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change this back to the vanilla number (or higher if you like) and modify the strat_redeploy_threshold in the specific AI files. iirc I had rather nice output with like 60 to 80 days; for invasion heavy faction like the US and Japan I mostly go with 100+. The invasion AI is super inefficient and need so many divisions to just prepare its invasion.
So far, at least with Italy, any number I've tried which leaves strat redeploy enabled leads to the endless shuffling bug.
For example, I've tried:
Code:
strat_redeploy_threshold = 60
max_redeploying = 0.1000

Nonetheless, years later, and the AI still shuffling things around. Only turning off strat redeploy completely seems to fix the glitch.
1729051550803.png


Curiously, the bug only seems to affect certain countries. I made everyone use the same exact AI, but not everyone is having the endless shuffling bug. Greece is fine, France is fine, even UK seems to be fine currently. But Italy isn't.
 
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Strange. Then I don't know whats the issue. In my mod, it seems to work, even after years. Maybe the game AI can't handle the extensive amount of provinces in the E3?
 
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Hi guys. I have been looking into this strategic redeployment "bug". I cannot duplicate it in 1.05.2 but I am not using the E3 map. I have to ask, are you guys seeing it with the regular map? If so, what version? What check sum? What changes have been made? If it is only with the map, then we must consider that the ai might not be programmed to handle that map. Just in case, I have mentioned it to the team. But unless I can duplicate it, I have to let them know that I am thusfar unable to verify the issue.
 
My mod uses a custom map with at all +-3000 provinces. So more then the vanilla map, but less then the E3.
I can not reproduce the bug.

So I guess there is a max number of provinces before the AI goes berserk.
 
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Hi guys. I have been looking into this strategic redeployment "bug". I cannot duplicate it in 1.05.2 but I am not using the E3 map. I have to ask, are you guys seeing it with the regular map? If so, what version? What check sum? What changes have been made? If it is only with the map, then we must consider that the ai might not be programmed to handle that map. Just in case, I have mentioned it to the team. But unless I can duplicate it, I have to let them know that I am thusfar unable to verify the issue.
I wonder if the creators of the Fallout Mod and Draka Mod could provide some insight since their respective mods us the E3 map.
 
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I wonder if the creators of the Fallout Mod and Draka Mod could provide some insight since their respective mods us the E3 map.
I recently played the Draka mod for an AAR and did not see such shenanigans on the part of the ai. I reloaded a couple saves in that game as ai nations and while I would not have set up my defense as the ai did, there very few divisions undergoing strategic redeployment when I checked.
 
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Strange. Then I don't know whats the issue. In my mod, it seems to work, even after years. Maybe the game AI can't handle the extensive amount of provinces in the E3?
I haven't been able to pinpoint the exact issue. So far I've resorted to simply turning off strat redeploy for AI Italy at the start of the game and re-enabling it after it joins the war. It's a dirty workaround but seems to do the trick.

As for the map, I think i've seen it on the vanilla map at least a couple of times before, but it's definitely something that happens on E3 a lot more often.
 
Here is something simple: nations should not research CAG unless they plan to go carrier, or at least have a model of CV and CVL researched.

Soviet Union is an offender.

Another one is minor nations reseach oil extraction when no oil is in border. Change it to require oil resource to research (for AI).
 
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Here is something simple: nations should not research CAG unless they plan to go carrier, or at least have a model of CV and CVL researched.

Soviet Union is an offender.

Another one is minor nations reseach oil extraction when no oil is in border. Change it to require oil resource to research (for AI).
I can't believe all the pointless techs the Soviet AI researches in all the AIO mods. Is that a problem in Vanilla too?
 
I can't believe all the pointless techs the Soviet AI researches in all the AIO mods. Is that a problem in Vanilla too?
Tech priority in general needs a rework. I have a feeling not much effort was commited there.

Off topic: I think I need to compile a list of unit stats inconsistency. So we can fix it once and for all instead of drip feed. Once you compile stats in a table, the large amount of bugs becomes obvious.
 
I can't believe all the pointless techs the Soviet AI researches in all the AIO mods. Is that a problem in Vanilla too?
Tech priority in general needs a rework. I have a feeling not much effort was commited there.

Disclaimer: Not being a modder, take everything I say not for granted.

