Page 1 of 1

AI makes odd units

Posted: Sun Dec 13, 2015 11:16 pm
by Ormand
In a random game using my 4Seasons Regiments mod, the AI is making some really strange units. It is putting far more sft types in than seem allowed for a regular unit and is over stacking a lot. I'll post screen shots of examples. These units were recently involved in an attack on a city, so they took some losses, and their readiness is down.

I am running V2.21K.

These are the values for the stacking rulevars:
30 = 210
31 = 105
833 = 100
834 = 100

These govern the overstacking in combat, 31, the max from a single hex, and 30 max before penalties. 833 is for air and artillery attacks, respectively.

182 = 55
184 = 105

These are the min and max stack points for the AI to construct units.

The basic AI data for constructing units are unchanged, and the same as the base game.

The stack points in Regiments are slightly different than default, with an rifle having 2 stack point, arty 8.

Here is a unit with 10 sfts and is a mismash of infantry, trucks, horses, tanks, and the kitchen sink.

But, with regard to stack points it is OK, with only 64

Rifle = 2
SMG = 2
AT gun = 2
Horse = 2
MG = 2
Truck = 1
Light Tank = 3
Arm. Car = 2
Mortar = 2
Inf. Gun = 2




Image

RE: AI makes odd units

Posted: Sun Dec 13, 2015 11:27 pm
by Ormand
An artillery unit that is way over stacked, and isn't quite mobilized.

Artillery has 8 stack points, weight = 3.

Trucks have 1 stack point with Carrycap = 6

The unit has 231 stack points and should have 15 trucks.







Image

RE: AI makes odd units

Posted: Sun Dec 13, 2015 11:34 pm
by Ormand
An armored unit that is over mobilized. The unit is not bad, but why so many trucks.



Image

RE: AI makes odd units

Posted: Sun Dec 13, 2015 11:36 pm
by Ormand
Another monster unit, with everything in it, 120 stack points.





Image

RE: AI makes odd units

Posted: Mon Dec 14, 2015 8:54 am
by Vic
You might want to check the AI Role percentages and power points are set similar to the vanilla version.

Also you might want to adjust the rulevar role percentages since they are done based on power points.

However the AI aint optimized for all possible modding and can even create suboptimal units under vanilla play due to complicated circumstances, lower production than expected and/or overambitious unit creation.

Some experimentation with the rulevars might well lead to better results.

best wishes,
Vic

RE: AI makes odd units

Posted: Mon Dec 14, 2015 3:13 pm
by Ormand
Thanks Vic, will do.

RE: AI makes odd units

Posted: Mon Dec 14, 2015 9:24 pm
by aaatoysandmore
ORIGINAL: Ormand

An armored unit that is over mobilized. The unit is not bad, but why so many trucks.



Image



Probably because they need all those trucks to carry the food and supplies for all of that. You have to think beyond the just units syndrome.

RE: AI makes odd units

Posted: Mon Dec 14, 2015 9:25 pm
by aaatoysandmore
ORIGINAL: Ormand

Another monster unit, with everything in it, 120 stack points.





Image

I actually think this one is undermanned in trucks to support all of that. Is this a game genrated unit or did you mod it?

RE: AI makes odd units

Posted: Tue Dec 15, 2015 1:41 am
by Ormand
This is an AI generated unit in a game started with my 4Seasons/Regiments mod. It is actually mobilized, although stupidly. The trucks are sufficient for the infantry, and the horses are OK for arty. So, the unit will move with horse movement. In this case, the infantry units have weight=2, and trucks have CarryCap=6, so it needs 14 1/3 trucks. The arty units have weight=2 each, and a horse has CarryCap=2, so 4 horses does the trick. But, it is insane to mix trucks and horses.

As for the armor unit, well, the HQ is responsible for getting supplies to and from during a turn, and in ATG generally, a unit can carry supplies fro one turn. Actually, the trucks almost carry the tanks and armored cars. They have weight 5 and 3, respectively.