Hearts of Iron IV

Hearts of Iron IV

Better Mechanics : Frontline AI | Updated
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Update: 25 Aug, 2023 @ 3:15am

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This is by far the best working version, when I consult archives of tests made by vonkaja
This is the 6 July version

Update: 26 Jul, 2023 @ 3:47pm

Update: 24 Jul, 2023 @ 7:17pm

Update: 24 Jul, 2023 @ 1:04pm

Some defines that I changed
---------------------------------------------------AI Diplomacy related--------------------------------------------------------------------------------------
NDefines.NAI.DIPLOMACY_FACTION_WRONG_IDEOLOGY_PENALTY = 60 -- AI penalty for diplomatic faction actions between nations of different ideologies
NDefines.NAI.DIPLOMACY_FACTION_SAME_IDEOLOGY_MAJOR = 10
NDefines.NDiplomacy.PEACE_SCORE_PER_PASS = 0.70
NDefines.NAI.DIPLOMACY_ACCEPT_VOLUNTEERS_BASE = 25 -- 50

---------------------------------------------------AI Military execution changes--------------------------------------------------------------------------------------
NDefines.NAI.PLAN_VALUE_TO_EXECUTE = -0.4 -- -0.5 -- AI will typically avoid carrying out a plan it below this value (0.0 is considered balanced).
NDefines.NAI.LAND_COMBAT_FRIEND_ARMIES_AIR_IMPORTANCE = 10 --100 -- Strategic importance of friendly armies
NDefines.NAI.LAND_COMBAT_FRIEND_COMBATS_AIR_IMPORTANCE = 8 --100 -- Strategic importance of friendly armies in the combat
NDefines.NAI.LAND_COMBAT_ENEMY_LAND_FORTS_AIR_IMPORTANCE = 10 -- Strategic importance of enemy land forts in the region
NDefines.NAI.LAND_COMBAT_ENEMY_COASTAL_FORTS_AIR_IMPORTANCE = 6 -- Strategic importance of enemy coastal fronts in the region
NDefines.NAI.LAND_COMBAT_BOMBERS_PER_COASTAL_FORT_LEVEL = 10 --10 -- Amount of bomber planes requested per enemy coastal fort level
NDefines.NAI.NAVAL_COMBAT_TRANSFER_AIR_IMPORTANCE = 500.0 -- Naval combat involving enemy land units

NDefines.NAI.PLAN_ACTIVATION_SUPERIORITY_AGGRO = 2.0 --default 1.0 -- How aggressive a country is in activating a plan based on how superiour their force is.
NDefines.NAI.FRONT_UNITS_CAP_FACTOR = 10.0 -- A factor applied to total front size and supply use. Primarily effects small fronts
NDefines.NAI.FRONT_EVAL_UNIT_ACCURACY = 1 -- scale how stupid ai will act on fronts. 0 is potato
NDefines.NAI.MAIN_ENEMY_FRONT_IMPORTANCE = 5.0 -- How much extra focus the AI should put on who it considers to be its current main enemy.
NDefines.NAI.EASY_TARGET_FRONT_IMPORTANCE = 10.0 -- How much extra focus the AI should put on who it considers to be the easiest target.
NDefines.NAI.DESIRED_UNITS_FACTOR_AREA_ORDER = 0.5 -- Factor for desired number of units to assign to area defense orders

NDefines.NAI.MAX_UNITS_FACTOR_INVASION_ORDER = 1.3 -- Factor for max number of units to assign to naval invasion orders
NDefines.NAI.DESIRED_UNITS_FACTOR_INVASION_ORDER = 1.3 -- Factor for desired number of units to assign to naval invasion orders
NDefines.NAI.MIN_UNITS_FACTOR_INVASION_ORDER = 1.2 -- Factor for min number of units to assign to naval invasion orders

NDefines.NMilitary.PLAN_PORVINCE_PORT_BASE_IMPORTANCE = 15.0 -- increased from 12.0 ; Added importance for area defense province with a port
NDefines.NMilitary.PLAN_PORVINCE_PORT_LEVEL_FACTOR = 0.5 -- Bonus factor for port level
NDefines.NMilitary.PLAN_PORVINCE_AIRFIELD_BASE_IMPORTANCE = 3.0 -- Added importance for area defense province with air field
NDefines.NMilitary.PLAN_PORVINCE_AIRFIELD_POPULATED_FACTOR = 1.5 -- Bonus factor when an airfield has planes on it
NDefines.NMilitary.PLAN_PORVINCE_AIRFIELD_LEVEL_FACTOR = 0.25 -- Bonus factor for airfield level

NDefines.NAI.FALLBACK_LOSING_FACTOR = 0.2 -- The lower this number the longer the AI will hold the line before sending them to the fallback line
NDefines.NAI.PLAN_MIN_SIZE_FOR_FALLBACK = 100 -- A country with less provinces than this will not draw fallback plans but rather station their troops along the front
NDefines.NAI.RESERVE_TO_COMMITTED_BALANCE = 0.3 -- How many reserves compared to number of committed divisions in a combat (1.0 = as many as reserves as committed)
NDefines.NAI.MANPOWER_RATIO_CAREFULNESS_THRESHOLD = 0.2 -- if manpower ratio (available/used-by-army) is less than this, start being more careful with plan execution (i.e. don't throw your men into the meat grinder if you're running out of manpower)

NDefines.NAI.WAIT_YEARS_BEFORE_FREER_BUILDING = 5 -- The AI will skip considering certain buildings during the buildup phase, after htese many years it starts building them regardless of threat.

