[B@W] Abominus
21.08.06, 22:02
Hallo Moddinggemeinde,
ich bräuchte da mal ne Auskunft... ich habe versucht, Mexiko (U06) davon zu überzeugen, gegen Großnicaragua (NIC) vorzugehen (Nicaragua hat alle Mittelamerikaner annektiert). Sie haben in ihren zwei an Nicaragua grenzenden Provinzen jeweils über 20 Divisionen stehen, und Nicaragua hat in seiner Grenzprovinz genau drei. Wie bekomme ich die Mexikaner dazu, Nicaragua anzugreifen?
Habe schon versucht, aus den Angriffs-KIs von Deutschland für Polen und Frankreich/Benelux zu klauen (Lothos), aber es klappt weder mit offensive, noch reactive, noch even oder was weiss ich.
Es ist mir gelungen die Mexikaner davon zu überzeugen, nicht sinnlos die Küste oder die Grenzprovinzen zur CSA/USA zu sichern. Alles haben sie in ihre zwei Grenzprovinzen zu Mittelamerika geschafft, aber sie greifen nicht an (sind bereits per Event im Krieg).
MfG
Abo
Krieg:
war = {
id = { type = 4712 id = 61648 }
date = {
year = 1936
month = december
day = 6
hour = 0
}
enddate = {
year = 1936
month = december
day = 27
hour = 0
}
defenderscore = { NIC = { } }
attackerscore = { U06 = { NIC = 3 } }
attackers = { id = { type = 4712 id = 61646 } defensive = no participant = { U06 } }
defenders = { id = { type = 4712 id = 61647 } defensive = no participant = { NIC } }
}
Auszug aus dem Savegame:
country = {
tag = U06
ai = {
switch = no
flags = {
axis = 0
MEXChiefCamina = 0
MEXChiefEscamillo = 1
MEXChiefHill = 0
MEXDDay = 0
MEXSecurityBenavides = 1
MEXSecurityFigueroa = 0
WF36 = 1
WF37 = 0
WF38 = 1
}
max_front_ratio = 2.5000
max_front_ratios = { NIC = 10.0000 }
max_garrison_prop = 0.3000
min_garrison_prop = 0.2000
neutrality = 95.0000
war = 1
ferocity = no
reinforcement = 0.2000
upgrading = 0.3500
desperation = 0.3000
strat_redeploy_threshold = 25
max_redeploying = 0.2500
combat = { NIC = 100 ENG = 100 }
target = { 757 = 100 539 = 100 }
exp_force_ratio = 0.7500
exp_force_ratios = { }
admiral = {
target = { }
core = { }
base = { }
ignore = { }
}
trade = { cancel_deal_threshold = 2.0000 }
tech_sharing = { prioritized = { 5020 = 100 5030 = 100 5040 = 100 1310 = 100 1320 = 100 1330 = 100 1340 = 100 1350 = 100 1360 = 100 5050 = 100 5060 = 100 5070 = 100 5080 = 100 5090 = 100 5100 = 100 5110 = 100 5120 = 100 5130 = 100 5150 = 100 5180 = 100 } }
invasion = {
base = 0.1000
random = 8.0000
coastal = 0.1000
beach = 0.1000
distance = 0.1000
max_distance = 99999.0000
pocket = 20.0000
island = 0.1000
enemy = 2.0000
adjacentenemy = 2.0000
air_base = 1.5000
naval_base = 0.1000
air_support = 3.0000
ignore = no
invasion = no
help_allies = yes
redirect = nearest
}
air_marshal = {
icxdayscostfactor = 10.0000
manpowercostfactor = 100.0000
destructionriskthreashold = 0.2000
airsuperioritydesirability = 30.0000
airsuperioritylosstolerance = 1.0000
groundattacklosstolerance = 1.0000
groundattackdesirability = 40.0000
interdictionlosstolerance = 2.0000
inderdictiondesirability = 20.0000
logisticalstrikelosstolerance = 0.5000
logisticalstrikeefficency = 0.0100
logisticalstrikedesirability = 2.0000
runwaycrateringlosstolerance = 1.5000
runwaycrateringefficency = 0.0100
runwaycrateringdesirability = 10.0000
strategicstriketolerance = 4.5000
strategicstrikeefficency = 0.0100
strategicstrikedesirability = 10.0000
installationstriketolerance = 1.5000
installationstrikeefficency = 0.0100
