rhettrongun
Prince
Thought this was more appropriate to post ITT.
Ok, I will see about testing this specifically with your mod later on in the week. That should be quite a bit more time consuming than this was, plus I'll be out of town for a few days after today. I think it could potentially be very different from what I tested here, as the R.E.D. mod uses some things like reduced attack range and maybe sight range restrictions too. The ai might have trouble spotting or getting in position to attack if that's the case.
I ran a bunch of tests using the small map, and found the best setting to be simply switching default AIs to ATTACK_SEA, while leaving the other AI options still available for use (ie. explore, escort, reserve).
I used 4 different states to compare. Vanilla ai, default ai changes, disabled non attack_sea ai, and a last 1 where default ai was set to attack plus I added a bunch of ai_tactic changes.
It was a preset naval combat situation, and I was completely passive with all my units every time. Each test I ran for 10 turns, and then went on offense to see how the AI would respond to an offensive.
The most consistent result among each state is the ai was at least returning fire with units when I went on offense. In the vanilla ai state though, it only did so with some units and would run away with others or simply camp a unit in a city without it attacking even when being blockaded (which is terrible).
In the best state (default ai changed to attack_sea for destroyer & sub) I ran 3 tests to get a more reliable outcome. In 2 out of the 3 the ai attacked and continued to attack 2 of my ships within the 10 turn time frame. It also put up a good enough fight after I began attacking it that it was able to sink 1 of my ships. The 3rd test for whatever reason it never got around to attacking me on its own within 10 turns. It still did well when I went on offense though, so that was a consistent positive.
A few screen shots are attached below. The first 1 is how the initial setup looks. The ai started with the same navy. The 2nd is a look at one of the better outcomes, and also shows a sub vs sub battle where a 1 hit kill did not take place. I was using a mod that sets naval defender strength to 100% to allow for longer fights, so maybe that is the reason for it.
So, it looks like this might help a little bit at the very least.
Ok, I will see about testing this specifically with your mod later on in the week. That should be quite a bit more time consuming than this was, plus I'll be out of town for a few days after today. I think it could potentially be very different from what I tested here, as the R.E.D. mod uses some things like reduced attack range and maybe sight range restrictions too. The ai might have trouble spotting or getting in position to attack if that's the case.
I ran a bunch of tests using the small map, and found the best setting to be simply switching default AIs to ATTACK_SEA, while leaving the other AI options still available for use (ie. explore, escort, reserve).
I used 4 different states to compare. Vanilla ai, default ai changes, disabled non attack_sea ai, and a last 1 where default ai was set to attack plus I added a bunch of ai_tactic changes.
It was a preset naval combat situation, and I was completely passive with all my units every time. Each test I ran for 10 turns, and then went on offense to see how the AI would respond to an offensive.
The most consistent result among each state is the ai was at least returning fire with units when I went on offense. In the vanilla ai state though, it only did so with some units and would run away with others or simply camp a unit in a city without it attacking even when being blockaded (which is terrible).
In the best state (default ai changed to attack_sea for destroyer & sub) I ran 3 tests to get a more reliable outcome. In 2 out of the 3 the ai attacked and continued to attack 2 of my ships within the 10 turn time frame. It also put up a good enough fight after I began attacking it that it was able to sink 1 of my ships. The 3rd test for whatever reason it never got around to attacking me on its own within 10 turns. It still did well when I went on offense though, so that was a consistent positive.
A few screen shots are attached below. The first 1 is how the initial setup looks. The ai started with the same navy. The 2nd is a look at one of the better outcomes, and also shows a sub vs sub battle where a 1 hit kill did not take place. I was using a mod that sets naval defender strength to 100% to allow for longer fights, so maybe that is the reason for it.
So, it looks like this might help a little bit at the very least.