Ok Ill post the first question

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Alby
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Ok Ill post the first question

Post by Alby »

The USA now has rocket launching boats available for land battles?
in the calliope section.
have these always been there??
and whats the difference between the 2 SP mortars in US oob?
look exactly the same to me, just different names
Alby

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Alby
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RE: Ok Ill post the first question

Post by Alby »

some more ealry observations
started long campaign as germans vs USA in Italy
USA AI bought only arty, tons of it, stuart light tanks, Infrantry, and greyhounds for an assualt mission?? I am about to give up trying to play against the AI.
Its too ridiculous.
Also USA infrantry icons started out as brown(khaki) until they sustained casualties, then they turned green???
Im confused?????[&:]

rich12545
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RE: Ok Ill post the first question

Post by rich12545 »

You mean that after five years and countless updates they still can't get the basics right?
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KG Erwin
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RE: Ok Ill post the first question

Post by KG Erwin »

Alby, if you go through the OOBs, you'll see certain formations chosen as AI picks. These are labeled as "unknown" so that a human player won't have these available in the purchase screen. I looked over the US Army, and I don't doubt that the USA AI will get vast amounts of arty support--the USA/USMC had better communications/fire control/ammo supplies for arty support than any other nation in WWII.

Each player can customize AI picks as they please--given that the USA inferiority in armor was apparent to everyone, does it surprise you that the AI will load up on arty and in some cases air support?

You really don't think that the game should be tilted in favor of the Germans, do you? The AI force selections are somewhat abstracted, indeed, but do you want historical results or an alternative history/fantasy game? This is why the OOB editor exists--ypu guys can tweak it to get your desired results. If the default values don't please you, then change them to suit you.

I play as the USMC against the Japanese--the poor old AI will select a better-balanced force, and I will suffer losses, but in the end I will win--this is how it happened in real life, so I fully expect that the abstracted battles in a campaign format will conform with overall historical results. This is what we wanted to achieve, and this is what we got.
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Alby
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RE: Ok Ill post the first question

Post by Alby »

ORIGINAL: KG Erwin

Alby, if you go through the OOBs, you'll see certain formations chosen as AI picks. These are labeled as "unknown" so that a human player won't have these available in the purchase screen. I looked over the US Army, and I don't doubt that the USA AI will get vast amounts of arty support--the USA/USMC had better communications/fire control/ammo supplies for arty support than any other nation in WWII.

Each player can customize AI picks as they please--given that the USA inferiority in armor was apparent to everyone, does it surprise you that the AI will load up on arty and in some cases air support?

You really don't think that the game should be tilted in favor of the Germans, do you? The AI force selections are somewhat abstracted, indeed, but do you want historical results or an alternative history/fantasy game? This is why the OOB editor exists--ypu guys can tweak it to get your desired results. If the default values don't please you, then change them to suit you.

I play as the USMC against the Japanese--the poor old AI will select a better-balanced force, and I will suffer losses, but in the end I will win--this is how it happened in real life, so I fully expect that the abstracted battles in a campaign format will conform with overall historical results. This is what we wanted to achieve, and this is what we got.

Well, the campaign I started, the USA had almost as much arty as other units.
Its the buying of all armored cars and light tanks that I thought strange
It would have been to easy a battle for me.[:D]
The 2 sp mortas I mentioned are in the purchase screen
both look same with different names

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KG Erwin
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RE: Ok Ill post the first question

Post by KG Erwin »

ORIGINAL: Alby

The USA now has rocket launching boats available for land battles?
in the calliope section.
have these always been there??
and whats the difference between the 2 SP mortars in US oob?
look exactly the same to me, just different names
Alby

I see the glitch. It also exists in the USMC OOB--weapons class 110 is SP Rocket Launcher--it can be either a land or naval unit, so you may indeed see an inappropriate unit listed in the purchase screen. This is one of those strange weapons-slot hard-coded issues that can only be fixed by a change to the mech.exe. All I can say is that common-sense be used here--if it's a land battle, then don't buy naval units.

The game does have some strange quirks, and you've pinpointed one of them.

As for the SP Mortars (units 86 & 93), the only difference is in the rarity --unit 86 has a rarity of 3, unit 93 is 0. The only reason I can think of is that unit 86 may have been included in an older scenario, so it was decided to leave it in. A rarity of "3" usually indicates that it's specifically for inclusion in a particular formation. Major Destruction can maybe shed more light on this, as I didn't work on the US Army OOB.
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kingwanabee
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RE: Ok Ill post the first question

Post by kingwanabee »

ORIGINAL: Alby

Also USA infrantry icons started out as brown(khaki) until they sustained casualties, then they turned green???
Im confused?????[&:]

This happened to me also. I started a new WW 2 Campaign - 9/39 as the Germans vs. Polish AI. I saved the 1st mission after about 8 turns and when I started again, the Polish troops would change uniform colors from tan to green whenever they took casualties. That is a strange bug! Anyone else?
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pappasmurf
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RE: Ok Ill post the first question

Post by pappasmurf »

I beleive on the case of the SP mortars ( froma discussiona t the depot) was that one started out as a transport only and later had the tube fixe dfiring over the front of the HT. The other was purpose built and had the Mortar firing out the rear of the HT giving the AAMG gunner more room. In game terms they are essentially identcal because you cannot model the differance.
SPWaW rocks
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m10bob
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RE: Ok Ill post the first question