installationstrikedesirability = 5.0000
navalstriketolerance = 1.0000
navalstrikedesirability = 15.0000
portstriketolerance = 1.0000
portstrikedesirability = 9.0000
taskforcetype = { name = "Air Superiority" desiredratio = 0.4000 rangeweight = 10.0000 airkillpowerweight = 2000.0000 hardkillpowerweight = 0.0000 softkillpowerweight = 0.0000 navalkillpowerweight = 0.0000 strategickillpowerweight = 0.0000 transportcapacityweight = -1000000.0000 airvulnurabilityweight = -1.0000 surfacevulnurabilityweight = 0.0000 idle = yes reorganize = yes air_superiority = yes }
taskforcetype = { name = "Soft Bombing" desiredratio = 0.2500 rangeweight = 10.0000 airkillpowerweight = 0.0000 hardkillpowerweight = 0.0000 softkillpowerweight = 2000.0000 navalkillpowerweight = 0.0000 strategickillpowerweight = 0.0000 transportcapacityweight = -1000000.0000 airvulnurabilityweight = 0.0000 surfacevulnurabilityweight = -1.0000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Hard Bombing" desiredratio = 0.1000 rangeweight = 10.0000 airkillpowerweight = 0.0000 hardkillpowerweight = 2000.0000 softkillpowerweight = 0.0000 navalkillpowerweight = 0.0000 strategickillpowerweight = 0.0000 transportcapacityweight = -1000000.0000 airvulnurabilityweight = 0.0000 surfacevulnurabilityweight = -1.0000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Strategic Bombing" desiredratio = 0.1000 rangeweight = 10.0000 airkillpowerweight = 0.0000 hardkillpowerweight = 0.0000 softkillpowerweight = 0.0000 navalkillpowerweight = 0.0000 strategickillpowerweight = 2000.0000 transportcapacityweight = -1000000.0000 airvulnurabilityweight = -0.5000 surfacevulnurabilityweight = -0.5000 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes }
taskforcetype = { name = "Naval Bombing" desiredratio = 0.0500 rangeweight = 10.0000 airkillpowerweight = 0.0000 hardkillpowerweight = 0.0000 softkillpowerweight = 0.0000 navalkillpowerweight = 2000.0000 strategickillpowerweight = 0.0000 transportcapacityweight = -1000000.0000 airvulnurabilityweight = 0.0000 surfacevulnurabilityweight = -1.0000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes }
taskforcetype = { name = "Airlift" desiredratio = 0.1000 rangeweight = 10.0000 airkillpowerweight = 0.0000 hardkillpowerweight = -2000.0000 softkillpowerweight = -2000.0000 navalkillpowerweight = 0.0000 strategickillpowerweight = -2000.0000 transportcapacityweight = 1000000.0000 airvulnurabilityweight = -1.0000 surfacevulnurabilityweight = 0.0000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes }
}
garrison = {
defend_overseas_beaches = yes
key_point_prio_mult = 0.5000
revolt_risk_mult = 0.3000
beach = 0
reserves = 20
capital = 40
human_border = 0
war_target = 50
opposing_alliance = 50
claim_threat = 0
unstable_border = 0
war_zone_odds = 2.0000
home_multiplier = 1.0000
overseas_multiplier = 1.0000
home_peace_cap = 20
country_priorities = { ENG = 50 CSA = 5 USA = 5 NIC = 100 }
province_priorities = { }
area_multiplier = { }
ignore = { }
}
military = {
relative_build_scheme = no
max_batch_peace = 360
max_batch_war = 180
max_batch_home_front = 180
infantry = 100.0000
cavalry = 0.0000
motorized = 0.0000
mechanized = 0.0000
light_armor = 0.0000
armor = 0.0000
paratrooper = 0.0000
marine = 0.0000
bergsjaeger = 0.0000
garrison = 0.0000
hq = 0.0000
militia = 0.0000
escort = 0.0000
