0.63 bugs




Re: 0.63 bugs

Postby Arturius » Thu 9. May 2013, 22:03

Melkor89 wrote:USA AI produces too many ships and factories, and just a few infantry, so they never are able to help France. When at war, USA must switch the production to land units only and send them to mainland France. It would be useful to create a USA war AI file, could you do this?


Yes I could, but there is one issue I mentioned by fixing DH's AI. You could indeed switch production AI, nevertheless it will keep already started productions. As long those are not finished the new AI will have no effect. And ships and IC needs very much time to get finished.
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Re: 0.63 bugs

Postby Melkor89 » Thu 9. May 2013, 22:26

What about an AI events that both switches AI to AI_war and adds like 15 or 20 land units on top of the build queue?
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Re: 0.63 bugs

Postby Arturius » Fri 10. May 2013, 11:28

Melkor89 wrote:What about an AI events that both switches AI to AI_war and adds like 15 or 20 land units on top of the build queue?


Is it the case that added units to production queue per event would be on top? If so, it seems to be the best solution.
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Re: 0.63 bugs

Postby Melkor89 » Fri 10. May 2013, 16:32

Arturius wrote:
Melkor89 wrote:What about an AI events that both switches AI to AI_war and adds like 15 or 20 land units on top of the build queue?


Is it the case that added units to production queue per event would be on top? If so, it seems to be the best solution.



type = build_division which = [division type] value = [brigade type] when = XXX cost = x.xx name = "unit name" where = [days for 1st] # This command requires MP for each division it adds to the queue. So if you don't have enough MP one or more (even all) of the units could not be added to the production queue.
- when = XXX # Sets serial line XXX items long.
- cost = x.xx # Sets starting cost. Note that this cost will be changed automatically for players to match correct cost and for the AI if it is higher then the correct cost! If set to negative (-0.2) , then the cost will be fixed for players too (set to 0.2) and for AI countries this unit will be inserted on top of the build queue instead of being appended at the bottom.
- name = "unit name" # Sets unit name. Note that is cannot be more then 256 characters in size!
- where = XXX # Sets days till completion of the first item. Note that it cannot be bigger then default completion time of 1 item!

By March 1918, US mobilized 318,000 soldiers in addition to its army of 107,641 soldiers - this could be the first batch of production, how many divisions would that be?
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Re: 0.63 bugs

Postby Arturius » Tue 14. May 2013, 13:57

Thank you. That should work. I will take care of it.
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Re: 0.63 bugs

Postby Arturius » Fri 31. May 2013, 18:38

I'm just testing the event.

The US-Army was not very confident of its forces. Their recruits hat to be trained at least for 6 months. At war the German recruits were trained in 1-2 months until they had to serve on battlefront. The climax of US' mobilization were reached in 1919. E.g. there were planned to build a lot of strategic bombers to bombard German cities.

Nice statistics:


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