• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
G'Kar said:
As I said, don't use DAIM's customized events option when mixing it with other event changing mods.

Hmm, I started a 36' CDCP+DAIM game yesterday and played 'till the start of WWII.
Everything seemed normal (events fired normally to Danzig or War) except, that Japan has already annexed NatChi and is at peace with ComChi.

What problems should I expect if I continue?
Should I reinstall and start another game, this time installing DAIM only partially?

Philipp
 
Altmark incident firing twice

I've conquered Poland and France (Vichy fired just in time to save Spain and Portugal, which had been reduced to 2 provinces each by the Allies) last evening.
It seemed to be more difficult to conquer France than last time, though I'm not sure if it's due to DAIM or the 1.1+1.2 AI improvements or whatever.

However there was something strange: When the Altmark incident occoured I decided to prepare for invasion, GB went with "Scandinvia is not important". When the next event fired (the one that give 3 TP and war on denmark and norway) I decided to back down. A few days later the Altmark incident fired _again_. This time I went with" Scandinavia is not important", while GB prepared for invasion.

Philipp
 
Air power

I attacked France through Belgium. Since I had built 10 rocket bases and many factories I didn't have that much units. The advance through Belgium came to a halt after some time, The French were able to hold Brusseles and ghent, I was unable to advance into France, too. At one time I had made it to Lille, but they forced me into retreat.
However the Franch had moved away units from the Maginot line, so I was able to take Straßburg.
I was able to break through from Straßbourg and advance in belgium after the winter ended.

I noticed that the AI was rather good at using air power. They had some aircraft and used them.
I had 8 (soon became 7) interceptors and 4 fighters, 8 CAS, 8 Tac, 4 Tac+Esc. Execept for limited time and areas I was unable to gain air superiority. Whenever the French forced me into retreat they sent Tac to attack the retreating units. I lost some units to them, including a HQ and a mountaineer division, both brigaded with AA.

Is this due to DAIM or the vanilla AI improvements?

So far I really like this game. I expect Barbarossa to be very challenging.

Philipp
 
As the japanese manpower events now work properly with 1.2, isn't it a bad idea to overwrite them with your DAIM events?
 
I started a Germany 1936 GC - CDCP 0.53 + SIP 0.03 (slightly modified to be fully compatible with DAIM) + DAIM (without the extra events + a minor modification to 1936.eug to make it compatible with SIP) + some personal modification to difficulty settings and a lot of free resources, IC and MP to every country except Germany. The game runs smoothly till now 08.1939 - Japan annex Nat. China quick and then released it as a puppet and a few weeks later annexed Com. China too.
Then I save and reload as some of my major enemies to see how they are doing so far. The only problem I saw was with ENG AI - it has 92 divisions in Egypt and around Suez, 110 (!!!) divisions in East and Central Africa, 29 in Middle East, only 29 in India and in Far East, ~20 on some distant islands, in South America and West Africa, only 2 in Malta (!), only 2 in Gibraltar (!!!) and only 23 in UK and Northern Ireland (!!!). From 263 divisions only 23 are defending Home Islands! Is this intentional DAIM behavior?
 
Monkii-sama said:
As the japanese manpower events now work properly with 1.2, isn't it a bad idea to overwrite them with your DAIM events?

Maybe the Vanilla AI needs the extra Manpower , the DAIM AI is stable > 1000 in the later game so I don't see the need for these events


MartinBG said:
~20 on some distant islands, in South America and West Africa, only 2 in Malta (!), only 2 in Gibraltar (!!!) and only 23 in UK and Northern Ireland (!!!). From 263 divisions only 23 are defending Home Islands! Is this intentional DAIM behavior?

Was ist before 1939 ? I guess so . England AI has no garrison preferences till 1.1.1939 so till this date its nearly random unit placement by the AI . in 1939 Iyou should see the far better guarded

Spocky
 
G'Kar said:
Is that a real question? Of course nonsensical behaviour is not intentional...
Yes, it was a real question because that was my first game with DAIM ever and I didn't know what to expect from this mod. Thank you for your answer. I didn't meant to offend you or yours and Spocky's work over this mod and if I did so that was because of my bad English (wrong expressions may be), so please excuse me.
Spocky said:
Was ist before 1939 ? I guess so . England AI has no garrison preferences till 1.1.1939 so till this date its nearly random unit placement by the AI . in 1939 Iyou should see the far better guarded
No. It was in August 1939.
After that game I start a second one and the result is ~100% the same. In August 1939 English AI has ~100 divisions in Egypt and Near East, ~120 around Italian East Africa (there is no single Italian division there), ~25 on Home Iselands, ~20 in India and rest of the world. Malta and Gibraltar are again very lightly defended.

