Lion King
Chieftain
Thanks! I'll give it a shot to see what happens.
I noticed your comment that "Max is set because the AI cant handle logistics above a certain number of units"
While that comment is generally true, there's an important setting to control this you may not have found yet. So just in case:
In the behaviortrees there's a value set to 2 on the move units node right before they get into the attack city part (the name of the variable escapes me). This variable controls the minimum distance that units need to be at before the game allows moving past that node. It so happens that since it's set to 2, if armies get too big or if there are many mountains, it very frequently fails to get all of its units within that distance of 2. So it never moves past that node and it ends up just standing around the city with its armies while not doing anything. If you set this one to 3, it's much less likely to get stuck and ends up handling big armies a bit better.
I also noticed you haven't included a particular fix to operations which ends up making it significantly less likely that enemies attack in the lategame. Some of the operations (the city defense and the return worker operations IIRC) dont have an operation type set. This seems to end up interfering with the maximum limit of operation types. If you slap operationtypes on them it ends up launching more city attack operations late game.
Thanks for looking on this! I tried not to touch anything apart from Naval groups and just new operations but will definitely amend operations and behaviortree. Regarding behavior tree issue - how did you spot this in the game? I saw so many times AI not doing anything because of this issue and was always wondering whether they are trying to hire more units.
Thanks for the info. Okay, so I have not look at that yet since I really do not know what I am doing yet... I wanted to know if you or Siesta Guru were planning to update the changes in one of these mods?
I am now focusing on adding proper naval city attacks, AI is relatively okay with doing land combats in AI+ (even in base game it became better). I believe Siesta is waiting for a better modding tools but we can always try to ask him for an update...)
One other thing I have never seen the AI players make any carriers all game long, are the AI players able to use carriers and can the AI players be made to at least look into getting one or two carriers?
Yeah, same thing, I never saw AI using them. I believe AI just consider them "inefficient" because they cost a lot but cannot attack units or cities.
AI definitely can be made building them, there are several potential ways of doing it:
1. Simple way (not sure if it works): by adding it to AiFavoredItems and also checking that carrier unit belongs to Unit_Naval class.
2. More complicated: Creating separate class for these units (unit_naval_carrier), creating new team (Naval Base strike team) with minimum number of unit_naval_carrier at least one, creating new operation linked to this team (Naval base strike operation) with ideally its own operation type. Then you can give this operation type allowed limit and put it in favored items with the precondition of player reaching tech which allows building of carriers. There is a "ZergRush" type of operation done in AI+, you can create carrier operation using this as a template.
AI should build carriers and use them as part of naval formation (if you put siege city assault as behavior tree) however I believe it won't be putting airplanes into carriers and using them - this is where the whole behavior tree needs to be created. Siesta can better advise on this.