AE Land and AI Issues [OUTDATED]
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Admirals Edition Land Thread
The disband dates apply only to certain units primarily the base forces and HQ's and happen in mid 43 which I think is reasonable - basically most (not all some are left alone) units with generic squad types i.e. support or aviation support have a disband date otherwise we would have the same issue as stock.
BUT - if you dont like it change it it takes about 10 minutes in the editor to adjust it !!!!
Infantry and other combat units don't withdraw for the very reason you indicated although there are NO dutch monthly replacements you get a one time injection of troops in Feb 42 for final mobilisation and a few in the pool at start so if you want to do a Sir Robin you can but you will need to cannialise rescued units to create a full strength one which I believe is reasonable.
As the Can Divs are US TOE I have included an Armoured Bn integral to the Divs.
I think its fair to say we will take input after we get this out the door and the editor is now a dream to use so modders will I am sure be disagreeing with the new stock ORBAT in seconds of release - thats just the way it is !!!
But we had to close down the scope to allow important things like scenario building, testing and the AI to get underway.
I have my own little triage list of things that didnt make the cut and I am sure others will have more to add the fact is we need to get on with the 3 priorities I listed above so the project team closed down the scope.
As you have read in the various threads we have a lot to test and make sure it all hangs together.
BUT - if you dont like it change it it takes about 10 minutes in the editor to adjust it !!!!
Infantry and other combat units don't withdraw for the very reason you indicated although there are NO dutch monthly replacements you get a one time injection of troops in Feb 42 for final mobilisation and a few in the pool at start so if you want to do a Sir Robin you can but you will need to cannialise rescued units to create a full strength one which I believe is reasonable.
As the Can Divs are US TOE I have included an Armoured Bn integral to the Divs.
I think its fair to say we will take input after we get this out the door and the editor is now a dream to use so modders will I am sure be disagreeing with the new stock ORBAT in seconds of release - thats just the way it is !!!
But we had to close down the scope to allow important things like scenario building, testing and the AI to get underway.
I have my own little triage list of things that didnt make the cut and I am sure others will have more to add the fact is we need to get on with the 3 priorities I listed above so the project team closed down the scope.
As you have read in the various threads we have a lot to test and make sure it all hangs together.
RE: Admirals Edition Land Thread
Rail movement is now superb although the period of vulnerability when a unit is packing or unpacking which can take 3 or 4 days.
An interesting sidebar - you need to be in strategic mode to load on a transport TF so that means 3 or 4 days per unit packing up before embarkation
An interesting sidebar - you need to be in strategic mode to load on a transport TF so that means 3 or 4 days per unit packing up before embarkation
RE: Admirals Edition Land Thread
Placekeeper for the next time I pick up reading.
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CVN-71
USN 87-93
"Going slow in the fast direction"
CVN-71
USN 87-93
"Going slow in the fast direction"
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rockmedic109
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RE: Admirals Edition Land Thread
What about Aviation Regiments? They cannot be broken down into Aviation Battalions now. Can they break down in AE? Might be usefull to staff the extra bases that appear to be coming. Hell, they'd be usefull now.
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el cid again
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RE: Admirals Edition Land Thread
Why would Canadian units be to US TO&E? Certainly the early ones were using the Empire scheme - at least. And probably all did.
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el cid again
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RE: Admirals Edition Land Thread
ORIGINAL: BigJ62
ORIGINAL: Kid
ORIGINAL: Andy Mac
I think you are wrong on this Jim but I will check repairs do not take supplies its merely having the squads in the base and feeding them thats taking them.
But as I said I will check
Supplies are not the only problem with not being able to turn off repairs. Why would I want to repair an airfield in a base I know I'm going to lose? That is just crazy.[;)]
I have not added a button for this but there is a way to stop repairs, any units that are not in combat mode do not contribute to base construction which includes repairs.
It does seem a button is a better concept: one might want to be in combat mode to fight effectively - to deny the base to the enemy- but NOT build up the base - so as not to hand it over to him in better form. Japan actually did that at Guadalcanal - handed over an almost completed airstrip of significant operational value. Not nice from their point of view all the work and supplies sent to build it ended up serving their enemy.
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RE: Admirals Edition Land Thread
ORIGINAL: el cid again
Why would Canadian units be to US TO&E? Certainly the early ones were using the Empire scheme - at least. And probably all did.
Only applies to the 'new' 6th Canadian Division that started to form in 1945 to participate in the planned invasion of Japan. This division was not related to the earlier 6th Division (disbanded Dec 31st, 1944) and was scheduled to use US equipment and to train in Kentucky.
Earlier Canadian forces use (of course) CW TOE's.
- Kereguelen
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RE: Admirals Edition Land Thread
ORIGINAL: rockmedic109
What about Aviation Regiments? They cannot be broken down into Aviation Battalions now. Can they break down in AE? Might be usefull to staff the extra bases that appear to be coming. Hell, they'd be usefull now.
At least for Japan, aviation support units tend to be smaller now (you may discover the reasons for this in the AE Air Thread). But you'll find more aviation support units in the game. Airfield Battalions and some Aviation Regiments for the JAAF and Airfield Units for the JNAF (+ Air HQ's contributing Aviation Support).
The aviation regiments may even completely vanish in the AE because they were not maintenance units but command staffs. We'll only keep them if we need them for game purposes.
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el cid again
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RE: Admirals Edition Land Thread
ORIGINAL: Brady
Japanese Enginear units:
From WiTP my isues with Japanese enginear units werre prety much that thye did not realy seam to mimic what I come to understand they were suposed to look like at all, buy my impreshions were based on infermation I got from OOB's in books about the various island campagines, and from reading the Handbook on The Japanese Army (the war department book), which I know is a dated referance work, and some other sources.