NDefines.NAI.FAILED_INVASION_AVOID_DURATION = 90 -- after a failed invasion, AI will down-prioritize invading the same area again for this number of days
NDefines.NAI.FAILED_INVASION_AREA_PRIO_FACTOR = 0.3 -- for every failed invasion on an area, factor that area's invasion prio with this value
NDefines.NAI.FAILED_INVASION_PORT_PRIO_FACTOR = 0.2 -- for every failed invasion on a target port (province), factor the chance that we try to invade that same port again (relative to other ports)

NDefines.NMilitary.PLAN_BLITZ_OPTIMISM = 0.3 -- increased from 0.2 ; Additional combat balance value in favor of blitzing side when considering targets (not a combat bonus, just offsets planning)
NDefines.NAI.ATTACK_HEAVILY_DEFENDED_LIMIT = 0.8 -- increased from 0.5 ; AI will not launch attacks against heavily defended fronts unless they consider to have this level of advantage (1.0 = 100%)

NDefines.NAI.RESOURCE_WANT_PER_MISSING_BALANCE = 1.0 -- negative balance increases the desire on a resource
NDefines.NAI.RESOURCE_WANT_PER_CONSUMED = 0.15 -- if resource is being used in production, increase the desire

---------------------------------------------------Navy--------------------------------------------------------------------------------------

NDefines.NAI.MISSING_CONVOYS_BOOST_FACTOR = 30.0 -- The more convoys a country is missing, the more resources it diverts to cover this.
NDefines.NAI.MAX_DISTANCE_NAVAL_INVASION = 180.0
NDefines.NAI.MAX_UNIT_RATIO_FOR_INVASIONS = 0.35 -- countries won't use armies more than this ratio of total units for invasions

NDefines.NAI.INVASION_DISTANCE_RANDOMNESS = 100 -- This higher the value, the more unpredictable the invasions. Compares to actual map distance in pixels.
NDefines.NAI.MAX_INVASION_SIZE = 18 -- max invasion group size
NDefines.NAI.NAVAL_INVADED_AREA_PRIO_DURATION = 120 -- after successful invasion, AI will prio the enemy area for this number of days
NDefines.NAI.NAVAL_INVADED_AREA_PRIO_MULT = 2.0 -- fronts that belongs to recent invasions gets more prio

NDefines.NAI.NAVAL_MISSION_MINES_PLANTING_NEAR_OWNED = 80000
NDefines.NAI.NAVAL_MISSION_MINES_SWEEPING_NEAR_OWNED = 100000 -- How likely the AI will do the sweeping missions. The value is scaled by the amount of mines to sweep.

---------------------------------------------------Air--------------------------------------------------------------------------------------

NDefines.NAI.MAX_FUEL_CONSUMPTION_RATIO_FOR_AIR_TRAINING = 0.6 -- ai will use at most this ratio of affordable fuel for air training
NDefines.NAI.PORT_STRIKE_PLANES_PER_SHIP = 15 -- Amount of bombers request per enemy ship in the port

NDefines.NAI.FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED = 0.35 -- ai will consider a front fortified if this ratio of provinces has fort

NDefines.NAI.LAND_DEFENSE_AIR_SUPERIORITY_IMPORTANCE = 0.8 -- Strategic importance of air superiority ( amount of enemy planes in area )
NDefines.NAI.LAND_DEFENSE_FIGHERS_PER_PLANE = 2.0 -- Amount of air superiority planes requested per enemy plane
NDefines.NAI.LAND_DEFENSE_INTERSEPTORS_PER_BOMBERS = 2.0 -- Amount of air interceptor planes requested per enemy bomber
NDefines.NAI.LAND_DEFENSE_INTERSEPTORS_PER_PLANE = 0 -- Amount of air interceptor planes requested per enemy plane (non bomber)
NDefines.NAI.LAND_DEFENSE_SUPPLY_HUB_IMPORTANCE = 200 -- Strategic importance of supply hubs
NDefines.NAI.LAND_DEFENSE_AA_IMPORTANCE_FACTOR = 1.0 -- Factor of

Update: 24 Jul, 2023 @ 2:32am