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  #11  
Old January 28th, 2019, 11:17 AM

geoff geoff is offline
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Default Re: Perhaps additional settings for "AI Tank Heavy"?

if you often have the AI as the same country, perhaps the best way is to do as others have said and edit the AI's OOB so foot infantry is not available. I did that a few years ago when I was playing generated battles UK vs Argentina and I edited the OOBs so that only the formations historically present were available
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  #12  
Old January 28th, 2019, 02:55 PM
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Default Re: Perhaps additional settings for "AI Tank Heavy"?

Quote:
Originally Posted by Aeraaa View Post
The best solution IMO is to buy the AI force yourself, rather than let the AI do it.
How am I supposed to do that in the campaign? :v
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  #13  
Old January 28th, 2019, 03:15 PM
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Default Re: Perhaps additional settings for "AI Tank Heavy"?

^my mistake, I didn't see the campaign part.
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  #14  
Old January 28th, 2019, 03:39 PM
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Default Re: Perhaps additional settings for "AI Tank Heavy"?

Quote:
Originally Posted by SaS TrooP View Post
Quote:
Originally Posted by Aeraaa View Post
The best solution IMO is to buy the AI force yourself, rather than let the AI do it.
How am I supposed to do that in the campaign? :v
As mentioned before - edit yourself a custom OOB that works for you. Swap it back for the old one if playing a scenario etc.

We cannot cover all bases, so we provide you with the tools to craft your own solution - in this case, Mobhack.

If you think he is taking too much infantry, you could find the rifle coy he uses at that time frame, copy that to another slot, replace with say an MBT section or platoon. if you promise to yourself never to use air against the AI then find the SAM, AAA etc formations and copy elsewhere, then replace with tankie stuff - and never use air, or he will have no or little air defence. Same-same with arty etc.

Or - find the MBT platoon and edit the rifle coy to use 2 of those instead of 2 of its constituent platoons, whatever makes a mix you like.

If you want to test your mix
- set points in preferences to your core's value (or what you think it will be)
- Set player 1 to your side, set date as well to where the campaign will be
- Generate a battle, with both sides human, with AI pick for both
- when it is force 2's deployment - look at what it bought
- exit and repeat the buy several times

After that, you may want to tweak the enemy OOB and repeat the buy test, etc.

But first - either use the OOB swap utility, or copy tour original enemy oob before editing it.
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  #15  
Old January 28th, 2019, 10:13 PM
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Fallout Re: Perhaps additional settings for "AI Tank Heavy"?

The first 2 of your 5 points is exactly what I do and have from the start of when I first played the game. This is why I'm ALWAYS seeing a healthy combined arms mixed force from the AI. When I've had to be the defender, look out because the tanks are coming out of the "woodwork" with plenty of everything else. I feel like I'm doing something really wrong or really right in how I set up the AI and let it do it's own thing. I don't know!?! Well I really do and won't change a thing, all I can say is I'm seeing plenty of tanks well supported for combined arms combat.

I had this discussion a few years back about the point setting concerning the AI it seems to work just fine. Only my opinion but, I feel the "battle" length of the campaign might have some affect also again, only my opinion.

Regards,
Pat
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  #16  
Old January 30th, 2019, 06:08 PM
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Default Re: Perhaps additional settings for "AI Tank Heavy"?

Good way to test your revised OOB is to generate a few "Battles" with the same date and using the same OOB as you're modding.

See what the AI buys, find the formations you don't like in the OOB and replace/modify them with Mobhack.
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