1914 project

Want Mechs in 1914? Or to make Cuba a US colony? Someone here can likely tell you to do it.

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way2co0l
Brigadier Gen.
Posts: 620
Joined: Nov 29 2010
Human: Yes

Re: 1914 project

#16 Post by way2co0l » Jul 08 2018

So happy right now. I finally managed to narrow down the reason why my AI changes didn't work. I'm still not entirely certain if I just can't use custom files for that or if I somehow implemented them wrong, but by editing the vanilla aiparam file rather than trying to use one specific to the mod, I was able to get my changes to work the way I had been trying to all day. And the difference is remarkable. Germany is WAY too strong at the moment as a result of these changes and I will need to find a few ways to stop them from succeeding in their goal to end the entire war by christmas in every game. lol. The first thing I'm going to do is take away the bonus MG I had provided everyone at the start of the game, and instead force everyone to rely on their enhanced production. This will slow everyone down while I work on better alternatives for future releases.

I will be posting an update tomorrow which will include the working AI changes and retracting the MG as mentioned. Unfortunately this does mean that a vanilla file will need to be overwritten in order to play my mod, and I believe it will have an effect on any other new game you start while using that modified file so I'll try to keep that in mind with my changes. I'd encourage you to make a backup of your original AIParam file located within your INI folder in your install directory just to be safe. I'll include a copy of the vanilla file in my mod just to be safe. I will try to find a way to get it working without requiring any overwrites, but I feel the changes are simply necessary to truly see what my vision for this project is. I'm really excited about it right now. :D

way2co0l
Brigadier Gen.
Posts: 620
Joined: Nov 29 2010
Human: Yes

Re: 1914 project

#17 Post by way2co0l » Jul 08 2018

Updated OP with new version where my basic ai changes should be working. Most of it is the same as it was, except that I've changed instances where it would look for mobile units only to accept foot units, which include foot infantry, recon cavalry, and towed artillery. This will result in changes in behavior for the immediate sense, but also less of a reliance on mobile units in later games where those units become more prevalent. Only minor alterations to the types of units called otherwise. I have yet to fully test these new changes, including the removal of all the bonus MG goods, but my expectation is for some very intense fighting and a very powerful Germany. I'll work on balancing these things in future updates.

way2co0l
Brigadier Gen.
Posts: 620
Joined: Nov 29 2010
Human: Yes

Re: 1914 project

#18 Post by way2co0l » Jul 08 2018

V0.2.5 observations.

Germany is extremely overpowered in this version. The fighting on the western front is all but decided by mid September with Paris falling by the end of the month and France surrendering. The French front was wiped out fairly quickly and 2 German armies advanced on her territory from the north and south. The British put up fierce resistance around Dunkerque but German numerical superiority won out before long. Need to rebalance this whole front.

Things advance more slowly on the Eastern front. Germany and Austria make gains, but Russian resistance is strong, albeit late. It takes too long to move their forces, so I need to get more of their forces to the front by the time fighting begins in order to blunt the initial German advances. Russia will obviously fall in my tests, but the September 26 bug puts a stop to all of the fighting so effective tests after this point are impossible atm.

This will be the version I use going forward and will be balancing around. Terribly balanced at the moment, but that can be fixed. :)

Will be removing the Italian and Ottoman alliances to the central powers in order to prevent them from sending armies into the conflict.

Will begin tweaking theater/battlezone/hotspot settings to try to direct the conflict better with preliminary efforts done for the next release.

Will likely reduce Germany's starting military goods to be closer to everyone else's, as they begin with a massive advantage in goods even without my events. This alone might slow down their advance and force an earlier static front. Might not be enough but will help regardless.

The increase in military production otherwise appears to be doing well. Goods have been available on the market and I haven't noticed any serious lulls in fighting.

Will likely look into events to try to force the French into using trenches as I haven't noticed them building any otherwise. This will help with their defense, but it'll be tough to predict where they'll need to be in order to be useful.