Aren't all garrison preferences you are writing about in eng_1939.ai file or I'm missing something? In vanilla AI files there is a long ignore list (containing most of these useless African provinces) and also a province_priorities list (containig Malta, Gibraltar and England coastial provinces) in their garrison section which I couldn't found in DAIM AI files. Another difference I found was higher garrison priority against Italy and Germany and since there is no common border between Germany and England, all available troops were sent to Africa against Italian possesions there. Could be any of these the cause for the problem in my games or it is from my personal modifications (none of them are for the AI)? Am I the only one with this problem? Thank you in advance.
 
Last edited:
Sorry , I still don't see the problem.
Ok , the units numbers on the home island are little to low but not dangerous ( based on the numbers in your game).
Maybe a little tweaking is necessary.

The Divisions against Italy are high but not that high. Italy is the first target for the British AI

Spocky
 
Well, in my last game on 10th of November 1938 GB has 198 of its 251 divisions on its Home Island, 29 in Egypt and Near East and only 8 in East Africa.

On 28th of March 1939 there are only 50 from 273 divisions left there. In East Africa there are 119 divisions (taking positions against the empty Italian East Africa colonies) and in Egypt and Near East another 54.

On 5th of August 1939 only 24 divisions from 293 are left for defence on Home Island. 131 divisions are in East Africa (+ another 3 on ships heading to there), 128 in Egypt and Near East.

Gibraltar and Malta has only 2 divisions each and India ~25 all the time.

At this time Italy has ~80 divisions in Lybia (62 on the border with Egypt), ~20 in Europe and no single division in East Africa (which is very good AI behaviour actually).

When 1939 ENG AI was loaded it starts to evacuate its troops from GB to East Africa and Egypt leaving it practically undefended.
(In my game at that time Poland has ~180 divisions, France ~350, Japan with its Nat. Chi puppet ~500, USSR ~800 and me as Germany ~280 - more then enough to crush the weak defence of GB in 1939 if I wish to.)

These are the differences from 1937 and 1939 DAIM ENG AI files:
Code:
	[COLOR=DarkOrange]1937[/COLOR]
	overseas_multiplier 	= 0.1
	home_peace_cap 		= 210

	[COLOR=Cyan]1939[/COLOR]				
	overseas_multiplier 	= 0.8
	home_peace_cap 		= 21

	###############

		[COLOR=DarkOrange]1937[/COLOR]
		SPA = 5
		ITA = 100
		ETH = -1

		[COLOR=Cyan]1939[/COLOR]
		SPA = 20
		ITA = 200

	###############
		[COLOR=Cyan]1939[/COLOR] - this is only in 1939 AI
	area_multiplier = {
		19  = 10.0 # London
		28  = 1.2 # Belfast
		839 = 10.0 # Alexandria
		900 = 5.0 # Suez
		1452 = 0.5 # calcutta
		1798 = 1.5 #
	}
IMO the change of overseas_multiplier from 0.1 to 0.8 or of home_peace_cap from 210 to 21 or both combined are causing this "evacuation". Missing garrison priority for Gibraltar and Malta in both DAIM AI files is most probably the cause these two prvinces to be so ligthly defended just before the war start.

EDIT:
I compared my last DAIM game with some of my previous games with the same modiffications but without DAIM and have to admit that vanilla ENG AI isn't flawless too. :rofl:
It keeps ~30 divisions in GB at the war start and only 2-3 in Gibratar and Malta, but once France fall (late 1939 - early 1940) it moves ~75-90 of its ~180-250 divisions to defend itself so I have to play a few more game months with DAIM before make any conclusions on this. Vanilla Eng AI is a bit better in its troops distribution outside England by keeping no more then 8-12 divisions in East Africa which is probably a result from the ignore province list, used in vanilla files.


Anyway I want to thank you both for your mod and you answers. :)
 
Last edited:
The problem:


I ran a few hands-off tests as Haiti from a save made on 29.12.1938 until 04.1939 with various settings in DAIM eng_1939.ai. Here are the results of some of them:

