Changes V2.0 Naval Supremacy
-AI now recruits large powerful navies (see spoilers)
-Countries armies rebalanced and updated for new DLC's, also reduced likely hood of cannon/cavalry spam
-Still the only mod in which light infantry/skirmishers are recruited by the AI.
-Improved Ottomans (allowed them to recruit Dhows and line infantry earlier)
-Small formation tweaks - greater variety of Formations will be seen used by the AI
-Build order improvements - Ai should maintain a better economy to finance larger navies.
-Melee and Charge improvements - less run through by charging units and cavarly should be seen (unintentional effect of previous versions).
-More AI naval invasions!
-Better AI Occupations of trade Nodes
AI Navy Compositions
First rate in 1805
AI Trading
AI Army Compositions
AI Naval Invasions!
Formations pictures (including but not limited too)
Assualt Column
French Assualt Column
Russian Artillery Battery
Single line of improved standard
French Column vs English Line
French Ordre Mixte
Quintrix Formation
Complete Change Log Pre 2.0
Change log V1.05
I played a campaign recently and I noticed something. The Ai didn't recruit any light infantry I could see. So I decompiled the save and checked there. I then tried to fix the bug. No luck. I then tried vanilla,Darth mod and Radious Ai, none of them recruited light infantry or skirmishers. Anyway I found a solution to the bug so I'm releasing a new version of this, particularly as I honestly believe it is by far the best AI mod out there.
-Fixed light infantry & skirmishers recruiting bug, ai will now recruit these units
-Changed some priorities in group formations so the ai should use a greater diversity of formations
-Tweaked the amount the ai spends on developing infrastructure.
-Fixed bug where ai would recruit no mounted infantry (not dragoons, mounted cazadores, Russian mounted rifles etc)
-Fixed Ottoman recruitment rosters a little, more line infantry regts
-Britain will now recruit small numbers of congreve rockets late campaign as it's historicly accurate.
-Fixed bug where some French guard infantry would not be recruited
-Ai now puts more emphasis on economic technologies so develops its regions better.
And some screenshots from my ten or so test campaigns.
[CENTER]
Spoiler Alert, click show to read:
Naval invasion by Britain on Russia (I declared war on them so I could prey on shipping, oops).
French region development 1807
French 1808 stack composition
Ai supports its stacks, also note only mod where howitzers are recruited correctly.
British naval invasions on France.
Dutch naval invasions on France
French Naval invasions on Russia
Just a small list of changes fo mine and others reference
v0.01
Changed alot of values Everywhere, Particularly the values The Ai places on units. Camapiagn Ai tweeks kept minor.
v0.02
Changed some unit values, particularly grenadiers to see what difference it makes
A few more campaign tweeks (many)
V0.03
Fixed a stupid ctd
Renamed U_AI
Reduced French Unrest to Help The Ai Along
V0.5 (lots done while the site was down)
BAi should form straighter lines
Cai should be more agressive
Cai should recruit more howitzers and fewer rockets. It will take lancers over dragoons now.
Bai should flank more.
Bai should use cavalry more intellegently
Bai should advance in union supporting itself
Cai should use navies more appropriatelly to the faction
Cai should build a larger economy= larger armies
Naval stacks values changed (less frigates late game)
Cai should be more helpful to allies over longer distances
Changed the retreat and attack chance threshholds to be higher, no more suicide mine stacks
Changed the values of elite infantry
Changed walk and run speeds
Changed the tag to released
& lots lots more
V0.6
Tried to improve cavalry behaviour mainly
Few other minor tweaks
V0.7
Many small campaign ai changes; France should be more agressive
Difficulty changed(read top of post, also included vanilla difficulty version)
Changed defence priorities
Changed force composition slightly
Reduced raiding slightly (aids full blown attacking, honest)
Encouraged the ai to make fuller stacks
Ai attrition reduced alot
Bai infantry should form better lines
Diplomacy changed, ottomans should be more agreeable
Factions should help each other more
Many other small changes
V0.8
I think i got the line inf ai perfect .
Lights next release
Cav slightly better
Spain ai tweaked
Added a small visual indicator of installation
V0.9
Small cai changes making france more aggressive, prussia slightly less agressive
Tweaked economy research
Lots of other tiny things.
Big bai improvments largely thanks to advise from Lutnik
v0.95
Parital fixes for a bug causing skirmishers and light infantry to walk to the map edge and stop
Fixed a small error in vanilla difficulty version
Tweaked a couple of battle entity values
V1.00-a-b
Added Historicly accurate Custom formations
-Quintrix
-Assualt Columns
-Screened lines
-Flanking Columns
-Improved standard lines
-Grand Batteries
-Echelon
-Finally Fixed Ai Recruitment - extremelly balanced stacks
-Increased french Aggression (will be in russia by late 1809)
-Increased Coalitions willingness to cooperate
-Improved Ai economic development
-Decreased Ai likelyhood of offering surrender when they outnumber you 4-1, prepare to be crushed with no opportunity to regroup.
Installation
1: Extract the file from the rar
2: Place pack file in data, there is no need to edit your user.script
3: Launch the game, if its been done correctly there should be a small indicator of installation when you click single player on the main menu.
My thanks to:
Jam- Formations historic research
Crossjon: Testing and feedback
Marshal Beale: Ai help
Lutnik
Topcat (now t.c) for talking about modding with me, helping me and giving me ideas
Darth Vader
Cdir unit qualities
-Light infantry placed in main infantry category and given the same priority as basic infantry (higher priority guard infantry, lights being harder to recruit and other things prevent this becoming spammy)
-Skirmishers placed in artillery nd given the same priority as basic cannons (6,8,9,12lb)
-Unit orders corrected generally
-Ships given priorities as an experiment, not sure if it worked or not but did not observe a negative effect
Cdir unit balances
-Artillery ideal proportions increased
Cdir unit balances group qualities
-Missile cavalry increased
Last edited by The Hedge Knight; February 27, 2015 at 04:01 PM.
Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell
Very good A.I. Josst. The A.I. is forming and maintaining formations and is flanking, charging with cav at the rear of my formation, and there always is infntry in support of a cav charge. Infantry is running when under arty attack and walking when not to conserve energy. The arty is moving as quickly as possible into range and deploying, their cav is defending their flanks and arty. Their arty targets the closest threat like when my cav charges their arty it targets my cav while their cav intercepts my cav. Also they are holding their general behind their line and running him around to provide morale boosts when and where needed. In every battle I tested this A.I. with I took approx. 4-5 times more losses then in vanilla. I have yet to see any problems. I'll test the A.I. more though.
Re: (V 0.02) Universal AI Project (Testers Needed)
I will help you test this. I don't have alot of time on my hands, but I will do what I can.
As a fan of minor mods, having one to touch on the AI while still allowing me the control over other aspects of the game is something I have been looking for.
Hi, I gave your ai mod a go on grasslands map. Austria Vs GBR, and Prussia Vs France: didn't play a campaign. I unlimbered by cannon and watched.
Austria Vs GBR: Suicide cavalry was still a problem for me unfortunately. GBR sent a lone dragoon against me (I think because my cannon autotargeted it), and it ran into cannon and died. I noted that cavalry does tend to flank with a skirmisher accompanying on one side which was good. Can you tell me how you acheived this? Infantry shuffled a bit and then got into line formation in front of my position and put up a reasonable show but the units in front of the cannons were blown away, and caused routs on both their wings and gradual routing of the entire line. Cavalry on the flank charged my jagers but were entangled with the hussars and routed, leaving the general and cannons left on the field.
Prussia Vs France was a similar story - only the suicide cavalry are a drag