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Any mods that don't include AI spamming units?
Posted: Mon Jul 15, 2013 12:44 pm
by timek28
Are there any mods out there that work as Afrika Corps or Allied Corps? That is that they don't involve spamming of units in last few towns once AI runs out of options on defense? There are some beautiful mods out there, very well designed but then this feature appears and it is very hard to win some missions with AI spam. Especially in narrow passes where it takes several turns to clear out spamming units. It is sure doable but it just leaves a sour taste of what could have been a great mod.
Re: Any mods that don't include AI spamming units?
Posted: Mon Jul 15, 2013 1:16 pm
by Horst
Besides reducing the AI Prestige slider in the Custom Difficulty settings to something like 10-0%, I see no other way to prevent this wagon fort behaviour around towns if you don’t add own reinforcements scripts to each map in case they are missing .
You can’t really modify the behaviour of the AI by user-mods to generally make it apply to every scenario. This is all hard-coded, inaccessible to average, mortal modders.
Yes, I agree this behaviour is annoying, but a bunch of anti-tank and AA guns aren’t such roadblock anyway if you have self-propelled artillery and a tactical bomber accompanying your tank spearhead. You don’t really want to win all scenarios in half of the max turns for decisive/triumphant victory anyway, do you?
Re: Any mods that don't include AI spamming units?
Posted: Mon Jul 15, 2013 1:59 pm
by timek28
Oh I didn't know there is no chance for AK or AC behavior in mods...

That is pretty sad news...
Maybe some developer could say if that would be possible in future, so we can avoid this hated AI behavior in mods?
Anyways, I agree that AA and AT aren't a big deal in open terrain with self propelled artillery, tanks and bombers.
However I played Balksans41 scenario of GPTG mod, and AI swarmed huge amount of cavalry, around lower part of Greek peninsula, on the narrow pass between the Athens and some other city south. There was probably around 10 cavalry units at the pass. And that happened with 2 turns remaining. It was impossible for me to destroy 3-4 layers of cavalry on this narrow pass in just 1-2 turns, and win the last city int the same time, despite the constant bombings from my behalf from air and sea. I just wasn't able to push more then 2 units across the narrow pass. The scenario itself is huge, but I will probably have to replay it and use different tactics, that is land amphibious force from bellow and try to capture it in that way and forget about the pass.
Re: Any mods that don't include AI spamming units?
Posted: Mon Jul 15, 2013 4:48 pm
by Tarrak
Actually there is a way to heavily script scenarios in player made mods and reduce the amount of prestige the AI got to buy units on it's own to prevent the "spam". It is just a lot more work for the moder but it is entirely possible. I am currently playing Niki's
[Mod] More Panzer Corps content '37- '39 v0.3 (13-07) and i haven't encountered any unit spamming yet. Be warned tho it doesn't mean the missions are easy ... Borowa Gora is still driving me nuts after 4 or 5 attempts .. i keep missing DV by like 2 turns.
Re: Any mods that don't include AI spamming units?
Posted: Mon Jul 15, 2013 6:40 pm
by PinkPanzer
Dealing with the AI blobs of 2 arty, 2 AA and 3 AT units is annoying. Easiest way to deal with it is to take advantage of AI behavior.
Park an aux. aircraft over the arty at the center of the blob, but don't attack with it. The AI at's will attack it and leave the one or 2 core tac bombers alone that attack the one at without aa support.
Then when your land units arrive: 1) a tank or recon attacks the arty at the rear of the blob, 2) an arty suppresses the arty at the center of the blob, 3) an arty and inf attacks the at that the 2 tac bombers have been chipping away at. 4) a tank attacks the arty at the center of the blob; which should force it's surrender.
On the next turn the ai will move an at or aa unit into the undefended city, since they have a close defence of zero your inf can easily slaughter them.
I downloaded the gptg mod too. I'm only on the 3rd scenario, I think it's meant to be played on the colonel difficulty level.
re balkans41 scenario, don't forget airtransport and paras.
Re: Any mods that don't include AI spamming units?
Posted: Mon Jul 15, 2013 8:31 pm
by timek28
PinkPanzer wrote:
I downloaded the gptg mod too. I'm only on the 3rd scenario, I think it's meant to be played on the colonel difficulty level.
re balkans41 scenario, don't forget airtransport and paras.
I managed to pass the scenario with different tactics. The point is however as you said to expect AI spamming and do the simultaneous approach on several towns in the end. AI likes to spam units when it sees that you are approaching. But when you approach several points it sometimes doesn't have enough prestige and just spams one point or something like that. Also using alternative routes then the obvious ones helps a lot (sea transports, paras etc)... The point is to take the nearest hex to the city ASAP before AI spaming occurs.
On the GTPG mod, I think I can agree with you that it should be played on Colonel difficulty. I'm playing on FM but prestige parameters are dreadful, as I'm getting only 50 prestige for victory hexes and about half prestige of what I would get normally for a day. I'm doing OK for now, but once a bunch of new units come, I doubt in my ability to upgrade them at pace, as I usually have only around 1000 prestige even after a DV, and 1 TIger costs only around 700 prestige... I will change difficulty to colonel (this is possible mid campaign?), as I don't need heroics of the FM.