Will also try to get the default garrisons going for the next update as that should help slow down these advances. Not a lot on their own, but it'll help the local defending armies a little put up a little stiffer resistance.

way2co0l
Brigadier Gen.
Posts: 620
Joined: Nov 29 2010
Human: Yes

Re: 1914 project

#19 Post by way2co0l » Jul 09 2018

V0.3.1 Observations

Balance is definitely moving in the right direction, especially on the Eastern front. The Germans do continue to perform better than I'd like, but it's getting closer and they're suffering more for it.

One issue is that military goods appear to be more abundant than I'd like, so I'm thinking of cutting production in half which is still 5x more than vanilla.

I had setup several offensive hotspots in this release, and I think I want to focus on more defensive ones in this next release. Attackers have an easy time once they get through the initial defenders and only have to deal with a stream coming a few at a time after that. Getting more of them to the front sooner will slow the advance down.

I think I'm also going to be taking a closer look at army compositions in the next release. Up til now, I've simply multiplied every force by 10 with no consideration for balance or composition. I'm still not going to focus very heavily on realism yet, beyond basic proportional strength to one another. I expect the German army might be decreased somewhat in comparison to everyone else.

The balance of power between the German and British navies still isn't what I'd hope for, but it is also getting better. Will make additional tweaks for the next release.

I'm going to look into some basic human checks for my events so that they don't trigger if it's a human player so that I don't force these changes on them. They should be able to make their own choices and have them stick.

way2co0l
Brigadier Gen.
Posts: 620
Joined: Nov 29 2010
Human: Yes

Re: 1914 project

#20 Post by way2co0l » Jul 09 2018

My closest game yet. :) Also the first time France has managed to survive right up til Sep 26th which is, as mentioned before, the point where all armies stop fighting and pretty much kills my test, but still this is good. The advantage the Central powers have is obvious, but it's getting closer.

Image

On Germany's Eastern front, they've managed to push Russia out of most of occupied Poland and have begun to make advances into the Baltic states towards Riga and Kaunus is under siege.

Image

Things look better for the Russians on the Austrian front where both sides are about evenly matched with large numbers of fresh Russian units arriving to fight the fresh Austrian troops arriving from their recent conquest in Serbia.

Image

The French and British put up sizeable resistance in France this time around, but their southern armies were particularly overwhelmed. The armies in the north, with British assistance, held out longer but reinforcements from the German's southern front eventually sealed the deal.

Image

The extent of the German advance towards Paris by the time the reserve bug kicked in which renders everything else moot. The British continue to offer resistance towards the channel but only local garrisons stand between the German armies and Paris. The British attacks in Belgium had a lot of steam going at one point and nearly managed to push as far as Brussels before the tide finally turned against them.

As you can see, I'm making progress. It's still a far way off, but getting closer. A new update will possibly be out as soon as tomorrow, but more likely in 2-3 days.

d-bassett
BattleGoat Team
Posts: 34
Joined: May 03 2018
Human: Yes

Re: 1914 project

#21 Post by d-bassett » Jul 10 2018

Looking good so far! Can't wait to play the finished mod.

way2co0l
Brigadier Gen.
Posts: 620
Joined: Nov 29 2010
Human: Yes

Re: 1914 project

#22 Post by way2co0l » Jul 10 2018

Me too! lol. My expectation is that I can probably have it in basic playable shape in a couple of weeks. But that's basically to get my current systems in place and working how I want them, and then expanding them to include other major combatants. I have definite plans to continue improving on it once the core mod is going though. Expanding basic systems to other countries outside of the main theaters, making it compatible with brinkmanship, adding events to help the AI build up its supply and economy to better compete with human players, improvements to AI research, including having them build additional research facilities, ect. To get all of those things working will take much much longer. But yeah, I'm aiming for 2-3 weeks for the initial playable release. :D

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