Tech Osen
Emperor
- Joined
- Nov 13, 2016
- Messages
- 1,943
:O
I was just mirroring your response back to you.
It's what you get for checking a screenshot on your phone, couldn't see the whole picture.
:O
I was just mirroring your response back to you.
EmperorWhich difficulty?
Sure thing, I was holding off on publishing until I get it working with Real Strategy. I must have a load order issue that isn't resolved just by setting RST as a reference, but when I change these parameters in RST itself, I really like what I have seen. It seems RST's "enough" system causes really impressive military buildup, which creates enough imbalance to break open a few fronts during wars so that cities can be captured.
More Aggressive AI currently only runs MoreAgressiveParameters, which increases the PseudoYield valuation of cities (which is apparently used in determining if and which city to attack). By factoring in only defending units and city defense, all attacks will be based on tactical decisions. As far as I can tell, this seems to cause attacks on cities on the front line, but preserved the AI's inclination to attack undefended fronts when available (I'm sure this is why those neighbors attacked me when I was at war with my rival).
I played around with some operation limits in MoreAggressiveOperations (allowing more operations per war, allowing both very small and very large operations) which I have seen lead to more effective and larger assaults. With it active, I have seen AI roll through another's empire in in AI only games. It seemed to allow AI to mobilize most of their army, not just a handful of units at a time. It's not currently loaded by the mod. By allowing more, smaller operations, it seems that it is possible for a few units to jump in and conquer a city if the opportunity arises.
The MassiveCityAssault is just a draft, I don't think it works.
I use More Aggressive AI exclusively with my version of Radiant's Stronger Cities which heavily buffs AI damage to districts (including each others), so that 2-3 unimpeded melee units can capture a city through much of the game. Siege drops walls in one hit and drops health in a second. The only defense against conquest is to have a standing army.
So it seems, this has still not been fixed. AI constantly nukes a city they want to capture, instead of mroe effective carpet nuking.Just in my latest gameplay an enemy Kongo AI used a bomber to nuke Georgian AI repeatedly on the same capital city but did not capture it because Georgia has three GDRs.
Thank you for sharing your tweaks to the AI and your tweaked version of Radiant Stronger Cities. I have some questions to your tweaks and the post that I hope you will find the time to answer.
From reading your post I got the following points, but I am in doubt I understood it all correctly:
Is that correct, or did I misunderstand something?
- The tweaks in MoreAggressiveOperations.xml work, but you don't use them ("It's not currently loaded by the mod")
- You dont believe the tweaks in MassiveCityAssault.xml work, so you don't personally use them
- You personally use MoreAggressiveParameters.xml
- You use MoreAggressiveParameters in combination with your tweaked version of Radiant stronger Cities.
- There might be some problem with Real Strategy. So you actually edit RST instead of using the actual mod files for Taefins More Aggressive AI ("... until I get it working with Real Strategy. I must have a load order issue that isn't resolved just by setting RST as a reference, but when I change these parameters in RST")
If that is correct, I have some followup questions to the points of 2 and 5:
2) Why don't you use these?
5) Is the problem with Real Strategy resolved, or do you still edit RST? Is there any specific reason to include it as a prerequisite in the .modfile instead of just putting in later in the load order?
Bonus question: In MoreAggressiveOperations.xml there is some changes that are commented out. Did these not work out as hoped, or what is the reason for commenting them out? What do they do / supposed to do?
Short answer is that I teach at university and winter break ended. Haven’t had the time to try a game with aggressive operations in a while. It sounds like you understand me correctly. For Real Strategy (RST), I haven’t figured it out yet, but it must just be a load order issue. RST leads to such wonderful buildup of units that works so well with aggressive operations allowing mobilization. If you follow the model of increasing number of operations per war in RST, you might get some good results. I’d love to hear how it’s working for you.
has anyone seen them do that ?I also never saw them deploy fighters so they could defend against my bombers