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Yeah well the problem is I'm not touching any of the ebps and sbps that the player can build to preserve future compatibility with Relic patches, although I definitely can use the knowledge for something else like mines. I'll look into it more though, thanks.
I actually managed to get the A.I to build mortar pits more by disabling the Forward Assembly for the A.I.
But I have a question: UKF AI never take brens on sections. USF for exemple sometimes takes bars for riflemans but UKF never use they lmgs.
You think adding this is even possible?
Is it possible to somehow limit abilities, where AI uses abilities with multiple FX, smokes? Powerful PC has low fps.
I already toned down the smoke, I think I'll tone down it further perhaps.
I started making my own ai. I adjusted the realistic behavior of the infantry and vehicles. But I don’t know yet where to edit the max number of units of one type, the priority of creating a type of units, taking a free weapon. Can you tell?
I tried resource value x10)) It was tough))
Max number of units and priority are in ai_economy. Taking a dropped weapon is on ai_squad.
In ai_economy, what's the difference
per_unit_scale
and per_unit_scale_historical?
Can I make the AI never create any type of unit?
ai_squads contains only the spawn rate for vermaht and soviet. What about the other factions? Can i manualy input?
per_unit_scale_historical is the amount of "utility" lowered per unit built in the entire match (counting destroyed units).
They're both multiplicative of the set utility (remember utility is modified by internal combat value algorithm of the A.I also, it's also settable.)
Yes you can, set the utility to 0 and both unit scales to 1.
Yes you can manually input. Otherwise it takes the default values that you can set.
2. Meaning? I don't recommend skipping tier buildings as they can bug out.
3. ai_settings file -> skirmish_settings -> capture -> forward_base_setup_at_hq set to True.