Zuikaku's mod

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Zuikaku
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Zuikaku's mod

Post by Zuikaku »

This is my attempt to rebalance unit database. My primary goals are to force AI to build units more historically and end it's obsession with certain units. Here are the list of changes:

AIParamas file:
- rebalanced land build sequence to force AI build a bit more infantry and less tanks
- rebalanced naval build sequence to prevent AI from building so many capital ships. AI will now build only 1 capital ship and 1 carrier per sequence when on attack. When in mixed stance or defending it will not build capital ships or CVs.So, expect a lot of destroyers and lighter ships (as historicall)
- in unit weighting AI will focus more on price and build time of units, especially when defending.

Unit database file:

Name/unit ID/ values changed - comment

Engineer/6/ Soft att 4/ hard att 3/ fort att 7/ close att 9
Motorized Engineer/7/ Soft att 6/ hard att 4/ fort att 7/ close att 10
Pioniere/203/ Soft att 5/ hard att 3/ fort att 7/ close att 10
Motorized Pioniere/204/ Soft att 6/ hard att 4/ fort att 7/ close att 10
Koheitai/213/ Soft att 4/ hard att 3/ fort att 7/ close att 9
Motorized Engineer/214/ Soft att 6/ hard att 4/ fort att 7/ close att 10
Engineer/223/ Soft att 5/ hard att 3/ fort att 7/ close att 9
Motorized Engineer/224/ Soft att 6/ hard att 4/ fort att 7/ close att 10
Engineer/233/ Soft att 4/ hard att 3/ fort att 7/ close att 8
Motorized Engineer/234/ Soft att 6/ hard att 4/ fort att 8/ close att 8
Engineer/243/ Soft att 5/ hard att 3/ fort att 7/ close att 9
Motorized Engineer/244/ Soft att 7/ hard att 4/ fort att 8/ close att 10
Engineer/253/ Soft att 4/ hard att 3/ fort att 7/ close att 9
Motorized Engineer/254/ Soft att 6/ hard att 4/ fort att 8/ close att 9
Engineer/263/ Soft att 4/ hard att 3/ fort att 7/ close att 8
Motorized Engineer/ 264/ Soft att 7/ hard att 4/ fort att 8/ close att 8
M728 combat engineer/362/ Soft att 10/ hard att 8/ fort att 20/ close att 10/ground def 20/ tac air def 15/ indirect defense 30/ close def 10 - well, basically this is a tank with mortar. So it is not meant to be good in close combat. The gun's primary purpose is for clearing defensive fixtures and obstacles, such as walls, fences, roadblocks and bunkers, or for destroying buildings and is generally not meant to be for use in anti-personnel or anti-tank warfare.
Engineer - motorized/364/ Soft att 10/ hard att 6/ fort att 15/ close att 12/ ground def 12 - early cold war era unit favoured by AI if not toned down
Light infantry/359/ Soft att 10/ hard att 5/ close att 14/ Ground def 12/ Tac air def 12/ - I mean, these are light infantry , meant to be lightly armed. How can they have better attack and defense ratings than heavy APC or IFV infantry types?! These are major infantry AI tends to fall in love with and builds them exclusively
Light infantry/360/ Soft att 10/ hard att 5/ close att 14/ Ground def 12/ Tac air def 12/ - I mean, these are light infantry , meant to be lightly armed. How can they have better attack and defense ratings than heavy APC or IFV infantry types?! These are major infantry AI tends to fall in love with and builds them exclusively
BTR-60PB/405/ Soft att 15/ hard att 15/ close att 15/ Ground def 14/ Tac air def 12
BMP-1/409/ Soft att 14/ hard att 17/ close att 14/ Ground def 16/ Tac air def 13
BMP-2/446/ Soft att 17/ hard att 18/ close att 16/
T-35/2037/ Soft att 8/ hard att 9/ close att 7/ Ground def 5/ Tac air def 3/ indirect def 8/ close def 7 - Yes, T-35 had lots of guns but it was extremely big, easy to hit, slow moving and lightly armoured
M6A1 Heavy/2121/ Soft att 6/ hard att 8/ Ground def 12/ Tac air def 10/ indirect def 12/ close def 8
Bf-110B/9617/ low air att 4/ medium air att 3
Bf-110C/9930/ low air att 4/ medium air att 4
Bf-110C-4/9935/ low air att 6/ medium air att 5
Bf-110E/10661/ low air att 5/ medium air att 5
Bf-110G/1069/ low air att 4/ medium air att 4
Bf-109/9949/ low air att 6/ medium air att 6
Bf-109F/9943/ low air att 7/ medium air att 7
Bf-109G/9960/ low air att 10/ medium air att 13
Bf-109G10/9198/ low air att 10/ medium air att 16 - this is my favourite. So overpowered that AI chooses to build them instead of M-262s.
Fw-190/ 9677 and 9959/ low air att 12/ medium air att 10 -there are 2 indentical FW 190 entries in the database.
DB-3T/10121/ Soft att 10 / hard att 10 - if this values are not changed, AI never builds Il-2 Sturmoviks
All paratrooper now have build times of 41 days to reflect training needed for them.
Lowered defense values of british Tetrarch tanks. AI favours this tank, but historically it was a failed tank.

