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Doomsday


McSeem

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А,это я на Сухом про эти файлы упоминал...Ну бывает.

Вот эвенты и всё что с ними связано:

TRIGGERS:

and

or

not

event = x  #event has happened.

random = x    ( % )

intel_diff = x  ( >= x, x = our intel - enemy intel )

dissent = x ( >= x )

leader = x #leader exists

government = [communist/fascist/democratic]

ideology = [nazi/fascist/paternal_autocrat/social_conservative/market_liberal/social_liberal/social_democrat/left_wing_radical/leninist/stalinist]

atwar = [yes/no/country tag] # Country tag added to see if other countries are at war

minister = [minister id] # Is minister alive?

major = [yes/no] # True if the country is ENG, FRA, GER, JAP, USA, ITA or SOV

ispuppet = [Country Tag]

puppet = { country = [tag 1] country = [tag 2] } # True if tag 1 is puppet of tag 2

headofgovernment = [minister id]

headofstate = [minister id]

ai = [yes/no/country tag] # Is the country AI controlled?

technology = x      # True if a certain tech is known.

technology = { country = TAG value = x } # True if a certain tech is known by the given country.

is_tech_active = [tech id]  # True if the tech is researchable.

manpower = x (>=x)#true if a nation have at least that amount of manpower.

flag = [name]      #true if the global flag exists and is set to true.

local_flag = [name]  #true if the local flag exists and is set to true.

owned = { province = a data = tag } # checks if province is owned by country x (if data == -1 then its for country receievin event)

control = { province = a data = tag } # checks if province is controlled by country x (if data == -1 then its for country receievin event)

exists = country #if country exists.

alliance = { country =a  country = b } # checks if a and b is in the same military alliance

access = { country = [tag1] country = [tag2] } # checks if tag1 is granting military access to tag2

non_aggression = { country = [tag1] country = [tag2] } # checks if tag & tag have a non_agg_pact active

trade = { country = [tag1] country = [tag2] } # checks if tag1 and tag2 have an active trade agreement

guarantee = { country = [tag1] country = [tag2] } # checks if tag1 is guaranteeing the independence of tag2

war = { country =a  country = b } # checks if a and b is at war

year = x (>=x)

energy = x

oil = x

rare_materials = x

metal = x

supplies = x

lost_VP = { country = [tag] value = X }  # X% or more of _owned_ VPs in enemy hands

lost_national = { country = [tag] value = X } # X% or more of national provs in enemy hands

lost_IC = { country = [tag] value = X }  # X% or more of national IC in enemy hands

domestic = { type = field value = x }

division_exists = { type = [id type] id = [id id] }

division_in_province = { id = { type = [id type] id = [id id] } province = X }

axis = X # axis holds at least X vp

allies = X # allies holds at least X vp

comintern = X # comintern holds at least X vp

vp = X          # Currently held Key Points + extra VP >= X

range = { min = x max = x } # true if vp is within (>= && <= the range)

belligerence = { country = [tag] value = X } # No country field means "this country". True if Belligerence >= X.

[div type] = X        # X or more of that type of division.

[div type] = { country = TAG value = X }    # country TAG has X or more of that type of division

under_attack = [tag]      # Country is under attack

attack = [tag]      # Country [tag] has attacked this country.

difficulty = X # Difficulty at level X or harder. [0-4],  0 is Very Easy.

garrison = { country = [tag] province = [province] type = [air/land/naval] size = [number of divisions] area = [yes/no] } # No type field means "all division types". "area = yes" means "count divisions in all provinces in this controlled Area". Do not use "area = yes" for sea provinces!

land_percentage = { country = [tag] value = [value] } #true if we have at least value times the land forces of country

naval_percentage = { country = [tag] value = [value] } #true if we have at least value times the naval forces of country

air_percentage = { country = [tag] value = [value] } #true if we have at least value times the air forces of country

country = [tag] #true if this is country

can_change_policy = { type = [policy] value = [delta] } #true if the policy can be changed by delta

relation = { which = [tag] value = [value] } #true if relations to country which is at least value

province_revoltrisk = { province = [id] value = [value] } # true if revolt risk in province is at least value

incabinet = [id] #true if minister id is in the ruling cabinet

army = [divisions] #true if we have at least this many land divisions

day = [number] #true if the day (of the month) is at least this

nuke = [number] #true if we have at least this many nukes ready

 

COMMANDS:

type = endgame value = [type]  # (0=quit, 1=eliminated, 2=draw, 3=axis victory, 4=axis total vic, 5=allies-victory, 6=alliestotal, 7=commie, 8=commietotal)

type =  extra_tc value = X

type = alliance which = [tag] (-1 for random)

type = inherit which = [tag] (-1 for random)

type = country which = [tag]      # Change the tag of the country.

type = trigger which = [event id]    # Immediately trigger another event

type = capital which = [prov id]    # Change capital

type = addcore  which = [prov id]

type = removecore which = [prov id]

type = secedeprovince which = [tag]  value = [prov id]

type = control which = [tag]  value = [prov id]

type = sleepevent which = [event id]

type = setflag which = [keyname]    # Global flag, visible for all countries

type = clrflag which = [keyname]    # Global flag, visible for all countries

type = local_setflag which = [keyname]  # Local flag, visible only for this country

type = local_clrflag which = [keyname]  # Local flag, visible only for this country

type = steal_tech which = [country tag/-1 for random non-ally]            # Steals a random tech. Results in a blueprint.

type = gain_tech which = [tech id/-1 for random tech/-2 for a random tech currently being researched] # Results in a blueprint, not a technology.

type = vp value = X  # Offmap Victory Points

type = research_sabotaged

type = regime_falls

type = belligerence which = [country] value = X  # No which field means "this country".

type = relation which = [country] value = X    # Add X to the relation

type = set_relation which = [country] value = X  # Set relation to X

type = civil_war          # Civil war with any possible revolter that has shared national provinces

type = civil_war which = [rebel country tag]  # NOTE: This MUST be a tag which has regular_id set to this country, or vice versa.

type = set_leader_skill which = [leader id/-1] value = [new value]

type = dissent value = [value to add]

type = resource which =[resource type] value = X # % of theoretical maximum daily production added to national resource pool.

type = supplies value = [value to add] where = [prov] # If no "where" field is used, it goes to the national pool.

type = oilpool value = [value to add] where = [prov] # If no "where" field is used, it goes to the national pool.

type = metalpool value = [value to add]

type = energypool value = [value to add]

type = rarematerialspool value = [value to add]

type = money value = [value to add]

type = province_keypoints which = [province id/-1] value = [keypoints to add]

type = peace which = [country tag] value = [0/1] # 1 means separate peace - i.e. pull out of alliance. 0 is full peace, for the whole alliance.

