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kami888 said:
1914modifications.rar

Includes a readme file about, in general, what modifications were done and for what reason.

i have been testing the files and i think that its' a great stuff, german atacking belgium, FINALY! :D

Anyways, in order to improve de IA performance i have been taking some ideas form the SuperIA mod for regular doomsday(made by terran), first, i incresed the organization of all the troops in 100 points, doing that the battles are a hell longer, that gives time to the IA to react and bring reenforcments, so doing a breacktrought is lot more dificult now, and secondly the number of the causalities raises insanely hight in every battle, so you must think twice before ordring an ofensive because the manpower will be runing low soon(i've lossed near 300 of manpower in a week trying to break the german trenches, i failed and the german Ai counteratacked breaking my near- to -death divisions and capturing paris), that matches a lot more of the concept of "War of attrition" that the WWI was, not the arcade game that is without that enachment. At the end you(and the AI) must put lots(and its LOTS) of IC in order to have all your divs at 100% strength, preventing overstacking.


And second, tryng to prevent overstacking too i lowered the ic-suplies ratio from 4 to 2(another concept of superIA), so, every single unit It costs twice as much to maintain, that prevents overstacking and the CPU load; but for now it's imposible to implement because the problem of france paying all the upkeep of the Uk&USA Army's, i wil be thinking some crazy idea to solve tht but for the moment, that's all i have.

also i want to put fixed garrisons in the provinces that the IA is forced to leave regular troops(capitals...), so it has more usefull units in the front(again, a SuperIA idea).

as soon as i can i will put all the modifications that i'm doing so all you can test it :)

(sorry for my bad english)
 
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The game is nearly unplayable as A-H.

1) Germany sucks. They managed to get about 25 of their divisions encircled in Brussels, another 10 in Essen and they're totally unable to launch any effective attack in the West. At the same time, they somehow forget that they have Russia on their Eastern border :rolleyes:

2) I suspect that the AI keeps moving the troops between the two fronts, like it couldn't decide where they're needed. As a result, the AI keeps losing on both fronts.

3) They keep spamming me with expeditionary troops, which I don't want and don't need. This is so annoying that it forced me to stop playing this mod.
 
first, i incresed the organization of all the troops in 100 points, doing that the battles are a hell longer
That might be a good idea, but it's more than just an AI fix and we should consult it with Allenby first. Also it might have many side-effects, from the increased casualties may very well lead to exhaution of the manpower pools of all states and subsequent collapse of the frontline, to German inability to overrun Belgium quickly enough before it gets reinforced with tons of French troops.

because the problem of france paying all the upkeep of the Uk&USA
Yes, this is a definite problem. The only way of solving it that I see it as of now is by giving France, UK, and US lend-lease like events, in which US and UK surrender supplies and France recieves them. The problem with this is that the events cannot be modified to account for how many troops UK or US have in France, so the amount they send must be fixed from the beginning.

also i want to put fixed garrisons in the provinces that the IA is forced to leave regular troops(capitals...), so it has more usefull units in the front(again, a SuperIA idea).
As of now, I believe AI should already be keeping some garrison-like troops in capitals and important cities. Why make them fixed? Making them fixed will prevent the AI and human player from using them in counter-attacks if the frontline gets close or withdrawing them completely if the city is about to get encircled.

as soon as i can i will put all the modifications that i'm doing so all you can test it
Ok we will be waiting.


They managed to get about 25 of their divisions encircled in Brussels
Due to their very high recklessness at the beginning, the Germans do tend to get surrounded occasionally. This happens in about 25% cases. However, lowering recklessness level may prevent Germans from overruning Belgium in 100% cases because of lower aggressiveness.

3) They keep spamming me with expeditionary troops, which I don't want and don't need. This is so annoying that it forced me to stop playing this mod.
This should be easily fixable.
 
kami888 said:
That might be a good idea, but it's more than just an AI fix and we should consult it with Allenby first. Also it might have many side-effects, from the increased casualties may very well lead to exhaution of the manpower pools of all states and subsequent collapse of the frontline, to German inability to overrun Belgium quickly enough before it gets reinforced with tons of French troops.

yes, i noticed that the manpower pool lowers too fast with this modification, but as i said before, it's more realistic in simulating the wearines of the war, my last test was only with +70 of org instead +100 and it gives better results, maybe y will try to increse the manpower pool of germany and france to prevent early-zero-manpower, especialy in the ai.

kami888 said:
Yes, this is a definite problem. The only way of solving it that I see it as of now is by giving France, UK, and US lend-lease like events, in which US and UK surrender supplies and France recieves them. The problem with this is that the events cannot be modified to account for how many troops UK or US have in France, so the amount they send must be fixed from the beginning.

I was thinking in somthing diferent, something like a two yearly chain of events that gives factories to france and eliminates the same numbre from UK&USA in function of the UK&USA forces in France, but since we can't consult the number of these divisions automaticaly we can only do two things:

1-Try to predict how many troops will be in france in funcion of the year for the Uk troops and the year tha USA entered in the war for the USA troops, this is very dificult but maybe an aproximation can be done.

