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HMS Enterprize

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I have finally pissed off the allies enought to declare war on me!

Can someone offer any insights to these problems...

1) The AI is retarded. I keep seeing 18 strong Brit air units commanded by the lowest level air commander?!?! Good for me, but still inexcusably stupid!

2) Italy has persistantly refused to join the axis, even at 200 relations!! What gives?

3) I have about 115 land units, 20% of which armour. plus 80 odd planes and 80 odd various ships (which are sticking pretty close to port at the mo)

Yet I need 400 on the reinforcements slider. Even taking construction to nothing (which you cant completely)and the bare minimum of consumer goods. At the mo, I am only able to manage to reinforce about 45% of my forces!!

Anything I can do, that I might be missing?
 

unmerged(39150)

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1) If you check the enhancements suggestions forum, there is a topic where you can see that they're working on AI of various countries.

2) Use robespierre.

3) Sure it ain't winter? And why should you be able to reinforce all of your troops? IRL a country can't reinforce divisions instantly.
 

invertigo2004

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1) what Jannick said

2) download HSR 2.01 from this link. http://www.stonyroad.de/dload.php?action=category&cat_id=12 There's an event that will give Italy the option of joining the Axis after the fall of Paris.

3) As for reinforcements, I usually only use about 20IC for that slider no matter what it reads, which sometimes is ridiculously high. You just have to prioritize specific units for reinforcement, which is IMO an accurate representation.
 

unmerged(28147)

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invertigo2004 said:
1) what Jannick said

2) download HSR 2.01 from this link. http://www.stonyroad.de/dload.php?action=category&cat_id=12 There's an event that will give Italy the option of joining the Axis after the fall of Paris.

3) As for reinforcements, I usually only use about 20IC for that slider no matter what it reads, which sometimes is ridiculously high. You just have to prioritize specific units for reinforcement, which is IMO an accurate representation.

Another thing with reinforcements, is that you should cycle units as much as possible, or give them a chance to regain their strength by not fighting constantly. I mean IRL if a unit were to fight hard continually in Russia driving deeper and deeper, eventually reinforcements alone would not be enough to keep the unit intact 100%, and probably not even 25%. Troops need rest every so often, both to regain organization and composure, but also to allow for replacements to be brought in.
 

unmerged(39150)

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Jack99 said:
Another thing with reinforcements, is that you should cycle units as much as possible, or give them a chance to regain their strength by not fighting constantly. I mean IRL if a unit were to fight hard continually in Russia driving deeper and deeper, eventually reinforcements alone would not be enough to keep the unit intact 100%, and probably not even 25%. Troops need rest every so often, both to regain organization and composure, but also to allow for replacements to be brought in.
Yes, IRL, not in the game. (I think)
Off course, you have to let them regain org, wich pretty much obligates you to let them rest.
 

unmerged(3221)

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Reinforcements costs are high for a short time. Build up a large supply stockpile. Then zero your supply production when you need to either reinforce or upgrade.

Just do a percentage of the reinforcements unless it's winter. Then do not reinforce as there is a bug.

Go to your statistics folder and find the land divisions and air wings pages. Sort the column for strength and you can find out how much your units are reduced in strength. If you see a unit very under strength, click on the corps or div name and you can be sent right to it. Then click on the priority button in the corps window and it will get priority for reinforcements. Or do something else with the depleted unit such as getting it out of harm's way (strategic redeployment perhaps) or by stopping an air unit's mission until it regains strength.
 

Chaingun

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I just want to clear out the misconception that much of the tactical level AI can be cleared out by editing AI files, from what I've read on the DAIM subforum the only things editable are build and research lists, general parameters for tactics already programmed by Paradox, diplomacy priorities etc. Ultimately Paradox' static file format is far from a true and flexible scripting language which lets you do almost whatever you want. I do not demand it, but it means that the kind of retarded AI assigning 18 air units in a stack that you mention only can be solved by Johan & Co

It appears DAIM does manage to solve a lot of strategic issues that are accounted for in the AI files however. I.e, the people making it can specify what techs, units, and diplomatic strategies countries should specialize in and in that way make countries generally more efficent than if they would use the Paradox stock AI.
 