type = war which = [country tag]

type = manpowerpool value = [value to add] # manpower

type = relative_manpower value = [%]  # Add a percentage of [yearly national manpower income * 50] to the pool

type = allow_dig_in      # Troops may now dig in

type = make_puppet which = [country tag]

type = coup_nation which = [country tag]

type = access which = [country tag] # Grant military access _to_ a country

type = sleepteam which = [tech team id]  # Makes this team unavailable (sets "start year" to 2001. Will complete current project though.)

type = waketeam which = [tech team id]  # Makes this team available (sets "start year" to previous year.)

type = sleepminister which = [minister id/-1]

type = sleepleader which = [leader id/-1]

type = switch_allegiance which = [unit id type/-1] value = [unit id id] where = [country tag] # -1 is a random land unit -2 random naval unit -3 random air unit (value will be ignored).

type = delete_unit which = [unit id type/-1/-2/-3] value = [unit id id] # -1 is a random land unit -2 random naval unit -3 random air unit (value will be ignored).

type = independence which = [country tag] value = [0/1] when = [0/1] # value 0 - units in the area change allegiance, 1 - they don't.  , when 0=normal, 1= force them to be democratic

type = ai which = [file name] # Switches the ai file of a country.

type = build_division which = [division type] value = [brigade type]

type = construct which = [building type] where = [prov id/-1/-4] value = [additional size] # -1 is random valid province. -4 is random national province that already has a building of the same type of at least size 1.

type = add_corps which = [name] value = [land/air/naval] when = [leader ID] where = [province_ID]

type = activate_division which = [div id type] value = [div id id]  [where = province] when = [0/1] # Activates a dormant division. If "when = 0" the division will deploy to the force pool if the target province is enemy controlled. If a preceding add_corps command has been used, the division will go to that unit, ignoring the 'when' and 'where' directives.

type = add_division which = [name] value = [div type] when = model where = [brigade type] # Brigade model is always the latest. If a preceding add_corps command has been used, the division will go to that unit, otherwise to the force pool.

type = remove_division which = [div id type/-1] value = [div id id] # Remove a division from the scenario. -1 is a random division (the value field will be ignored).

type = remove_division which = "Exact Name" value = [country tag] # Remove a named division from the scenario (for a certain country.)

type = damage_division which = [div id type/-1] value = [div id id] where = X # where = Percent of Max Strength. Negative value is strength gain.

type = disorg_division which = [div id type/-1] value = [div id id] where = X # where = Percent of Max Strength. Negative value is org gain.

type = end_access which = [country tag] # Revoke military access for nation

type = leave_alliance

type = end_non_aggression which = [country] where = [country]      # end a non aggression pact between these countries

type = non_aggression which = [country] where = [country]      # create a non aggression pact between these countries

type = end_trades which = [country] where = [country]        # end all trade agreements between these countries

type = end_guarantee which = [country] where = [country]      # country 1 no longer guarantees independence of country 2

type = guarantee which = [country] where = [country]        # country 1 now guarantees independence of country 2

type = allow_convoy_escorts

type = transport_pool which = [country] value = X (adds/removes transports from pool)

type = escort_pool which = [country] value = X (adds/removes escorts from pool)

type = peacetime_ic_mod value = X(%) # Additive, and ONLY applied when a country is at peace. Default base value is 100%.

type = end_puppet # End puppet status

type = end_mastery which = [country tag] # End puppet mastery over another nation

type = convoy which = [startprov] value = [endprov] when = [resource_bits] 1=oil, 2=metal, 4=energy, 8=rare_materials, 16=supplies

type = domestic which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X  # Change a domestic policy by X

type = set_domestic which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X # Set a domestic policy to X

type = deactivate which = [tech id]  # Make this technology permanently unavailable for the country.

type = tc_mod value = X(%)        # Modify National Transport Capacity. Positive value = good.

type = tc_occupied_mod value = X(%)      # Modify Occupied Province Transport Capacity Drain. Positive value = good.

type = attrition_mod value = X(%)      # Modify the Attrition Penalty. Positive value = good.

type = supply_dist_mod value = X(%)      # Modify the Supply Distance Penalty. Positive value = good.

type = repair_mod value = X(%)      # Modify Reinforcement Efficiency Positive value = good.

type = research_mod value = X(%)      # Modify research efficiency. Positive value = good.

type = scrap_model which = [div type] value = [model] # Make a model obsolete (no longer possible to build).

type = allow_building which = [building type]  # Allow the construction of a certain building type.

type = building_prod_mod which = [building type] value = X%  # Bonus to production time. Additive. NOTE: Positive value = reduced time.

type = convoy_prod_mod which = [escorts/transports] value = X% # Bonus to production time. Additive. NOTE: Positive value = reduced time.

type = radar_eff value = X(%)      # Modify the efficiency of radar stations (bonus to friendly aircraft in the province.) Positive value = good.

type = info_may_cause which = [tech id]    # No effect, but informs player that this tech/event can open up new avenues of research.

type = gas_attack                  # Enable gas attacks

type = gas_protection              # Enable gas protection

type = activate which = [tech id]      # Will be used in Random events

type = task_efficiency which = [task type] value = X  #Additive: 0.1 - 1.0

type = add_prov_resource which = [prov id/-1/-4] value = X where = [energy/metal/oil/rare_materials]  # -1 is random province, -4 is province with nuclear reactor.

type = max_positioning which = [div type] value = X  #sets the value 0.1-1.0

type = min_positioning which = [div type] value = X  #sets the value 0.1-1.0

type = max_reactor_size value = X  # Set the max size of nuclear reactor buildings.

type = abomb_production      # Allow A-Bombs

type = double_nuke_prod      # Double A-Bomb production rate.

type = songs

type = lock_division which = [id type] value = [id id] # Lock this division (it may no longer move.)

type = unlock_division which = [id type] value = [id id] # Unlock this division (it may now move.)

type = free_ic/free_oil/free_supplies/free_money/free_metal/free_energy/free_rare_material/free_transport/free_convoy/free_manpower #change offmap daily prod

type = change_policy which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X  # Change a domestic policy by X if it could normally be changed and also sets the cooldown period for changing policy

# AI event commands (no effect for human controlled nations)

 

type = ai_prepare_war which = [tag]  # Tells the AI to move troops to the border with a country.

