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The AI Arty feature is indeed imbalanced for enemy AI. When this feature was first implemented, enemy AI also had the same thing. But then came complaints from players. At that time, I not only had complaints on workshop, but also on other platforms, and I may have received nearly 8 in total.
Moreover, I personally feel that the difficulty setting of GOH SP mode is too high. It's not about how smart the enemy is, but the great advantage of enemy in terms of numbers and equipment. And, due to the troublesome of this game, I ultimately decided to disable the AI's artillery feature to reduce the burden on players.
I understand your demand for enemy AI artillery. Perhaps I can add more reasonable mechanisms for them, but it may not be the same as the player's. I don't want to receive complaints from players anymore.
Perhaps i can let enemy art only attack the units detected by their infantry, without seeing through the FOW or exceeding their range. Is this OK?
Maybe it would be possible to release a hardcore version of this mod that gives the AI the same arty function as is currently implemented for the player.
I'm not a modder myself and can't judge how to make the enemy arty more dangerous. It is not dangerous at the moment.
If you don't mind, i will post the tutorial in a new discussion, and delete this. Is that ok?
or maybe record a video tutorial
有一个解决办法是,为不同射程的炮进行分类,每个类别对应一个脚本距离。但这无疑是增加工作量的,而且脚本太多会让帧数稍有下降。
你可以试试自己修改这个距离,打开resource/map.pak/map/nikral's trigger.mi,搜索360,有3个,把它们都改成你想要的距离。