Reinforcements have stopped

Place bug reports / questions here.

Moderators: Balthagor, Legend, Moderators

Post Reply
Snoutmaster
Warrant Officer
Posts: 42
Joined: Nov 02 2014
Human: Yes

Reinforcements have stopped

Post by Snoutmaster »

In the cold war scenario when the north vietnamese attacked French colonies the French used to send support troops to defend the colonies. They no longer send reinforcements through the Suez Canal to south east asia. Is something broken?
Rosalis
Colonel
Posts: 417
Joined: Sep 07 2019
Human: Yes

Re: Reinforcements have stopped

Post by Rosalis »

Not sure if something got broken or not. I noticed the same in that countries dont care outside their loyal theatre for their own territory or allies. On the other hand troops finally stay at their destination instead of going home. I also seen Belarus merchant marines in a loop of going merchant marine at Rostov after helping Russia. They just loop for decades, ofcourse this is much more efficient for performance then without the theatre system. :roll:

https://supremeruler.gamepedia.com/Theatre_Information

You might find this usefull and you might get it to work again.

especially this section:
&&THEATRETRANSF
This data controls AI and Minister unit control ("AI Requests"). It is stored in the CVP file and is exported by the scenario creator (effective version x.1.194). Previously it was stored in \INI\AITheater.INI and loaded through AllLoad.ini.

AI will ordinarily not respond to out-of-theatre requests / hotspots unless this section lists the destination theatre as "opt in".

An exception to the use of the Theatre Transfer list is that Event 55 (AI Agenda/Stance) uses Parameter i2 to indicate whether the AI region will allow transfers to all other theatres regardless of the transfer list.

Each line starts with the theatre number (ie, 6 for Central America), and then up to 8 neighboring theatres for which theatre-transfers are permitted for unit responses.
Basicly you need to play agressive ai stance or adjust it in the cvp file according to the wiki. France is not configured correctly. Or 99% of (potential) superpowers for that mather. You need to pump their agenda and ai stance, most are set to default. 0+0=0

Reducing the theatres to 6 or 7 wouldnt hurt in my opinion for SRNext gen. Each continent 1. Why would you define oceans. Normal ai stance could just connect Oceania to Middle East. Or some kind of vision for a story, i know its sandbox, but it could be so much more !!! I wouldnt even be surprised if i look at the USSR cw campaign that France is set to 0+0=0, prolly load the same .cvp file. If they got the build capacity and they got the economy, i guess agressive ai stance is there for a reason. The ones that are left shouldnt be a surprise to you. Yes US2020 0+0=0, China2020 3+3 = hyper agressive without descent units and crap economy. Ofcourse communits are so stupid.. 20 topics about Shattered World being peacefull, whatever, lets make divided states. US will buy it anyway more US = more sales. I hope it will be different. Back to how it once was. Maybe Galactic Ruler will be good for that. actually use transport ships and escorts to transfer troops. Not every country can do it, but some do.
Adding ai stance to savegame options is also something that could be considered seeing how important this is for range. In the beginning you dont want merchant marine suicide runs, but after you conquered europe, you also dont want your allies be useless in later stage and maybe someone likes the danger of being invaded.

I will fix it one day. Its not easy tho, altho the end of development is atleast something i can build on. Might want to check some of the mods.
Arahatree
Lt. Colonel
Posts: 211
Joined: Mar 23 2019
Human: Yes

Re: Reinforcements have stopped

Post by Arahatree »

I remember some patches ago the french units were coming non-stop to the port and it was quite difficult to play as north vietnam.

Now in version 9.2.5, i just played again with the same settings: military very hard, diplomacy normal. And now i kicked out all french very easily, no french reinforcements coming. So, yes, in my opinion there must be a bug (or an intended change in the behaviour of the game), because i'm playing always with the same settings and the behaviour is different (with no reinforcements).
Rosalis
Colonel
Posts: 417
Joined: Sep 07 2019
Human: Yes

Re: Reinforcements have stopped

Post by Rosalis »

For tactics it might be good to have so many theatres. Like you could evade areas where merchant marines were sunk, and units can be grouped clooser together which improves survivalbility of artillery. Thats also the other side. Isnt battlezones for that tho?! I just think there needs to be done alot of modding. Madagascar wont send troops to Europe, but US will prolly send troops to defend Ukraine or Estonia if Russia made further moves. But that requires lots of infrastructure. Atleast allies and transport ships, but repairing units is the next priority. Canada is yearly being thanked by the Dutch. They invite all vetererans each year for liberating their country during WW2. Where one hospital in Canada was made Dutch territory so a princess could be born on Dutch soil, so was Netherlands Canadian territory untill the Germans surrendered, more or less.

But i see you guys wanna keep hanging on the CW scenario which is being used as example for 6 years.
Arahatree
Lt. Colonel
Posts: 211
Joined: Mar 23 2019
Human: Yes

Re: Reinforcements have stopped

Post by Arahatree »

I think i know the origin of the problem:

I'm playing Barbarossa (war on only one theater). Soviet units were not coming to fight to the front line, they stayed like a sitting duck not moving, and i was killing from group to group all those standing still units.

