modding force composition

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gwgardner
Posts: 7201
Joined: Fri Apr 07, 2006 1:23 pm

modding force composition

Post by gwgardner »

I would like to alter the desired builds for a given country. Can anyone explain if that's possible or how to do it?

I see in the scenario data folder an AI file containing the entry 'desiredforcestructure' or some such. Is that it? If so, what do the entries mean?

Specifically I wish to reduce alter the USSR builds, so that country invests more in the infantry/armor than the air units. Currently the USSR is spending vast sums of PPs on air.

gwgardner
Posts: 7201
Joined: Fri Apr 07, 2006 1:23 pm

RE: modding force composition

Post by gwgardner »

further examination of the ai_data.csv shows the following entry for the USSR:

NewUnitPurchasePreferences;0;40;0;5;0;5;0;0;5;0;0;0;0;0;;;;;;;;

I interpret that as a 40 weight preference for infantry corps, 5 for mech corps, 5 for armor corps, 5 for air fleets

If that is the case, then this is not working at all, because in my latest game the AI for the USSR produced mostly air fleets and a couple of armored corps.  Zero infantry corps as far as I could tell.  If it's not working as it should, please advise on how to get it to work or come out with a quick patch!

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doomtrader
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Joined: Tue Jul 22, 2008 5:21 am
Location: Poland
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RE: modding force composition

Post by doomtrader »

It should work this way.

We will take a closer look into this.
Radar8717
Posts: 39
Joined: Fri Aug 03, 2007 1:26 pm
Location: Minnesota

RE: modding force composition

Post by Radar8717 »

NewUnitPurchasePreferences;0;40;0;5;0;5;0;0;5;0;0;0;0;0;;;;;;;;

Lowering that "5 for airfleets" to 1 or 2 for the USSR has worked in my games for several months. The Soviets build just a few air armies to contest air superiority, while building many more land units.
gwgardner
Posts: 7201
Joined: Fri Apr 07, 2006 1:23 pm

RE: modding force composition

Post by gwgardner »

Thx, I will change that too then.  I guess I might as will jigger around with the other figures too, like land divisions, etc.

Does a zero value mean that the AI will buy zero of those types of units?

Also, some countries like Italy have no entry at all. What happens for them, some default?

Radar8717
Posts: 39
Joined: Fri Aug 03, 2007 1:26 pm
Location: Minnesota

RE: modding force composition

Post by Radar8717 »

Check the AI_data

#########;#;;;;;;;;;;;;;;;;;;;;;
# ITALY;#;;;;;;;;;;;;;;;;;;;;;
##########;#;;;;;;;;;;;;;;;;;;;;;
#Target: Greece;;;;;;;;;;;;;;;;;;;;;;
Country;21;;;;;;;;;;;;;;;;;;;;;
#CurrentTargets;134;110;-1;;;;;;;;;;;;;;;;;;;
SeaZonesToPatrol;6;0;;;;;;;;;;;;;;;;;;;;
AllianceEntryPolicy;1;;;;;;;;;;;;;;;;;;;;;
CountriesToPress;26;27;;;;;;;;;;;;;;;;;;;;
TransportsUnitsToFrontsBySea;1;;;;;;;;;;;;;;;;;;;;;
#########;#;;;;;;;;;;;;;;;;;;;;;

Yes, Italy is using the default unit build, but you can put your own in.
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