Code: Select all
&&AIREQRESPONSE
0,2,19,1,2,19,2,2,19,1,1,12,3,2,19,2,1,7,2,1,9,3,1,13
0,1,9,0,0,3,0,0,5,0,1,7,0,1,10,0,1,12,0,1,11,0,1,10
1,0,0,2,0,2,3,1,11,2,0,4,0,1,7,0,0,1,0,0,4,3,0,2
3,0,6,3,1,14,0,0,6,3,1,7,0,1,14,2,1,14,0,0,6,2,0,6
1,1,9,0,1,11,0,1,10,0,1,7,3,1,13,3,1,12,3,1,7,2,1,11
0,1,14,0,0,6,1,0,6,2,1,14,2,0,6,2,2,20,3,1,14,3,0,6
0,2,20,0,2,16,0,1,14,2,2,20,2,2,16,2,1,14,3,2,20,3,2,16
0,2,15,0,2,16,0,2,17,0,2,18,0,2,19,2,2,17,2,2,18,2,2,15
0,0,0,0,0,2,3,0,1,2,1,7,1,1,11,1,0,4,2,0,4,3,0,0
0,0,0,2,0,4,1,1,11,1,0,2,1,0,5,0,1,7,0,0,1,3,0,0
2,0,0,1,0,2,2,0,4,3,0,5,1,1,10,1,0,1,1,0,3,0,1,7
1,1,9,1,1,10,1,1,11,0,2,17,0,2,18,2,1,13,3,1,9,2,1,9
1,0,0,1,0,1,1,0,2,3,0,5,1,1,11,2,0,4,2,1,13,2,0,0
1,0,0,1,0,1,1,0,2,3,0,5,1,1,11,3,0,4,3,1,13,2,0,0
1,0,0,1,0,1,1,0,2,0,1,7,1,1,11,2,0,4,1,1,13,2,0,0
0,0,0,1,0,0,0,0,2,1,0,2,2,0,4,1,1,13,1,1,11,3,0,0
&&END
A couple key points I have discovered in my testing. The first two lines are request for garrision and request for defense. here is what I am noticing with these two things. The AI likes to use them. however it uses them at the wrong locations on the map. It likes todo this at inconsiquential locations on the map. And the thing is once it does these requests on the map these units are locked into that request. This is one of the reason we wind up with units sitting around doing nothing. They are not really doing nothing, they are just stuck in this defense request that was givin. Now this defense request will continue to happen over and over. Going as far as to locking the majority of its units into this defensive stance, leaving no units free to go on the offensive. (you can see this by having fog of war off, all units around a city are greyed out meaning they are being requested todo somthing, the only thng they are doing is digging in and defending).
Now I tried a build with putting no units for the AI to request in these spots, but that seemd to negativly affect other requests. My solution to this was to put units that the AI was not using properly. For instance for the request to garrision, I told it, it should use subs. The AI does not use these units anyways, so it just fills a gap. I did the same for the defensive requests too. Instead of having it request ground forces I told it to request air units. Since an air unit will return to base which then cancel the order for defense which would have locked it into place. Now as you can see becouse of this change, in some situations AI defense is lacking. But by doing this we accomplish two things. One we free up units for offense, And we give jobs to air units which would have otherwise been wasted.
However it is not totaly defensless. Some units still remain in the back on defense as they have not been called to the front lines. AA units still heavily guard cities to prevent Airdrops behind the lines. Also there is a request to respond to cities lost, and territories lost. This is where you really see the heavy battles. one offensive AI will send his units to go on the attack. Once some land is taken, the defending AI will send some units to take that land, city, base... back. So its sort of an active defense now. With the downside being the defender does not have his units dug in. Which causes what would appear tobe defenders loosing more often. Also with more of the defenders units free at the start of the war. there ends up being an initial large battle. as the defender rushes his units to meet the attacking units. The attacker is also usualy the victor here becouse he usualy has the better army. Anouther thing to note Garrison strength has been greatly minimized. I might consider raising them back up a little inlight of this new AI. as they where lowered to the exspectations of previous AI.
Now anouther thing I have noticed. There seems tobe a range on how far away the AI may request units from. This is a huge issue, that cannot be solved with the AIParams file. For instance you will notice that Russia can move deep into europe with its initial wave. But once it starts sending those units back for repair, other units it has are not sent forward, Units that are in central Russia remain there idle. If you look at these units they have no order (they are gold). They are just out of range of any requests. Now I am not sure how this range is calculated (divide the country into quarters, Or X amount of hexes). But it needs tobe adjusted. I would probly need to know how this part acualy works before I could make a suggestion on how it should work. But as countries get larger and larger as they tend todo with these new settings, the AI ends up leaving needed units far off the frontline which it needs.
Anouther side effect I am noticing with these new settings is the AI amphib usage. With all these new free units the AI likes to send them on ampib assualts. The problem with this is it is not doing it properly. Heres what I notice with Russia. They send all there units to the center of the country to that navl pier there. Those units are especting to load into ships to go off somwhere. However Russia ends up having issues getting its transport ships there, so those ground units end up sitting there wasting away. Anouther issue is like with China, China sends a ton of its free units to a sea pier and loads them onto ships and sail them away. Becouse the sea attack request is not working properly, these transport ships end up getting destroyed, with china loosing hundreds of units. The same thing happens to several other countries. I have made sugestions about this in anouther topic.
Idealy the defensive changes I have made should be changed back, and the way the AI decides where to send its requests, and what type of request that should be sent should be changed. This would give it better defensive qualities, and better offensive qualities. Unfortunalty this is not somthing moding can change.
Evenauly i would like to go back in and play more with the requestresponse data, I think a few more changes here, along with a few changes in the orders.csv file will have an even greater impact on how the AI responds, And if the issues I have pointed out above are corrected we could really be looking at an AI that is worthly of a human opponent.