Open Phyrax1 opened 1 year ago
While making the saves I actually noticed that I was kind of mistaken; they do actually use their ranged attacks on cities and are even able to take them, but VERY rarely and it all just seems super random. Mostly they just run them around and kill units they see, without attacking cities or pillaging at all.
I ran the "no-rst" file for 10 turns and inspected the logs. Zulu (0) is running 2 attack walled city operations, GC (1) is running 3, Korea (2) is running 2 and Arabia (3) is running 2 (later only 1). Korea(2) ops: 1st is against BOGOTA (sic!) and he just cannot get there...; 2nd is against NONGOMA and is basically not ready due to lack of units. Zulu(0)'s 2 ops are stuck on recruiting units. Op is not ready but no recruit order has been issued. So stuck forever. Arabia(3). Stuck at units recruitment. After waiting 10 turns the op is cancelled. Funny thing that the value if GDR is 320 and the value of Research lab is 4300... I am curious how RST will change those values.
It is interesting to see how this works but very demotivating seeing that it does not work actually. Eh...
In the "rst" game I noticed a few weird things too. Most notably SiegeSupport units are blocking operations. And there is also this: Kristina had 21 units on turn 538 for a single attack operation. And still was recruiting, Jet Fighter this UNIT_ANTIAIR_GUN - again siege support UNIT_BATTLESHIP x2 - ok, coastal city and it needs 2 naval siege units UNIT_BOMBER x2 - good UNIT_GIANT_DEATH_ROBOT x4 (!!!) UNIT_JET_FIGHTER x5 (why? - ok, it is set as ranged in RST) UNIT_MACHINE_GUN x2 UNIT_MODERN_AT x2 UNIT_SUPPLY_CONVOY x3 (why so many? - it is only siege support, max units = 1 - is it bugged or what?) The op is "Attack Walled City", the tree "Siege City Assault" and the team depends if the city is Coastal or not. What city? " Moving to rally position 23: 8rally position 27: 5" 27:5 is Hattin Coast, 23:8 is Abo near border with Arabia So yeah, Hattin is Coastal and she actually wants to attack Arabia. "Value: 1603" from OpEval log: 537, 3, -1, CITY VALUES, 1603.1, LOC_CITY_NAME_HATTIN
At T542 she had 23 units and still recruiting Battleship. WHY??? " No recruits to match strength, Enemy Str: 2349 / 102.0" She is like 20x more powerful! Is this a bug? The 1st number is clearly her strength - each turn with new units is was going up.
The Team is clearly "Walled City Naval Attack Force" as the target is Coastal and not at war yet. There is no UNITAI_COMBAT... hm... it usually used to limit max num of units.
Ok, I switched to Arabia and Saladin in fact has tons of units and Hattin IS heavily guarded. Like 10 units in 3 tiles radius, inc. GDR and 3 armies of machine guns. Hm, maybe she really needs those units.
AI surrounds cities with GDRs but either never attacks or slams them into walls with melee attacks, even though they have the siege laser promotion. This leads to very boring late game wars because even if you lose your entire army to GDR or get flanked, you usually don't lose any cities.
I tried giving them UNITTYPE_SIEGE and removing various other types using UnitAiInfos but nothing worked for me. There's probably nothing you can do to fix this; I'm just putting this out here just in case.