The impreshion I had was that some Japanese enginear units were very large in size manpower wise, and would break off chunks to use to tackle a given construction task, a core or brain power unit would supervise a large labor force, this labor force would consist of what ever troops were in the area, or be drawn from a labor force that was specificaly created for that end, such as an Okinawan labor unit, or a Korean labor unit. These labor units (regements) would also fight, or they did on Okinawa and on other islands, and provided a manpower pool for replacements,they were typicaly not armed, the labor regements, but as a mater of course for these battles were aloted arms and made use of weapons that came to have no owner when used as replacements.
Some Japanese Specialised units like road construction or airfield construction had inhearent enginearing vehicals, rolers, road graders, tractor's,Trucks, cement mixers exc...which were totaly absent from the stock game .
There were very different kinds of engineers in Japanese formations. Broadly speaking, these break into two categories: engineers organic to other LCUs and "independent" engineer "regiments" (battalions). There were officially five kinds of these - given designations from the Japanese syllabic alphabet - but by 1941 only three seem to have existed in IJA - although there was also a JAAF version and a IJN version. The organic units were platoons or companies of either assault engineers or pioneers or construction engineers to do something useful to the larger unit: build fortifications or repair airfields, etc.
The independent engineers were - and two of these seem to be in the game OBs - general engineer regiments, road construction engineer regiments, and railroad engineer regiments (not in the game). The general engineer regiments also had a variation: one regiment was "electric" - and fitted with numbers of both wire and radio controlled micro AFVs used for demolition work. These formations had some vehicles and specialized vehicles - such as bulldozers - trucks - tiny 12 inch gage rail lines easily laid and requiring no motive power (manpower was used - and US Marines used one on Guadalcanal they nicknamed "the toonerville trolly"). But they were very short of labor and were not able to work effectively unless they had labor provided from outside the regiment: these might be prisoners, civilian conscripts, civilian hirees, other military units, or various labor elements - usually associated with logistics / shipping work. The engineer regiments had the specialists and a LIMITED amount of labor and vehicles - and would be more effective if they had more. I simulate this by providing them with TOO FEW support elements - so if they are in a hex with more support - the regiments build faster.
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RE: Admirals Edition Land Thread
ORIGINAL: el cid again
ORIGINAL: Brady
Japanese Enginear units:
From WiTP my isues with Japanese enginear units werre prety much that thye did not realy seam to mimic what I come to understand they were suposed to look like at all, buy my impreshions were based on infermation I got from OOB's in books about the various island campagines, and from reading the Handbook on The Japanese Army (the war department book), which I know is a dated referance work, and some other sources.
The impreshion I had was that some Japanese enginear units were very large in size manpower wise, and would break off chunks to use to tackle a given construction task, a core or brain power unit would supervise a large labor force, this labor force would consist of what ever troops were in the area, or be drawn from a labor force that was specificaly created for that end, such as an Okinawan labor unit, or a Korean labor unit. These labor units (regements) would also fight, or they did on Okinawa and on other islands, and provided a manpower pool for replacements,they were typicaly not armed, the labor regements, but as a mater of course for these battles were aloted arms and made use of weapons that came to have no owner when used as replacements.
Some Japanese Specialised units like road construction or airfield construction had inhearent enginearing vehicals, rolers, road graders, tractor's,Trucks, cement mixers exc...which were totaly absent from the stock game .
There were very different kinds of engineers in Japanese formations. Broadly speaking, these break into two categories: engineers organic to other LCUs and "independent" engineer "regiments" (battalions). There were officially five kinds of these - given designations from the Japanese syllabic alphabet - but by 1941 only three seem to have existed in IJA - although there was also a JAAF version and a IJN version. The organic units were platoons or companies of either assault engineers or pioneers or construction engineers to do something useful to the larger unit: build fortifications or repair airfields, etc.
The independent engineers were - and two of these seem to be in the game OBs - general engineer regiments, road construction engineer regiments, and railroad engineer regiments (not in the game). The general engineer regiments also had a variation: one regiment was "electric" - and fitted with numbers of both wire and radio controlled micro AFVs used for demolition work. These formations had some vehicles and specialized vehicles - such as bulldozers - trucks - tiny 12 inch gage rail lines easily laid and requiring no motive power (manpower was used - and US Marines used one on Guadalcanal they nicknamed "the toonerville trolly"). But they were very short of labor and were not able to work effectively unless they had labor provided from outside the regiment: these might be prisoners, civilian conscripts, civilian hirees, other military units, or various labor elements - usually associated with logistics / shipping work. The engineer regiments had the specialists and a LIMITED amount of labor and vehicles - and would be more effective if they had more. I simulate this by providing them with TOO FEW support elements - so if they are in a hex with more support - the regiments build faster.
Yup, Sid is helping to explain my earlier statement that the IER just don't fit nicely into the existing code base. Expanding the scope a bit further, neither road construction, bridging nor shipping engineers have any direct modeling in the game. And stock models these respectively as regular construction engineers, assault engineers or absent from the game.
WITP Admiral's Edition - Project Lead
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RE: Admirals Edition Land Thread
CW Aviation regt are now also removed instead what you get are a series of Aviation Wings to support the historic Air Wings.
Each wing has 75 Av Support and a CW Air Gp will have several wing units allocated to it.
Andy
Each wing has 75 Av Support and a CW Air Gp will have several wing units allocated to it.
Andy
RE: Admirals Edition Land Thread
Have the terrain movement rates been changed? Can we have a list of all movement rates for the new terrains?