 

# Weather event commands

type = start_pattern which = [id type] value = [id id] where = [prov id] when = [raining/snowing/storm/blizzard] # Start a new weather pattern centered on a given province

type = add_to_pattern which = [id type] value = [id id] where = [prov id] when = [raining/snowing/storm/blizzard] # Add a province to an existing weather pattern.

type = end_pattern which = [id type] value = [id id] # This weather pattern will begin to dissipate

type = set_ground which = [prov id] value = [clear/muddy/winter]

 

# Commands to affect the chance of "combat events" occurring. Additive (%).

type = counterattack value = x

type = assault value = x

type = encirclement value = x

type = ambush value = x

type = delay value = x

type = tactical_withdrawal value = x

type = breakthrough value = x

 

# HQ effects

type = hq_supply_eff value = X(%)  # Additive

type = sce_frequency value = X    # Combat event chance multiplier. Default: 1.0

 

# Enable a certain type of mission

type = enable_task which = [task type]

 

# New models updates the current template for a division or brigade type.

command = { type = [new_model] which = [division or brigade type] value = [The model number] }

 

# Make a division or brigade type available for construction.

command = { type = activate_unit_type which = [division or brigade type] }

 

# Make a division or brigade type unavailable for construction.

command = { type = deactivate_unit_type which = [division or brigade type] }

 

# ACTIVATE NUCLEAR CAPABILITY OF MISSILES

command = { type = nuclear_carrier which = [flying_bomb/flying_rocket] }

 

# ACTIVATE MISSILE CAPABILITY OF SUBMARINES

command = { type = missile_carrier which = [submarine] }

 

# UNIT VALUES

# [unit value] = soft_attack/hard_attack/ground_defense/air_attack/air_defense/build_cost/build_time/manpower/speed/max_organization/transport_weight/supply_consumption/fuel_consumption/speed_cap_art/speed_cap_eng/speed_cap_at/speed_cap_aa

#

 

# Land unit bonuses

command = { type = [unit value]

  which = [land/division type/brigade type]

  value = [additive value modifier]

}

# Air unit bonuses

command = { type = [air_attack/strategic_attack/tactical_attack/naval_attack/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/transport_capacity/supply_consumption/fuel_consumption/range]

  which = [air/division type/brigade type]

  value = [additive value modifier]

}

# Naval unit bonuses

command = { type = [naval_attack/air_attack/shore_attack/naval_defense/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/visibility/transport_capacity/supply_consumption/fuel_consumption/range]

  which = [naval/division type/brigade type]

  value = [additive value modifier]

}

 

# NOTE: For "build_time" and "build_cost", it is possible to add the field "where = relative".

# This means that the value is parsed as a relative modifier (%) instead of an absolute addition.

# When doing this, THE BASE VALUE OF MODEL 0 IS USED FOR _ALL_ MODELS. So "value = -10" means

# "-10% of the value of model 0".

 

#

# UNIT COMBAT MODIFIERS

#

# Terrain combat modifiers

command = { type = [desert_attack/desert_defense/mountain_attack/mountain_defense/hill_attack/hill_defense/forest_attack/forest_defense/swamp_attack/swamp_defense/urban_attack/urban_defense/river_attack/shore_attack/paradrop_attack]

  which = [division type/brigade type]

  value = [X] # Modifier in percent (+10 = 10%)

}

# Terrain movement modifiers

command = { type = [desert_move/mountain_move/hill_move/forest_move/swamp_move/urban_move/river_crossing]

  which = [division type/brigade type]

  value = [X] # Modifier in percent (+10 = 10%)

}

# Weather land-combat modifiers

command = { type = [frozen_attack/frozen_defense/snow_attack/snow_defense/blizzard_attack/blizzard_defense/rain_attack/rain_defense/storm_attack/storm_defense/muddy_attack/muddy_defense]

  which = [division type/brigade type]

  value = [X] # Modifier in percent (+10 = 10%)

}

# Weather land-movement modifiers

command = { type = [frozen_move/snow_move/blizzard_move/rain_move/storm_move/muddy_move]

  which = [division type/brigade type]

  value = [X] # Modifier in percent (+10 = 10%)

}

# Weather air-combat modifiers

command = { type = [snow_attack/rain_attack]

  which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane]

  value = [X] # Modifier in percent (+10 = 10%)

}

# Weather air-movement modifiers

command = { type = [snow_move/blizzard_move/rain_move/storm_move]

  which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane/transport_plane]

  value = [X] # Modifier in percent (+10 = 10%)

}

# Weather naval-combat modifiers

command = { type = [snow_attack/rain_attack]

  which = [battleship/cruiser/destroyer/carrier/submarine/transports]

  value = [X] # Modifier in percent (+10 = 10%)

}

# Weather naval-movement modifiers

command = { type = [snow_move/blizzard_move/rain_move/storm_move]

  which = [battleship/cruiser/destroyer/carrier/submarine/transports]

  value = [X] # Modifier in percent (+10 = 10%)

}

# Night modifiers

command = { type = night_move/night_attack/night_defense

  which = [division type/brigade type]

  value = [X] # Modifier in percent (+10 = 10%)

}

 

#

# SPECIAL UNIT BONUSES

#

# Minisubs (BBs and CVs attack ships in harbors with this bonus added to their sea attack value)

command = { type = minisub_bonus

  value = [X] # NOT INCREMENTAL. This is the new value.

}

 

#

# GLOBAL MODIFIERS

#

# Surprise modifiers

command = { type = surprise

  which = [naval/land/air]

  value = [X] # Modifier in percents

}

# Intelligence Operation modifiers

command = { type = intelligence

  which = [us/them]

  value = [X] # Modifier in percents

}

# Army Detection modifiers

command = { type = army_detection

  which = [us/them]

  value = [X] # Modifier in percents

}

# Provincial AA batteries

command = { type = AA_batteries

  value = [X] # Modifier in percents

}

 

#

# INDUSTRIAL MODIFIERS

#

 

# Industrial multipliers

# E.g. energy_to_oil 4 means four energy are needed to produce one oil. 0.5 means 1 energy produces 2 oil.

command = { type = industrial_multiplier

  which = [energy_to_oil/oil_to_rare_materials]

  value = [X]

}

# Industrial modifiers (additive)

# 'total' is the conversion factor from every built industry point into Industrial Capacity.

# 'supplies' is a modifier for the amount of supplies produced by every reserved IC unit.

command = { type = industrial_modifer

  which = [total/supplies]

  value = [X] # Percents

}

 

Building Types:

[ic, coastal_fort, land_fort, flak, infrastructure, air_base, naval_base, radar_station, nuclear_reactor, rocket_test]

 

Task Types:

[attack, rebase, strat_redeploy, support_attack, support_defense, reserves, anti_partisan_duty, air_superiority, ground_attack, runway_cratering, installation_strike, interdiction, naval_strike, port_strike, logistical_strike, strategic_bombardment, air_supply, airborne_assault, convoy_raiding, asw, naval_interdiction, shore_bombardment, amphibous_assault, sea_transport, naval_combat_patrol]

Resource Types:

[oil, metal, energy, rare_materials, supplies, money]

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Это настройки ИИ:

# NOTE: Parameters marked "CHANGE" or "NEW" are not yet implemented.

 

switch = [yes/no]   # Default is "yes". If turned off, the AI will not automatically try to switch to a more appropriate AI file every year.

