AI improvements in AE

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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maxstrike
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AI improvements in AE

Post by maxstrike »

I didn't see AI improments listed in the new features. Is AE targeted to PBEM gamers?


Daniel
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DuckofTindalos
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RE: AI improvements in AE

Post by DuckofTindalos »

Lots of time and effort has been put into shaping up the AI for AE, but WitP has always been primarily a PBEM game; the AI can't cope. We're trying to make it better.
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jwilkerson
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RE: AI improvements in AE

Post by jwilkerson »

ORIGINAL: maxstrike

I didn't see AI improments listed in the new features. Is AE targeted to PBEM gamers?


Daniel

AI "improvements" are more subtle than the more objective changes describable in other areas. AE is not "targeted" to AI nor to PBEM. AE has the same target audience as WITP/UV/WPO.

We have definitely made a number of improvements ...

(01) AI data exposed in the editor ...
This is a key improvement as the mod community will now be able to modify the AI
(02) Task force formation ....
The AI is now better informed regarding task force formation ... and which ships to include in which TFs.
(03) Refueling, loading, unloading ...
The AI is now better informed as to these functions
(04) Initial attacks
We have ... and still are .. putting a lot of energy into trying to make the open attack ... and response to that opening attack ... more historically accurate ...this has been an area of intense effort (and frustration) but we are continuing to focus effort here.
(05) Allied Counter Attack
This area has been very much re-worked ... the Allied AI should now produce a much more "robust" counter offensive in the later years.
(06) Aleutians
We noted a darth of AI ability in the ALeutian ... and we have beefed this up. For example .. the US were not sending garrisons to this area .. .now they are.

Well we could go on .. and we will ... but the AI is one of the primary two areas we are focusing on at this point (the other is scenario testing) ... so it is definitely not being "ignored".

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pad152
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RE: AI improvements in AE

Post by pad152 »

ORIGINAL: jwilkerson

(01) AI data exposed in the editor ...
This is a key improvement as the mod community will now be able to modify the AI

Just getting the AI to do something different (attack/defend new places) will add years of playtime to the game! This feature alone is worth the price of the expansion pack![:)]

That all said, I would still like to see the AI make use of mining ops (mine phase) and use carriers to cover invasions and resupply of forward bases! Lets face it, any AI improvements will go along way.


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Grotius
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RE: AI improvements in AE

Post by Grotius »

I'm encouraged by all of this, and especially by the first item on Joe's list -- the AI data being exposed to the editor. I hope someone makes a mod whose main focus is the AI.
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Coupon
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RE: AI improvements in AE

Post by Coupon »

Just getting the AI to use long-range CAP would be a great improvement. Hint-hint nod-nod [;)].
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RE: AI improvements in AE

Post by Apollo11 »

Hi all,
ORIGINAL: jwilkerson

AI "improvements" are more subtle than the more objective changes describable in other areas. AE is not "targeted" to AI nor to PBEM. AE has the same target audience as WITP/UV/WPO.

We have definitely made a number of improvements ...

(01) AI data exposed in the editor ...
This is a key improvement as the mod community will now be able to modify the AI
(02) Task force formation ....
The AI is now better informed regarding task force formation ... and which ships to include in which TFs.
(03) Refueling, loading, unloading ...
The AI is now better informed as to these functions
(04) Initial attacks
We have ... and still are .. putting a lot of energy into trying to make the open attack ... and response to that opening attack ... more historically accurate ...this has been an area of intense effort (and frustration) but we are continuing to focus effort here.
(05) Allied Counter Attack
This area has been very much re-worked ... the Allied AI should now produce a much more "robust" counter offensive in the later years.
(06) Aleutians
We noted a darth of AI ability in the ALeutian ... and we have beefed this up. For example .. the US were not sending garrisons to this area .. .now they are.

Well we could go on .. and we will ... but the AI is one of the primary two areas we are focusing on at this point (the other is scenario testing) ... so it is definitely not being "ignored".

Long long time ago I participated in closed BETA of Microsoft's "The Age of Empires"... there the AI script code was exposed and was editable... I made some nice mods for it and enjoyed sharing them for others to try how they compare to original AI (my motto was defense at first [8D])... it was quite fun and showed some really really interesting possibilities... [:)]

I sincerely hope that, in time, similar things can be done (i.e. simple AI scripting to lay down several main AI strategies and several AI tactics) for WitP-AE in some manner - this info by Joe is most ecougarging!


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maxstrike
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RE: AI improvements in AE

Post by maxstrike »

Thanks for the info, it was exactly what I wanted/needed to hear [&o]


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bigbaba
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RE: AI improvements in AE

Post by bigbaba »

(01) AI data exposed in the editor ...
This is a key improvement as the mod community will now be able to modify the AI

that is a great news. for me, WITP PBEM-games are simply too complex and i prefer to play it against the AI, while i play UV in the PBEM-modus.

massive improvements of the AI would be THE reason for me to buy AE.

is anyone actualy developing a AE-MOD with improved AI?
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