AI and production allocation of HI

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el cid again
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AI and production allocation of HI

Post by el cid again »

It appears that reports on economic statistics reflect theoretical plant capacity - not production.
el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: AI and production allocation of HI

Post by el cid again »

ORIGINAL: el cid again

It appears that reports on economic statistics reflect theoretical plant capacity - not production.

Thus a report you have 2200 engines and 1200 aircraft is the sum of undamaged capacity of aircraft engine and airframe plants - not the number you will build in a month - even in ideal conditions.

It appears that if HI pools drop to zero - engine production drops to zero. Further, if engine pools are at zero - or drop to zero - there will be no aircraft production using those engines.

RHS uses a system where engines mean something: in this case they are related to power. 7 types are available for production in Dec 1941 - and of these you mainly are using 5. All these 7 types have initial pools - smaller for the more powerful engines - larger for the lowest power engine. The 3 late war types have zero initial pools. The smallest of the initial types has a pool of only 50 engines.

When the game begins, because there are pools of the low power engines, aircraft production proceeds - if there are only 18 HI points per airframe - wether or not the engines are being made. Mostly they are NOT being made - the pools decline - but some are made - and if not many are used sometimes pools actually grow.

When you finally start needing the small pool engine (Aichi) - for H8K and Jack - you get a bit of production - until those 50 engines are gone - then never again do you get a plane needing this engine. When you start needing the first of the late war engine types (Nissan) - you never get any planes at all - because the pool is zero and there is no engine production either.

This may be because HI pools are run down to zero by ignorant AI - which turns on everything full blast. In human games I do not see this effect so severely. But engine production is always a problem - and if an aircraft is not being made - look at engines to learn why - as a first pass rule.

It may be that we - as modders - and as players - make this worse - by how we set up plant capacity. While the WITP norm seems to be 80 engines per line - it may be this value is way too high for most locations. It may be that we exhaust HI pools early on tiny engines - and motor vehicles - and merchant ships - or whatever - and when we need them in 1943 we don't have any.
el cid again
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RE: AI and production allocation of HI

Post by el cid again »

By turning off all aircraft production - and all engine production except Aichi and Nissan - and all shipyard production/armamament production/vehicle production at or near aircraft engine plants - I DID get Aichi engine production to start. This indicates the issue is indeed HI point pools. I should be able to make this more manageable.

Blitzk will rework the location files above 889 for formation efficiency matters - and I will rework locations below that for production efficiency matters - and we will issue an update incorporating these.

Meanwhile I have done some ship enhancements - and added Akitsushima "air group" (a single plane) - plus her sister ship in BBO based scenarios (including RPO and PPO) - and also we have freed up some device slots - so I will do a microupdate with these tomorrow.

I also have collected some pwhex improvements - and I have a new theory giving us more sea space along the Western Map Edge - so expect a pwhex update tomorrow. PWhex files can be backfitted into existing games - as you probably know. I found some "broken" rail lines in India - places art does not match coding - apparently deliberately in an attempt to slow units/supplies by substituting road for rail coding under rail art. Otherwise mainly hex side improvements or eratta - and adding some column zero hexes for naval movement - which seems to work (just like column and row 50 work - in spite of predictions otherwise).

Sleeping now.
el cid again
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RE: AI and production allocation of HI

Post by el cid again »

In the same scenario, late 1943, I was able to get both types of engine production going - and all other engine types - and aircraft - by moderating the amount of HI going to shipyards, armaments, etc manually. Clearly the issue is HI points - and clearly the standard settings for consumers is too high relative to HI centers - even in RHS which gives you more of them than stock or CHS does. Instead of standard engine plants of 80 I will try 30. I will use the norm for aircraft lines of 30 (single engine), 15 (two engine) and 7 (4 engine) - but not permit ANY starting type to have more than one line at the same location running all out - nor more than one line to be working up.
Dili
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RE: AI and production allocation of HI

Post by Dili »

and added Akitsushima "air group" (a single plane)
 
Guess it cant be an H8K?
el cid again
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RE: AI and production allocation of HI

Post by el cid again »

Well - it is eventually. It starts as a Mavis and upgrades to an Emily - if H8s are produced of course - and if the unit qualifies to upgrade supply wise.
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Herrbear
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RE: AI and production allocation of HI

Post by Herrbear »

ORIGINAL: el cid again

In the same scenario, late 1943, I was able to get both types of engine production going - and all other engine types - and aircraft - by moderating the amount of HI going to shipyards, armaments, etc manually. Clearly the issue is HI points - and clearly the standard settings for consumers is too high relative to HI centers - even in RHS which gives you more of them than stock or CHS does. Instead of standard engine plants of 80 I will try 30. I will use the norm for aircraft lines of 30 (single engine), 15 (two engine) and 7 (4 engine) - but not permit ANY starting type to have more than one line at the same location running all out - nor more than one line to be working up.

Sid--I think you got hit by the "1 number off bug" when you redid the city production at least in Scen 60.

Example:
Gumma--Previously it was 16 Manpower (520); 150 Hy Industry (521); 30 Resources (519); 12 Arm Assembly (525)

In 6.655 it now shows
Gumma-- 16 Resources (519); 350 Manpower (520); 30 Oil (518); 12 Repair Shipyd (524)

Many other cities are similarly impacted. Also impacts ac production types.
el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: AI and production allocation of HI

Post by el cid again »

I hate that guy. Not that any bug is a good one. This one is in the editor - I think. I still use the old editor because I manage 18 scenarios - and it is less clicking to change scenarios. Even if they fixed it I don't benefit.

We just got back the enhansed location files from Blitzk - and I found some air eratta doing air utilities -
so I will check for this issue - and issue an update.

Dili
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Joined: Fri Sep 10, 2004 4:33 pm

RE: AI and production allocation of HI

Post by Dili »

Well - it is eventually. It starts as a Mavis and upgrades to an Emily - if H8s are produced of course - and if the unit qualifies to upgrade supply wise.
 
Good was afraid that were some code that prevented it. Did you had to change them to FloatPlane  instead of PatrolPlane? Wondering if there other strings attached if you made that.
el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: AI and production allocation of HI

Post by el cid again »

We need to see how it works - but I believe ANYTHING will fly off ANYTHING

IF you start it on board that ship to begin with. Got B-25s flying off Hornet that way - non-carrier type B-25s at that!

So I did not change the flying boats to seaplanes.

And - FYI - the US has a flying boat tender WITH the ability to operate floatplanes - because it did.
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