 

# Inter-Agent distribution variables

 

flags = {

   testflag = yes

   invade_albania = no

   assist_finland = no

    }

 

# Modifier to chance that country will accept a demand for territory.

claim_acceptance = X

 

# The countries we will demand territory from if we have claims on them.

demand_claims = {

EST

LAT

ROM

LIT

FIN

}

 

# The countries we will set free if we control their territory.

liberate = {

LIT

FIN

}

 

 

# Special resistance against "influence" by the listed nations. Value range = [0 - 10]

resistance = {

ROM = 8

}

 

# Country tags listed with a value specifying how much we want to destroy them.

combat = {

ENG = 60

FRA = 70

}

# Countries listed here are considered withing our 'sphere of influence'. We will strive to guarantee their independence.

protect = {

TUR = 100

DAN = 100

}

# Countries listed here are considered our natural allies. We will try to influence them and ally with them.

befriend = {

TUR = 100

DAN = 100

}

 

# Provinces with an assigned priority. These are strategic goals for the AI (it will try to take them in wars and demand them in peace treaties.)

target = {

324 = 50 # 1 - 100

}

 

 

upgrading = 0.1  #max % of ic used on this slider.

reinforcement = 0.1 #max % of ic used on this slider.

 

desperation = 0.3 #If more than this % of ic is occupied by enemy, panic and build militia hordes.

 

 

# The ETA at which the AI uses strat. redeploy.

strat_redeploy_threshold = [days]

 

# Proportion of divisions that may be strategically redeploying at the same time. Default: 0.25

max_redeploying = X

 

# if the ai should use offensive supply

use_offensive_supply = yes/no

 

# only use offensive supply if the fuel needed for it is less than this divided by unit strength. Default: 100

max_fuel_offensive = x

 

#if ai should evacuate troops from island with low value

evac_islands = yes/no

 

# The "war monger" value affects the propensity of a country for declaring wars:

war = 50

 

# The tendency of a nation to create and accept alliances, and accept military access. The higher the value, the more "neutral" the nation. NOTE: this does not affect the tendency of a nation to start wars.

neutrality = 0 # Total neutrality at about 100 to 150

 

max_front_ratio   = X  # The max wanted friendly-to-enemy division ratio along the front. Default is 4.0.

max_front_ratios = {    # Override the default against specific countries. Ignored against humans.

FIN = 2.0

...

}

 

# Proportion of our land divisions that we are prepared to relinquish control over.

# NOTE: Do not set too low - the AI must be allowed to give over control of its forces in "allied war zones". Default: 0.75.

exp_force_ratio   = 0.75

 

# Will never send exp. forces _overseas_ to these countries:

# NOTE: May still give some to neighboring allies though.

no_exp_forces_to = {

TAG

...

}

 

max_garrison_prop  = [0.0-1.0]  # The war-time desired proportion of troops allocated to garrison duty

min_garrison_prop  = [0.0-1.0]  # The war-time minimum proportion of troops allocated to garrison duty

# NOTE: In areas without fronts, _all_ land units are controlled by the Garrison AI (except forces preparing for an invasion.)

 

construction = {

max_factor   = [0.0-1.0]  # Proportion of Production IC that should be used for province buildings.

 

AA_batteries   = [yes/no/atwar/not_atwar] # yes = all the time, no = none, atwar = build during wars, not_atwar = build during peace

max_AA_level  = X    # Don't improve beyond this level.

AA_provs   = { ... }  # List of prioritized provinces

 

coastal_fort   = [yes/no/atwar/not_atwar]

max_coastal_level = X    # Don't improve beyond this level.

coastal_fort_provs = { ... }  # List of prioritized provinces

 

radar_station   = [yes/no/atwar/not_atwar]

max_radar   = X    # Don't improve beyond this level.

radar_provs   = { ... }  # List of prioritized provinces

 

air_base    = [yes/no/atwar/not_atwar]

max_air_base  = X    # Don't improve beyond this level.

air_base_provs  = { ... }  # List of prioritized provinces

 

naval_base    = [yes/no/atwar/not_atwar]

max_naval_base  = X    # Don't improve beyond this level.

naval_base_provs  = { ... } # List of prioritized provinces

 

land_fort   = [yes/no/atwar/not_atwar]

max_land_level  = X    # Don't improve land forts beyond this level.

fort_borders = {     # Build land forts along these borders

  GER,

  ITA,

  ...

}

fort_provs  = { ... } # List of prioritized provinces

 

ic_at_war   = [yes/no]   # Normally, we always build IC if there is a large resource surplus. The exception could be during wars.

force_ic_until  = X    # Ignore presence of a resource surplus and build IC anyway, until year X. (Useful for countries anticipating expansion.)

ic_end_year   = X    # Stop building IC at the end of year X.

IC_provs   = { ... }  # List of prioritized provinces

 

nuclear_reactor = [yes/no/atwar/not_atwar]

nuclear_reactor_prov = province    #province ai will try to build nuclear reactors in

max_nuclear = 10     #max nuclear reactor size ai will try to get

rocket_test = [yes/no/atwar/not_atwar]     

rocket_test_prov = province    #province to build rocket test site in

max_rocket = 10      #max rocket test site size

}

 

garrison = {

 

# OVERSEAS GARRISONING:

defend_overseas_beaches = [yes/no] # "no" is default

 

# Basic need is X divisions per area where X is: number of provinces - attrition provinces

home_multiplier = X # In home area, multiply basic need by X. Default: 0.5

overseas_multiplier = X # In other area, multiply basic need by X. Default: 0.3333

home_peace_cap = X # If at peace, we need at most X divisions in our capital area.

war_zone_odds = X  # Default: 2.0 (strive to transport in 2x enemy nr of divisions)

area_multiplier = { # If an area contains a specific province, multiply the basic need by value (overrides overseas_multiplier, but if it is the home area it is ignored.)

