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This mod does not impact the tech tree itself, it changed division priority and spending priority. It should not hinder tech tree modifications.
I just wanted to clarify that the boost version did indeed solve the spy problem, so there's always an option there for those thirsting for an update.
(and other Generals!)
Thank you for using the AI Overhaul!
The mod is not officially tested with latest updates. This is because some updates and patches were actually hindering basic/vanilla AI performance and addressing it every time they are released would require constant tests.
This is something I would only be able to do by working on this continuously.
As I can't do that yet for now - I am a game developer too releasing its own project - I am sorry if I had to pause maintenance, since some time, as maintenance efforts were increasing instead of decreasing over time.
However, I do appreciate the support and appreciation people are sending here!
(and other Generals!)
Back to the issue now:
=====================
The mod uses separate variables though so it should not impact this aspect "by design"; but it's still very possible that AI priorities is ignoring spy spending (for better or worse!) because of something added in updates, and it would do this by mistake as a consequence.
There may be a solution though: you may also try the "boost version" which uses more isolated files and variables and has increased compatibility (and should better work across all possible mods and updates), this version is here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=846939696&searchtext=full+ai+overhaul
The boost version does not know in which order AI files are applied, meaning another mod may apply itself after or before it applies its variables, and I can't know if this fixes the issue you just mentioned, but it has more compatibility.
=====================
And I must say, you have a great avatar and name pick too :)
(Iroh is a character I really loved)
Thank you for mentioning this, I'll see what I can do.
Sorry guys for the lack of maintenance this mod has known.
I was planning on reviving the mod with some hot upgrades and attempts.
I can't give you an ETA yet but yes a full rework is in the works.
And before that, just a compability patch for 1.5.4.
I estimate that the mod's performance must be upgraded now, because patches may break things (not cause crashes however). So it needs some full work on this.
Thank you for your reply, i just hope someone will make a mod for that ^^
The mod does not access any mechanics which should make it non compatible.
It should work.
@Zhakarov
Thank you for your request!
The mod addresses the way AI manages its armies but has less effect of how it produces it "magically" in last updates. It does not address the new updates new kind of problems, such as minor countries spawning and odd number of regiments. So it won't be able to fix other mods or updates hacks in that field.
Because the AI of this mod its completly hacked ...
For exemple Albania in 3 month with 4 steel factory spawn 19 div of infentry with each one count :
-12 infentry brigade
-2 artillery bgd
-2 AA bgd
-5 extra bgd of AT , AA , Artillery , Medical bgd & Reco bgd
And 25 other div of tanks, artillery & a massive light navy without any fu...ing factory ...
Can i use this mod for this ?
Thanks in advance.
I'll add that to the idea list!
@ DerpAlmostNormal
These should be tho Boost version which has increased compatibility with other mods:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=846939696
- AI mobilizes more divisions to the attack/main front/most dangerous front
- AI does not try to overspend its units, and waits for pierce time
- AI recovers faster before it plans again
..
@Joseph many many many thanks :)
the devs made AI moddable though, so kudos for that
unfortunately they do not allow to make true AI scripts
@Ruffy I am indeed set up for modding Sanctus Reach and TW2,
but since I am possibly planning some HOI4 multiplayer, I plan to upgrade AI again
No ETA yet sorry
I'll also see what I can do about UK templates, as mentioned below ;)
I'll keep you updated on the deadlines.
Sorry for the late amswer: te version which should be compatible with what you say is here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=846939696
Thanks a great lot! these words count :)
@Telparion Thanks for your hard work.
Yes. It is perfectly dynamic and affect all countries including the new.
Remember the notes about multifronts though, some countries have been reported more able than others depending on the number of fronts they face (the less the better they are)
In any case Clio, if you want both experiences, try out the Full AI "Boost version" (one I made for even increased compatibility with all mods: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=846939696 ) and activate both mods at the same time. I don't think it can really go wrong, you should activate more benefits than problems in what you are looking for.
It is just the result of all AIs being upgraded in the focus they give.
Think of it this way:
if players were playing HOI4 and were playing the spanish civil war, would it be shorter than two or three years? quite possibly!
Just like in HOI3, a player controlling Japan could conquer China in less than 40 days. The focus and the tools available in the simulation make it possible.
But if you do not, this version is better.
As this one also upgrades the land troops the AI likes to build.
It certainly was the case in my test games (Germany did conquer a lot of countries very fast so it captured empty lands).
However that does not mean that all new patch contents are addressed, so more tests may be needed on that part.
This is a generic AI mod so it should have some results!
Still expect the unexpected though - not everything from vanilla can be addressed easily. Also we can't touch the "core AI scripts", only the values it uses!