The following units were toned down:
Blenheim IF: low air att 3, medium air att 4,
Whirlwind: low air att 5 ,med airatt5, increased cost
Welkin F.MkI - increased cost

(AI tend to love this aircrafts, so we'll see about that now :D )


The following aircrafts have been redefined as multirole:
multirole:
Do-335B-2 Zerstorrer, Do-335 Pfiel, Me-155, Bf-110B, Bf-110C-4, Bf-110C, Bf-110E, Bf-109T,
G.55N Centauro navale
Nimrod, Osprey, Fulmar, Sea Hurricane IIC, F.! Firefly, Seafire LF.Mk.IIC, Mk.XV Seafire, N.F.5 Firefly, F.Mk.46 Seafire, F.R.4 Firefly, F.Mk.20 Sea vampire, N.F.Mk.29 Mosquito, FAW.20 Sea Venom, F.Mk.1 Sea Hawk, F.Mk1 Attacker, FAW.1 Sea Vixen, FRS.2 Sae Harrier, AV-8B (VA.2) Harrier,
A5M, A6M, A6m5, A7M1,
F2A Buffalo, F4F3 Wildcat, F4F4 Wildcat, F6F3 Hellcat, F4U-1 Corsair, F6F-5N Hellcat, Fr-1 Fireball, Fh-1 Phantom I, F2G-2 Super Corsair, F8F Bearcat, F7F-4N Tigercat, F2H Banshee, F9F-2 Panther, F2H-2 Banshee, F3D Skynight, FJ-2 Fury, F4F-1 Skyray, F9F-6 Cougar, F7U-3 Cutlass, F3H-1N Demon,
F-4 Phantom, Fi-101 Whip,
Etendard IV-M

F-22s have been redefined as interceptors (and they are interceptors, since F-35s are multirole).

Following missing values in unit entries were added:
Added missing anti aircraft values to all US, Japanese, British, Italian, French and German aircraft carriers
Added realistic anti tank values to all heavy FLAK guns (it was really laughable to see 37mm AT guns having higher AT ratings than 88mm FLAK or 3,5"AA guns)

Following units have been added:
Added H6K Mavis japanese patrol plane
Added H8K Emily japanese patrol plane
Added J7W1 late war japanese canard fighter
Added J7W2 early cold war japanese canard fighter (J7W1 fitted with jet engine)
Added G10N Fugaku early cold war japanese intercontinental bomber
Added Me 264 Amerika bomber german early cold war intercontinental bomber
Added Ta-183 Huckbein german early cold war jet fighter (armed with Ruhrstahl A-A guided rockets)

The problematic russian tank line have been rebalanced in hope AI will now research them properly. The line is as follows:
T-54, T-54-2, T54A, T-54B, T-55 model 1958, T-62, T-64A, T-64B Kobra
Interestingly, but T-44 is not first in the line (as it should be historically) and T-72 is not in the line also. The main problem in the line are disproportions in unit prices. E.g. T-62 is 10X more expensive than T-55 m1958 and historically it should be 2-3 times max. Also, T-72 is more expensive and more time costly to build T-64 but have lower stats (than T-64) and that is probably why AI never bothers researcing it.
And also, heavy tanks have slightly better stats than medium or MBTs and are comparable with price, so that is why AI prefers heavies and never bothers starting the famous T line. So, this is what I have done with "T line":
T-54-2 cost lowered to 0,350
T-54A build time lowered to 0,8000
T-54B cost set to 0,400
T-55 model 1958 cost set to 0,450
T-62 cost lowered to 0,850
T-64B Kobra build time set to 2,000 , cost lowered to 2,000
T-64B Bulat build time set to 2,000 , cost to 2,500
T-72M cost lowered to 1,100

All US, and soviet heavy tanks rebalanced. They now need 3X-4X time to built and are 4X-6X more costlier than contemporary medium tanks or MBTs. the idea is to make them less atracttive to AI, and also this higher costs and build times are historicall.

