Drakken wrote:
LR0 8.0 1 Land retreat threshold: if difference between friendly summary tactical situation and enemy summary tactical situation is superior or equal to this value, a retreat is attempted. Tactical situation is calculated using lines from LR1 to LR6.
Drakken wrote:I am sure, here is what I have when I open the AIParamsTable.csv file
LR1;1.0;1;Land retreat tactical situation calculation: multiplier applied to each wounded unit
LR2;2.0;1;Land retreat tactical situation calculation: multiplier applied to each disorganized unit
LR3;0.0;1;Land retreat tactical situation calculation: multiplier applied to each shaken unit
LR4;3.0;1;Land retreat tactical situation calculation: multiplier applied to each destroyed unit
LR5;3.0;1;Land retreat tactical situation calculation: multiplier applied to each out-of-combat unit
LR6;4.0;1;Land retreat tactical situation calculation: multiplier applied to each unit in panic :
Drakken wrote:As an aside, if you look at the Luxemburg picture it seems the google in the middle of the battle screen isn't centered on the region where the battle is located.
IIRC, isn't it supposed to be fixed with the 1.806E patch?
calvinus wrote:Ok, so let's consider that all these values are used to calculated a balance between your losses and enemy losses.
So taking your first example:
France:
5 Wounded (LR1) : 1.0 x 5 = 5.0
1 Shaken (LR3) : 0.0 x 1 = 0.0
4 Disorganized (LR2): 2.0 x 4 = 8.0
1 Out of combat (LR5) : 3.0 x 1 = 3.0
1 Destroyed (LR4) : 3.0 x 1 = 3.0
TOT FRANCE = 5.0 + 0.0 + 8.0 + 3.0 + 3.0 = 19.0
Germany:
2 Shaken (LR1) : 0.0 x 1 = 0.0
2 Disorganized (LR2): 2.0 x 2 = 4.0
1 Out of combat (LR5) : 3.0 x 1 = 3.0
1 Destroyed (LR4) : 3.0 x 1 = 3.0
TOT GERMANY = 0.0 + 4.0 + 3.0 + 3.0 = 10.0
BALANCE = TOT GERMANY - TOT FRANCE = 10.0 - 19.0 = -9.0
Look here:
That means the AI retreats as soon the negative balance is lower than -8.0.
Indeed your AI retreated as soon he reached -9.0...
calvinus wrote:Other factors:
AI fights to the death when defending a colony or a target of Grand Offensive.
AI is more willing to retreat when outnumbered by the enemy (numerical superiority).
calvinus wrote:Other factors:
AI fights to the death when defending a colony or a target of Grand Offensive.
AI is more willing to retreat when outnumbered by the enemy (numerical superiority).
Drakken wrote:Odd, as I have seen the AI send waves after waves of attack on a numerically superior enemy force.
What are the AiParam factor lines for:
- Retreating when the defender has the numerically superior force modifier?
- When the attacker has a net disadvantage position (many of my attackers had a -2 vs 4 differiencial because of their respective position, but I can let it pass since these were scripted offensives)?
calvinus wrote:Evaluation of Numerical Superiority and Terrain factor are hard coded, no moddable parameter, sorry.
calvinus wrote:Read carefully post #32 and you'll see that AI calculates the two sums (for the balance) using the same params.
LR1;1.5;1;Land retreat tactical situation calculation: multiplier applied to each wounded unit
LR2;2.0;1;Land retreat tactical situation calculation: multiplier applied to each disorganized unit
LR3;0.0;1;Land retreat tactical situation calculation: multiplier applied to each shaken unit
LR4;3.0;1;Land retreat tactical situation calculation: multiplier applied to each destroyed unit
LR5;3.0;1;Land retreat tactical situation calculation: multiplier applied to each out-of-combat unit
LR6;4.0;1;Land retreat tactical situation calculation: multiplier applied to each unit in panic
AND
LR0 set from 8.0 to 6.0
Drakken wrote:Well, in that case I can only leave it to you to see if there's something that can be tweaked.
My aim here is that the AI should be less likely to continue if it has too many wounded Corps compared to lesser enemy casualties, but more likely to continue if the defender has sustained significant casualties.
Drakken wrote:Ah, you mean that instead, it would be (LR4+LR5/2).
Gotcha.
This is really a fine-tuning issue, really. I fear putting any divider because I want to avoid seeing the AI retreating too fast, nor do I want to see one of the condition take too much weight.
rattlesnake wrote:Yes,the formula indicates that.Even one side has many wounded corps,but it gets the information that the enemy also has many casualties,so it will sustain the battle.It is true in the real war.
calvinus wrote:In 1.08G I added a new moddable parameter:
It means the "AI loss points" of the opponent are counted only 80%
Let's see if with 1.08G AI improves to your taste.
Drakken wrote:If I understand correctly, it means that whatever the AI sums up in casualties, it will be multiplied by a factor of 0.8 against the player?
What would happen a AI vs AI fight?
LR1;1.5;1;Land retreat tactical situation calculation: multiplier applied to each wounded unit
LR2;2.0;1;Land retreat tactical situation calculation: multiplier applied to each disorganized unit
LR3;0.0;1;Land retreat tactical situation calculation: multiplier applied to each shaken unit
LR4;3.0;1;Land retreat tactical situation calculation: multiplier applied to each destroyed unit
LR5;3.0;1;Land retreat tactical situation calculation: multiplier applied to each out-of-combat unit
LR6;4.0;1;Land retreat tactical situation calculation: multiplier applied to each unit in panic
AND
LR0 set from 8.0 to 6.0
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