20 Questions

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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Yamato hugger
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RE: 20 Questions

Post by Yamato hugger »

AI isnt the only issue. Its just the main one. Still looking at results from AARs and tweeking the combat routines and some other issues where 1 thing interacts with another. AE was developed with an air team, a naval team, and a land team, and not really tested as an integrated unit until starting a few months ago and getting the pieces to fit together sometimes lends itself to friction. Working on the AI while these teething problems are worked on complicates it and sometimes some work-arounds have to be created on the fly. Then of course these also have to be tested.

And production stuff is only just now making it to the testing stages and we are finding some things there that need tweeking also. Resources not moving like they should ect. All minor, but stuff that takes time to find to begin with, then a coder has to find out whats wrong and change it, then it needs to be tested to see if its working as intended and more importantly didnt break anything that WAS working before, ect.
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jjax
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RE: 20 Questions

Post by jjax »

ORIGINAL: Yamato hugger

AI isnt the only issue. Its just the main one. Still looking at results from AARs and tweeking the combat routines and some other issues where 1 thing interacts with another. AE was developed with an air team, a naval team, and a land team, and not really tested as an integrated unit until starting a few months ago and getting the pieces to fit together sometimes lends itself to friction. Working on the AI while these teething problems are worked on complicates it and sometimes some work-arounds have to be created on the fly. Then of course these also have to be tested.

And production stuff is only just now making it to the testing stages and we are finding some things there that need tweeking also. Resources not moving like they should ect. All minor, but stuff that takes time to find to begin with, then a coder has to find out whats wrong and change it, then it needs to be tested to see if its working as intended and more importantly didnt break anything that WAS working before, ect.

Your such a buzz kill![:@]
--JJAX

Yamato hugger
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RE: 20 Questions

Post by Yamato hugger »

Comes with being close to Termmy too long. Rubs off. Don has been having the same trouble with Brady here lately [:D]
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JeffroK
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RE: 20 Questions

Post by JeffroK »

ORIGINAL: Ron Saueracker

ORIGINAL: witpqs
ORIGINAL: Ron Saueracker

Because of a lack of a decent weather model, a player using the Aleutians or Burma bases mount an aerial offensive.

The emergency is over! Everything is normal. Ron is complaining. [;)] [:D]
Not really, just an example of weird player moves to pork an AI script..[;)]

No Ron, It was an all out Invasion against an experienced PBEM player!!!

Read the Forlorn Hopes AAR by Canoerebel.

But I agree that the game doesnt limit operations in some areas which had Monsoon, Arctic weather etc.
Interdum feror cupidine partium magnarum Europae vincendarum
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jwilkerson
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RE: 20 Questions

Post by jwilkerson »

ORIGINAL: Rossj
If the AI is the hold up, isn't going from 60 mile hex to a 40 mile hex going to double the number of hexes and complicate the AI solution?

The relationship between hex count and AI complexity is not remotely linear. Having more bases and more units increase the "complexity" a bit. But pushing the "AI Scripts" out from the code to the editor means that we can now bring more resources to bear on the total AI solution. So adding more "parallelism" to the resources divides the increased "complexity" by the number of resources applied. Net/net things maybe better now than they were when the AI was hardcoded.

WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
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Grotius
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RE: 20 Questions

Post by Grotius »

Because of a lack of a decent weather model, a player using the Aleutians or Burma bases mount an aerial offensive.
I know the AE team isn't drastically revamping the weather model, but have you done anything to make it tougher to operate in the Alaska theater? Maybe at least increase SYS damage for ships traveling there? Increase fatigue of aircraft operating there?
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Andy Mac
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RE: 20 Questions

Post by Andy Mac »

As the AI testers find a way to beat the AI I try to come up with a way to stop them !!!
 
Its not easy but we have some cunning planners.
 
Brady just managed to take the Marshalls from the AI in 42 in a test game but even as we speak cunning plans are in place to stop it.
 
(Actually cunning plans were in place to stop it they just activated a little to late....)
pad152
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RE: 20 Questions

Post by pad152 »

If things are going good for Japan, will the AI try to go after Midway or Dutch Harbor?

Andy Mac
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RE: 20 Questions

Post by Andy Mac »

Maybe aye maybe naw if you do a full sir robin the AI has a few tricks that I dont want to spoil !!!
 
They may only work once but.......
 
(the real truth is I go up and down like a yo yo on how aggressive to make the AI after the initial exploitation phase - its a fine balance if the AI is to aggressive it either loses assets it needs on defence or gets cut off)
 
The best strategy for the AI is to grab what it needs to grab then sit back and wait....
 
HOWEVER even I dont know which way I will end up going on this one I will probably be tweaking up to 5 minutes from releasae.....should the AI invade NZ if the allies run away or should it be happy with New Cal or should it be happy at Guadalcanal
 
So many choices....
 
(not being deliberately cryptic I honestly have not decided but its high on my list of decisions pending !!!)
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ool
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RE: 20 Questions

Post by ool »

ORIGINAL: Terminus

ORIGINAL: ool

It is listed as a expansion. It seems the game is huge storage wise as it is. So is it to be installed over an existing installation of WITP? Or is this a standalone SW that we can delete the WiTP directory?

The game is not huge in any way, shape or form.


So how about a direct answer to the question? Is it a standalone or do you have to have it install over an existing WITP game? I concede I'm not a programmer, hence not a storage space expert in todays programming world. I save my expertise for accumulating executive rental homes for the diplomatic corp and senior corporate and beauraucrats! Immensely more profitable![:D][:D][:D]
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witpqs
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RE: 20 Questions

Post by witpqs »

They stated several times that WITP has to be installed for AE to run insofar as at startup AE will check to see if WITP is installed. Not sure if that answers your question?
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ool
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RE: 20 Questions

Post by ool »

ORIGINAL: witpqs

They stated several times that WITP has to be installed for AE to run insofar as at startup AE will check to see if WITP is installed. Not sure if that answers your question?


Thanks. The only reason I asked such an admittedly naieve question is the running comments about AI. First it was too large an undertaking. Then it was delayed because Ai was going to be rebuilt. I freely admit i know nothing about programming. It just seemed to me that redoing something so complex might necessitate a change form a normal upgrade to an existing installation, to a stand alone installation. Apologies for being so programming illiterate.
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