RE: Admirals Edition Land Thread
Cid- took a more elobarate aproach to describe what was my understanding as well, though after looking back over what I wrote it was clear I did not convey that. I can understand why perhps one would not want to include smaller suport units like Hospitials, or vetenary units, but Naval suport units for Barges,, I gues this would be a tad to complicated to realise, this kinda goes to what I was talking about for PT's, Barges operated from a bases or series of basses and each was supoted by a smalle unit of enginears a base force for this use.
If you remove these smaller enginear units that did on the whole do more than just work on a say road's, they built up what the game desctribes as the bases, how then are you going to represent their contrubation to the war effort?
What of the Larger Labor regements, are they represented in some way? As I mentioned above they did contribute signafagantly to many very large battles., not mention all the work they facalitited.
If you remove these smaller enginear units that did on the whole do more than just work on a say road's, they built up what the game desctribes as the bases, how then are you going to represent their contrubation to the war effort?
What of the Larger Labor regements, are they represented in some way? As I mentioned above they did contribute signafagantly to many very large battles., not mention all the work they facalitited.

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RE: Admirals Edition Land Thread
Andrew said I should ask this here:
ORIGINAL: VSWG
BigJ62 mentioned a "replacement delay" for LCUs in the Land Thread. Can someone elaborate? Does it mean that some LCUs won't receive replacements for a while?

RE: Admirals Edition Land Thread
O-Were the Canadian Coastal defenses looked at, I know the stock game left out many battries and AA units.

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RE: Admirals Edition Land Thread
I will get back to you on the replacement delay.
I looked at Canadian Coastal defences broady they are stronger (in fact Canada in general is stronger than I wanted it to be)
Prince Rupert, Vancouver and Victoria all have CD guns a mix of 9.2's and 6' Mk V/VII's
Typically the empire training base forces have small contingents of AA guns, RCN have a few, RCAF and RCMP are moslty AAMG's
There are also 2 independent AA Units (not quite Bdes) each with a 3 batteries of 3.7's and 3 of 40mm's - (So each unit has the equivalent if a LAA and HAA Rgt)
I looked at Canadian Coastal defences broady they are stronger (in fact Canada in general is stronger than I wanted it to be)
Prince Rupert, Vancouver and Victoria all have CD guns a mix of 9.2's and 6' Mk V/VII's
Typically the empire training base forces have small contingents of AA guns, RCN have a few, RCAF and RCMP are moslty AAMG's
There are also 2 independent AA Units (not quite Bdes) each with a 3 batteries of 3.7's and 3 of 40mm's - (So each unit has the equivalent if a LAA and HAA Rgt)
RE: Admirals Edition Land Thread
Movement rates have been changed but I am not releasing them until we have properly tested them
RE: Admirals Edition Land Thread
CC, I asked because I found a referance that showed that the stock game had no whear near the CD establishment than was actualy in place, espichaly for Prince Rupert, but I cant seam to find it at present.
Hear is the link I used but sadely it apears down[:(]
http://www.geocities.com/naforts/bc.html
Hear is the link I used but sadely it apears down[:(]
http://www.geocities.com/naforts/bc.html

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RE: Admirals Edition Land Thread
Hi all,
Can stacking limits for small islands and atolls be more explained please?
From Press release:
"overstacking rules for atolls and small islands"
Thanks in advance!
Leo "Apollo11"
Can stacking limits for small islands and atolls be more explained please?
From Press release:
"overstacking rules for atolls and small islands"
Thanks in advance!
Leo "Apollo11"

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RE: Admirals Edition Land Thread
No because it might change I specced it so I know whats in all I can at moment is that its a graduated system depending on island size that will have increasing impact the more you overstack.
Broadly supply suage increases a lot (wastage) and disruption/fatigu rie as well.
Andy
Broadly supply suage increases a lot (wastage) and disruption/fatigu rie as well.
Andy



