Hearts of Iron IV

Hearts of Iron IV

Better Mechanics: Frontline AI
Showing 1-7 of 7 entries
Update: 14 Aug, 2017 @ 3:59pm

-reset most defines changes for experimentation, and reevaluation
-changed hour bad combat reevaluate to 48 for a good medium
-changed desired and min max unit designation to give a good balance between the front and garrison
-the ai will now naval invade more
-curtailed frontline spam where the ai will make random armies
-reverted ai volunteering options
-added more ai areas
-added emphasis on areas for england and france

Update: 7 Jul, 2017 @ 11:21am

-added ai strategy for invading japan
-added garrison values for england and japan (so they don't get cucked by naval invasion)
-changed plan value to execute to 0.2, before the ai was too afraid to attack, now they're too keen.
-changed the vittoria mutilata idea to not give +50% ai offense, it breaks the ai
-negated effects of plan activation major/player weight factor to combat ai frontline abandoning

Update: 20 Jun, 2017 @ 9:55pm

-doubled main enemy front importance, should fix abandoning frontlines
-doubled small enemy front importance, should fix abandoning frontlines
-changed plan value to execute down to 0.0
-changed plan activation superiority aggro back to 1.0, fixing ai won't attack empty spaces bug
-added ai strategy for invading england, will add more in 1.3

Update: 19 Jun, 2017 @ 8:53am

-updated the defines so this mod should be compatible with every mod on the workshop (in theory)
-changed plan supply factor from 0.1 to 15.5
-changed back army importance factor and victory points factor
-changed plan value to execute back from before and to 0.2, I messed up on the part where the ai will do stupid plans
-changed back relative strength to invade
-changed garrison fraction to 0.2
-changed unit assignment terrain importance to 20.0
-changed plan move min org back (experimental)
-changed ai front movement factor back to 0.1
-changed plan activation superiority aggro to 0 (experimental)
-changed entrenchment weight to 4.0 (experimental)
-changed plan spread attack weight from 13.0 to 50.0 (experimental)
-changed main enemy front importance from 30.0 to 10.0 in efforts to prevent majors lining up all of their troops in the desert against a minor
-changed hour bad combat reevaluate from 100 hours to 2 hours trying to make the ai reevaluate whether to keep attacking or not on if it the plan goes bad
-changed naval mission escort near controlled to 70000 to promote escorting troop convoys

Update: 16 Jun, 2017 @ 9:42am

-changed units factor area desire to from 1.0 to 2.5 making the ai garrison less
-changed min units factor area from 1.0 to 0.25
-changed max units factor front order from 1.5 to 5.0
-changed units factor front order desire from 1.5 to 4.5
-changed min units factor front order from 1.5 to 3.0
-changed max units for naval invasion from 1.0 to 0.5
-changed desired units for naval invasion from 1.0 to 0.15
-changed minimum units for naval invasion from 1.0 to 0.0
-changed ai front movement factor back to 0.25 for experimenting
-changed plan move min organization to enemy province from 20.0 to 10.0 making the ai take territory that the enemy doesn't have units on with low org
-changed relative strength to invade defensive from 0.4 to 0.08, hopefully making the ai attack more
-changed entrenchment weight to 0.5 to make the ai mobilize when important

Update: 15 Jun, 2017 @ 3:24pm

-added tags

Update: 15 Jun, 2017 @ 3:11pm

-changed not ready for war base modifier from 50 to 500, meaning the ai will not join wars if they're not ready (germany?)
-changed army importance factor for the ai from 5 to 10 (experimental)
-changed victory point importance factor from 5 to 2.5
-changed repeat offers factor from 4 months to 1 month, making the ai more frequently offer stuff
-changed tradeable factories fraction from 0.8 to 0.6 meaning the ai will trade less of their factories away
-changed deploy minimum training war factor from 25% to %5 increasing unit spam to allow a bigger army
-changed plan value to execute factor from -0.5 to -0.9 making the ai not do dangerous plans
-changed volunteer containment factor from 0.1 to 0.9, making the ai more likely to contain someone else
-changed main enemy front importance from 10.0 to 30.0 making the ai actually maintain frontlines
-changed easy target front importance from 7.5 to 5.0 making the ai not send many troops to an easy target
-changed ai front movement factory for ready factor from 0.25 to 0.10, making the ai have 90% of troops on the border, not moving before executing a plan
-changed entrenchment weight from 2.0 to 3.0