Post by m10bob »

ORIGINAL: Alby

some more ealry observations
started long campaign as germans vs USA in Italy
USA AI bought only arty, tons of it, stuart light tanks, Infrantry, and greyhounds for an assualt mission?? I am about to give up trying to play against the AI.
Its too ridiculous.
Also USA infrantry icons started out as brown(khaki) until they sustained casualties, then they turned green???
Im confused?????[&:]
Hi Alby......You don't indicate how many infantry the AI had,but since Bn's did not have their own armor(except armourd formations of course),I'd say the grunts were happy to have any armor with them,including a/c's and Stuarts..
If you ever play "Combat Mission",an advancing Infantry company might be given a tank or two and maybe an a/c and possibly even an SP..
I consider that pretty accurate,(what with the Americans artillery superiority at all levels.)
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BryanMelvin
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RE: Ok Ill post the first question

Post by BryanMelvin »

ORIGINAL: Alby

some more ealry observations
started long campaign as germans vs USA in Italy
USA AI bought only arty, tons of it, stuart light tanks, Infrantry, and greyhounds for an assualt mission?? I am about to give up trying to play against the AI.
Its too ridiculous.
Also USA infrantry icons started out as brown(khaki) until they sustained casualties, then they turned green???
Im confused?????[&:]

Alby

What was your Start Year for this campaign? Also, were true troop cost and rarity settings set to on? Next, how many points were used for core force purchase? These three things do influence what units are selected by the AI.

What you describe sounds like the rarity setting was set to "ON".

I suggest saving scores from each game and if you see an odd force selection - restart from the score. Also, use Fred's WAW editor and take a peak at what the AI selected.
You can add tweak the game camapign battle using it too - if you like.

Please try again.
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Alby
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RE: Ok Ill post the first question

Post by Alby »

Hi Bryan
1943....Italy.... true troop on, rarity off
I know the AI sometimes does wierd stuff
Any idea on the infrantry changiing colors?
its not a big deal, just curious.

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RE: Ok Ill post the first question

Post by RockinHarry »

Go to the "Shp" folder, move off (or delete) "Icon0010.shp" and "Icon0011.shp", then rename "Icon0010 orig.shp" and "Icon0011 Orig.shp" to "Icon0010.shp" and "Icon0011.shp". Does that help?

Alby: What exact date did you start your german long campaign? What was so wrong with the AI US force selection then? Send some save game my way and I´ll check this out!
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BryanMelvin
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RE: Ok Ill post the first question

Post by BryanMelvin »

ORIGINAL: Alby

Hi Bryan
1943....Italy.... true troop on, rarity off
I know the AI sometimes does wierd stuff
Any idea on the infrantry changiing colors?
its not a big deal, just curious.


To keep the flow of the game, you can use Fred's WAW editor located in spwaw folder to change the turn so battle ends early. This way you can shorten the battle and thus reset the game. Also delete the Pref file located in save folder as this can cause what you see too. To change the Turn, open the Waw editor and go to Save folder, locate number slot where your game is, and open it. Next, go to Tools menu and then to Edit Game Data. Next screen you should see the Max Turn info box, just change it to current turn, retain it and then save the Game using the File Menu - Save function. This should reset the game and next battle should be much different.

As for the Units changing - try Harry's method. New infantry icons were added in and this seems to be an Icon issue. We tried to fix this but it appears to still be around. Deleting the Pref file may help fix this too.
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Alby
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RE: Ok Ill post the first question

Post by Alby »

ORIGINAL: RockinHarry

Go to the "Shp" folder, move off (or delete) "Icon0010.shp" and "Icon0011.shp", then rename "Icon0010 orig.shp" and "Icon0011 Orig.shp" to "Icon0010.shp" and "Icon0011.shp". Does that help?

Alby: What exact date did you start your german long campaign? What was so wrong with the AI US force selection then? Send some save game my way and I´ll check this out!

I dont think I saved it, dont recall EXACT date I set it too
seemed like it said Cassino for the map.
I just thought it weird that AI got about 40 mortar tubes and all greyhounds and some infrantry for an assualt.
its not a big thing, I dont play vs AI that much
I will try changing back to original Infrantry shps.
Thanks

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Alby
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RE: Ok Ill post the first question

Post by Alby »

ORIGINAL: BryanMelvin
ORIGINAL: Alby

Hi Bryan
1943....Italy.... true troop on, rarity off
I know the AI sometimes does wierd stuff
Any idea on the infrantry changiing colors?
its not a big deal, just curious.


To keep the flow of the game, you can use Fred's WAW editor located in spwaw folder to change the turn so battle ends early. This way you can shorten the battle and thus reset the game. Also delete the Pref file located in save folder as this can cause what you see too. To change the Turn, open the Waw editor and go to Save folder, locate number slot where your game is, and open it. Next, go to Tools menu and then to Edit Game Data. Next screen you should see the Max Turn info box, just change it to current turn, retain it and then save the Game using the File Menu - Save function. This should reset the game and next battle should be much different.

As for the Units changing - try Harry's method. New infantry icons were added in and this seems to be an Icon issue. We tried to fix this but it appears to still be around. Deleting the Pref file may help fix this too.
Thanks Bryan, I didnt realize the infrantry thing had been around before 8.3[X(]
off to battle!![:D]

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