  155 = 1.5

  ....

}

 

# PRIORITIES:

 

beach = 50     # Beach prio

capital = 100    # Our capital

human_border = 210   # Ignored for allied human players

war_target = 100   # The next country targeted for attack by this AI

 

reserves = 20 # bonus for provinces just behind a frontline.

 

opposing_alliance = 100  # For neutrals, all alliances are "opposing"

claim_threat = 100   # If we are neutral, countries with claims on us get this

unstable_border = 50  # Bordering countries at war with someone else get this

 

# Borders with specific countries

country_priorities = {

  ENG = 30

  FRA = -1  # Override "opposing_alliance", "claim_threat" and "unstable_border" values and set to 0.

  ...

  ...

}

 

# Specific provinces

province_priorities = {

  527 = 50  # Province 527 has prio 50

  1123 = -1 # Negative value will override _all_ other priorities and set to 0.

  ...

}

 

ignore = {

  1123 #Will set prio to 0...

}

 

key_point_prio_mult  = [Value] # Value * key point value in a province = prio for that province

}

 

front = {

river =   x    (What to multiply attacking power with if crossing a river. < 1.0 is an advantage..)

 

# the following modifies the odds-strength for defender.   (1.0 = no difference.)

largefort  = x #for forts above level 6.

smallfort = x #for forts 6 and below

occupied = x #for surrounded pocket at enemy territory

owned  = x #for surrounded pocket at own territory

 

#Odds modifiying variables

# the following is to reduce odds-strength for attacker.

frozen_attack  = 0.50

snow_attack  = 0.50

blizzard_attack = 0.25

storm_attack  = 0.60

muddy_attack  = 0.75

 

#reduces the size of odds in total.. (1.0 = no difference, 0.5 = halved.)

jungle_attack  = 0.85

mountain_attack = 0.60

swamp_attack  = 0.60

forest_attack  = 0.85

hill_attack  = 0.75

urban_attack  = 0.40

 

# Proportion of divisions in a front province that may be used to support the defense of neighboring provinces. Default 0.33

support_defense_prop = X

 

recklessness   =  [0-3]

 

# Even - Distribute forces evenly along the whole front.

# Reactive - Try to match enemy troop concentrations.

# Defensive - More troops in strategically important provinces (IC, Victory Points, Oil, etc)

# Offensive - Concentrate more troops where the enemy us weak

# Operational Defensive - The fewer avenues of escape, the less troops (to avoid encirclement.)

distrib_vs_ai   =  [even/reactive/defensive/offensive/op_defensive]

distrib_vs_human  =  [even/reactive/defensive/offensive/op_defensive]

 

# Countries we do not counter-attack for a certain number of days

enemy_handicap = {

  # NOTE: These values are ignored for human-controlled enemies.

  # CAUTION: Values apply for _every_new_ war with a set nation.

  ENG = 100

  FRA = 120

  ...

  ...

}

 

passivity = { # Against specified enemies.

  # Valid values: 0-100 (%)

  ENG = 0

  FRA = 50

  ...

  ...

}

 

province_priorities = {

  527 = 0.2 #Only assign 20% of desired forces to cover the province 527

  ...

}

 

 

reserve_prop   =  [0.0-1.0] # Maximum proportion of total divisions in a front allowed to remain behind the front line ( HQs and divisions needing to recover.)

 

panic_ratio_vs_ai  = X # Front requests more troops if outnumbered by this factor. NOTE: this results in troops being drawn from garrison duties, etc, so set HIGH.

panic_ratio_vs_human = X # Front requests more troops if outnumbered by this factor. NOTE: this results in troops being drawn from garrison duties, etc, so set HIGH.

 

enemy_reinf_days   =  X # Count enemy units less than X days from a target province in odds calculations

 

base_attack_odds  = X # Will attack at X odds or better

min_attack_odds   = X # If stalemated for a long period, may go as low as these attack odds

max_attack_odds   = X # Don't use more force than necessary to reach these odds

reinforce_odds   = X  # Send in more troops if the attacking force is at these odds

withdraw_odds   =  X # Break off attacks and withdraw at these odds

# NOTE: the calculations for retreating from _defensive_ positions are too complex to condense to a few variables

# NOTE: will _also_ retreat if the average organization is too low

}

 

military = {

relative_build_scheme  = [yes/no] # Should the AI strive to maintain a relative balance between unit types [yes] or simply allocate percentages (see below) of the total production [no]. Default: yes

 

max_batch_peace = 800     # Max production run length in DAYS while at peace

max_batch_war = 500       # Max production run length in DAYS while at war with no home front

max_batch_home_front = 190    # Max production run length in DAYS while at war with home fronts

# NOTE: AI production run size is also limited by other factors, such as Total IC capacity, days until end of scenario, and desperation.

 

# Example Build scheme:

infantry =   3

cavalry =   0

motorized =  5

mechanized =  6

light_armor =  0

armor =   10

paratrooper =  0

marine =   6

bergsjaeger =  3

garrison =   0

hq =    2

militia =   0

     # 35 %

 

multi_role =  7

interceptor =  3

strategic_bomber = 4

tactical_bomber = 6

naval_bomber =  5

cas =    5

transport_plane = 0

flying_bomb =  0

flying_rocket = 0

     # 35 %

 

battleship =  2

light_cruiser = 4

heavy_cruiser = 3

battlecruiser = 0

destroyer =  6

carrier =   6

escort_carrier = 0

submarine =  4

nuclear_submarine = 0

transport =  5

     # 30 %

# NOTE: The sum _must_ be exactly 100%!

 

 

# Brigade preferences:

# (% of eligible division types that should be built with a certain brigade type)

# Land types:

artillery   = 15

sp_artillery  = 5

rocket_artillery = 0

sp_rocket_artillery = 2

anti_tank   = 3

tank_destroyer  = 5

light_armor_brigade = 0

heavy_armor   = 0

super_heavy_armor = 0

armored_car   = 0

anti_air   = 5

police    = 0

engineer   =  5

# Sum of these should be <= 100

 

# Naval types:

cag    = 100

# Sum of these should be <= 100

 

#The AI will always build escort fighters when it builds tactical bombers and strategic bombers.

escort = X

 

 

}

 

 

# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead

 

air_marshal = {

icxdayscostfactor = 10.0  # How to value true industrial cost when calculating expect causalties

manpowercostfactor = 100.0  # How to value manpower cost when calculating expect causalties

destructionriskthreashold = 0.2  # when to fear a divisiopn might be destroyed

 

airsuperioritydesirability = 10.0 # desirability is a multiplier used when calcualting the mission desirability

airsuperioritylosstolerance = 1.0 # tolerance is the required kill:loss ration expected to do mission, 2.0 accept twice the losses of your enemy, 0.5 accept half

groundattacklosstolerance = 1.0

groundattackdesirability = 1.0

interdictionlosstolerance = 1.5

inderdictiondesirability = 1.0

logisticalstrikelosstolerance = 4.5

logisticalstrikeefficency = 0.01 # efficency is a tweakable param to adjust according to how much actual damage comes from doing this mission (not to be confused with desirability)

logisticalstrikedesirability = 100000.0

runwaycrateringlosstolerance = 1.5

runwaycrateringefficency = 0.01

runwaycrateringdesirability = 20000.0

strategicstriketolerance = 4.5

strategicstrikeefficency = 0.01

strategicstrikedesirability = 1000000.0

installationstriketolerance = 1.5

installationstrikeefficency = 0.01

installationstrikedesirability = 10.0

navalstriketolerance = 1.0

navalstrikedesirability = 10.0

portstriketolerance = 1.0

portstrikedesirability = 9.0

portstriketolerance = 1.0

portstrikedesirability = 0.0

 

 

# You can have any number of task forces, but if you add one you must add ALL the kinds you want

# as then the defaults aren't set.

 

# The defaults currently are:

taskforcetype = {

  name = "Air Superiority" # Name can be anything and is only used to ease debugging

 

  desiredratio = 0.400 # What ratio taskforces of this type should a nation try to form? 

 

  rangeweight = 10.000 # How important the range for an air divisions in this taskforce-type?

  airkillpowerweight = 2000.000 # How important is an air divisions ability to kill air in this taskforce-type?

  hardkillpowerweight = 0.000

  softkillpowerweight = 0.000 

  navalkillpowerweight = 0.000

  strategickillpowerweight = 0.000

 

  transportcapacityweight = -1000000.000 # A huge negative number here keeps transports out of this taskforce-type

 

  airvulnurabilityweight = -1.000  # How bad is being vulnurable to enemy air (vulnurable is a mix of cost and defence value)

  surfacevulnurabilityweight = 0.000

 

  # What AI missions should this task force consider?

  # Idle is the "mission" the AI is on when doing nothing,

  # Reorganize is the "mission" the AI is on when trying to reform its

  # air OOB to be more optimal. The other missions listed here correspond

  # to the standard tactical missions AND a rebase to the best airbase.

 

  # Possible missions are:   

  idle = yes

  reorganize = yes

  air_superiority = yes

  #Others not supported by the "Air Superiority" default taskforce type

  #interdiction

  #ground_attack

  #logistical_strike

  #runway_cratering

  #strategic_bombardment

  #installation_strike

  #naval_strike

  #port_strike

  #convoy_air_raiding

  #airborne_assault

  #air_supply

}

 

# the other defaults

taskforcetype = { name = "Soft Bombing" desiredratio = 0.200 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }

taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }

taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes }

taskforcetype = { name = "Naval Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes }

taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes }

 

}

 

 

 

#The number of leaders of a given type is equal to the number of units multiplied with the leader_rartio.

#For example if you have 101 land units and land_field_marsal = 0.02 you will have two field marshals.

#For example if you have 101 sea units and sea_admiral = 0.06 you will have six admirals.

leader_ratio = {

land_field_marshal =0.02

land_general =0.031

land_lt_general =0.41

 

sea_grand_admiral =0.02

sea_admiral =0.061

sea_vice_admiral =0.401

 

air_marshal =0.02

air_general =0.091

air_lt_General =0.11

 

 

 

}

 

 

 

#Factors regarding amphibious invasions by ai.

invasion = {

   #for evaluating specific province target.

base = 1.0      # Relative modifier. (lower = specific targets much more important.)

random = 1.0     # How big a random range.  (1.0 = 1%)

coastal = 1.0                   # increase to avoid coastal forts more.

beach = 1.0                     # higher, avoid worst beaches.

distance = 1.0                  # higher = avoid long distance.

max_distance = 20.0  # ignore distances at higher distance than this.. 1 = 100km ingame.

pocket = 1.0                    # prioritise pockets, ie provinces with no adjacent controlled by same.

island = 1.0                    # prioritise taking pure islands.

enemy = 1.0                     # higher = much more wary of troops in province.

adjacentenemy = 1.0             # higher = much more wary of troops nearby

air_base = 0.1      # add this priority for air bases within adjacentenemy

naval_base = 0.1    # add this priority for naval bases within adjacentenemy

air_support = 0.1      # add this priority for beaches within reach of air_bases

ignore = [yes/no]    # Launch invasions even if we have a home front. Default: no.

 

redirect   = priority/nearest/home   # priority refers to targets in the AI file,

              # nearest is the closest enemy beach where the AI has

              # good attack odds and home is to return back to port

 

#specific provinces can be targetted to get special bonuses..

target = {

  898 = 1000 # Invasion of South Sicily (898) has super high priority. Negative values preclude invasions there.

}

}

 

#Factors controlling the naval AI

admiral = {

#specific provinces can be targetted to get special bonuses..

target = {

  592 = 200 # patrolling the south north sea have a big priority.

  ...

}

 

#This is used to determine that it's a core seazone and its control is important.

core = {

  592

  ...

}

 

#Which provinces to use as bases..

base = {

  592

  ...

}

 

#Which areas to ignore.

ignore = {

  #PLEASE NOTE THAT ITS AREAS..  Not province-names

  "northern baltic"

  "southern baltic"

}

 

min_org  = 95% # NEW: Percent of org gained back before the unit can leave port

min_dmg  = 95%   # NEW: Percent of dmg gained back before the unit can leave port

return_org  = 60%  # NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships

return_dmg  = 50%  # NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships

 

}

 

 

# Factors to modify for technological development.

technology = {

endgoal = { ... }   #list of endgoals to achieve.

preference = { ... }  # list of techs to give bonus too.

ignore = { ... }    # Techs we will never research

 

#preference to weight importance of research in these field.s

armor = 2.0

infantry = 3.0

industry = 2.5

aircraft = 0.6

naval = 0.1

land_doctrines = 4.0

air_doctrines = 0.9

naval_doctrines = 0.1

secret_weapons = 0.4

}

 

# Factors to modify Trade Agreements.

trade = {

favored = {

  TAG = X   # Preferred Countries to trade resources with.

}

embargo = {

  TAG    # Will not trade resources with these countries.

