For general info, this is an issue with SR:2020 as well, all versions.thetree wrote:Also, ships try to sail through a bit of Mexico, above the panama canal... where there is no water, so just bunch up on a single hex.
Ships running without fuel
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Re: Ships running without fuel
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Re: Ships running without fuel
Hrmm surprised I haven't seen it then.GIJoe597 wrote:For general info, this is an issue with SR:2020 as well, all versions.thetree wrote:Also, ships try to sail through a bit of Mexico, above the panama canal... where there is no water, so just bunch up on a single hex.
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Re: Ships running without fuel
It is most apparant when you path ships from the east US coast to the west coast. Also there is a thread on these forums about this already from quite some time ago. :(
EDIT: In SR2020 threads that is.
EDIT: In SR2020 threads that is.
https://www.youtube.com/user/GIJoe597
Older/retired gamers, who do not tolerate foolishness.
http://steamcommunity.com/groups/USARG
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http://steamcommunity.com/groups/USARG
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Re: Ships running without fuel
May I just quickly say, thank you good sir this is a great improvement!
Much Thanks
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Re: Ships running without fuel
Well, I've tried out the params.csv file from Fistalis. And it works much better then original BG parameters.
Also the Ai now really uses simple foot soldiers properly!
Fistalis, some thing I noticed, not sure if you can edit that..
Let's say I'm playing a small country, the Netherlands.
I have 300 foot soldier units..
50 tanks..
Get into a war with germany..
what happens:' the tanks march, the foot soldiers follow.."
before the foot soldiers get where they need to get, all tanks
are either damaged and back to repairs or destroyed.
What should happen.. The tanks remain behind the foot soldiers..
once the soldiers get into combat, the tanks join in for support..
I noticed a much better impact on the success rate of fights when I
send in foot troops first, supported by heavy troops, instead of heavy
troops fighting alone without the foot troops..
Is it possible to write this kind of behavior inside the params file?
Also the Ai now really uses simple foot soldiers properly!
Fistalis, some thing I noticed, not sure if you can edit that..
Let's say I'm playing a small country, the Netherlands.
I have 300 foot soldier units..
50 tanks..
Get into a war with germany..
what happens:' the tanks march, the foot soldiers follow.."
before the foot soldiers get where they need to get, all tanks
are either damaged and back to repairs or destroyed.
What should happen.. The tanks remain behind the foot soldiers..
once the soldiers get into combat, the tanks join in for support..
I noticed a much better impact on the success rate of fights when I
send in foot troops first, supported by heavy troops, instead of heavy
troops fighting alone without the foot troops..
Is it possible to write this kind of behavior inside the params file?
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Re: Ships running without fuel
mrgenie wrote:Well, I've tried out the params.csv file from Fistalis. And it works much better then original BG parameters.
Also the Ai now really uses simple foot soldiers properly!
Fistalis, some thing I noticed, not sure if you can edit that..
Let's say I'm playing a small country, the Netherlands.
I have 300 foot soldier units..
50 tanks..
Get into a war with germany..
what happens:' the tanks march, the foot soldiers follow.."
before the foot soldiers get where they need to get, all tanks
are either damaged and back to repairs or destroyed.
What should happen.. The tanks remain behind the foot soldiers..
once the soldiers get into combat, the tanks join in for support..
I noticed a much better impact on the success rate of fights when I
send in foot troops first, supported by heavy troops, instead of heavy
troops fighting alone without the foot troops..
Is it possible to write this kind of behavior inside the params file?
First let me ask.. when did you download it? I recently found some issues and updated it.
AI params is really a simple file... and its capable of alot less than most think.
Basically the AI has a list of situations it calls units for. For each situation it has a preset list of unit types and criteria for units it calls for that situation.
It goes down its list.. and calls the units whenever the situation pops up. What you pointed out is why BG probably doesn't normally have foot soldiers used in offense in the original. Foot soldiers being slow, will be called to a situation at the same time as tanks and other wheeled units but will arrive significantly later.
Would be nice if we had more flags/criteria we could set in the file so we could force them to move together or have the foot soldiers tranported via trucks etc but its just not possible with the current AI params.
(there's some other nifty things we can change in the AI params such as how important each stat is when deciding what units it wants to build etc but as far as AI troop behavior thats pretty much it.)
I pretty much revamped the file with the behavior I wanted and tried to maximize the effectiveness when possible.(using foot soldiers was a must since some factions such as FARC in my modern world mod start with primarily Guerrillas)
Its also one of the first things that has to be looked at after each update.. since when BG adds/changes hardcoded behaviors of some unit types it can radically change how effective the changes are.
If your not using the most recent version. I would suggest grabbing the new one.
Si vis pacem, para bellum
my Supreme Ruler mods Site - May it rest in peace
my Supreme Ruler mods Site - May it rest in peace
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Re: Ships running without fuel
Thanks for the new params file!
I was using the one I downloaded 3 months ago
I was using the one I downloaded 3 months ago
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