multi_role = 0.0000
interceptor = 0.0000
strategic_bomber = 0.0000
tactical_bomber = 0.0000
naval_bomber = 0.0000
cas = 0.0000
transport_plane = 0.0000
flying_bomb = 0.0000
flying_rocket = 0.0000
battleship = 0.0000
light_cruiser = 0.0000
heavy_cruiser = 0.0000
battlecruiser = 0.0000
destroyer = 0.0000
carrier = 0.0000
submarine = 0.0000
transport = 0.0000
artillery = 20.0000
sp_artillery = 0.0000
rocket_artillery = 0.0000
sp_rct_artillery = 0.0000
anti_tank = 18.0000
tank_destroyer = 0.0000
light_armor_brigade = 0.0000
heavy_armor = 0.0000
super_heavy_armor = 0.0000
armored_car = 0.0000
anti_air = 0.0000
police = 0.0000
engineer = 0.0000
cag = 100.0000
}
front = {
strength = 1.0000
organisation = 1.0000
dig_in = 1.0000
soft_attack = 1.0000
hard_attack = 1.0000
ground_defense = 1.0000
support_defense_prop = 0.3300
river = 1.0000
frozen_attack = 1.0000
snow_attack = 1.0000
blizzard_attack = 1.0000
storm_attack = 1.0000
muddy_attack = 1.0000
largefort = 1.0000
smallfort = 1.0000
occupied = 0.7000
owned = 0.7000
jungle_attack = 1.0000
mountain_attack = 1.0000
swamp_attack = 1.0000
forest_attack = 1.0000
hill_attack = 1.0000
urban_attack = 1.0000
recklessness = 2
enemy_reinf_days = 6
reserve_prop = 0.1000
panic_ratio_vs_ai = 2.5000
panic_ratio_vs_human = 2.5000
base_attack_odds = 1.3000
min_attack_odds = 1.1000
max_attack_odds = 3.0000
reinforce_odds = 1.2000
withdraw_odds = 0.6000
distrib_vs_ai = reactive
distrib_vs_human = reactive
enemy_handicap = { }
passivity = { }
province_priorities = { 539 = 5000.0000 }
}
construction = {
max_factor = 0.0000
transports = -1
escorts = -1
AA_batteries = no
max_AA_level = 2
AA_provs = { 752 753 }
coastal_fort = no
max_coastal_level = 3
coastal_fort_provs = { }
radar_station = no
max_radar = 5
radar_provs = { }
air_base = no
max_air_base = 2
air_base_provs = { 753 }
naval_base = no
max_naval_base = 5
naval_base_provs = { }
land_fort = no
max_land_level = 2
fort_borders = { }
fort_provs = { }
nuclear_reactor = no
max_nuclear = 10
rocket_test = no
max_rocket = 10
ic_at_war = no
force_ic_until = 1935
ic_end_year = 1935
IC_provs = { 752 753 745 742 }
}
technology = {
preference = { 5050 5060 5070 5080 5090 5100 5110 5120 5130 5180 1010 1020 1030 1040 1050 1060 6010 6030 }
ignore = { 5140 5150 5160 5170 5010 5020 5030 5040 5190 5200 5210 5220 5230 5240 1110 1120 1130 1140 1070 1080 1090 1100 1150 1160 1170 1180 1190 1200 1210 1220 4250 4260 4270 5550 5560 5570 5580 5590 5470 5480 5490 5500 5510 5520 5530 5540 5410 5420 5430 5440 5450 5460 1230 1240 1250 1260 1270 1280 1290 6210 2020 2030 2040 2050 2060 2010 2070 2080 2090 2100 2110 2120 2140 2170 2180 2190 2200 2210 2220 2230 2240 2250 2260 2270 2280 2450 2460 2470 2480 2490 2500 2510 2520 2530 2540 }
armor = 1.0000
infantry = 6.0000
industry = 3.0000
aircraft = 0.0000
naval = 0.0000
land_doctrines = 8.0000
secret_weapons = 0.0000
air_doctrines = 0.0000
naval_doctrines = 0.0000
}
leader_ratio = {
land_field_marshal = 0.0200
land_general = 0.0310
land_lt_general = 0.4100
sea_grand_admiral = 0.0200
sea_admiral = 0.0610
sea_vice_admiral = 0.4010
air_marshal = 0.0200
air_general = 0.0910
air_lt_General = 0.1100
}
}
capital = 752
policy = {
date = {
year = 0
month = january
day = 0
hour = 0
}
democratic = 2
political_left = 3
freedom = 2
free_market = 3
professional_army = 7
defense_lobby = 9