  1. overseas_multiplier = 0.8 / home_peace_cap = 21 (unmodified DAIM eng_1939.ai)
    269 / 21 / 115 / 92​
  2. overseas_multiplier = 0.8 / home_peace_cap = 200
    269 / 76 / 84 / 75​
  3. overseas_multiplier = 0.1 / home_peace_cap = 21
    271 / 22 / 99 / 91​
  4. overseas_multiplier = 0.8 / home_peace_cap = 21 / province ignore { } from vanilla AI
    271 / 30 / 75 / 109​
    271 / 26 / 131 / 91 -- on 06.1939​
  5. overseas_multiplier = 0.8 / home_peace_cap = 21 / country_priorities { } from vanilla AI (GER 200 to 50, SPA 20 to 5, ITA 200 to 30)
    271 / 21 / 59 / 164​
  6. overseas_multiplier = 0.8 / home_peace_cap = 21 / Garrison priorities from vanilla AI ( beach 100 to 20, capital 150 to 40, human_border 100 to 0, war_target 150 to 50, opposing_alliance 50 to 30)
    275 / 34 / 117 / 71​
    275 / 26 / 141 / 82 -- on 15.06.1939​
  7. overseas_multiplier = 0.8 / home_peace_cap = 21 / provinces bordering with Italian East Africa added to ignore { } (1030, 1040, 1041, 1065, 1059, 1061)
    271 / 26 / 38 / 199 (69 on the border with Italian Libya)​
  8. overseas_multiplier = 0.8 / home_peace_cap = 21 / provinces bordering with Italian East Africa added to ignore { } (1030, 1040, 1041, 1065, 1059, 1061) + (1139, 1140, 1141) because AI garrisons them too / priorities beach = 30
    271 / 20 / 0(1+6 in Arabia) / 211 (139 !!! on the border with Italian Libya :cool: )​
  9. overseas_multiplier = 0.8 / home_peace_cap = 500 / provinces bordering with Italian East Africa added to ignore { } (1030, 1040, 1041, 1065, 1059, 1061) + (1139, 1140, 1141) because AI garrisons them too
    272 / 76 / 0(1+6 in Arabia) / 153 (62 :mad: on the border with Italian Libya)​
  10. overseas_multiplier = 0.8 / home_peace_cap = 500 / provinces bordering with Italian East Africa added to ignore { } (1030, 1040, 1041, 1065, 1059, 1061) + (1139, 1140, 1141) because AI garrisons them too / defend_overseas_beaches = no
    271 / 77 / 0(1+6 in Arabia) / 153 (133 !!! on the border with Italian Libya :cool: )​
Total Eng. land divisions / divisions in GB / Divisions in East Africa / Divisions in Egypt and Near East
Only changed settings from the original DAIM eng_1939.ai file are mentioned above.


The result:


Here are my conclusions :
  1. Lowering home_peace_cap to 21 isn't a good idea, because when the war starts England will be defended by only 20-22 divisions. Besides when the war begins AI will try to move some of its troops back to the Island. Depending on the game modifications home_peace_cap should be between 50 to 80-100.
  2. beach priority in DAIM (= 100) is too high. This means that the AI will try to add 10 divisions on each beach province (Eng. AI garrisons all of its Near East, Egyptian and Central-East African beaches) which thins its defense on more important places and also harms its offensive capabilities. This combined with home_peace_cap = 21 leads to a funny situation - all English beaches were defended with only 2-3 divisions while some distant provinces in Africa or Near East were defended by up to 10 divisions each.
  3. English provinces, bordering with Italian East Africa should be added in ignore { } list to avoid garrisoning them before war breaks out, because when this happens AI will remove its troops from there anyway to more important places. Port Sudan (ID 1030) should be included also because AI unloads its troops there and then moves them to Egypt.
    Provinces 1139, 1140 and 1141 should be added because AI garrisons them with the same number of troops as on any other beach.
  4. Disabling defend_overseas_beaches ( = no) gives very good results in my test games. This way we don't have to tell the AI to not garrison some provinces by including them in ignore list and can tell it which provinces to defend and how much troops to use for each of them by using province_priorities (this seems to work only for some provinces - these in GB and Africa, but not for Gibraltar and Malta :wacko: )
  5. Because of some unknown to me reason Malta, Gibraltar, India and most of the English colonies outside North-East Africa were not affected by province_priorities list and also their beaches were not reinforced with troops by the AI during peace time. :wacko:
  6. When the war breaks out AI moves its troops acording to the situation - reinforce its important provinces, moves troops for defence or attack. We can save its time by "telling" it where to move them before that.

These were my final settings:
Code:
garrison = {
	defend_overseas_beaches = [COLOR=DarkOrange]no[/COLOR]
	home_multiplier 	= 4.0
	overseas_multiplier 	= 0.8
	home_peace_cap 		= [COLOR=DarkOrange]500[/COLOR]
	war_zone_odds 		= 2.0
	key_point_prio_mult	= 1.0
	revolt_risk_mult	= 1.0

	# PRIORITIES:
	beach			= 100	# Beach level 2
	capital			= 150	# Our capital
	human_border		= 100	# Ignored for allied human players
	war_target		= 150	# The next country targeted for attack by this AI
	
	opposing_alliance	= 50	# For neutrals, all alliances are "opposing"
	claim_threat		= 0	# If we are neutral, countries with claims on us get 

this
	unstable_border		= 0	# Bordering countries at war with someone else get this

