I have successfully modify Soviet and Wehrmacht AI build orders through ai_economy. But it is quite confusing that ai_economy isn't work for DLC factions(OKW/AEF/British). Any good idea? I just want to remove heavy armors from AI build orders.
I also try to create an upgrade that AI will definitely choose in order to distinguish AI from players, and add this the unit I don't want AI to produce as a not requirement. But it fail because AI will not choose the upgrade even if I set the priority to 1000 in ai_economy.
How to modify OKW/AEF/British AI's unit production orders?
11 Mar 2025, 08:11 AM
#1

Posts: 3
13 Mar 2025, 20:39 PM
#2


Posts: 104 | Subs: 1
I haven't tried changing race specific AI personally but if you manage to get the ai only upgrades working then you wont need it since you can just use a not requirement.
AI has quite a lot of checks and requirements needed before it can perform a task such as an AI only upgrade.
1. The AI needs to be able to afford the upgrade. I assume you put costs to 0.
2. Needs to be correctly set up with ai_economy under player_upgrades and upgrades.
3. The entity that has the upgrade available needs to not be queued with other things. I found that if you just stick the upgrade on an HQ or something the AI will not attempt the upgrade because it's building other things. Put it on an entity that does not have any other spawners or upgrades.
4. There are other factors which influence the priorities. Go to army>ai_production_info>unlocking_upgrade_list, add a new unlocking_upgrade_info, in the upgrade_pbg add the upgrade you want ai to use. The other slots can be filled with anything, it doesn't matter.
Additionally:
AI has quite a lot of checks and requirements needed before it can perform a task such as an AI only upgrade.
1. The AI needs to be able to afford the upgrade. I assume you put costs to 0.
2. Needs to be correctly set up with ai_economy under player_upgrades and upgrades.
3. The entity that has the upgrade available needs to not be queued with other things. I found that if you just stick the upgrade on an HQ or something the AI will not attempt the upgrade because it's building other things. Put it on an entity that does not have any other spawners or upgrades.
4. There are other factors which influence the priorities. Go to army>ai_production_info>unlocking_upgrade_list, add a new unlocking_upgrade_info, in the upgrade_pbg add the upgrade you want ai to use. The other slots can be filled with anything, it doesn't matter.
Additionally:
SneakEye
—
3/10/24, 1:57 AM
Add an armor_modifier inside the upgrade, with value multiplication 1. The AI somehow takes the modifiers into account with their decisionmaking and armor modifiers seem to have the highest priority, even if it has no effect with value x1.
14 May 2025, 08:49 AM
#3

Posts: 3
I haven't tried changing race specific AI personally but if you manage to get the ai only upgrades working then you wont need it since you can just use a not requirement.
AI has quite a lot of checks and requirements needed before it can perform a task such as an AI only upgrade.
1. The AI needs to be able to afford the upgrade. I assume you put costs to 0.
2. Needs to be correctly set up with ai_economy under player_upgrades and upgrades.
3. The entity that has the upgrade available needs to not be queued with other things. I found that if you just stick the upgrade on an HQ or something the AI will not attempt the upgrade because it's building other things. Put it on an entity that does not have any other spawners or upgrades.
4. There are other factors which influence the priorities. Go to army>ai_production_info>unlocking_upgrade_list, add a new unlocking_upgrade_info, in the upgrade_pbg add the upgrade you want ai to use. The other slots can be filled with anything, it doesn't matter.
Additionally:
Thanks bro, You just save my life. I can now disable certain unit for AI.
By the way, add the upgrades as a tag for AI one by one is so heavy for me. Is there any easier way to manage the DLC's armys production list? I only want DLC's armys not using any tanks. I have set all tanks' priority in ai_economy to 0 which works pretty well for Soviet' and German' AI. But what about OKW/British/USF? Is there a specific ai_economy that I just miss?
14 May 2025, 08:51 AM
#4

Posts: 3
Holy shit you are the author of the Zombie Mod. That will be my honor to hear from you
15 May 2025, 13:17 PM
#5


Posts: 104 | Subs: 1
I suppose you could make a separate clone of tank producing buildings that is replaced/enabled by the AI only upgrade which removes the tanks from the spawn list. You would of course need to link these new clones with the SWS halftrack and make additional clones for the AEF/UK building wrecks. There's probably some other stuff you'd need to do as well so I'm not sure if this would actually be faster. I recommend you just set not requirements on your tanks, cloning and copy pasting the requirements shouldn't take that long.
Additionally you would have to use not requirements for the ability call in as well either way.
Alternatively a dirty method would be to just have the AI only upgrade have an income_fuel_player_modifier of 0. Although I can see how this might cause many issues.
Additionally you would have to use not requirements for the ability call in as well either way.
Alternatively a dirty method would be to just have the AI only upgrade have an income_fuel_player_modifier of 0. Although I can see how this might cause many issues.
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