Question : how the commad ai_prepare_war works ? (if works ... not seems at all).
command = { type = ai_prepare_war which = ROM }
command = { type = ai_prepare_war which = ROM }
Question : how the commad ai_prepare_war works ? (if works ... not seems at all).
How do you make ai to leave exactly one div in certain province along the border of a neutral nation?
How do you discourage Ai from sending troops to certain Allied fronts , for example I dont want that Germany sends troops to help U09 in Serbian front , but only in Russian front
How do you make Ai stop using strategic redeployment?
strat_redeploy_threshold = [days]
I have a question, where gets the game the information which .ai files to load in a scenario? Is this stored in the event files? For example when a switch occures. I noticed that some countries have mentioned which file to load in the setup .inc file, though not all, but for most of them an .ai file exists...but if I delete the line in the .inc file, the game still loads the .ai file for the country at start (notice in savedebug), so this is all strange to me...
How would I go about changing AI_SOV_Spheres to AI_RUS_Spheres I'm making a Back in the USSA mod where America has a communist revolution whereas Russia did not and America became a communist superpower and the Russian Empire became Constitutional Monarchy and stayed in close ties with the UK
Thanks its 1939 Russian Empire it stays in power due to America having the revolution instead of RussiaFirst you need to understand a couple of things:
Look in the config/world_names.csv to see the TAGS used in the game.
Now look in the scenario folder for the scenario you wish to use (1914 ?) and open up ths RUS.inc file for Russia, or (1936 ?) for Sov.inc file.
So, SOV and RUS refer to the same country but at different times.
You don't NEED to change the TAG. You could continue to use AI_SOV_Spheres as long as in your INC file, Russia is SOV. Else if your INC file for Russia is RUS, then use the RUS ai file. But don't mix them up.
Remember to keep the original files, as they may be called by the game, so just make a copy, rename it, and change it to suit your needs.
Im having problems to make work belgium invation in ww1 goes right in e3 map.
I could emulate the run to sea by dividing french units over ita and ger (u08) borther. This give and advise to invade belgium. They coup a part but garrisoning use so few units becose no mather how much i set combat and front ratio i asign priorizing bel and fra over rus. They spend to much units in the east. More over, dont work reactive to reagrupate units. Garrisoning is right assigned but theres no enought units in the area to lock the zone.
In deed belgium in e3 map is very permeable for attacks from france and have many rivers to cross from germany.
I get allways ger overruned and pulled out.
if the ai employ the intelligece info (units number) no allocate units, theres no other way to balance the units number, but until that i preffer see if theres a way moofing only ai. i think theres enought units for 2/3 fronts actualy at escenario at 1914.
Any idea? Other idea i had but i dont know how effective could be is set belgium as core by event to force a better priority in garrisoning (i dont know if it works of its the same working garrison a non-national or a core province)?