unfair AI movements

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djeezman
Posts: 11
Joined: Mon Aug 07, 2006 7:41 am

unfair AI movements

Post by djeezman »

..some annoyances I learned against the Ai;

1) My UK troops inch their way through the jungles and mountains and a river crossing of Thailand say 2 miles a day)
and the f*%%%&% jap AI moves OVER the mountain and OVER the river hexside INTO a jungle hex AND to the next jungle hex without roads in ONE HEX PER DAY !!!! ALL 12000 men of them !!!!!!!!!!!!!!!!!!!!![:@][:@][:@]
WitP realistic ? GET REAL &5&*¢

2)The Jap long range bombers ALWAYS pick out my CL fleets arriving in any remote harbour (like Jap bombers from Siagon all the way to the westcoast of Sumatra) with the nearest japs still in Kuala Lumpur..
COME ON !!!!

3) Not sure about this one; I got harassed by a jap fleet with cv (or more? in 1941) with two-hun-dred bombers and fighter planes flying out per morning and afternoon !
In the records of the CV it is supposed to harbour only 70 planes MAX !
So either there are 3 of these CV's in one TF..but I believe in 1941 that is niôt the case yet ?


4)When I send my biggest fleet with BB's CL's CA's and you name it INSIDE the hex where this CV tf is (along with only DD's) I get pounded by the planes (fair enough..it is a test) but NONE OF MY CAPITAL SHIPS FIRE A SINGLE SHOT AGAINST THE JAP CV !!!!!!!!!!![:@][:@]
Come on !!!
And don't come with the explanation that the BBs are at "the edge " of the 60 mile hex boundary and the CV on the other side ..
That is NOT how a hex game should work !
BBs IN the hex means the Jap CV is in gun range.

5) then we also have the unrealistic numbers of jap troops being able to beach in 1941.
13000 men in a hex in one day is first of all way too fast (1941), and second of all at the appointed beaches the japs never sent in that much troops the first days (Luzon, Kota Baru,Legaspi).
Some "historic" setting for this WitP.


Bah.
With this kind of unrealistic crap I am not motivated to play much further

I can't understand that the programmers miss these kinds of errors.

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2ndACR
Posts: 5524
Joined: Sun Aug 31, 2003 7:32 am
Location: Irving,Tx

RE: unfair AI movements

Post by 2ndACR »

1. We have all seen the "bullet train" against the AI. One reason I quit playing it.
 
2. Watch out for Jap air search. Japanese planes have extremely long range.
 
3. The Japanese start with 6 CV's and roughly 4 CVE/CVL's. More than capable to field that force. Baby KB with just CVE and CVL can be brutal early war.
 
4. CV's flee and their escorts advance to engage you. Working as designed.
 
5. Happens. Wait till you play a human and we unload 30-40,000 in one day at a base. I hit the PI with around 140,000 troops around the 9th of Dec. Some unload day 1 and most on 2 and 3.
 
 But I can not convince you. Try PBEM.
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goodboyladdie
Posts: 3470
Joined: Fri Nov 18, 2005 8:35 pm
Location: Rendlesham, Suffolk

RE: unfair AI movements

Post by goodboyladdie »

Whatever advantages the AI may get through the odd cheat, it is still quite easy to play against and is good practice if you decide to move on to PBEM. It is also the only way you'll get to see late war gaming as most PBEMs do not seem to get that far.

Chill man! [8D]

Try moving your CLs around singly. They hardly ever get caught.
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Art by the amazing Dixie
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wdolson
Posts: 7688
Joined: Tue Jun 27, 2006 9:56 pm
Location: Near Portland, OR

RE: unfair AI movements

Post by wdolson »

Until the end of March 1942, the Japanese get a bonus unloading troops. See section 6.1.19 in the manual.

Bill
WIS Development Team
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