AE AI

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!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

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Kull
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RE: AE AI

Post by Kull »

Anyone who thinks that a minimally competent AI has no chance against a human............needs to read this thread. [;)]
buzzz123
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RE: AE AI

Post by buzzz123 »

ORIGINAL: Kull

Anyone who thinks that a minimally competent AI has no chance against a human............needs to read this thread. [;)]

hahahahahahahaha. Good one Kull.

Guess it depends on the human - or what the human has been drinking/sniffing/smoking at the time!!!
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mussey
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Unpredictable AI?

Post by mussey »

Bravo on the great work for an upgraded AI![:)] Looks very promising as I, like many others play only against the AI.
 
My main question is: Will the new AI be more unpredictable in the operations it launches? Is there a chance that a Japanese AI could launch some type of strike on Alaska/Canada/West Coast USA/ or even Panama Canal/or any other Allied installation? If so, it would sure go along way towards long-term playability.
 
I'm looking not for an AI miracle but at least a modest improvement that will keep a Human-controlled player on his toes to the uncertain and unpredictable nature of an AI opponent.
 
Keep up the fantastic work!
Col. Mussbu

The long arm of the law - "The King of Battle"

Andy Mac
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RE: Unpredictable AI?

Post by Andy Mac »

Ai will launch attacks where I tell it to there is some conditionality in there but its limited
 
I cannot really say more without spoiling it.
 
Best bet is that after we release some of the forum who have expressed interest in AI or me will put together 5 or 6 alterante scripts for the AI and then you can pick one at random for a game.
 
I am certainly planning on doing a couple after release off my own bat for different AI strategies.
 
For the release version I am going with what worked with a few curve balls thrown in because I can !!!
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JeffroK
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RE: Unpredictable AI?

Post by JeffroK »

So the japanses invasion of the Outer Hebrides is off for the moment[8D]
Interdum feror cupidine partium magnarum Europae vincendarum
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witpqs
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RE: Unpredictable AI?

Post by witpqs »

ORIGINAL: Andy Mac

Best bet is that after we release some of the forum who have expressed interest in AI or me will put together 5 or 6 alternate scripts for the AI and then you can pick one at random for a game.

Hi Andy!

How would that selection work - would they actually be different (otherwise copied) scenarios or will AE allow a player to select from different AI scripts available for a scenario when starting it?
Andy Mac
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RE: Unpredictable AI?

Post by Andy Mac »

No auto selection you would need to cut and paste
Rainer
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RE: Unpredictable AI?

Post by Rainer »

How about including the scenario (or scenario number) in the command line like

"J:\Matrix Games\War in the Pacific\War in the Pacific.exe" -altFont Scen015 ?

If not too dificult for the designers to implement this way it could be batched (and further randomized).
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta
Andy Mac
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RE: Unpredictable AI?

Post by Andy Mac »

We are closed for devpts sorry if you want alternate scripts you need to pick em up manually
Rainer
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RE: Unpredictable AI?

Post by Rainer »

Roger Wilco [:)]

My suggestion will please be moved to the "WitP II" section to be opened shortly [:D]
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta
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mussey
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RE: Unpredictable AI?

Post by mussey »

You guys are great, thanks for the rapid response! Anything that will make the game more unpredictable and thus different for each play would be much appreciated. [;)] In reality, not sure how wise a Jap. strike on Seattle (for instance) would be, save to ruin some harbor/air facilities and sow seeds of public hysteria. But as a human Allied player, I want to ensure that leaving behind some PT's/Seaplanes to watch the coast can lead to some fisticufts. Likewise for anyother Allied rear echelon base (ie Madras, Perth, S.Pac.Islands?)
 
Months (years?) ago, someone suggested 'Tasks', where random 'assignments/tasks' were given to both sides to accomplish, and if successive would result in victory points. (ie A Task to Allied player to shell Sapporo, if good = 1 VP). Has anything come of that suggestion? Such raiding far in the rear would lend to 'unpredictability' as well.
Col. Mussbu

The long arm of the law - "The King of Battle"

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DuckofTindalos
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RE: Unpredictable AI?

Post by DuckofTindalos »

Unfortunately, no. That fell by the wayside, and would have to wait for WitP II.
We are all dreams of the Giant Space Butterfly.
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