interventionism = 10
}
belligerence = 0.0000
dissent = 0.2633
war = {
year = 1939
month = october
day = 0
hour = 0
}
lastpeace = {
year = 1936
month = december
day = 6
hour = 0
}
combatlosses = { }
attritionlosses = { }
disbandlosses = { }
revolt = 0.0000
revoltrisk = 0
revoltriskdate = {
year = 0
month = january
day = 0
hour = 0
}
land_fort_eff = 1.0000
coast_fort_eff = 1.0000
ground_def_eff = 0.8000
convoy_def_eff = 0.0000
energy_to_oil = 0.1000
oil_to_rare_materials = 0.0000
industrial_modifier = 1.1500
supply_modifier = 5.0000
minisub_bonus = 1
AA_efficiency = 0.6000
nuke = 0
nukedate = {
year = 0
month = january
day = 0
hour = 0
}
carrier_level = 0
intelligence = 50.0000
enemy_intelligence = 50.0000
army_detection = 40.0000
enemy_army_detection = 80.0000
land_surprise = 1.0000
naval_surprise = 1.0000
air_surprise = 1.0000
hq_supply_eff = 0.0600
sce_frequency = 1.2000
counterattack = 0.0700
assault = 0.0400
encirclement = 0.0300
ambush = 0.0300
delay = 0.0700
tactical_withdrawal = 0.0100
breakthrough = 0.0200
Das ist nur ein Auszug. Das ganze Savegame gibt es hier: *Klick* (http://abo.baw-clan.de/download/hoi2/autosave.rar)
Mein schäbiger Versuch, eine KI zu modden:
switch = no # [yes/no]
max_front_ratio = 2.5
max_front_ratios = { NIC = 10.0 }
combat = {
NIC = 100
ENG = 100
}
target = {
757 = 100
539 = 100
}
garrison = {
defend_overseas_beaches = yes
home_multiplier = 1.0
overseas_multiplier = 1.0
home_peace_cap = 20
war_zone_odds = 2.0
key_point_prio_mult = 0.5
revolt_risk_mult = 0.3
# PRIORITIES:
beach = 0 # Beach level 2
capital = 40 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 50 # The next country targeted for attack by this AI
reserves = 20 # bonus for provinces just behind a frontline.
opposing_alliance = 50 # For neutrals, all alliances are "opposing"
claim_threat = 0 # If we are neutral, countries with claims on us get this
unstable_border = 0 # Bordering countries at war with someone else get this
# Borders with specific countries
country_priorities = {
ENG = 50
CSA = 5
USA = 5
NIC = 100
}
province_priorities = { }
area_multiplier = { }
}
front = {
recklessness = 2 # 0-3
distrib_vs_ai = reactive
distrib_vs_human = reactive
enemy_reinf_days = 6
reserve_prop = 0.1
panic_ratio_vs_ai = 2.5
panic_ratio_vs_human = 2.5
base_attack_odds = 1.3
min_attack_odds = 1.1
max_attack_odds = 3.0
reinforce_odds = 1.2
withdraw_odds = 0.6
strength = 1.0000
organisation = 1.0000
dig_in = 1.0000
soft_attack = 1.0000
hard_attack = 1.0000
ground_defense = 1.0000
support_defense_prop = 0.3300
river = 1.0000
frozen_attack = 1.0000
snow_attack = 1.0000
blizzard_attack = 1.0000
storm_attack = 1.0000
muddy_attack = 1.0000
largefort = 1.0000
smallfort = 1.0000
occupied = 0.7000
owned = 0.7000
jungle_attack = 1.0000
mountain_attack = 1.0000
swamp_attack = 1.0000
forest_attack = 1.0000
hill_attack = 1.0000
urban_attack = 1.0000
enemy_handicap = { }
passivity = { }
province_priorities = {
539 = 5000
}
}
ich bräuchte da mal ne Auskunft... ich habe versucht, Mexiko (U06) davon zu überzeugen, gegen Großnicaragua (NIC) vorzugehen (Nicaragua hat alle Mittelamerikaner annektiert). Sie haben in ihren zwei an Nicaragua grenzenden Provinzen jeweils über 20 Divisionen stehen, und Nicaragua hat in seiner Grenzprovinz genau drei. Wie bekomme ich die Mexikaner dazu, Nicaragua anzugreifen?
