Making fairly good progress on converting MDS to Darkest Hour, but I'm running into a bit of a snag after reintroducing Kuwait into the scenario; AI-controlled America and Britain simply won't invade Iraq. Seeing as the scenario begins with the invasion of Iraq in March 2003, and that many of the key events of the scenario rely upon the US conquering and occupying Iraq, this is a bit irritating.
My previous experience with AI modding fits on the back of a postage stamp, and my attempts to modify the AI by referring to examples and guides seems to be having little/no effect. From what I can tell, the AI is far too preoccupied with garrisoning it's home beaches than it is in spreading democracy and freedom abroad, which is what I'd prefer it did.
The AI file I'm using (and it IS loading, as best I can tell) is as follows:
My previous experience with AI modding fits on the back of a postage stamp, and my attempts to modify the AI by referring to examples and guides seems to be having little/no effect. From what I can tell, the AI is far too preoccupied with garrisoning it's home beaches than it is in spreading democracy and freedom abroad, which is what I'd prefer it did.
The AI file I'm using (and it IS loading, as best I can tell) is as follows:
Code:
#USA AI - Iraq War
switch = no # [yes/no]
max_front_ratio = 0.75
max_garrison_prop = 0.25
min_garrison_prop = 0.10
neutrality = 95
war = 100
upgrading = 0.35
reinforcement = 0.2
strat_redeploy_threshold = 25
exp_force_ratio = 0.750
exp_force_ratios = { }
no_exp_forces_to = { }
###################################
# Invasions and Naval
###################################
invasion = {
base = 0.1 #Relative modifier. (lower = specific targets much more important.)
random = 1.0 #How big a random range. (1.0 = 1%)
coastal = 0.1 #increase to avoid coastal forts more.
beach = 1.0 #higher, avoid worst beaches.
max_distance = 2500.0 #About the distance from ? to ?
max_staging_distance = 100 # How far should the staging area be from the target invasion point?
distance = 0.01 #higher = avoid long distance.
pocket = 20.0 #prioritise pockets, ie provinces with no adjacent controlled by same.
island = 2.0 #prioritise taking pure islands.
enemy = 1.0 #higher = much more vary of troops in province.
adjacentenemy = 0.5 #higher = much more vary of troops nearby
air_base = 1.5
naval_base = 1.5
ignore = no
help_allies = yes
target = {
1034 = 90 # Baghdad
1032 = 75 # Basrah
}
}
front = {
strength = 1.0000
organisation = 1.0000
dig_in = 1.0000
soft_attack = 1.0000
hard_attack = 1.0000
ground_defense = 1.0000
support_defense_prop = 0.3300
river = 1.0000
frozen_attack = 1.0000
snow_attack = 1.0000
blizzard_attack = 1.0000
storm_attack = 1.0000
muddy_attack = 1.0000
largefort = 1.0000
smallfort = 1.0000
occupied = 0.8000
owned = 0.5000
jungle_attack = 1.0000
mountain_attack = 1.0000
swamp_attack = 1.0000
forest_attack = 1.0000
hill_attack = 1.0000
urban_attack = 1.0000
recklessness = 1
enemy_reinf_days = 6
reserve_prop = 0.2000
panic_ratio_vs_ai = 3.0000
panic_ratio_vs_human = 2.0000
base_attack_odds = 2.5000
min_attack_odds = 1.0000
max_attack_odds = 3.0000
reinforce_odds = 1.0000
withdraw_odds = 0.5000
distrib_vs_ai = op_offensive
distrib_vs_human = op_offensive
enemy_handicap = { }
passivity = { }
province_priorities = {
1034 = 90 # Baghdad
1032 = 75 # Basrah
}
}
###################################
# Military
###################################
military = {
relative_build_scheme = no
max_batch_peace = 400
max_batch_war = 400
max_batch_home_front = 200
# Countries build-up:
infantry = 10
cavalry = 0
motorized = 15
mechanized = 0
light_armor = 10
armor = 0
paratrooper = 0
marine = 0
bergsjaeger = 5
garrison = 0
hq = 0
militia = 0
# 40 %
interceptor = 20
multi_role = 10
cas = 0
strategic_bomber = 0
tactical_bomber = 0
naval_bomber = 0
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 30 %
battleship = 0
carrier = 0
escort_carrier = 0
destroyer = 10
light_cruiser = 5
heavy_cruiser = 0
battlecruiser = 0
submarine = 10
nuclear_submarine = 0
transport = 5
# 30 %
# NOTE: The sum _must_ be exactly 100%!
# Brigade preferences:
# Land types:
artillery = 0
sp_artillery = 0
rocket_artillery = 0
sp_rct_artillery = 20
anti_tank = 0
tank_destroyer = 0
light_armor_brigade = 0
heavy_armor = 50
super_heavy_armor = 0
armored_car = 0
anti_air = 10
police = 0
engineer = 20
# Sum of these should be <= 100
# Naval types:
cag = 100
# Sum of these should be <= 100
}
technology = {
endgoal = { }
preference = { }
ignore = { }
armor = 3
infantry = 4
industry = 5
aircraft = 3
naval = 3
land_doctrines = 2
secret_weapons = 0
air_doctrines = 3
naval_doctrines = 2
}
###################################
# Diplomacy
###################################
# Special resistance against "influence" by the listed nations. Value range = [0 - 10]
# Used in mod as how much increase diplomacy difficulty for Big 10.
resistance = {
}
befriend = {
U16 = 100 # Kuwait
}
protect = {
U16 = 300 # Kuwait
}
combat = {
IRQ = 100 # Iraq
}