Tech researches are defined in the approbiate .ai file of the country. Let's take Albania, the secret super power with not only 3 but even 4 IC. Within ..\Darkest Hour\Mods\Darkest Hour Full\ai\alb_1936.ai we find (as in every ai-file) the expression:
Code:
technology = {
with the sub-expressions:
Code:
endgoal     = { }
preference     = {
        # Manufacturing
        5810 5820 5050 5830 5060 5070 5110 5120 5840 5850 5860

        # CONSTRUCTION
        5800 5080 5090

        # Assembly Line
        5180

        # Regular Infantry
        1010 1020 1030 1040 1050 1060 1070 1080 1090 1110 1120 1130 1140 1150

        # Field Artillery Support
        2290 2300 2310 2900 2910 2920 2930 2940 2320 2330 2340 2360 2950 2350
    
        #Landdoctrines
        #6560 6030 6110 6120 6130 6140 14070
    }
and a much longer list of what all techs to ignore (which I left out):
Code:
ignore     = { ... }
finishing with numbers giving relative weights to each tech fields:
Code:
    armor         = 0
    infantry     = 4
    industry     = 2
    aircraft     = 0
    naval         = 0
    land_doctrines     = 0
    secret_weapons     = 0
    air_doctrines     = 0
    naval_doctrines = 0
In this case only 2 tech fields shall be taken into considerations: infantry the most and with half the weight industry.
Which also means, all the defined prefered techs for artillery won't be done because the approbiate armor tech field has a weight of zero, same, btw, for land doctrines.

If I understand it correctly, ai-files are taken at game start and then incorporated into your save file. If you edit ai-files after a game starts, this edits won't change anything before you start a new game. To be taken into account you would need to edit your save file, I think.
I don't know how ai-switches are handled in this logic.

If you want to rework those tech specifiers and weights... it is a lot of work... probably... hopefully already done by one of our fine modders. It would be splendid, if this work could be pooled together in an own thread and made accessible. Also what general guide lines were used.

For example, as important as we players judge many of the techs in the industrial field, do they make any sense at all for a 3 or 4 IC country?

Would it be approbiate to define some different standard ai-sets for
  1. very small 3-6 IC countries
  2. minor countries of 7-15 IC
  3. and so on...
And from that base of standard ai-sets fine tune some of them?

Other things come to mind which might be logical but not historical
Example: Personally I'd set all naval techs and doctrines for very small countries to ignore, regardless wether they have a coast line or not: Luxembourg researching destroyers doesn't make sense without even having access to sea... but even with access to the sea it wouldn't make much sense. In history and in reality, yes, even the smallest country seems to find it necessary to have a navy (and if it is equipped and serves purely as a cost guard it makes even sense... in DH not).
 
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AI also dont use auto upgrade in production menu. Instead build in short bursts. Wating their IC and gearing bonus.
 
More Garrison AI shenanigans.

Does anyone know what's going on here? During peacetime, the Japanese garrison deployment was working as expected. But soon after war begins, things seem to go haywire. For some reason Japan decided to ignore Korea completely, instead they deployed tons of divisions to hang out needlessly in Port Arthur, Qingdao, and Shanghai areas, which are controlled by Japan directly. Area priorities say each one of those areas needs no more than 2 divisions tops, and as mentioned in peacetime that seems to work correctly. I checked whether by any chance any of those divisions are stuck preparing for an invasion - no, Japan seems to only be using Taiwain as a base for preparing invasions. These guys are just hanging out for fun it seems. Meanwhile if the Soviets decide to do it, they can just walk into Korea unopposed.

1730257939482.png
 
More Garrison AI shenanigans.

Does anyone know what's going on here? During peacetime, the Japanese garrison deployment was working as expected. But soon after war begins, things seem to go haywire. For some reason Japan decided to ignore Korea completely, instead they deployed tons of divisions to hang out needlessly in Port Arthur, Qingdao, and Shanghai areas, which are controlled by Japan directly. Area priorities say each one of those areas needs no more than 2 divisions tops, and as mentioned in peacetime that seems to work correctly. I checked whether by any chance any of those divisions are stuck preparing for an invasion - no, Japan seems to only be using Taiwain as a base for preparing invasions. These guys are just hanging out for fun it seems. Meanwhile if the Soviets decide to do it, they can just walk into Korea unopposed.

View attachment 1209160
They also seem to leave shanghai if war starts.
 
Does anyone know whether the front ai's "province_priorities" command actually does anything? NOT the one garrison ai, but the one under front AI.

I've tested it extensively and could not find any evidence that the game actually reads whatever priorities are assigned there. Can anyone confirm if they have ever gotten it to work, or it's one of those unused commands? Let's say i'm trying to get republican spain to assign more troops to that mountain province just north of madrid to ensure that it doesn't lose it. No matter what value i put in province_priorities for that province, it seems to have exactly 0 effect on how the spanish ai distributes its forces.


1731146102647.png
 
I just want to say I have the redeploy bug too, i'm using regular DH map but heavily modded version. Whatever ai file I change, only certain countries will do it. One particularly buggy country is the Ottoman, which usually start redeploying like crazy by 1916- 1917 causing them to lose the war early.

I tried to investigate the issue but didnt found any precise origin. My thought was it was related to dissent. Ive noticed Russia having the same problem sometimes so maybe ai was going crazy when all provinces had dissent to manage but tweaking modifier didnt change much. Sometime I feel like some modifiers has no impact on AI like the max front ratio. I tried a 0.9 and a 3 ratio for Germany and russia and there is no difference at all...

Maybe the problem is another value override the max front ratio or dissent management value.