TK3600 Posted May 17, 2024 Posted May 17, 2024 This is an experimental AI builder mod I use personally. I find it to greatly improve AI builds. However, I am still in 1.5.0.8 in my campaign, so you will find it to be slightly outdated. That said, this is the list of improvement you can expect: Compatible with existing saves. AI will no longer use outdated high caliber gun of 15in+, thanks to revised tech order. By that I mean all 14in+ guns are unlocked from mk3 instead of mk1. AI no longer use 18in mk1 when 16in mk3 is available and much superior. AI will prioritize components based on how meta it is, instead of basically random. Since AI cannot discriminate based on ship types, I define meta as "most useful in most situations for most ship types". Example: Semi-armor piercing and pictric acid are powerful techs if used right, but AI don't know how to build accordingly, so I make them avoid it. Example 2: All AP ammo is a viable build for capital ships, but it may make DD and CL go full AP, so I make AI avoid it. No change to combat AI yet. Please leave any comments to see what I can improve. Installation location: Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data Main file: https://drive.google.com/file/d/1EHWVo0clodefioXmLsPIri-CFHsOXo4w/view?usp=sharing Individual edited files: Component priorities: https://drive.google.com/file/d/17NT-y-9NquOlt3MKAUQULcu6SowIPl3d/view?usp=sharing Technology: https://drive.google.com/file/d/1YEzfWAadzwjGh7SXhUBH8y0fM4SohFIG/view?usp=sharing Personal comments: (skip this, only for those curious) Quote ----components engine 1 3 9 27 32 36 4 40 8 6 44 increased early upgrade chance, avoid pricy niche engine. AI cannot control cost. Further testing on diesel needed, if need more reduce. boiler 1 5 3 20 induced is OP, balanced is no brainer armor 1 1 1 4 16 32 64 128 256 512 1024 me: iron is best until harvey, but krup i is big jump Barbette 2 8 4 8 12 me: 2nd one is optimal, but late game economy can afford better ones. optics 4 1 10 3 20 8 40 16 80 32 For AI's style, coincidence remain the best. more favoring upgrade. stereo is useless til mid game. bottom 1 3 2 triple is a sidegrade Flood 2 6 7 flooding is a key tech, but flooding 3 is a sidegrade citadel 4 2 16 32 32 first two are meh, inner belt 1 dont stop anything! Protection stats is good, but AI will waste tonnage on inner belt1, therefore citadel 2 bad for AI. Turret 2 8 1 8 2 4 mostly sidegrades, with adv hydro being best by far. settle for hydro electric if obsolete. consider lower last 2 option. They useless unless using autoloader or giant guns. AI cannot distinguish the niche case, therefore should stick to general purpose. Reload 2 8 3 4 15 first is no brainer, rest are minor upgrades. auto 2 much better than 1. main ammo ratio 1 4 9 7 1 avoid full AP load, in case making DD and CL. 75% HE is not always bad. sec ammo ratio 4 9 7 2 1 75% HE is best usually. shell size 1 4 1 2 stick to normal more often, unless super heavy ammo 1 4 1 stick to standard more HE 15 15 15 10 25 50 all viable, but favors all rounders AP 5 15 15 15 30 75 high AP is more desirable over niche damage. AI cannot identify the niche. torp ammo 1 4 1 stick to standard more charge 1 4 3 6 2 16 32 8 64 128 leave black powder asap. pic 2 bad. favoring TNT due to poor AI armor scheme. later TNT is optimal. propellent 1 4 8 8 4 32 16 64 128 256 favoring tubepowder. cordite 2 bad. radar 10 20 40 key tech, upped radar 1 chance.
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