	# Borders with specific countries
	country_priorities = {
		BEL = -1
		HOL = -1
		LUX = -1
		GER = 200
		SPA = 20
		SPR = -1
		ITA = 200
		SCH = -1
		FRA = -1
		CAN = -1
		AST = -1
		NZL = -1
		POR = -1
		CYN = -1
		TUR = -1
################################
		PAK = -1
		CHI = -1
		SIK = -1
		NEP = -1
		SIA = -1
		BHU = -1

	}
[COLOR=DarkOrange]
	ignore = {
		#Sudan
		1030	# Port Sudan
		1040	# Kassala
		1041	# Gallabat
		1065	# Malakal

		#East Africa
		1059	# Marsabit
		1061	# Mombasa

		1141	# Tanga
		1140	# Dar es Salaam
		1139	# Lindi				
	}

	province_priorities = {
[I]		348 = 100 # Gibraltar
		31  = 100 # Malta[/I]
		906 = 100 # Alexandria
	}[/COLOR]
# Malta and Gibraltar were ignored by the AI in all my test (they were always defended by 2 divisions each), so including them  in province_priorities is pointless :(. Works for provinces in GB and Africa/Near East. 

	area_multiplier = {

		19  = 10.0 # London
		28  = 1.2 # Belfast
		839 = 10.0 # Alexandria
		900 = 5.0 # Suez
		1452 = 0.5 # calcutta
		1798 = 1.5 # Tel Aviv

	}


}
 
Last edited:
You should increase the garrison parameters for Suez and the rest of the midle east beaches. One lone HQ cant defend Suez from amphibious attack. Which are my preferred tactics against AI. Land behind it to cut Suez. Then crush the Allied forces in Egypt from behind. There should be atleast 3 divs on all middle east beaches. Only 4-5 provinces, so its should be duable with the number of troops Uk has in Daim.
 
Yes, you're right. And it's easy to do by including these provinces in province_priorities list (it works for Alexandria and all provinces with direct land connection to it and for GB provinces, but I don't know how to tell the AI to move some troops to Gibraltar and Malta too. Could be this related to the fact that Egypt/English NE Africa has land connection to an English puppet (Iraq) :confused: ) or by enabling defend_overseas_beaches and setting beach to 20-30 + adding some of unimportant beaches to the ignore list.
Btw Englad has so many troops because of my personal game modifications (a lot of free resources, MP and IC to all except me - Germany).
 
Last edited:
Hello to G'Kar and the rest of the team!

SMEP 6.0 is well on it's way and I've been running many hands-off games with some complaints about the vanilla AI... I haven't installed DAIM or incorporated it into SMEP (yet?).

Often the USA will invade Vichy North Africa and eventually take all of it... but oftentimes the Italians will retake some Vichy territories and it will be controlled by Italy... then the USA AI seems to go limp.

But IF North Africa and Tunisia are taken and the USA invades Italy and forces Italy to surrender (remember, I'm playing with SMEP here), then the USA will rarely reinforce the peninsula and continue pushing north. Perhaps it's because Italy becomes and ally and the USA's new target should be the Italian Social Republic?

Also, I'm disappointed with the 1941 scenario's setup of the Sino-Japanese War. Every game Japan rolls over China in a few months. I've tried to rectify this by creating events that restrict Chinese technology research (namely, naval techs), giving them blueprints for many items, adjusting sliders, and, finally, giving militia and infantry a fairly significant boost to the defense statistic. It has seemed to make it so Japan cannot swallow the whole of China... but then, when China could CLEARLY start pushing the Japanese back, Chiang's army's instead sit there! It's depressing.

Are there any future versions of DAIM planned? Would the DAIM team be willing to cooperate with the SMEP team (well... me, since I'm it) to develop a totally polished and impressive gaming experience? We have all heard the compliments of how well DAIM and SMEP go together... let's make it even better! :)
 
Stupid question, but does the checksum remain the same? I just installed it into Arm1.2 without any issues but the Arm1.2 checksum is unchanged. And I don't see any visible changes as far as the game indicating that it's running under DAIM. I realize that no GFXs have been changed...So, only the AI is changed/improved "behind the scenes?"
 
Atruejedi said:
Are there any future versions of DAIM planned? Would the DAIM team be willing to cooperate with the SMEP team (well... me, since I'm it) to develop a totally polished and impressive gaming experience? We have all heard the compliments of how well DAIM and SMEP go together... let's make it even better! :)
There are no future versions planned as of now. I'll have to talk to Spocky about it, but at the very least you can take and use the parts of DAIM that you want.

Note that we never touched and don't intend to touch the 1941 scenario though, it has more than just a few issues and frankly, nobody seems to play it.