second country working, thanks for that. Now, when trying to add a third country in the South of Japan we crash the secnario with an error 'provinces X Y Z are owned by Republic of Japan while Republic of Japan wants it'. We went through all the relevant misc-files and found no province conflicts, so the country seems to be conflicting with itself?
It seems to be that are .INC files of two different countries where these provinces are listed as "owned" / "controled"![]()
AI build ratios are always considered. Same applies to the misc.txt supplies ratio.
The difference between relative_build_scheme set to yes or no lays in the way a new build is ordered. IIRC when set to "no" a random unit (based on the build AI ratios; ratios set there define the chance for the unit type to be produced compared to all other unit types) will be produced, while on "yes" the AI will try to maintain the set build AI ratio (if you have infantry and militia set to 50 and currently the country has 10 inf and 9 mil, then a mil. will be produced; IIRC this calculation is messed up by taken/given expeditionary forces and that's why it is rarely used).
Can anyone explain how the speed of an air unit is used? Is it a factor that modifies combat in some way?
As of now air speed is used only for travel between provinces, but there are some specifics in air movement (unit can travel with speed of 1 province per hour at most).
Let's say that we want to move air unit from prov. A to prov. B, distance 500km, both provinces are next to each other.
If the air unit has a speed of 100km/h then it will take 5 hours to complete the travel, with speed of 250km/h - 2 hours, with speed of 400km/h - 2 hours, speed 500km/h or more - 1 hour.
Now lets assume that there's province C between A and B (A -> C = 250km, C -> B = 250km, A -> B = 500km).
If the unit is with speed of 250km/h it will complete the movement in 2 hours (first from A to C and then from C to B), but the same will happen if the unit is with any other speed above 250km/h because it has to move first to province C (1 hour) and then to B (on the second hour).