Habe schon versucht, aus den Angriffs-KIs von Deutschland für Polen und Frankreich/Benelux zu klauen (Lothos), aber es klappt weder mit offensive, noch reactive, noch even oder was weiss ich.
Es ist mir gelungen die Mexikaner davon zu überzeugen, nicht sinnlos die Küste oder die Grenzprovinzen zur CSA/USA zu sichern. Alles haben sie in ihre zwei Grenzprovinzen zu Mittelamerika geschafft, aber sie greifen nicht an (sind bereits per Event im Krieg).
MfG
Abo
Krieg:
war = {
id = { type = 4712 id = 61648 }
date = {
year = 1936
month = december
day = 6
hour = 0
}
enddate = {
year = 1936
month = december
day = 27
hour = 0
}
defenderscore = { NIC = { } }
attackerscore = { U06 = { NIC = 3 } }
attackers = { id = { type = 4712 id = 61646 } defensive = no participant = { U06 } }
defenders = { id = { type = 4712 id = 61647 } defensive = no participant = { NIC } }
}
Auszug aus dem Savegame:
country = {
tag = U06
ai = {
switch = no
flags = {
axis = 0
MEXChiefCamina = 0
MEXChiefEscamillo = 1
MEXChiefHill = 0
MEXDDay = 0
MEXSecurityBenavides = 1
MEXSecurityFigueroa = 0
WF36 = 1
WF37 = 0
WF38 = 1
}
max_front_ratio = 2.5000
max_front_ratios = { NIC = 10.0000 }
max_garrison_prop = 0.3000
min_garrison_prop = 0.2000
neutrality = 95.0000
war = 1
ferocity = no
reinforcement = 0.2000
upgrading = 0.3500
desperation = 0.3000
strat_redeploy_threshold = 25
max_redeploying = 0.2500
combat = { NIC = 100 ENG = 100 }
target = { 757 = 100 539 = 100 }
exp_force_ratio = 0.7500
exp_force_ratios = { }
admiral = {
target = { }
core = { }
base = { }
ignore = { }
}
trade = { cancel_deal_threshold = 2.0000 }
tech_sharing = { prioritized = { 5020 = 100 5030 = 100 5040 = 100 1310 = 100 1320 = 100 1330 = 100 1340 = 100 1350 = 100 1360 = 100 5050 = 100 5060 = 100 5070 = 100 5080 = 100 5090 = 100 5100 = 100 5110 = 100 5120 = 100 5130 = 100 5150 = 100 5180 = 100 } }
invasion = {
base = 0.1000
random = 8.0000
coastal = 0.1000
beach = 0.1000
distance = 0.1000
max_distance = 99999.0000
pocket = 20.0000
island = 0.1000
enemy = 2.0000
adjacentenemy = 2.0000
air_base = 1.5000
naval_base = 0.1000
air_support = 3.0000
ignore = no
invasion = no
help_allies = yes
redirect = nearest
}
air_marshal = {
icxdayscostfactor = 10.0000
manpowercostfactor = 100.0000
destructionriskthreashold = 0.2000
airsuperioritydesirability = 30.0000
airsuperioritylosstolerance = 1.0000
groundattacklosstolerance = 1.0000
groundattackdesirability = 40.0000
interdictionlosstolerance = 2.0000
inderdictiondesirability = 20.0000
logisticalstrikelosstolerance = 0.5000
logisticalstrikeefficency = 0.0100
logisticalstrikedesirability = 2.0000
runwaycrateringlosstolerance = 1.5000
runwaycrateringefficency = 0.0100
runwaycrateringdesirability = 10.0000
strategicstriketolerance = 4.5000
strategicstrikeefficency = 0.0100
strategicstrikedesirability = 10.0000
installationstriketolerance = 1.5000
installationstrikeefficency = 0.0100
installationstrikedesirability = 5.0000
navalstriketolerance = 1.0000
navalstrikedesirability = 15.0000
portstriketolerance = 1.0000
portstrikedesirability = 9.0000