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iBaLkiD

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Chaingun said:
I just want to clear out the misconception that much of the tactical level AI can be cleared out by editing AI files, from what I've read on the DAIM subforum the only things editable are build and research lists, general parameters for tactics already programmed by Paradox, diplomacy priorities etc. Ultimately Paradox' static file format is far from a true and flexible scripting language which lets you do almost whatever you want. I do not demand it, but it means that the kind of retarded AI assigning 18 air units in a stack that you mention only can be solved by Johan & Co

It appears DAIM does manage to solve a lot of strategic issues that are accounted for in the AI files however. I.e, the people making it can specify what techs, units, and diplomatic strategies countries should specialize in and in that way make countries generally more efficent than if they would use the Paradox stock AI.

The AI doesnt assign 18 units stacks, those are multiple stacks converging on a point, the leader you see is the leader of one stack. What i find wierd is that the AI doesnt assign the best leaders for when it saturates an area with air power and you often get a leader with a 1stack limit commanding 4 Stacks of air units. The AI should stick to the 2 stack limit to not incur those massive stacking penalties. As it is now, all a player has to do is have decent fighters and interceptors and in no time at all the AI's air is crippled. Lets see what the 1.2 patch brings.
 

EasilyConfused

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Chaingun said:
I just want to clear out the misconception that much of the tactical level AI can be cleared out by editing AI files, from what I've read on the DAIM subforum the only things editable are build and research lists, general parameters for tactics already programmed by Paradox, diplomacy priorities etc. Ultimately Paradox' static file format is far from a true and flexible scripting language which lets you do almost whatever you want. I do not demand it, but it means that the kind of retarded AI assigning 18 air units in a stack that you mention only can be solved by Johan & Co

It appears DAIM does manage to solve a lot of strategic issues that are accounted for in the AI files however. I.e, the people making it can specify what techs, units, and diplomatic strategies countries should specialize in and in that way make countries generally more efficent than if they would use the Paradox stock AI.

You sure about this? Seems surprising they would go backwards from HOI in terms of moddability.
 

Chaingun

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EasilyConfused said:
You sure about this? Seems surprising they would go backwards from HOI in terms of moddability.

Eh, I haven't played HoI2 and I make assumptions based on what I read in this and the DAIM forum and from HoI.

Why would it? :confused: Though, admittedly there are a few tactical AI parameters like troop densitites for defense and attack etc, but you hardly get to make a script like this:

Code:
if(CalculateDivisionNumber(target_province, enemy_nation) > CalculateDivisionNumber(source_province, ai_nation))
{
     InitiateAttack(target_province, source_province, div_number);
}

Now this is an extremely simplied example, and it does not correspond to how things work inside the C++ code Paradox has written. However, in a scripting language running inside the actual program something like this is possible by pausing execution of this script while InitiateAttack() is waiting for a response or so if desired.

Also, be reminded of that triggers are NOT dynamic. While the commands of the triggers in Paradox events may resemble some form of very primitive language, the conditions however hardly resemble anything but a typical pure description file format like HTML. It is read in and handled by the program without any explicit script execution taking place.
 
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unmerged(28147)

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EasilyConfused said:
You sure about this? Seems surprising they would go backwards from HOI in terms of moddability.

The stock Paradox AI is stupid in some instances, and smarter in others, as it stands right now, the stock AI won't attack Urban provinces, so it attacks Poland, encircles Warsaw and then leaves it alone. That's the biggest issues I've seen is the AI being unwilling to attack Urban provinces. Other than that it's not brilliant but it's not totally retarded either.
 

Chaingun

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Jack99 said:
The stock Paradox AI is stupid in some instances, and smarter in others, as it stands right now, the stock AI won't attack Urban provinces, so it attacks Poland, encircles Warsaw and then leaves it alone. That's the biggest issues I've seen is the AI being unwilling to attack Urban provinces. Other than that it's not brilliant but it's not totally retarded either.

I think I've read the priority for attacking certain types of provinces can be changed actually (through a file description format, not a script ;)), to make the AI more likely to attack.
 

unmerged(28147)

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Chaingun said:
I think I've read the priority for attacking certain types of provinces can be changed actually (through a file description format, not a script ;)), to make the AI more likely to attack.

Yes you can change the AI's behavior, but the stock unchanged AI is still dumb when it comes to Urban Assaults/Sieges, and Beach heads.