Admiral's Edition AI Thread?

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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Kull
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Admiral's Edition AI Thread?

Post by Kull »

Since the team has indicated that this area of the game is now "in work", would you consider creating a summary level thread to talk about what's going on? All things being equal, I'd rather you worked on it than reported on it, but inquiring minds would still like to know!
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DuckofTindalos
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RE: Admiral's Edition AI Thread?

Post by DuckofTindalos »

I think the policy is, "Rather than talking about it, we'll work on it"...
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RE: Admiral's Edition AI Thread?

Post by bradfordkay »

Isn't that why you're no longer on the team Termie? So that we'll have someone on the forum with the time to talk about it? [;)]
fair winds,
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RE: Admiral's Edition AI Thread?

Post by DuckofTindalos »

Heh...[:D] I've got only marginally more time now that I'm a scenario designer instead. It was good for the product that I stopped being Naval Team boss; bad for business when I lost it and exploded all over people...
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RE: Admiral's Edition AI Thread?

Post by JamesM »

Termi at least your honest![:D][:D][:D]
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RE: Admiral's Edition AI Thread?

Post by DuckofTindalos »

Always.
We are all dreams of the Giant Space Butterfly.
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RE: Admiral's Edition AI Thread?

Post by jwilkerson »

ORIGINAL: Kull

Since the team has indicated that this area of the game is now "in work", would you consider creating a summary level thread to talk about what's going on? All things being equal, I'd rather you worked on it than reported on it, but inquiring minds would still like to know!

The summary of what's going on in the AI area would be "data entry - data entry - data entry" .... some of us key data into spreadsheets, then others take that data and key it into the editor ....

WITP Admiral's Edition - Project Lead
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Gem35
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RE: Admiral's Edition AI Thread?

Post by Gem35 »

we can just trust the folks working hard on this expansion.
If they say they are working on it, they are.... right guys?[;)]
It doesn't make any sense, Admiral. Were we better than the Japanese or just luckier?

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RE: Admiral's Edition AI Thread?

Post by treespider »

One thing that should probably be made clear is the distinction between strategic and operational AI and tactical AI....
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RE: Admiral's Edition AI Thread?

Post by The Gnome »

One thing I hope is in scope for the AI is to recognize when trying to operate from a base, or resupply a cut off base is futile. I've seen the IJN consistently suicide itself trying to maintain Shortland.

There seems to be two distinct problems:
1) Refusing to discontinue resupply efforts. Merchant upon merchant flows to the base and are sunk ad nauseam.
2) Refusing to consider a base cutoff (aka inoperable). Using Shortland as the example, if I so much as dented the fender on BB bombarding Lunga, it would send it to Shortland to repair. It would then get sunk as waves of medium bombers on port attack would stay on it.
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RE: Admiral's Edition AI Thread?

Post by John Lansford »

Heh.  Right now I control Munda and Buin, but the AI keeps sending (albeit smaller) supply TF's to Shortlands.  My PT boats at Munda dash over there at least once a week, sink the merchant ships, then cruise back home all proud of their accomplishments.  What the PT's don't get, the DB's and level bombers do.  Meanwhile the AI keeps parking its damaged subs in Rabaul, where my 4E bombers from Port Moresby, Lunga and Milne Bay hammer them into scrap metal.
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RE: Admiral's Edition AI Thread?

Post by Kull »

One of the most admirable goals of the AE team is the extent to which "hard-coded" areas of WitP are being opened up for editing. Will the same be true of the AI routines? While it may be too late to influence design decisions, this capability could lead to dramatic improvements in the AI following the AE release. I'm not implying that you guys aren't working your asses off on this issue, but an AI Editor would greatly expand the moddability of AE. Modders could tailor the AI to narrowly focused scenarios (like an Aleutians-only campaign) or even to make the AI workable in dramatically different scenarios such as WitP-Med or an AE version of WPO. To say nothing of the potential alterations from folks with expertise in this area, such as herwin.
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RE: Admiral's Edition AI Thread?

Post by jwilkerson »

ORIGINAL: Kull

One of the most admirable goals of the AE team is the extent to which "hard-coded" areas of WitP are being opened up for editing. Will the same be true of the AI routines? While it may be too late to influence design decisions, this capability could lead to dramatic improvements in the AI following the AE release. I'm not implying that you guys aren't working your asses off on this issue, but an AI Editor would greatly expand the moddability of AE. Modders could tailor the AI to narrowly focused scenarios (like an Aleutians-only campaign) or even to make the AI workable in dramatically different scenarios such as WitP-Med or an AE version of WPO. To say nothing of the potential alterations from folks with expertise in this area, such as herwin.

[:D]Admiral goals of the AE Team ...

As has been stated in numerous earlier posts, yes, we are exposing the AI data to the editor. This will dramatically enhance modability within the realm of historical scenarios for WITP, but we doubt it will help with attempts to extend the game outside this realm from either a timeframe or geographical perspective.

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RE: Admiral's Edition AI Thread?

Post by Kull »

ORIGINAL: jwilkerson

[:D]Admiral goals of the AE Team ...

As has been stated in numerous earlier posts, yes, we are exposing the AI data to the editor. This will dramatically enhance modability within the realm of historical scenarios for WITP, but we doubt it will help with attempts to extend the game outside this realm from either a timeframe or geographical perspective.

My apologies for missing the earlier statements, but that is truly excellent news! [&o]
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RE: Admiral's Edition AI Thread?

Post by pad152 »

ORIGINAL: jwilkerson

ORIGINAL: Kull

One of the most admirable goals of the AE team is the extent to which "hard-coded" areas of WitP are being opened up for editing. Will the same be true of the AI routines? While it may be too late to influence design decisions, this capability could lead to dramatic improvements in the AI following the AE release. I'm not implying that you guys aren't working your asses off on this issue, but an AI Editor would greatly expand the moddability of AE. Modders could tailor the AI to narrowly focused scenarios (like an Aleutians-only campaign) or even to make the AI workable in dramatically different scenarios such as WitP-Med or an AE version of WPO. To say nothing of the potential alterations from folks with expertise in this area, such as herwin.

[:D]Admiral goals of the AE Team ...

As has been stated in numerous earlier posts, yes, we are exposing the AI data to the editor. This will dramatically enhance modability within the realm of historical scenarios for WITP, but we doubt it will help with attempts to extend the game outside this realm from either a timeframe or geographical perspective.


Maybe at last we will see the AI invade Dutch Harbor and/or try for the invasion of Midway. [;)] One thing I would really like to see is the ability to define an entry/exit hex within the editor that would allow a ship/convey to arrive or exit for off map movement.
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RE: Admiral's Edition AI Thread?

Post by Grotius »

I'd missed the earlier statements about exposing the AI to the editor, too. That may be the single best piece of news I've heard all month. :)
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