taskforcetype = { name = "Air Superiority" desiredratio = 0.4000 rangeweight = 10.0000 airkillpowerweight = 2000.0000 hardkillpowerweight = 0.0000 softkillpowerweight = 0.0000 navalkillpowerweight = 0.0000 strategickillpowerweight = 0.0000 transportcapacityweight = -1000000.0000 airvulnurabilityweight = -1.0000 surfacevulnurabilityweight = 0.0000 idle = yes reorganize = yes air_superiority = yes }
taskforcetype = { name = "Soft Bombing" desiredratio = 0.2500 rangeweight = 10.0000 airkillpowerweight = 0.0000 hardkillpowerweight = 0.0000 softkillpowerweight = 2000.0000 navalkillpowerweight = 0.0000 strategickillpowerweight = 0.0000 transportcapacityweight = -1000000.0000 airvulnurabilityweight = 0.0000 surfacevulnurabilityweight = -1.0000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Hard Bombing" desiredratio = 0.1000 rangeweight = 10.0000 airkillpowerweight = 0.0000 hardkillpowerweight = 2000.0000 softkillpowerweight = 0.0000 navalkillpowerweight = 0.0000 strategickillpowerweight = 0.0000 transportcapacityweight = -1000000.0000 airvulnurabilityweight = 0.0000 surfacevulnurabilityweight = -1.0000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Strategic Bombing" desiredratio = 0.1000 rangeweight = 10.0000 airkillpowerweight = 0.0000 hardkillpowerweight = 0.0000 softkillpowerweight = 0.0000 navalkillpowerweight = 0.0000 strategickillpowerweight = 2000.0000 transportcapacityweight = -1000000.0000 airvulnurabilityweight = -0.5000 surfacevulnurabilityweight = -0.5000 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes }
taskforcetype = { name = "Naval Bombing" desiredratio = 0.0500 rangeweight = 10.0000 airkillpowerweight = 0.0000 hardkillpowerweight = 0.0000 softkillpowerweight = 0.0000 navalkillpowerweight = 2000.0000 strategickillpowerweight = 0.0000 transportcapacityweight = -1000000.0000 airvulnurabilityweight = 0.0000 surfacevulnurabilityweight = -1.0000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes }
taskforcetype = { name = "Airlift" desiredratio = 0.1000 rangeweight = 10.0000 airkillpowerweight = 0.0000 hardkillpowerweight = -2000.0000 softkillpowerweight = -2000.0000 navalkillpowerweight = 0.0000 strategickillpowerweight = -2000.0000 transportcapacityweight = 1000000.0000 airvulnurabilityweight = -1.0000 surfacevulnurabilityweight = 0.0000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes }
}
garrison = {
defend_overseas_beaches = yes
key_point_prio_mult = 0.5000
revolt_risk_mult = 0.3000
beach = 0
reserves = 20
capital = 40
human_border = 0
war_target = 50
opposing_alliance = 50
claim_threat = 0
unstable_border = 0
war_zone_odds = 2.0000
home_multiplier = 1.0000
overseas_multiplier = 1.0000
home_peace_cap = 20
country_priorities = { ENG = 50 CSA = 5 USA = 5 NIC = 100 }
province_priorities = { }
area_multiplier = { }
ignore = { }
}
military = {
relative_build_scheme = no
max_batch_peace = 360
max_batch_war = 180
max_batch_home_front = 180
infantry = 100.0000
cavalry = 0.0000
motorized = 0.0000
mechanized = 0.0000
light_armor = 0.0000
armor = 0.0000
paratrooper = 0.0000
marine = 0.0000
bergsjaeger = 0.0000
garrison = 0.0000
hq = 0.0000
militia = 0.0000
escort = 0.0000
multi_role = 0.0000
