I'm wondering - is there some 'developer' /' balance' / whatever reason why AI still doesn't use motorized infantry at all?
Because the thing is - AI actually knows how to build a motorized division, it has its own separate 'unit type' , like an 'armor' does - it just doesn't have any defined template in any of the files!
There's even a ratio (3% I think) in the generic file for the motorized unit type (=what percentage of its armed forces should be motorized)
Basically all you have to do (as I did in my mod) is to add this code to the 'generic' AI_template file (and separate for majors if you wish) and all AIs suddenly build motorized divisions!
And they work! The AI just mixes them up with other divisions, but with their very high speed, they can actually randomly create breakthroughs and sometimes even encircle enemy troops!
-This is may 1941 Historical Germany AI

To me it's just a waste of AI potential, and a moderate immersion breaker (it's WW2 game after all, not WW1 simulator)
-actually it's a similar thing with Tank Destroyers - AI knows how to build and use them, but the AI template code has been broken at least since 1.5.4 so the AI basically never researches any tank destroyer as a result (I've also been able to fix that with just a few lines of code), at least non-NSB one, no idea if they appear in NSB, I lack the DLC.
Because the thing is - AI actually knows how to build a motorized division, it has its own separate 'unit type' , like an 'armor' does - it just doesn't have any defined template in any of the files!
There's even a ratio (3% I think) in the generic file for the motorized unit type (=what percentage of its armed forces should be motorized)
Basically all you have to do (as I did in my mod) is to add this code to the 'generic' AI_template file (and separate for majors if you wish) and all AIs suddenly build motorized divisions!
And they work! The AI just mixes them up with other divisions, but with their very high speed, they can actually randomly create breakthroughs and sometimes even encircle enemy troops!
motorized_generic = {
blocked_for = {
GER
JAP
ENG
USA
ITA
SOV
FRA
}
roles = {
mobile
}
match_to_count = 0.40
upgrade_prio = {
factor = 1.0
has_tech = motorised_infantry
}
motor_infantry_default_generic = {
upgrade_prio = {
factor = 0
modifier = {
add = 4
has_tech = motorised_infantry
}
modifier = {
factor = 5
num_of_military_factories > 40
date > 1941.1.1
}
modifier = {
factor = 5
tag = HUN
}
}
target_width = 12.0
width_weight = 1.0
column_swap_factor = 0.5
stat_weights = {
0.00 #-- default_morale
1.10 #-- defense
1.00 #-- breakthrough
0.30 #-- hardness
1.00 #-- soft_attack
0.00 #-- hard_attack
0.10 #-- recon
0.01 #-- entrenchment
0.10 #-- initiative
0.01 #-- casualty_trickleback
-0.05 #-- supply_consumption_factor
-0.01 #-- supply_consumption
0.00 #-- suppression
0.00 #-- suppression_factor
0.01 #-- experience_loss_factor
0.00 #-- equipment_capture_factor
0.00 #-- fuel_capacity
#-- Air Values
0.02 #-- air_attack
#-- Common Values
30.00 #-- max_organisation
0.80 #-- max_strength
5.0 #-- maximum_speed
0.10 #-- armor_value
0.05 #-- ap_attack
0.10 #-- reliability
0.10 #-- reliability_factor
0.00 #-- weight
0.00 #-- fuel_consumption
0.00 #-- fuel_consumption_factor
0.00 #-- strat_attack
0.00 #-- carrier_size
0.00 #-- acc_hot_gain
0.00 #-- acc_cold_gain
0.00 #-- build_cost_ic
}
target_template = {
weight = 0.9
match_value = 3000.0
support = {
engineer = 1
mot_recon = 1
artillery = 1
}
regiments = {
motorized = 6
}
}
allowed_types = {
#light_armor
motorized
mechanized
engineer
signal_company
mot_recon
armored_car_recon
light_tank_recon
artillery
mot_artillery_brigade
anti_tank
}
}
}
blocked_for = {
GER
JAP
ENG
USA
ITA
SOV
FRA
}
roles = {
mobile
}
match_to_count = 0.40
upgrade_prio = {
factor = 1.0
has_tech = motorised_infantry
}
motor_infantry_default_generic = {
upgrade_prio = {
factor = 0
modifier = {
add = 4
has_tech = motorised_infantry
}
modifier = {
factor = 5
num_of_military_factories > 40
date > 1941.1.1
}
modifier = {
factor = 5
tag = HUN
}
}
target_width = 12.0
width_weight = 1.0
column_swap_factor = 0.5
stat_weights = {
0.00 #-- default_morale
1.10 #-- defense
1.00 #-- breakthrough
0.30 #-- hardness
1.00 #-- soft_attack
0.00 #-- hard_attack
0.10 #-- recon
0.01 #-- entrenchment
0.10 #-- initiative
0.01 #-- casualty_trickleback
-0.05 #-- supply_consumption_factor
-0.01 #-- supply_consumption
0.00 #-- suppression
0.00 #-- suppression_factor
0.01 #-- experience_loss_factor
0.00 #-- equipment_capture_factor
0.00 #-- fuel_capacity
#-- Air Values
0.02 #-- air_attack
#-- Common Values
30.00 #-- max_organisation
0.80 #-- max_strength
5.0 #-- maximum_speed
0.10 #-- armor_value
0.05 #-- ap_attack
0.10 #-- reliability
0.10 #-- reliability_factor
0.00 #-- weight
0.00 #-- fuel_consumption
0.00 #-- fuel_consumption_factor
0.00 #-- strat_attack
0.00 #-- carrier_size
0.00 #-- acc_hot_gain
0.00 #-- acc_cold_gain
0.00 #-- build_cost_ic
}
target_template = {
weight = 0.9
match_value = 3000.0
support = {
engineer = 1
mot_recon = 1
artillery = 1
}
regiments = {
motorized = 6
}
}
allowed_types = {
#light_armor
motorized
mechanized
engineer
signal_company
mot_recon
armored_car_recon
light_tank_recon
artillery
mot_artillery_brigade
anti_tank
}
}
}
-This is may 1941 Historical Germany AI
To me it's just a waste of AI potential, and a moderate immersion breaker (it's WW2 game after all, not WW1 simulator)
-actually it's a similar thing with Tank Destroyers - AI knows how to build and use them, but the AI template code has been broken at least since 1.5.4 so the AI basically never researches any tank destroyer as a result (I've also been able to fix that with just a few lines of code), at least non-NSB one, no idea if they appear in NSB, I lack the DLC.
- 10
- 1
- 1