So i saved and loaded the game playing as soviet union to see what's the problem. I noticed the minister was set to control units only at medium level. I set at full level of control, changed back to Germany, and suddently the Soviet AI started to play well, sending units to combat. I think this is the same problem. I'm going to create a topic with several bugs that i found, including this bug, to see if this can be fixed.
Snoutmaster
Warrant Officer
Posts: 42
Joined: Nov 02 2014
Human: Yes

Re: Reinforcements have stopped

Post by Snoutmaster »

Can we roll back a patch to fix this because the AI no longer defends its overseas colonies
Snoutmaster
Warrant Officer
Posts: 42
Joined: Nov 02 2014
Human: Yes

Re: Reinforcements have stopped

Post by Snoutmaster »

Can this please be fixed because I believe it breaks the game.
User avatar
Balthagor
Supreme Ruler
Posts: 22083
Joined: Jun 04 2002
Human: Yes
Location: BattleGoat Studios

Re: Reinforcements have stopped

Post by Balthagor »

This isn't broken, it's a design decision. It replaces a different design decision that got a lot of negative reaction from the community, that the AI would send it's troops all over the world. We adapted the game based on player feedback. And I can say conclusively that the current system gets an overall higher average approval from players. Sorry that this design doesn't fit your play style.

If you stage forces in a theater next to the colony, the AI should start to move them around. It can move them to an adjacent theater, just not two away in a single order. With enough troops, over time, it should spread to all the theaters. But that process could be very slow if it has other priorities.

We can reconsider this design for SR Next Gen, but development for SRU is officially ended. We don't play to change any more features or game mechanics until the next game.
Chris Latour
BattleGoat Studios
chris@battlegoat.com
Rosalis
Colonel
Posts: 417
Joined: Sep 07 2019
Human: Yes

Re: Reinforcements have stopped

Post by Rosalis »

This is such a lame solution. There are countries that can afford troops all over the world and there are countries that cant, either due to money or infrastructure.

There are countries who can afford thousands of units and there are countries which cant.

Do i have to explain the fundementals of money? Seems like it.

This is not a solution, assigining units to battle zones and theatres, sharing barracks, airbases and seaports between allies for an agreed price/period, thats a solution. If you get complaints that units get send back immediately after arrival then this is not a fix! If you want to make a living on war, then keep it serious in the fundementals. It should be very scary to declare war. Especially if nothing is going on for the rest in the game. I feel like lack of control on merchant marines is the real cause here instead of splitting the community. For that i hope transport ships will work in space, so that experience can be brought back in next generations.

Players will always have the advantage of allying with the whole world and declare at their own pace, especially with the suport party option (lets just not mention getting the b2 spirit design). Some countries dont even need it. Naturally all will allign to them long term since they are the majority with good relations. Boring isnt it? Now i found ways to improve this gameplay, but fixes like these wont bring you further in next generations. Just an advise.

The fix? If players want an interesting game, do some research to the 17th century map as an example and repaint the map with colonies. Give Russia and China those useless central america countries like Guatemala or El Salvador to stage troops there, either as puppet or just by annexing them. Then and only then you get the feeling of a world war, atleast for me. Like Balth said they need a staging point in every theatre to effectively respond to threats arround the world. Now if only the superpowers provided planes and subs for some nice cash to the ai. But ofcourse there are claims that this already happens, just like claims of AI building stuff. Let me tell you some feedback, hundreds of hours after the ai build research centers, IT DOESNT BUILD ANYTHING ELSE!!!! For the tenth time!
Snoutmaster
Warrant Officer
Posts: 42
Joined: Nov 02 2014
Human: Yes

Re: Reinforcements have stopped

Post by Snoutmaster »

So does AI France just give up on AI French Indochina and not send reinforcements as what happened in the real world and used to happen before the latest patch?
Rosalis
Colonel
Posts: 417
Joined: Sep 07 2019
Human: Yes

Re: Reinforcements have stopped

Post by Rosalis »

I dont know where devs see these players that want ai to sit in their own 'theatre', but yeah. Apparently next step is lame competition after economy already didnt mather with Russia alone producing enough agriculture for half the world.

I do see players that want naval pathing to be fixed for merchant marines however. So guess this is the solution,
Give players waypoints and screw the ai. If you go on feedback this solution dont even suprise me after what i saw on improvements in SRU. Improving 'speed' at the same time. Thats three rows in the patch notes. That in longer games all these regions have massive numbers never being used and stop building units even if a neighbour is being attacked, well thats too complicated i guess. Lets keep it on cw :lol:

But lets keep it positive with a suggestion. If AI entrenched their borders aka is secure for a little bit when attacked, the rest should be send to where they are needed. 1 Colony, 2 ally, 3 an enemy of your enemy is a friend in need. Another free suggestion, only regions with sufficient transport capacity can use merchant marines. Maybe techs could be of assist here. Or a check + 20 transport ships with x capacity allows for x ammount of merchant marines.
Post Reply

Return to “Issues and Support”