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JAPAN
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· Japan Strategy and Generals
· Japanese Mortars or Heavy Airborne?

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theharkonnen
 


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PostPosted: Fri Jan 27, 2012 1:08 pm Reply with quote Back to top

I am going to use this thread for AI-related questions:

1. Is there anyway to make the ai build specific units? They don't seem to build rocket trucks, goliath units, or flamethrower units much. I was hoping to fix this. Plus I am wondering if new regiments will be built or not.

2. Is there a template that controls the special ability use? There's one for research, but that seems to be it.
 
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PostPosted: Fri Jan 27, 2012 6:39 pm Reply with quote Back to top

I Don't know Smile
 
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PostPosted: Sat Jan 28, 2012 10:44 am Reply with quote Back to top

In my mod I built an anti tank armored regiment and the ai seems very fond of it, but there might have been an at armor in earlier stages and it was just removed there's no real wy to figure this out unless you tackle the coding used for ai but I know people have done it
 
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PostPosted: Sat Jan 28, 2012 12:55 pm Reply with quote Back to top

apart from creating a highly scripted SAI-disabled team for the AI-- you can't really control what they recruit. all you can do is apply restrictions or tell them what to do.

sometimes the AI will spam AT-infantry and Goliath regiments when I'm carving up the countryside by spamming SAS and Heavy Airbornes!

sometimes I wonder if the game looks at the SAI profile for each general and assumes that the player will just magically go along with that. it's my only guess as to why I could play Wingate with nothing but airborne and see the AI try to spam AT-infantry or Banzai regiments.
 
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PostPosted: Sun Nov 25, 2012 6:17 pm Reply with quote Back to top

these are located in the SAI templates. there are a couple of basic types-- but generals are programmed to be Infantry, Mech, Armor, Infantry + Planes, and Planes.

there is the Balanced profile-- but in the stock game this is by far the worst profile as they have zero interest in capturing cities until the 'end game' phase. they are incapable of juggling more than one objective at a time-- so it's either "recruit" or "capture a city". this was by far the worst AI profile in the standard game.

having looked into the SAI profiles a bit-- you might be able to change it so that specific generals would give a much higher priority to certain general types of regiments-- but that's about it. so you couldn't create an AI that deliberately recruits snipers and anti-tank mechs to win every game... but you could change the level of priority that each regiment receives-- compelling the AI to favor one more than another.

the categories are basically as follows

infantry company
paratrooper company
mechanized company
artillery company
antiaircraft company
antitank compnay
tank company
engineer company

apart from giving one of those categories more weight than the others-- there's not much you can do. with special ops you can give priority to one over another-- but first the op has to fit within the confines of the existing templates (aka, use a bomb or work like Communist Zeal). otherwise you'll have to add new entries for each special op in order for the AI to use it.

when I posted the Gizmotron User-Mod I added a lot of new special ops-- and almost all 35 of them can be used by the AI. there's only one, "Blockade", which the AI can't use during a game. for some reason the armored SAI template is incompatible with it... so I had to leave it out. players can use it to all their heart's desire-- but the AI won't use it until I figure out how to over-come that obstacle.
 
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PostPosted: Mon Nov 26, 2012 9:55 am Reply with quote Back to top

I think I found that those specific unit types are defined in the properties intrinsic.tgi. SO, maybe we could add new ones, like a sniper only one to ensure the ai builds them?

I found that if I increase the recon value (I was hoping the ai would create recon regiment early game specifically), they just spam more plane recon.

I also tried making the ai build mines and such, but to no avail. Did you succeed in doing this?
 
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PostPosted: Mon Nov 26, 2012 9:56 pm Reply with quote Back to top

I finished up a long 1028 x 1028 test map with a 10 vs 10 free-for-all last weekend. I noticed that the Zhukov AI's favorite building for one game was the new "Barbed Wire Barricade" I have seen games where minefields were the favorite building-- my best guess is that this is related to the priority given to bunkers in mid-game and late-game SAI. I don't have any solid evidence for that-- but it seems like a logical theory.
 
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PostPosted: Tue Nov 27, 2012 3:54 pm Reply with quote Back to top

Did you change anything to get the ai to build the fences?

Did you give the bunker property to the barbed wire then?
 
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PostPosted: Tue Nov 27, 2012 7:08 pm Reply with quote Back to top

I put all mines, barbed wire barricades, and bunkers into the campaign buildings folder and added a construction component to them. this way I could have any engineer unit from any country build them without having to duplicate the model. once I figured out that I could modify the Iwo Jima Machine Gun Bunker to have engineers build them I changed all of the new obstacles and bunkers to match. just the other night I noticed in WW2 mode that there was an Iwo Jima-style MG bunker guarding a city in the Caribbean. it was a pleasant sight to see.

as far as the AI is concerned: I changed all of the major SAI templates. I did not, however, change anything in relationship to bunkers. I only changed a handful of items. I made capturing and holding cities about three times more important than it was in the standard game. I made the AI capable of juggling 3-to-6 times more objectives at the same time. I also tripled the number of regiments the game will consider recruiting at any give moment. the idea was to eliminate the complacency of WW2 and SP campaign games.