So, what do we get from all this (or how I expect this to work):
- AI will spend less time ,slots and resources building battleships
- AI will now build infantry other than engineers but will also build engineers
- AI will now build fighters more historically. Also, AI will build more various fighter types. By moving carrier fighters into more or less unused category of "multirole" (11), AI now research builds both navy and army fighters. So ,for example, japanese AI will build Ki-43s and A6Ms at the same time. US AI will build P-40s and F4F Wildcats simultaneously. And German AI will build both Bf-109s and Bf-110s.
- AI will be less impressed with heavy tanks. At least I hope.
- I also hope AI will research russian T line properly. But This needs testing and I don't have time for that at the moment, due to my day job.

mod can be downloaded here. You'll need to recache the game. Please backup the original game files before replacing them!
Default.unit file goes to: Supreme ruler ultimate/MAPS/DATA
AIParams file goes to: Supreme ruler ultimate/INI
SR1936.CVP file goes to: Supreme ruler ultimate/MAPS
W2020.CVP file goes to: Supreme ruler ultimate/MAPS
ColdWar.CVP file goes to: Supreme ruler ultimate/MAPS
SR1936.OOF file goes to: Supreme ruler ultimate/MAPS
Default.TTRX file goes to: Supreme ruler ultimate/MAPS/DATA
LocalText-TTR.csv file goes to: Supreme ruler ultimate/Localize/LOCALEN


Last update: February 7th, 2020 (v2.2)
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Last edited by Zuikaku on Feb 07 2020, edited 16 times in total.
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Zuikaku
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Re: Zuikaku's balance mod

Post by Zuikaku »

I can now confirm that AI now builds more medium tanks but it still builds heavies :D

Update:
T-60 all defensive values lowered by 2.
Saracen APC values fixed to reflect it's real armour and armament. (lowered to be more in line with contemporary designs).
Do-24 transport plane fixed so it can no longer act as level bomber (Soft, hard and fort attacks are set to 0)
TL-1 Rover cost increased to 0.760 to be comparable with contemporary designs and not extra cheap
TL-2 Raptor cost increased to 0.860 to be comparable with contemporary designs and not extra cheap
The whole WW2 german tank line have been rebalanced
Panther A cost increased to 0,380
Panther G cost increased to 0,382
Panther D cost increased to 0.382
Tiger I cost increased to 0.595
Tiger II cost increased to 0.700
Pz IV series costs readjusted to be in 0,180 - 0.220 range
Build times of all of the above have also been readjusted. So, every new Panzer line is more expensive than previous one (as was historical).
Costs and buildtimes of german tank destroyers have been adjusted in dependance with chassis they use (so costs and build time of Jagdpanther are dependant on these of Panther tanks)

AIParamas updates:
- AI will now value less speed and move range for AT weapons, artyllery and air defense and more for recons. Spotting will be now more valued for recons.
- AI will now more value cargo capacity of transport planes. Speed and range will be valued only when AI is in attack phase
- AI will value low air attack, speed and move range for air defenses more if on offensive stance.
- AI will value less speed and range for interceptors, tactical bombers ,multiroles and strategic bombers if on defensive stance.
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Zuikaku
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Re: Zuikaku's balance mod

Post by Zuikaku »

Unit database update:

PAK-FA T-50 reclassified as interceptor
Su-34 Fullback reclassified as tactical bomber. Soft attack increased to 80, Hard attack to 48, fort attack to 70
Su-27SK Flanker reclassified as interceptor
Me-323 Gigant cargo capacity set to historical 12t
C-75 cargo capacity set to (generous) 8t. historically it was somewhere between 6t-8t. In original BG unit database it is set to 15t which is way too high.
Ju-52/3M g7e is corrected to have the same tech requirements as Ju-52. In original BG unit database it requires '43 aircraft techs which is just ridiculous. Ju-52 was single engined version with only 12 built since they imediately switched to production of triple engined versions. So I have made Ju-52/3M g7e as researched design available for production since '36 as it should be historically.

