This mod aims to update much of the 2004 Axis and Allies RTS game to modern day warfare. A new campaign is planned along with a new WW2 mode, and current nations to be involved include China, Russia, the United States, the United Kingdom, EU, and many other countries. Infantry and naval combat are being entirely reworked, as is the game economy.

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Add media Report RSS Using mortars to support an infantry advance (view original)
Using mortars to support an infantry advance
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Gizmotron
Gizmotron - - 1,078 comments

out of curiousity, I'd be interested in reading about what sort of things you've discovered from the SAI. I've managed to make the AI far more aggressive-- but I haven't experimented with having them recruit specific types of units yet.

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Wordsarecool Author
Wordsarecool - - 421 comments

Theoretically you could do this (make the AI recruit specific units) easily by creating a priority for units with a certain property. Just create a property for the regiment you want made and give the AI a large priority for it. Use repeat_penalty to control how many units are made.

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Gizmotron
Gizmotron - - 1,078 comments

I added a new sniper property to enable special upgrades. I figure this property can be used to modify recruiting priorities. after a few experiments I tried creating a new type of 'sniper' target property-- but this failed. my first attempt was to make special ops that would kill snipers-- but the op ended up not doing anything. the other problem was that MG units would start attacking buildings (have no idea why). but once I got rid of the sniper target-type everything went back to normal.

the repeat penalty needs to be a lower number for the AI to spam things, right? it's been awhile since I looked at the AI.

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Wordsarecool Author
Wordsarecool - - 421 comments

That is correct; about the repeat penalty. Just make sure that the property for unit recruiting is in the regiment properties; the AI doesn't read far into the properties of the units themselves.

I remember trying to add an Arachnid target property for my old mod. I had the same exact issue; units would randomly start attacking friendly buildings.

I'm afraid I dont have any idea how to fix it, though there might be some clues in the default attack/ability template. Most units seem to use a very specific target request which might be thrown off by the inclusion of another target property.

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Description

I've been messing around with the SAI files lately and I think I've made things much more difficult now. This picture is from my attack on Chinese-owned New Guinea in the now heavily revised WW2 mode.

The chinese are fighting within their own supply lines and can both produce units and resupply faster and cheaper than I can. Furthermore they have been deploying lots of Flamethrower units that can devastate my marines' morale.

Since previous unsupported advances ended in failure and routing, I decided to produce a large group of mortar companies. Their combined firepower was more than enough to drive off counterattacking PLA units.