Adjusted Battle AI
Hello Commander!
Here is my personal AI mod I use when playing battles against the AI. Because this is a "gameplay" mod, you unfortunately have to create your custom decks again.
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18.7.2025
– MLRS unit behaviour should be a bit better.
– Supply truck bug should be fixed now.
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6.7.2025
– Extra Vet bonuses removed from AG Rookie difficulty.
– AI uses now more Helos on AG battles if it brings Helo battalion to the field.
– Known bug: AI may deploy all supply trucks to the field at some point during the battle (usually late phase of the battle).
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2.7.2025
New patch finally released, after a long test period! It really gets difficult to keep AI decent at the moment, but I think it is now doing "okayish" again.
This patch contains also some new "experimental" AG changes for the AI, where AI should now finally bring more battalions to the battlefield if possible. I don’t know how this will effect the very late games of all AG campaigns, but let me know how it feels now and if there are bigger issues later on with AI handling the battalions.
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20.2.2025
– AI should be again a bit more aggressive and responsible. I think it is now finally a very decent and fun opponent.
– AG unit price changes removed because it takes a lot of manual work.
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5.11.2024
– AI will now use infantry command units (cmd units) on its deck to defend command zones.
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6.10.2024
– Regular update. Some tweaks again on both skirmish and AG battle AI side. There are some issues with AG battle unit behavior, but I think we just have to wait for another patch from Eugen.
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3.7.2024
First mod update since the game left EA and now with "big" AG update.
– On strategic side AG Hard AI has now only 40% extra income (from 80%) but instead they have +2 VET (from +1). Should make the the Hard AG a bit less overwhelming but still keeps the general challenge up (for me it is more fun like this).
– On tactical side all AG units have now price (don’t know why some of the units had price set to "0", sorry no free lunches anymore).
– Some basic AG unit price balance done (AG unit prices increased/lowered based on their "normal" price, maybe Eugen will do the price balancing in coming patches…).
– AI should be more active on both skirmish and AG battles.
Current issues (should get better once Eugen fixes more stuff):
– AI CP units may ignore enemy presence making them easy and valuable targets (specially AG battles).
– Supply and arty units may go rogue.
– AI may leave flanks pretty much empty on some maps (this issue came with the previous patch when they changed some maps command zones).
– Rare issues with AA planes dive attack "invisible targets" behind enemy lines.
– AI sometimes struggle to attack or capture command zones specially during AG battles.
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1.4.2024
– First AG adjusted version released! AG is more prone to some weird stuff and bugs, so please report if you find something really weird outside the vanilla behavior. Because of AG release, the mod name in Steam changed to "Adjusted Battle AI".
– Eugen doing some good stuff fixing unit behavior bugs etc before final release. Transported AI units should finally disembark quicker than before if they detect danger. They also fixed smaller transported mortar units disembarking right after spawning.
– Skirmish optimization done for 1500p starting points.
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24.2.2024
– Plane behavior seems to be a bit more careful now (nice fix Eugen).
– AI should now bring few more artillery units to the battlefield.
– Ongoing work: AG battle AI modifications (coming maybe in few weeks, or after couple of patches, depending what Eugen brings to us)
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14.1.2024
– Added 20% more extra units available to Hardest AI player. I noticed that because of higher income Hardest AI will actually run out units too soon during the battle. Let me know if it gets too difficult.
– Medium difficulty may now give a bit more challenge against AI on small 1vs1 maps compared to Very Hard.
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6.12.2023
– New Medium AI strategy released! Medium AI comes now with a new attack strategy which is a bit more aggressive compared to Very Hard (or Hardest). Medium AI gets also 10% start income and extra tick income (mainly to compensate the extra CP units AI needs to work properly). I suggest to play 1vs1 on Very Hard (or Hardest) and 2vs2 give one AI player Very Hard (or Hardest) and one AI player Medium to have best balance and variation. Good luck! 🙂
– Small Heli behavior bug fixed.
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– This mod adjusts the extra units AI gets on its decks when playing on Very Hard (vanilla 50% more units available) and Hardest (vanilla 100% more units available).
– Adjusts the income bonuses on Very Hard (vanilla 50% more start income and 50% more tick income) and Hardest (vanilla 80% start income and 100% more tick income).
– Tweaks how AI sends units to the battlefield which I feel makes the battles a bit more rich and interesting. You should see much more units come at you and objective areas defended more (on Medium, Very Hard and Hardest).
– Infantry units may survive more often if their transport unit is destroyed before disembark.
– Refueling consumes less supply and is much quicker (AI sometimes likes to drive around a bit too much…).
I feel this mod makes the game maybe a bit more "fair" while giving still some bonuses to AI, but still keeps the AI a decent opponent on the battlefield without huge amount of extra units.
So, how to play this mod:
– Use Medium (AI gets only 10% start income and extra tick income), Very hard (AI gets only 10% start income and extra tick income) or Hardest difficulty (AI gets only 30% start income and extra tick income, plus 20% extra units availability). Hard is mostly untouched by this mod so you can use that also. Medium difficulty includes a bit more aggressive AI strategy compared to Very Hard or Hardest (check 6.12 released patch comments).
– Give the AI some decent and balanced attack decks (support decks not recommended).
– Starting points: 2000p.
– Score limit: Use 4000p for a bit longer battles with more AI counterattacks and 2000p for quicker games where the first encounter usually determines who wins.
– Time limit: 40min or 60min is usually enough to fill up 4000p.
– Income rate: 1x.
– You can choose either Conquest or Destruction mode.
Few tips how to make AI cope a bit better:
– Give AI deck about 3-4 cheap CP units and 2-4 more expensive ones (like CP tanks). Specially for bigger maps. AI should capture areas pretty quick if they have enough units to spawn. CP helis are also ok, but AI is sometimes a bit too careless with them.
– At the moment AI is not very good at handling transport helicopters, so I would take those out from AI’s decks (for example aero-rifles).
– AI player will always deploy a FOB if it is included to its deck. If you play 2vs2 (or more) and want AI to deploy only one FOB, then just take the FOB out from other AI’s deck.
I hope you enjoy playing the mod as much I do. Once there is a patch out to the main game every now and then, I will try to check the changes relatively quick and see if this mod is still needed. 🙂 and yes, this mod is still needed. 🙂