I did three different things when I was just starting out that I wanted to prevent:

eco-whoring. I'd capture one or two cities, defend them against attacks, and start spamming infantry tents to build my economy-- it was common to build 10 or more of them and save, save, save for better units.

bunker-creep: I'd build walls of bunkers, have my infantry leap-frog out and capture cites-- and would then build another wall of bunkers in front of the last one. basically this 'wall of bunkers' would crawl it's way inexorably towards the enemy base, surround it, and I would use infantry to wipe them out. I used this in WW2 mode when all I had available was infantry and mech against armor and air-power.

recon rush-- I wanted to get rid of this-- one of the main reasons it worked in SP is because the AI would NEVER recruit fast enough to match a player. by having the AI recruit far more regiments it removes the viability of the recon rush in SP considerably. (the 10-point bonus for ALL machine guns against infantry also goes a long way towards removing that strategy for the Gizmotron mod)
 
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PostPosted: Tue Nov 27, 2012 7:52 pm Reply with quote Back to top

If your going to change the general ai, then can you make them more historical accurate in their tactics such as rommel and pattons command of amored units
 
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PostPosted: Thu Feb 21, 2013 11:13 pm Reply with quote Back to top

the recruitment preference for the AI is determined by general guidelines provided in the SAI template. I still don't know exactly how the data factors get weighted and applied-- but I know that you can add a preference for general types based on property_IDS. some SAI templates prefer paratroopers and armor late in the game while others emphasis paratroopers and bomber sorties.

the property_ids is pretty broad in scope. but I think if we made some new specific properties that we might be able to control how regiments get recruited with some more detail. I was thinking about this with some of the Italian generals. if a general was historically the commander of elite mountain infantry that weren't originally in the game, how do we get the game to emphasize that?

I'll try to test this theory out later in the next month.
 
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PostPosted: Fri Feb 22, 2013 5:12 pm Reply with quote Back to top

What I found is that a higher preference number determines how critical something is to build. If its 10000 the ai will build it almost instantly (When available), while a low number means it is not a priority. Meanwhile, the penalty refers to how critical the regiment is after one has been built. So, if I remember, the engineer regiment has a 10000, then a penalty of 10000. This means the engineer will be one of the first units built and that none of the engineer type will be built after (Since its now 0). If you cut the penalty number in half, say to five thousand, the ai will build another after all other unit types above 5000 have been built (including penalties. So if a unit has a priority of 6000 and a penalty of 200 - that regiment will be built 5 times before another engineer regiment is created).

Its a complex system to get it to work as you will. Hope this answers your question, Giz.
 
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PostPosted: Sun Apr 21, 2013 7:07 pm Reply with quote Back to top

I've noticed the AI doesn't like to build Supply Depots. I don't recall seeing a parameter for those in the SAI Template. Thoughts?
 
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PostPosted: Sun Apr 21, 2013 8:36 pm Reply with quote Back to top

my theory is this-- there is no specification for recruiting supply depots in any of the SAI profiles in the Templates folder-- so if you added an entry for supply depots they should start recruiting them. I've been careful about making changes to the SAI because it crashes pretty often when I do-- so an easier fix would be to remove the building cap on ammo and oil

once I removed the ammo and oil depots from contributing to the overall building limit the AI started filling the map with them. so I didn't feel as strong a need to get the AI to recruit supply depots.
 
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PostPosted: Mon May 13, 2013 4:14 pm Reply with quote Back to top

I did some AI build improvements in this mod here, although it never got past the "beta" stage.

http://www.rtsforce.com/mod/

It's been awhile, so can't remember exactly what I did, but you can look at the included files Wink

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PostPosted: Mon May 13, 2013 8:22 pm Reply with quote Back to top

Downloaded that mod month ago. It was great for a mod. One of the things i did not like about the ai system is the supply depot spam. The ai builds so much that when you attack them, the supply depot acts as cannon fodder or distraction while there units attack your forces. I have played games where I have forced the ai into a corner, but spent several long minutes spamming ever usable unit until I just overwhelm them with numbers.
 
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PostPosted: Tue May 14, 2013 6:12 pm Reply with quote Back to top

that's kinda funny. a long time ago I had to use that tactic myself. I was playing in WW2 mode as Germany against Russia. I had tried attacking with a larger force of mech and infantry against Russian armor. after a long series of stealing cities back and forth, I was able to cordon the enemy off in the SE corner of the map. my problem was that I had a 20 regiment limit and he had already managed to eco up enough to build a ton of armor and mech-- and I was stuck with halftracks and infantry-- he was just clobbering me in straight up fights. unless I could lure him into an arty duel I was getting schooled badly. the problem was that arty-duels just forced him to retreat, rebuild more tank regiments and come back fighting for more. I had to set up a wall of arty bunkers and MG bunkers to keep him from breaking out and stealing more cities. but this brought me no closer to victory-- I couldn't beat his heavy tanks head-on with just mechs and infantry-- so I hit on this idea. I had a strong economy with 3/4ths of the map under my control-- so I started spamming dozens of supply trucks and sent them into his heavily fortified city in waves. while his forces were engaging the trucks I swept in with artillery and AT mechs and flattened some HQ tents. then I would retreat and repeat the process. the supply truck waves were the only way I could really keep the Russian heavy and arty tank spam from mauling my forces. eventually I was able to capture that last city with an infantry rush while the mechs came sweeping in from the eastern flank. this was a long time ago-- when I was still a pretty mediocre player. but I remember that the "supply truck rush" was probably one of the weirdest tactics I've used to win a game.
 
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PostPosted: Sat May 18, 2013 9:27 am Reply with quote Back to top

Not really a supply depot rush, but a supply depot deploy rush. There is so many supply depot being built that half the game is about kill this things.
 
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