Yes. A short while ago it was limited to 50%.
But that is completely ahistorical. Why is this necessary?
Yes. A short while ago it was limited to 50%.
But that is completely ahistorical. Why is this necessary?
yes goes up from 80 to 150 from 36 to somewhere in 37 in Nanjing. i think that is way way too much.Wait, are you talking about Chinese provinces with 150 infrastructure?
now JAP is slowly building infra in Tokyo but just finishes one or two while CHI makes 7 in Nanjing alone within a few months.province_development = {
id = { type = 13016 id = 1071 } #type = 4712 id = 2143
name = ""
progress = 0.0000
location = 1184
cost = 2.0000
date = {
year = 1940
month = december
day = 11
hour = 0
}
manpower = 1.0000
close_when_finished = yes
waitingforclosure = no
total_progress = 0.0000
size = 9
done = 0
days = 1783
days_for_first = 200
gearing_bonus = 0.0000
type = infrastructure
}
well if you change too much, lol. seems that ITA is invading spain, so strange things can happen, maybe.Pang Bingxun said:I changed the Italy AI. It builds more infantry and more IC. I also changed research, that section was completely blanc! I did not change the behavoir. Italy has 79 Inf, more than 100 land units at all. Not a single units protects the main land. Is that WAD?
well CHI is designed to be a problematic state, if i'm not mistaken. if adding something i would give them some resources via the provinces.csv instead of highwaysWith the IC and the resources available CHI can hardly sustain its starting army. There is a strong need to increase IC and therefore resource production. If the AI is not intended to be stupid on purpuse it needs to build infra and IC.
yes goes up from 80 to 150 from 36 to somewhere in 37 in Nanjing. i think that is way way too much.
i use this one for the JAP 1936 scenario:
well if you change too much, lol. seems that ITA is invading spain, so strange things can happen, maybe.
well CHI is designed to be a problematic state, if i'm not mistaken. if adding something i would give them some resources via the provinces.csv instead of highways
The alternative is to increase resources and IC. Which values are appropriate?
New update.
Improved the way AI assigns leaders to units
some key features:
- no more commando leaders for non pure commando units
- old guard or no traits preferred for commanding transport planes
- HQ units guaranteed to be commanded by Generals or Field Marshalls
- pure panzer units guaranteed to be commanded by Panzer leaders
- pure fast units (panzer, mechanized, motorized, cavalry) favored for Offensive doctrine
- carriers guaranteed to be commanded by Superior tacticians
... plus other tweaks to assign generals with proper traits
I would prefer China to stay poorer if possible, and if the Japanese AI is too strong, then reduce the Japanese land units. Is this feasible?
Unless it has been changed, and I don't believe that it has -- The real problem with assigning commando leaders to non-comando units was that in actual battle in the game, the combat value was reduced by -10.
Pang Bingxun said:It is -5% and imo that is plausible. You cannot command regular infantry like a marine corps.
Right now it´s just Chongqing that has 150% infra. I don´t mind that one, since most of China´s IC and some resources are located there.
It would be strange, however, to see other provinces rise their infra to the same level (and increase ESE accordingly).
\ai\ger_1936.ai
max_factor = 0.40 changed to 0.50
hq = 2 changed to 3
interceptor = 15 changed to 21
multi_role = 0 changed to 6
cas = 15 changed to 6
tactical_bomber = 10 changed to 6
\ai\ita_1936.ai
max_factor = 0.30 changed to 0.40
infantry = 15 changed to 50
motorized = 5 changed to 3
armor = 8 changed to 1
marine = 0 changed to 2
bergsjaeger = 10 changed to 5
garrison = 5 changed to 0
hq = 4 changed to 2
interceptor = 5 changed to 6
tactical_bomber = 5 changed to 3
naval_bomber = 5 changed to 3
battleship = 3 changed to 2
destroyer = 10 changed to 5
heavy_cruiser = 5 changed to 3
submarine = 5 changed to 2
transport = 10 changed to 8
new written research
\ai\jap_1936.ai
infantry = 35 changed to 40
garrison = 20 changed to 15
\ai\pol_1936.ai
infantry = 70 changed to 40
cavalry = 0 changed to 30
\ai\rom_1936.ai
infantry = 90 changed to 70
cas = 0 changed to 20
\ai\sov_1936.ai
infantry = 30 changed to 58
motorized = 14 changed to 12
marine = 2 changed to 0
bergsjaeger = 3 changed to 0
interceptor = 4 changed to 6
multi_role = 5 changed to 3
cas = 10 changed to 6
tactical_bomber = 10 changed to 3
submarine = 10 changed to 0
endgoal 1951 Inf instead of 1951 Mech
\ai\switch\ger_build_land.ai
infantry = 22 changed to 16
motorized = 10 changed to 15
mechanized = 8 changed to 10
armor = 4 changed to 5
garrison = 20 changed to 20
interceptor = 6 changed to 9
cas = 6 changed to 3
tactical_bomber = 5 changed to 3
\ai\switch\ger_build_mix.ai
infantry = 19 changed to 10
motorized = 10 changed to 15
mechanized = 8 changed to 10
armor = 4 changed to 5
garrison = 12 changed to 15
interceptor = 6 changed to 9
cas = 6 changed to 3
tactical_bomber = 6 changed to 3
destroyer = 2 changed to 3
\ai\switch\ger_build_navy.ai
infantry = 10 changed to 5
motorized = 6 changed to 12
mechanized = 6 changed to 8
armor = 3 changed to 4