}

 

# A threshold for when the AI should cancel trade agreements. Default is 4.0. A lower value means the AI will be more eager to cancel bad deals.

cancel_deal_threshold = X 

 

# These override the resource values in "db\resource_values.csv" for this AI unless set to -1 (default.)

energy =    -1

rare_materials =  -1

metal =    -1

oil =     -1

supplies =    -1

money =    -1

}

 

# Factors to modify Tech Sharing

tech_sharing = {

favored = {

  TAG = X   # Preferred Countries to trade techs with. Higher value also means better techs.

  ...

}

embargo = {

  TAG    # Will not trade techs with these countries.

  ...

}

not = {

  ID    # List of techs never to trade.

  ...

}

prioritized

  ID = X   # Priority to accepting trades with these techs.

  ...

}

}

 

#prevents ai from accepting peace deals

 

ferocity = yes

 

#controls how much forces ai can send to different countries (not implemented internally)

 

exp_force_ratios = {

USA = 0.75

ENG = 0.25

}

 

 

 

################################################## #########

# SPY

################################################## #########

 

 

 

spyprefs =

{

percentage_on_spies = 0.2

#percentage_on_spies: the amount of the income a country will spend on intelligence.

 

percentage_foreign_mission = 0.7

#The amount of the income a country will spend on intelligence.

 

spyprefsdata =

{

country_priorities= 10

#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

 

number_of_spies10

#This is the number of spies a nation desire too has in the target nation.

 

min_number_of_spies = 2

#When this number is reacted a nation will start to do spy action in the target nation.

 

#All the values below must be integers.

steal_blueprint = 10

minister_assassination = 15

smear_campaign = 1

coup = 1

sabotage_industry = 10

nuclear_sabotage = 0

found_partisans = 0

massmedia = 0

counter_espionage = 2

disrupt_techteam = 1

 

#The target country.

country = USA

}

 

# when country is the same as the AI file that data will be used for intelligence protecting the country i.e. counter espionage.

spyprefsdata =

{

NumberOfSpies = 3

counter_espionage =  10

country =  GER

}

 

#An Example :

 

#steal_blueprint = 10

#minister_assassination = 1

#sabotage_industry = 20

 

#In the long run the nation will perform 10 more “steal_blueprint” then minister_assassination and 10 more “sabotage_industry” then “steal_blueprint”.

 

}

Изменено пользователем Онагр
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2Онагр

Спасибо :)

 

2Aleksander

Да я тоже не любитель моддинга, но уж очень напрягает когда перед вторжением в СССР немцы усиленно строят гарнизоны и самолетики с корабликами, а вылет такой фракции к лету 1942 года из игры делает ее совсем неинтересной... Может у кого-то по-другому происходит, но у меня так все время :( Приходится что-то додумывать самому...

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Shurkec

Насчет перебазирования фашистов в Испанию, пробовал ли ты изменять эти параметры?

 

1) exp_force_ratio = 0.75 – доля дивизий, отправляемая на помощь союзникам.

Для фрицев думаю до 0.25 надо выставить попробовать.

2)

Следующие параметры как раз отвечают за гарнизоны: max_garrison_prop min_garrison_prop Понятно что это максимальный и минимальный коэффициент гарнизонов. В Моде 34 для немцев его значение равно 0.5 - ну и нафик это надо??? В итоге немчура клепает в основном только гарнизоны - о каком наступлении может идти речь вообще?

Тут не сколько клепает, а сколько выделяет на подавление партизан - как я понял. Попробуй, например: 0,1 - 0,2

3)

country_priorities = { - приоритет границы с определенными странами.

ENG = 30

FRA = -1 – сбрасывает настройки opposing_alliance, claim_threat и unstable_border.

...

}

Приоритет границы с СССР ставим выше приоритета для союзников, тут надо проверить реакцию Германии, в 39-41гг до нападения на СССР.

 

4) Или вот этот параметр, но тут смотреть надо чтоб в нужное время комп мог собрать нужный перевес по силам.

max_front_ratio = х – максимально соотношение дивизий на границе (свои/чужие). По умолчанию 4.

max_front_ratios = { nnn = х } – тоже для границы с определенной страной (nnn – тэг страны). Игнорируется для границы с человеком.

max_front_ratios - этот параметр для союзников (ENG, FRA) можно уменьшить, дабы комп не гнал под гибралтар сотни дивизий. В описанном случае получаеться с СССР войны нет, следовательно приоритет в пользу действующего фронта, вот там комп и пытаеться огранизовать X кратный численный перевес.

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2Tower

1) exp_force_ratio = 0.75 – доля дивизий, отправляемая на помощь союзникам.

Для фрицев думаю до 0.25 надо выставить попробовать.

Менял, но реального изменения не увидел... Может надо было более долгое время поиграть...

сколько выделяет на подавление партизан - как я понял. Попробуй, например: 0,1 - 0,2

Тут да, уменьшение параметра уменьшило заметно количество дивизий во Франции...

max_front_ratios - этот параметр для союзников (ENG, FRA) можно уменьшить, дабы комп не гнал под гибралтар сотни дивизий. В описанном случае получаеться с СССР войны нет, следовательно приоритет в пользу действующего фронта, вот там комп и пытаеться огранизовать X кратный численный перевес

Судя по всему так... Пока с СССР мир, немцы про него забыли и навряд-ли их можно сейчас как-то переключить, убрав из Испании...

 

Кстати, параллельно решил поставить мод Stony - уж очень его на Снежках нахваливали, типа супер-пупер историчный... Историчный, согласен, но частично... Что сразу бросатеся в глаза - мод сделан с особой любовью к Германии, особенно к войскам СС - некто Aragorn, который прописывал многие эвенты, явно не ровно дышит к фашикам... Я играю за СССР, и заодно посматриваю как там немцы... Благодаря нужным эвентам они вообще не парятся... ПП у них такой же как у меня, но я закладывал весь свой ПП на строительство заводов в течение 3-х лет, а они заводы почти не строят (5-6 штук за все время не в счет), зато в массе клепают войска, особенно флот... Вроде как исторично... Поступление в войска дивизий СС происходит регулярно... Про чит о том, что строящиеся дивизии поступают в войска сразу с бригадами я уже писал... Для СССР в 1937 после чистки в армии наступает жуткий эвент с понижением организации и морали. Типо исторично... Но почему-то после событий известных событий с японцами никаких повышений этих параметров нет, также как и после победы над Финляндии. Если следовать логике автора, то должно быть как минимум повышение морали, все-таки какие-никакие победы... Но ничего подобного нет... Эвентов о присоединении прибалтийских государств к СССР нет - это ведь по мнению авторов неисторично, приходится требовать у них территории, а это процесс долгий... Весной 1940 года инопланетяне присылают немцам свыше десятка танковых дивизий, сами немцы непонятно с каких припасов продают танки союзникам... И еще много подобной хрени, претендующей на историчность с оговоркой - только для немцев и только для них, любимых...