Added T-14 Armata russian tank
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dax1
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Re: Zuikaku's balance mod

Post by dax1 »

Zuikaku wrote:Unit database update:

PAK-FA T-50 reclassified as interceptor
Su-34 Fullback reclassified as tactical bomber. Soft attack increased to 80, Hard attack to 48, fort attack to 70
Su-27SK Flanker reclassified as interceptor
Me-323 Gigant cargo capacity set to historical 12t
C-75 cargo capacity set to (generous) 8t. historically it was somewhere between 6t-8t. In original BG unit database it is set to 15t which is way too high.
Ju-52/3M g7e is corrected to have the same tech requirements as Ju-52. In original BG unit database it requires '43 aircraft techs which is just ridiculous. Ju-52 was single engined version with only 12 built since they imediately switched to production of triple engined versions. So I have made Ju-52/3M g7e as researched design available for production since '36 as it should be historically.

Added T-14 Armata russian tank
what is ur opinion about Su-30 and Su-35?
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Zuikaku
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Re: Zuikaku's balance mod

Post by Zuikaku »

dax1 wrote:
Zuikaku wrote:Unit database update:

PAK-FA T-50 reclassified as interceptor
Su-34 Fullback reclassified as tactical bomber. Soft attack increased to 80, Hard attack to 48, fort attack to 70
Su-27SK Flanker reclassified as interceptor
Me-323 Gigant cargo capacity set to historical 12t
C-75 cargo capacity set to (generous) 8t. historically it was somewhere between 6t-8t. In original BG unit database it is set to 15t which is way too high.
Ju-52/3M g7e is corrected to have the same tech requirements as Ju-52. In original BG unit database it requires '43 aircraft techs which is just ridiculous. Ju-52 was single engined version with only 12 built since they imediately switched to production of triple engined versions. So I have made Ju-52/3M g7e as researched design available for production since '36 as it should be historically.

Added T-14 Armata russian tank
what is ur opinion about Su-30 and Su-35?
I'm not sure what do you mean. Su-30 is listed as interceptor and Su-35 as multirole. I think that is correct (along with their stats) but I'm open to suggestions.
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dax1
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Re: Zuikaku's balance mod

Post by dax1 »

I think maybe they are a little too weak (but just my opinion)
but maybe I'm wrong with "S" version.
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Zuikaku
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Re: Zuikaku's balance mod

Post by Zuikaku »

dax1 wrote:I think maybe they are a little too weak (but just my opinion)
but maybe I'm wrong with "S" version.
Too weak compared to what?

They are slightly better than F-15C and equal to other F-15s (with slightly lower air attack ranges). In my opinion that is correct., but I might be wrong.
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mcapplecrisp
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Re: Zuikaku's balance mod

Post by mcapplecrisp »

Hey, this is my first time modding my supreme ruler. This is probably a very noob question to ask, but, in which folders do i put those 3 files? i tried using the search and then replacing those files [with your files], and when i load up sandbox mode, and load up 1936, i do not see your modifications... :-?
Sigma
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Re: Zuikaku's balance mod

Post by Sigma »

This mod reminds me of the old Ruges mod. Do you eventually plan to go in that direction? Possibly adding some more tech and units to flesh out the game some more?
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Re: Zuikaku's balance mod

Post by Zuikaku »

mcapplecrisp wrote:Hey, this is my first time modding my supreme ruler. This is probably a very noob question to ask, but, in which folders do i put those 3 files? i tried using the search and then replacing those files [with your files], and when i load up sandbox mode, and load up 1936, i do not see your modifications... :-?
Default.unit file goes to Supreme ruler ultimate/MAPS/DATA
AIParams file goes to Supreme ruler ultimate/INI
SR1936.CVP file goes to Supreme ruler ultimate/MAPS

But you also need to recache cache file of scenario/sandbox you intend to play before you start playing. You can find instructions how to do this here:
http://www.supremewiki.com/node/14

Sigma wrote:This mod reminds me of the old Ruges mod. Do you eventually plan to go in that direction? Possibly adding some more tech and units to flesh out the game some more?
Probably not. There are few reasons for that. First is I just lack the skill to mod some things (I do not understand how AI is using units and how to mod it's reactions). Second, I'm not that interested in future units and tech. I'm more interested in making existing, historical units right and adding missing units and somecold war axis units. And third, I'm just playing the game and correcting things that annoy me and stuff I find wrog.

In the near future I intend to correct inconsistencies in turboprop research. Especially turboprop and turbojet techs being prereq for WW2 piston engined airplanes which I find wrong. But at the moment I don't know how to do this properly.