interceptor = 0.0000
strategic_bomber = 0.0000
tactical_bomber = 0.0000
naval_bomber = 0.0000
cas = 0.0000
transport_plane = 0.0000
flying_bomb = 0.0000
flying_rocket = 0.0000
battleship = 0.0000
light_cruiser = 0.0000
heavy_cruiser = 0.0000
battlecruiser = 0.0000
destroyer = 0.0000
carrier = 0.0000
submarine = 0.0000
transport = 0.0000
artillery = 20.0000
sp_artillery = 0.0000
rocket_artillery = 0.0000
sp_rct_artillery = 0.0000
anti_tank = 18.0000
tank_destroyer = 0.0000
light_armor_brigade = 0.0000
heavy_armor = 0.0000
super_heavy_armor = 0.0000
armored_car = 0.0000
anti_air = 0.0000
police = 0.0000
engineer = 0.0000
cag = 100.0000
}
front = {
strength = 1.0000
organisation = 1.0000
dig_in = 1.0000
soft_attack = 1.0000
hard_attack = 1.0000
ground_defense = 1.0000
support_defense_prop = 0.3300
river = 1.0000
frozen_attack = 1.0000
snow_attack = 1.0000
blizzard_attack = 1.0000
storm_attack = 1.0000
muddy_attack = 1.0000
largefort = 1.0000
smallfort = 1.0000
occupied = 0.7000
owned = 0.7000
jungle_attack = 1.0000
mountain_attack = 1.0000
swamp_attack = 1.0000
forest_attack = 1.0000
hill_attack = 1.0000
urban_attack = 1.0000
recklessness = 2
enemy_reinf_days = 6
reserve_prop = 0.1000
panic_ratio_vs_ai = 2.5000
panic_ratio_vs_human = 2.5000
base_attack_odds = 1.3000
min_attack_odds = 1.1000
max_attack_odds = 3.0000
reinforce_odds = 1.2000
withdraw_odds = 0.6000
distrib_vs_ai = reactive
distrib_vs_human = reactive
enemy_handicap = { }
passivity = { }
province_priorities = { 539 = 5000.0000 }
}
construction = {
max_factor = 0.0000
transports = -1
escorts = -1
AA_batteries = no
max_AA_level = 2
AA_provs = { 752 753 }
coastal_fort = no
max_coastal_level = 3
coastal_fort_provs = { }
radar_station = no
max_radar = 5
radar_provs = { }
air_base = no
max_air_base = 2
air_base_provs = { 753 }
naval_base = no
max_naval_base = 5
naval_base_provs = { }
land_fort = no
max_land_level = 2
fort_borders = { }
fort_provs = { }
nuclear_reactor = no
max_nuclear = 10
rocket_test = no
max_rocket = 10
ic_at_war = no
force_ic_until = 1935
ic_end_year = 1935
IC_provs = { 752 753 745 742 }
}
technology = {
preference = { 5050 5060 5070 5080 5090 5100 5110 5120 5130 5180 1010 1020 1030 1040 1050 1060 6010 6030 }
ignore = { 5140 5150 5160 5170 5010 5020 5030 5040 5190 5200 5210 5220 5230 5240 1110 1120 1130 1140 1070 1080 1090 1100 1150 1160 1170 1180 1190 1200 1210 1220 4250 4260 4270 5550 5560 5570 5580 5590 5470 5480 5490 5500 5510 5520 5530 5540 5410 5420 5430 5440 5450 5460 1230 1240 1250 1260 1270 1280 1290 6210 2020 2030 2040 2050 2060 2010 2070 2080 2090 2100 2110 2120 2140 2170 2180 2190 2200 2210 2220 2230 2240 2250 2260 2270 2280 2450 2460 2470 2480 2490 2500 2510 2520 2530 2540 }
armor = 1.0000
infantry = 6.0000
industry = 3.0000
aircraft = 0.0000
naval = 0.0000
land_doctrines = 8.0000
secret_weapons = 0.0000
air_doctrines = 0.0000
naval_doctrines = 0.0000
}
leader_ratio = {
land_field_marshal = 0.0200
land_general = 0.0310
land_lt_general = 0.4100
sea_grand_admiral = 0.0200
sea_admiral = 0.0610
sea_vice_admiral = 0.4010
air_marshal = 0.0200
air_general = 0.0910
air_lt_General = 0.1100
}
}