Короче - мод весьма специфический....

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Продолжаю играть в Stony - за 7 месяцев с сентября по апрель инопланетяне поставили Германии около 30 пехотных и 7 танковых дивизий, количество бригад того же порядка, самолетики я не считаю - там картина не хуже. Обнаружилась еще одна очень неприятная особенность игры - значение мэнпауэра на фракцию за которую играет компьютер не действует. У меня немцы имеют всего около 5-10 единиц 9специально отслеживал 7 месяцев) - и они прекрасно строят параллельно 7 дивизий пехоты (это 70 единиц) + 2 танковые дивизии. При этом активно воюют в Европе и без проблем пополняют войска. По-моему это уже вообще ни в какие ворота не лезет...

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2Kujah

сейвы из Victoria-Revolutions кто-нибудь пробовал переносить в Doomsday?

В частности, например, со спасенной Российской империей?))

 

Смысла нет. Баланс к черту летит - есть только одна держава - ваша (т.е. перенесенная из Виктории) - другие полное г... - у них нет мп, пп, ресурсов и т.д. - скукотища - можно конечно немного все поправить - отредактировать сейв - но это все равно баланс мало правит. Много раз переносил - но ничего путного не получалось - последняя попытка была за Австро-Венгрию - в общем за год можно было покорить весь мир - время уходило только на перемещения войск и флота.

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2Shurkec

У меня немцы имеют всего около 5-10 единиц 9специально отслеживал 7 месяцев) - и они прекрасно строят параллельно 7 дивизий пехоты (это 70 единиц) + 2 танковые дивизии. При этом активно воюют в Европе и без проблем пополняют войска. По-моему это уже вообще ни в какие ворота не лезет...

это самый большой минус парадоксова творения - сложность игры создается за счет дичайшего читерства комп.игроков. Ждем разработчика, который сможет написать достойные мозги для своих правил.

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Играл за Аргентину в союзе с Германией ... поляки высадились на фолклендах :blink:

 

Подскажите плз, что нужно отредактировать, что бы ограничить радиус действия флота АИ, а то плавают как хотят и где хотят, независимо от расположения своих баз. Если указано что макс. радиус действия транспорта 3000, то пусть и плавают 3000, а не 9-12 ...

 

Кто знает где нужно внести изменения?

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2Barbarossa

Не получится. Неограниченная дальность для АИ одна из фич в игре. Чтобы совсем не заламывакть руки кремниевому парню. Ему и так против нас тяжело. Введение ограничения для транспорта скажется только на игроке. А так без промежуточных баз или базы на другом конце тарнспорт из Америки не доплывет до Европы. Картина маслом.

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Aleksander

Адмирал,я тут задумал изменить названия морских КБ,прошу вашего совета.Верно ли будет следующая последовательность:

 

1936 1938 1944-45 1947

ЦКБ-17 ЦКБС-17 ЦКБС-17 ЦКБС-17

ЦКБ-18 ЦКБ-18 ЦКБ-18 ЦКБ "Рубин"

НИВК ЦНИИ-45 ЦНИИ-45 им. академика А.Н. Крылова

 

Или стоит использовать названия КБ заводов?Просто я номера не все нашел,только для Балтийского завода - ЦКБ-4.Какие КБ имели большее значение - заводские или центральные?

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2Онагр

По моему скромному мнению номера заводов и КБ писать не стоит. Штука в том, что для игрока все эти ЦКБ неинформативны. В отличии скажет от Николаевского завода или Адмиралтейского. Морские КБ вменее известны. Но как правило разработки все-таки старались привязывать к конкретному производству. И потом технология в ХОИ-2 это не совсем чистая разработка. Это фактически серийное изделие. Которое игрок может запускать или незапускать, но имеется возможность немедленного серийного выпуска или апгрейда. А значит есть документация и конструкторская и технологическая, оборудование, кадры, оснастка. В общем предлагаю остановится на заводах. :)

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Выбрав соединение, щёлкните правой кнопкой на провинции назначения, удерживая клавишу Ctrl. В появившемся окне выберите "Стратегическое перемещение". Провинция назначения должна быть достижима посуху через дружественные территории. Точное время прибытия будет указано в окне, и всё, что вам остаётся это нажать OK.

 

Изменено пользователем Онагр
  • Что?! 1
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  • 1 месяц спустя...

Вообщем такая проблема:

установил ДП2 "Новая война" от 1с на нее патч 1.3а (русс.), затем Армагедон (англ.) но патч 1.1 (англ.) не видит адонна и не хочет устанавливатся. :angry: Может кто подскажет как установить? :help:

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Ну не знаю,я же как-то играю...Ставлю Думсдэй,затем патч 1.2(русский),затем Армагеддон,затем патч 1.1.

Изменено пользователем Онагр
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Честно говоря не встречал.Ну тут я пас.Если уж Армагеддон установился то патч бы его нашел я думаю...Может неправильный патч :unsure: ?

P.S. Спасибо за перевод.
Пожалуйста :rolleyes:
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Думаю надо что в реестре нужные записи были. Пока вижу один вариант, чтоб те кто установил DD импортнули ветку реестра для камрада iga8 :)

Ну или отписали чего, как и где надо поправить в реестре :)

 

iga8

Если хоть немного знаком с реестром, попробуй поиском по нему пройтись, найди где сохраняеться версия DD-armagedon'a и вручную поправить пробовать надо.

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Комрады, есть один непонятный мне момент, может кто знает... Я в основном играл за СССР, Германию и Японию, а за демократические страны почти не играл, за исключением США и Франции, поэтому есть кое-какие непонятки... В частности не совсем понятно какие преимущества дает свободный рынок по сравнению с централизованным планированием. От ЦП есть большой прок - увеличение ПП, а что дает СР? - только больше денег? Но они нафик особо не нужны... Еще обнаружил изучая старые сейвы что у демократических стран типа США и Англии время производства юнитов по меньшей мере в 1,5 раза меньше чем у стран с преимущественно ЦП. И это при одинаковом развитии технологий. Например играя за СССР я строил авианосцы самое быстрое за приблизительно 450 дней (условно), в то время как США их клепали за 350 - за счет чего??? Сейчас начал игру за США, но никаких отличий от СССР или Германии по времени строительсвта я не вижу... Опять что-ли скрытый чит в пользу компа?

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