2-ask to the human player for the number of the expedicionary forces in franace, this is not a problem if the human player is in the entente, but if not, he can only cheat with a nofog or simply ask him for the year that USA has entered in the war and go to the option 1.

at the end of the war all the factories return to his original owners

it's a crazy idea, but it may work.


kami888 said:
As of now, I believe AI should already be keeping some garrison-like troops in capitals and important cities. Why make them fixed? Making them fixed will prevent the AI and human player from using them in counter-attacks if the frontline gets close or withdrawing them completely if the city is about to get encircled.

yes, but if the frontline is (for example) in belgium the german AI keep some inf divisions in berlin, a human player would never do something like this, so, its beter that the divisions that the AI feel necesary to leave in his capital are cheap garrisons, leving the "combat divisions" in the "true" front.
 
i have installed the latest version of 1914 mod and i have done the armageddon fix(copy over the naval brigades and so).but when war breaks out in the 1914 scenario my allies do not advance, pls help me
 
dirty_anal said:
i have installed the latest version of 1914 mod and i have done the armageddon fix(copy over the naval brigades and so).but when war breaks out in the 1914 scenario my allies do not advance, pls help me


There is a "special" version (very special/top secret) that was given in a (special/top secret) PM by Allenby to a select few. He's either preparing v .41 (in rar format) or riding an English w***e with a boob in one hand, and a bottle of ale in another. Either way, he is quite the active fellow.
 
Well, I spend some time improving the German 1914 AI and I managed to get some results, fisrt the German usualy overruns Belguim now, and usualy the german manages to fix the frontline at the gates of Paris, mainly I divided the original AI file Ger_Bel into two separated files in order to improve the flexibility of the German agresion into france, and it seems to work well:

Test11.jpg


test12.jpg


From 4 Testruns, thas was the result of 3 of them, and it seems to be the "Standart" result; In the last one A-H losed most of his army in a big pocket at poland, so the German was forced to deliver forces into A-H i order to prevent a disaster, that was the result:

Test41.jpg



And now some Tweaks, in order to prevent the "France-Paying-All-The- -Suplies" I'm developing a matrix of events to move IC from UK& USA to France, here are some of the first results:

IC1.jpg


IC2.jpg



For now my AI is too unpredictable to upload it, but i will keep working in order to fix it so all of you can test it.
 
Thank you kind sir! Thank you! We can use all the ai we can get :D
 
lees said:
How do you handle the resources? Have you tested a solution with events which
give France extra supplies while taking them away from Great Britain and the US.

Resources are not yet implemented, everithing is on early-beta stage.

And for the supplies, we don't know that the UK&USA AI will have suficient supplies to handle the massive suplyment to france, it might work and it's more smart, but it's more dificult to implement because lot of AI production tweaks are needed.
 
I don't know. But I don't think that it would have huge effects in terms of balance. It also depends on how many troops Britain and later the US ship to France. So for example if Britain and the US bring 100 divisions to France give France an extra of 5000-6000 per month. If I have time, I will make a testrun to see how much supplies Britain has in the course of the war.
 
Hoping panda reads this :)

Panda, I'm playing the latest dev version of 1914 (released Feb 21st). I don't think your AI is in it, but I thought I'd point out some flaws so you could address them.

Currently, as many people know, Germany sits on the Belgian border when war is declared. This obviously needs to be addressed. But just as concerning, Germany chose the "Russia must be dealt with first" option during the Schlieffen Plan event. Then, for two months, the Germans massed at the Russian border... and stared across the fields. This seems just as bugged as the Western front. At least the Germans sent troops East... they just didn't attack. I have a feeling it's because of some AI handicap, but I'm not an AI man.

Work your magic! :D
 
Atruejedi said:
Hoping panda reads this :)

Panda, I'm playing the latest dev version of 1914 (released Feb 21st). I don't think your AI is in it, but I thought I'd point out some flaws so you could address them.

Currently, as many people know, Germany sits on the Belgian border when war is declared. This obviously needs to be addressed. But just as concerning, Germany chose the "Russia must be dealt with first" option during the Schlieffen Plan event. Then, for two months, the Germans massed at the Russian border... and stared across the fields. This seems just as bugged as the Western front. At least the Germans sent troops East... they just didn't attack. I have a feeling it's because of some AI handicap, but I'm not an AI man.

Work your magic! :D

German 1914 AI is not coded in any A-H way, so, if the AI has chosed to go for rusia first... that will be like playing after drink a whole bottle of vodka :rofl: it will recive contradictory orders form the files and form his inplay algorythm; that will be surely enached in my next version of my AI, since is easy as launch de invasion of rusia 1515 AI file instead of the standart Shliefen plan.
 
panda.zip said:
German 1914 AI is not coded in any A-H way, so, if the AI has chosed to go for rusia first... that will be like playing after drink a whole bottle of vodka :rofl: it will recive contradictory orders form the files and form his inplay algorythm; that will be surely enached in my next version of my AI, since is easy as launch de invasion of rusia 1515 AI file instead of the standart Shliefen plan.

Good to know you're on the job. I've also been testing the Italo-Turkish War. Italy needs priorities in Libya. Right now they sail to Arabia :(

Also, the Balkan War will need AI files. As it is now, I'm using the AI prepare war command as a temporary measure... otherwise no one gets ready for the declaration of war on Turkey.
 
ANNOUNCEMENT

I started working on an entirely new AI for the 1914-Mod. I start from the very beginning, which means it will take some time before I can release anything.

If there is somebody else working on AI-related stuff, please let me know so that we can coordinate our work.

I'll post some thoughts on the new AI later this week as well as a dummy which can be used to code new AI-files in the future.

Please everybody do NOT post any new AI-related bug-reports, as the current AI will be outdated soon.

Skilled AI-coders (where's Panda? :D) are invited to join my work. All others: Please be patient.
 
Question to everybody out here: Can we kick out all mobilization events please, which give free units and replace the with ONE single mobilization event, which gives free manpower to each country?

The current way really screw things up.
 
v.Manstein said:
Question to everybody out here: Can we kick out all mobilization events please, which give free units and replace the with ONE single mobilization event, which gives free manpower to each country?

The current way really screw things up.

I support this, T.
 
I'm really fed up with the old way. I had a really good game with the new AI I am working on. Germany rushed through Belgium and got into hard fights with france near Paris. Suddenly, France and Belgium had "Mobilisation" with about 20 new divisions appear throwing back germany to the rhine :(