interceptor = 3 changed to 7
destroyer = 10 changed to 8
light_cruiser = 10 changed to 8
heavy_cruiser = 4 changed to 3
battlecruiser = 6 changed to 3
\ai\switch\ger_build_standard.ai
infantry = 20 changed to 13
motorized = 7 changed to 15
mechanized = 7 changed to 10
armor = 4 changed to 5
garrison = 10 changed to 5
interceptor = 4 changed to 9
multi_role = 4 changed to 3
cas = 5 changed to 3
tactical_bomber = 5 changed to 3
\ai\switch\ger_build_sp_art.ai
infantry = 26 changed to 19
motorized = 10 changed to 20
armor = 4 changed to 5
interceptor = 7 changed to 9
multi_role = 4 changed to 3
cas = 6 changed to 3
tactical_bomber = 5 changed to 3
\ai\switch\ita_build_land.ai
infantry = 35 changed to 65
motorized = 5 changed to 3
armor = 6 changed to 1
marine = 0 changed to 2
bergsjaeger = 9 changed to 5
garrison = 10 changed to 0
hq = 5 changed to 2
interceptor = 5 changed to 6
multi_role = 5 changed to 0
tactical_bomber = 4 changed to 3
naval_bomber = 6 changed to 3
\ai\switch\ita_build_standard.ai
infantry = 12 changed to 45
motorized = 2 changed to 3
armor = 3 changed to 1
marine = 0 changed to 4
garrison = 8 changed to 0
interceptor = 4 changed to 3
multi_role = 4 changed to 0
destroyer = 25 changed to 7
light_cruiser = 7 changed to 5
submarine = 4 changed to 2
transport = 10 changed to 8
\ai\switch\sov_build_land.ai
infantry = 63 changed to 58
motorized = 9 changed to 12
armor = 6 changed to 8
\ai\switch\sov_build_standard.ai
infantry = 52 changed to 47
motorized = 9 changed to 12
armor = 6 changed to 8
\ai\switch\SOV_Fin_Demands.ai
FIN = 15 changed to 10
\ai\switch\sov_germany.ai
FIN = 15 changed to 10
\db\events\ai_ger.txt
20007: Changed may random back to 20
20556: changed back to an earlier state
\db\events\AI_POL.txt
36972: deleted my own event
\db\events\AI_ROM.txt
32169: deleted my own event
\db\events\hoi2.txt
changed back to earlier state
\db\events\nationalist_spain.txt
changed back
\db\events\republican_spain.txt
changed back
Alelujah! Thank you Gunman!New update.
Improved the way AI assigns leaders to units
some key features:
- no more commando leaders for non pure commando units
- old guard or no traits preferred for commanding transport planes
- HQ units guaranteed to be commanded by Generals or Field Marshalls
- pure panzer units guaranteed to be commanded by Panzer leaders
- pure fast units (panzer, mechanized, motorized, cavalry) favored for Offensive doctrine
- carriers guaranteed to be commanded by Superior tacticians
... plus other tweaks to assign generals with proper traits
MODEL_GER_4_0;PzKpfw. I;PzKpfw. I;PzKpfw. I;PzKpfw. I;PzKpfw. I;PzKpfw. I;PzKpfw. I;PzKpfw. I;;;x
MODEL_GER_4_1;PzKpfw. IIc;PzKpfw. IIc;PzKpfw. IIc;PzKpfw. IIc;PzKpfw. IIc;PzKpfw. IIc;PzKpfw. IIc;PzKpfw. IIc;;;x
MODEL_GER_4_2;PzKpfw. IIf;PzKpfw. IIf;PzKpfw. IIf;PzKpfw. IIf;PzKpfw. IIf;PzKpfw. IIf;PzKpfw. IIf;PzKpfw. IIf;;;x
The name of the second german armor model should be revisited, too. According to wiki 2 versions of the NeubauFahrzeug have been developed, so that it seems to be better to remove the added number (VI), because it simply designates the origin of the design.MODEL_GER_5_1;PzKpfw. NbFz. VI;PzKpfw. NbFz. VI;PzKpfw. NbFz. VI;PzKpfw. NbFz. VI;PzKpfw. NbFz. VI;PzKpfw. NbFz. VI;PzKpfw. NbFz. VI;PzKpfw. NbFz. VI;;;x
(...) Rheinmetall's design was designated PzKpfw NbFz V (PanzerKampfwagen NeubauFahrzeug V), and the Krupp design PzKpfw NbFz VI. (...)
What are those other tweaks Gunman?... plus other tweaks to assign generals with proper traits
(...)
Anyway that's awesome about the shore bombardment, I always felt the coastal aspect of the game was lacking - coastal forts for example, as coastal guns played a significant role in the Scandinavian front, etc. Perhaps coastal forts could work like Anti-air guns against ships in bordering sea provinces, as radar affects adjacent provinces, or maybe creating a new mission type like artillery bombardment particularly to strike sea provinces for some kind coastal defense brigade? The former option may even go a ways to represent sea mines in the game, making crossing straits, raiding ports and bombarding the shore a more risky proposition - within reason of course, a large Pearl Harbour style raid could knock out coastal forts as bombers installation strike AA guns.
(...)
This is likely since the latest 1936 eng AI file has 10 armour versus 14 inf indicated whereas a 1936 eng AI file from a couple of years ago had 26 inf versus 0 armour. Change the AI file to adjust to this.
This game does not reflect well that fact that many earlier armies had all their tanks attached to inf divisions instead of in armour divisions. Adding more inf attachments to a division would help this.
New update.
Improved the way AI assigns leaders to units
some key features:
- no more commando leaders for non pure commando units
- old guard or no traits preferred for commanding transport planes
- HQ units guaranteed to be commanded by Generals or Field Marshalls
- pure panzer units guaranteed to be commanded by Panzer leaders
- pure fast units (panzer, mechanized, motorized, cavalry) favored for Offensive doctrine
- carriers guaranteed to be commanded by Superior tacticians
... plus other tweaks to assign generals with proper traits