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the AI should throw waves after waves of armies, that's just part of how nations fight a conventional war. in HOI4, the AI will not remain passive and research the whole game, that'll be very boring.
i've tried to mod the AI to be more invasion-focused but to no success, so I'm very happy to hear you are changing this.
nobody likes passive AI. i am eagerly awaiting the release of 1.0.5 for the AI invasion changes you mentioned
See the point #1. The AI in its current state always prefer defence over attack.
5 armies are just nothing when they attack - the resource spent. They are more valuable defending. So in the long run it is better to keep them in your own land until you can get a really good advantage. Otherwise you have a high risk of a failed invasion attempt with your lands remaining undefended.
I've added the setting that tunes up the aggressiveness so the AI would attack in this case event if it's probably not the smartest move in the long run. It will be available in 1.0.5.
Meanwhile you can just _play_ against the AI with 1.0.4 and try to invade/steamroll it to check is how the current tweaks work.
AI vs AI behaviour in 1.0.4 is different from AI vs Human.
Jammers do not "hide" the units, they just affect the range of the enemy radars. Typically the "jammed" radar will have 65% effective range comparing to the normal one.
However it is better to ask dounttron about the specific effects - I develop the game engine itself, not the content.
Please note that there are a lot of ways to know the unit's placement, including espionage, intelligence trade, spec-ops teams, etc. And once the unit location is discovered, its "ghost" remains, so the AI will hit it.
I would say, pure luck/unluck. The positions of where to build the bases are actually pre-defined in the AI cache files, they are not generated dynamically, as it would be very costly operation. You can see all these possible positions by using the CHEATS version of the game in the AI-points browsing mode.
I think it depends on what you define as "effective". They do lower the radar ranges and this may be critical. For example, majority of anti-air weapon require "precise targeting" of LW radars that don't have very long range and further decreasing it will definitely pay off.
But if you think of jamming as a magic cloaking device - it is not.
i disagree. if you play a game of conquest right now, the AI is really passive and boring. even on the iron curtain map, there's never any territorial changes so the map will always remain the same. making them invade more often will make the game better
So they can somewhat remain as a credible threat against the player(s), obviously it shouldn't pull them too far towards the player as that would just punish you for playing well.
But factions not being able to recover from a defeat at all is also no fun.
Maybe 1 or 2 AI that are the furthest away from the player/not in conflict with them initially should get chosen as "hero" AI and given extra resources so they can provide a later game challenge, ideally this would be combined with them using these resources to aggressively go after the remaining AI factions to get more territory and resources instead of them just using their bonus to turtle.
TLDR: Dev(s), Allowing the AI to cheat here and there to create a more fun/challenging match is perfectly fine, as long as the player is informed about it ahead of time and its not too blatant.