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Changes:
- Elefant CP cost updated to patch 2.1.2 value.
- Fixed an issue where AI would build emplacements with population cost even when reaching population cap, leading to it being unable to reinforce its units and also reaching population values not normally possible.
- Game resource rates are now adjustable using sliders rather than dropdowns.
- Further action speed slider value balancing, reducing update count in large unit count situations to improve performance.
- Reduced purchase priority of emplacements when reaching population cap.
- Formatting relevant percentage settings with a % symbol at the end.
@Malang Reproduced the emplacement resource cheating issue now, will work on fixing it.
When Ai plays 'Luftwaffe Battlegroup', AI repeats actions below :
1. Try to build Cache or Bunker.
2. AI orders to build Cache or Bunker but sometimes, there's no manpower cost
3. AI Cancels building
4. Manpower retrieved(!!)
5. Spam Units or Bunkers with copied manpower.
Because of this, at 3:00, AI has 8 units, and 1000 manpower.
In 7 min, AI reaches 97 pop but still has 784 manpower.
When AI's pop reaches cap(100 for my config), AI starts to spam bunkers and Flak 36 AT. Moreover, I can't know how AI did it, but AI ignored 100 pop cap and started to build more and more Flak AT everywhere.
Now, tons of Ai's Units are stuck in their base : In my opinion, because of the pop limit, reinforcement is impossible -> those squads are not in perfect condition, so they don't come out.
At 26:42, now AI reaches manpower cap : 9999, and most Ai's units(10 squads) are stuck in their base : waiting for their meaningless reinforcements forever.
But even so, the results will be much worse than playing this mod vanilla. Big change tuning packs aren't directly supported, there's a lot of coding of unit behaviors by hand, so when the tech tree, abilities, ranges, and units themselves are different, the mod doesn't really know how to handle that.
There's a base behavior for infantry and vehicles, and vanilla AI can handle purchasing things, but yea it'll have lots of issues.
I'd have to implement support for those mods by hand, which I've considered for a bit, but upon researching it, I realized it's a pretty unreasonable amount of work heh.
Changes:
- Reworked/fixed repair depot functionality.
- Implemented functionality to make AI vehicles stop and wait for repairs when they aren't initiated by AI itself or initiated by autorepair sources.
- Implemented Carro Armato M13/40 machine gun upgrade.
- Kettengrad added to indirect unit group for large scale movement considerations (will avoid enemy better).
- Reduced priority of purchasing BAR upgrade.
- Bulldozer bunker buster target filter switched from generic clump to satchel, updated range.
- Minor adjustments to light vehicle safety parameters.
- Added a small 'AAI' text to bottom right of the screen indicating that the mod is active in-game.
- Bug fixes (see notes for details).
My friend and I've been playing with it for a long time now.
I just a have a question:
What do percentages of AI infantry received accuracy actually mean?
What if I want to set my bots without any advantages so they would not differ from actual people, should I set it to 100?
Changes:
- Patch 2.1.0 support.
- Fixed an issue where AI might force retreat engineers from a friendly AI player when requesting vehicle repairs at base, causing issues if bases are far apart.
- Increased AI engineer purchase priority when having a lot of vehicles.
- Fixed AI unlocking M26 Pershing and King Tiger 1 CP early.
If you experience any problems or bugs in the mod write in Discord and they will be fixed.
A lot of soldiers and a few vehicles. However, I put more fuel in and set vehicle preferences, but nothing happens.
Great work btw in general.
@中国精神病人 make sure you're playing with custom economy on. I'll keep the issue in mind and check though, thanks.
- produce more repair units
- prioritising repairs vs combat
- faster repairs
- not retreating all the way back to base to repair
@Roids the reason it's disabled is because the logic for towing is extremely simple and I don't want AI to be wasting those expensive units. The plan is to make AI move those weapons to locations akin to where it would place emplacements and actually be able to reposition them as well. Current towing simply drives the attached weapons to the frontline and that's it.