Interesting OOB edit
Posted: Sun Jul 27, 2014 12:30 am
Hey, I'm not sure if this will help anyone other than me, but it’s quite interesting.
I was trying to think of a way of getting the AI to attack better in an Open-Play game that didn't have any objectives on the map.
I don't like trying to steer the AI in a certain direction, I sort of like dividing my forces and searching for the AI units. Once I find them I like how the game allows for the player to send couriers to the other units to bring them into the fighting-area. You know the Gettysburg feeling.
I kept my units assigned in the OOB the same as everyone else, but changed the AI units structure a little bit.
The drills file allows for up to sixteen regiments to be assigned into it. So I removed some of the Brigade Generals and assigned the regiments under a single Brigade leader.
Basically, each enemy Brigade leader now has sixteen-regiments under their command. So when they attack they now have the force of four regular brigades.
The AI seems to perform a lot better with this and seems to keep the regiments distance from each other pretty good.
I’ve played three games using this and each one has had a five or six mile battle line once the fighting is under way. But, I’ve slowed down my game and assigned a lot more ammunition to each regiment and also increased the firing distance.
The only other changes that I can think of at the moment would be increasing the command-radius in the unitattributes file, and increasing the AI Cycles too 200 .
The higher AI Cycles seem to cause the AI to attack \ wait \ attack \ demonstrate \ flank – basically sort of unpredictable.
The only time that I have noticed that they will bunch-up is when they see a hole in your line and they will try to exploit it by rushing units into it.
Also, if the ground is hilly they will double stack their regiments which seem to cause a whole lot of casualties to my side.
I’m now trying to figure out a way of bringing down the casualties, I suffered around 6000 casualties in three hours of fighting.
davinci
I was trying to think of a way of getting the AI to attack better in an Open-Play game that didn't have any objectives on the map.
I don't like trying to steer the AI in a certain direction, I sort of like dividing my forces and searching for the AI units. Once I find them I like how the game allows for the player to send couriers to the other units to bring them into the fighting-area. You know the Gettysburg feeling.
I kept my units assigned in the OOB the same as everyone else, but changed the AI units structure a little bit.
The drills file allows for up to sixteen regiments to be assigned into it. So I removed some of the Brigade Generals and assigned the regiments under a single Brigade leader.
Basically, each enemy Brigade leader now has sixteen-regiments under their command. So when they attack they now have the force of four regular brigades.
The AI seems to perform a lot better with this and seems to keep the regiments distance from each other pretty good.
I’ve played three games using this and each one has had a five or six mile battle line once the fighting is under way. But, I’ve slowed down my game and assigned a lot more ammunition to each regiment and also increased the firing distance.
The only other changes that I can think of at the moment would be increasing the command-radius in the unitattributes file, and increasing the AI Cycles too 200 .
The higher AI Cycles seem to cause the AI to attack \ wait \ attack \ demonstrate \ flank – basically sort of unpredictable.
The only time that I have noticed that they will bunch-up is when they see a hole in your line and they will try to exploit it by rushing units into it.
Also, if the ground is hilly they will double stack their regiments which seem to cause a whole lot of casualties to my side.
I’m now trying to figure out a way of bringing down the casualties, I suffered around 6000 casualties in three hours of fighting.
davinci