capital = 752
policy = {
date = {
year = 0
month = january
day = 0
hour = 0
}
democratic = 2
political_left = 3
freedom = 2
free_market = 3
professional_army = 7
defense_lobby = 9
interventionism = 10
}
belligerence = 0.0000
dissent = 0.2633
war = {
year = 1939
month = october
day = 0
hour = 0
}
lastpeace = {
year = 1936
month = december
day = 6
hour = 0
}
combatlosses = { }
attritionlosses = { }
disbandlosses = { }
revolt = 0.0000
revoltrisk = 0
revoltriskdate = {
year = 0
month = january
day = 0
hour = 0
}
land_fort_eff = 1.0000
coast_fort_eff = 1.0000
ground_def_eff = 0.8000
convoy_def_eff = 0.0000
energy_to_oil = 0.1000
oil_to_rare_materials = 0.0000
industrial_modifier = 1.1500
supply_modifier = 5.0000
minisub_bonus = 1
AA_efficiency = 0.6000
nuke = 0
nukedate = {
year = 0
month = january
day = 0
hour = 0
}
carrier_level = 0
intelligence = 50.0000
enemy_intelligence = 50.0000
army_detection = 40.0000
enemy_army_detection = 80.0000
land_surprise = 1.0000
naval_surprise = 1.0000
air_surprise = 1.0000
hq_supply_eff = 0.0600
sce_frequency = 1.2000
counterattack = 0.0700
assault = 0.0400
encirclement = 0.0300
ambush = 0.0300
delay = 0.0700
tactical_withdrawal = 0.0100
breakthrough = 0.0200
Das ist nur ein Auszug. Das ganze Savegame gibt es hier: *Klick* (http://abo.baw-clan.de/download/hoi2/autosave.rar)
Mein schäbiger Versuch, eine KI zu modden:
switch = no # [yes/no]
max_front_ratio = 2.5
max_front_ratios = { NIC = 10.0 }
combat = {
NIC = 100
ENG = 100
}
target = {
757 = 100
539 = 100
}
garrison = {
defend_overseas_beaches = yes
home_multiplier = 1.0
overseas_multiplier = 1.0
home_peace_cap = 20
war_zone_odds = 2.0
key_point_prio_mult = 0.5
revolt_risk_mult = 0.3
# PRIORITIES:
beach = 0 # Beach level 2
capital = 40 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 50 # The next country targeted for attack by this AI
reserves = 20 # bonus for provinces just behind a frontline.
opposing_alliance = 50 # For neutrals, all alliances are "opposing"
claim_threat = 0 # If we are neutral, countries with claims on us get this
unstable_border = 0 # Bordering countries at war with someone else get this
# Borders with specific countries
country_priorities = {
ENG = 50
CSA = 5
USA = 5
NIC = 100
}
province_priorities = { }
area_multiplier = { }
}
front = {
recklessness = 2 # 0-3
distrib_vs_ai = reactive
distrib_vs_human = reactive
enemy_reinf_days = 6
reserve_prop = 0.1
panic_ratio_vs_ai = 2.5
panic_ratio_vs_human = 2.5
base_attack_odds = 1.3
min_attack_odds = 1.1
max_attack_odds = 3.0
reinforce_odds = 1.2
withdraw_odds = 0.6
strength = 1.0000
organisation = 1.0000
dig_in = 1.0000
soft_attack = 1.0000
hard_attack = 1.0000
ground_defense = 1.0000
support_defense_prop = 0.3300
river = 1.0000
frozen_attack = 1.0000
snow_attack = 1.0000
blizzard_attack = 1.0000
storm_attack = 1.0000
muddy_attack = 1.0000
largefort = 1.0000
smallfort = 1.0000
occupied = 0.7000
owned = 0.7000
jungle_attack = 1.0000
mountain_attack = 1.0000
swamp_attack = 1.0000
forest_attack = 1.0000
hill_attack = 1.0000
urban_attack = 1.0000
enemy_handicap = { }
passivity = { }
province_priorities = {
539 = 5000
}
}