Rasputitsa
Posts: 2903
Joined: 6/30/2001 From: Bedfordshire UK Status: offline
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This has been a problem from the beginning, that the AI is very difficult to shift if it is in a city, even a captured enemy city not in its own territory. You have the DAK picking up new tanks from a desert oasis, I had the Soviets receiving new T34s from a Romanian town, no fix was suggested at that time. The most effective way to deal with units holding out in cities is to trigger the 'city siege' combat routine, for which you need to occupy ALL adjoining land hexes (this makes coastal cities more vulnerable). If I don't have enough units, then some will be split to provide the coverage, but I use a modded text to make split/merge easier. In a game without stacking it makes sense to be able to merge/split units for a more realistic flexibility. [UnitSplitting] FreezeTimeModifierAfterUnitSplit_Land = 0.1 CostModifierOfUnitSplit_Land = 0.1 This makes the PP cost minimal (but there still is a cost) and the split/merge delay reduced so that units can move next turn, except that on splitting you obviously select the hexes to place the split units to form the city siege ring. This is of little use in the situation under discussion, as the Allied units are already weak and splitting will make them even weaker, but 'city siege' gets results with minimum losses for the attacker. It shows the need to keep all cities in range of the enemy garrisoned with cheap low level infantry units to stop partisans, landings from the sea, or airborne seizing a city, which will be a pain to re-capture. The AI is exempt from restriction on supply to hexes that are not home territory: [SupplyLevels] MaximumSupply = 30 NoSupplyEffectivityModifierPercentage = 15 LandUnitMaxSupplyAtEnemyTerritory = 10 ************************* supplied increases allowed - 10% **************** AirUnitMaxSupplyAtEnemyTerritory = 10 #maximum value is equal to max plane strength divided by the given value You can change this value to give yourself more than 10% re-inforcement, each turn, when in non-home territory, but it will not affect the AI, some of which is hard coded. The other issue is 'alternative supply' from ships and aircraft, as I have had large forces holding out near coasts being supplied from the sea, well beyond the reasonable capacity of a country to provide such supply, without a port, or a Mulberry. I use a reduced supply from ships and aircraft: [SupplyFromBombers] MaxValue = 10 ChanceOfSupplyForBomberStrengthPoint = 10 SupplyPerBomberStrengthPoint = 0.5 The above are the reduced settings and increase the need to capture a port. [SupplyFromShips] Maximum = 20 Range = 3 Using the 'Country consts.ini' file, I change these settings for each nation, reducing the amount of Maximum supply and range inland it can apply. Nations such as Britain and the US with a large naval capacity can keep the existing settings, but other nations with little naval capability have their figures reduced. Even without a city effect, sometimes surrounded units hold out longer than is historically realistic, especially for early war situations so I adapt the 'Country consts.ini' text to replicate the effects of Blitzkrieg : [TurnsWithoustSupplyModifier] NoSupply = 3 Vary this figure, for example France gets 1, Soviets get 1 initially, rising back to 3 as winter approaches, either way a more realistic reaction to encirclement can be achieved. I counter-balance this with an added bonus for entrenching of units, which have been in place for several turns: [Trenches] MaximumTrenchBonus = 10 - longer entrenching possible TrenchBonusMultiplier = 5.0 Units in place for 10 turns will build up better fortifications to achieve a higher trench bonus of 50%, which makes it more important to keep the momentum of Blitzkrieg going, as units left in place will be difficult to shift, as they can dig in deeper. I also mod the text of combat modifiers for 'Directions', so that the odds increase dramatically, as units become more, or totally surrounded, even when not in a city. NOTE: any changes to the 'country const.ini' files, in a running game, must be made to the files in the game save folder, as the game uses these files each turn. The main scenario 'consts.ini' file remains unchanged. None of this is particularly helpful in the case being described, but it is possible to manage the way the game handles supply to achieve a more realistic result, including for the AI. But the golden rule, don't let the AI get into your cities.
< Message edited by Rasputitsa -- 9/22/2016 7:12:13 PM >
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"In politics stupidity is not a handicap" - Napoleon “A people which is able to say everything becomes able to do everything” - Napoleon “Among those who dislike oppression are many who like to oppress" - Napoleon
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