If you think there are some missing units that shoul'd be included, please let me know (along with prereq techs). And also, if you find some units stats to be wrong, I'll take a look.
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Tnarg
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Re: Zuikaku's balance mod

Post by Tnarg »

Zuikaku, I see that you have added a 3rd file, the 1936.CSV to be placed in the map folder. Did you make some changes to the map too, if so curious as to what those are.

Also I've started a 1936 campaign as Germany about 3 different times and get to the Czech events and go through with it successfully; however every single time they are no where near researching the Panzerkampfwagon 38(t), one of my favorite tanks that the Germans acquired from their little land grab. My current game I have even given the Czechs every single bit of tech in hopes that they would research it before they turn into colonies. I can get their 35(t) design, but never the 38(t). Also noticed that once they become colonies, their armor branch is complety shut off for trading unit designs, everything else is there, just no armor units. So maybe wondering if that could be included as a German design?

Finally, I really would like to play a long game as Germany, a what if if they succeeded if you will. It seems as though after 44/45, their technological innovation seems to wither from what I can see in game. I guess in a nut shell their design tree starts to look more like Cold War Europe instead of innovative and uniquely German, which in reality should be as they lost, but "What If" Germany had won, and their design teams had the chance to bring forth their "reasonable" post 46 designs. I see some of the wonder weapons like the TA -183, and some additions you added like the Amerika Bomber, but not much else as far some other designs they had on their drawing boards, could be looking in the wrong spot though, so correct me if I am wrong.

Thanks
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Zuikaku
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Re: Zuikaku's balance mod

Post by Zuikaku »

Tnarg wrote:Zuikaku, I see that you have added a 3rd file, the 1936.CSV to be placed in the map folder. Did you make some changes to the map too, if so curious as to what those are.
No. I jave only set Ju-52/3M G7e as researched design in this file.
Tnarg wrote: Also I've started a 1936 campaign as Germany about 3 different times and get to the Czech events and go through with it successfully; however every single time they are no where near researching the Panzerkampfwagon 38(t), one of my favorite tanks that the Germans acquired from their little land grab. My current game I have even given the Czechs every single bit of tech in hopes that they would research it before they turn into colonies. I can get their 35(t) design, but never the 38(t). Also noticed that once they become colonies, their armor branch is complety shut off for trading unit designs, everything else is there, just no armor units. So maybe wondering if that could be included as a German design?
I was thinking about that, but gave up the idea. Pz38(t) was pure czech design. It had nothing to do with initial german research. The only problem I can see is that game does not allow capturing unit designs (actually it can be done if you make region an colony) and AI surely does not know how to do that.
I'll rethink this once again since Pz38(t) was basis of many later german designs.
Tnarg wrote: Finally, I really would like to play a long game as Germany, a what if if they succeeded if you will. It seems as though after 44/45, their technological innovation seems to wither from what I can see in game. I guess in a nut shell their design tree starts to look more like Cold War Europe instead of innovative and uniquely German, which in reality should be as they lost, but "What If" Germany had won, and their design teams had the chance to bring forth their "reasonable" post 46 designs. I see some of the wonder weapons like the TA -183, and some additions you added like the Amerika Bomber, but not much else as far some other designs they had on their drawing boards, could be looking in the wrong spot though, so correct me if I am wrong.

Thanks
OK, I need suggestions here. Ta-183 was possible design seriously considered by RLM. What designs do you want to see included? I am against including highly controversial and unprobable units such as Maus, E-100, Lankreuzer Ratta...

I'm thinking about including Wasserfall SAM and E-50 Panther2. I need help with other designs (missiles, artillery, ships, tanks, aircrafts)...
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Tnarg
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Re: Zuikaku's balance mod

Post by Tnarg »

I will work on a list tonight when I get home. Some may be in the unit file, I just failed to find them, so let me know. I also agree on not including some of the unreasonable ones.
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Zuikaku
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Re: Zuikaku's balance mod

Post by Zuikaku »

Tnarg wrote:I will work on a list tonight when I get home. Some may be in the unit file, I just failed to find them, so let me know. I also agree on not including some of the unreasonable ones.
I need links with specs also!

Thank you!
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mattpilot
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Re: Zuikaku's balance mod

Post by mattpilot »

Seems like you made good chances, Zuikaku - great job!


I was wondering if i could bother you with a version where you basically strip out all units except those marked as 'global' and 'USA" and remark those as 'global'.

I'm obsessed with the idea that every country should have the same set of units available for 'balance' - and the USA seems to have the biggest set of units in every category.
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