AE Land and AI Issues [OUTDATED]

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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Dili
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RE: Admirals Edition Land Thread

Post by Dili »

So it moves faster and eventually varied by terrain? Maybe changing icon and name to Mechanised might prevent some confusion that might arise from "armor" unless now "armor" is separated from Icon.
Andy Mac
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RE: Admirals Edition Land Thread

Post by Andy Mac »

OK cannot recall where I explained this before so I will try again
 
Devices upgrade per stock so an 18 Pounder becomes a 25 Pounder when enough are in the pool (one minor change is squad devices when they upgrade the device returning to the pool is upgraded on return so once you accumulate 108 Indian 43 and they replace 108 Indian 42 in the unit the pool has 108 newly returned Indian 43 squad swhich can upgrade the next unit and so on and so on...
 
In stock when you had sub units with different devices you couldnot recombine them
 
This is no longer the case.
 
Lets say I have 3 Bdes of 17th Indian Div /A /B and /C
 
One of the Bdes has not been able to upgrade to 25 Pounders them and is stuck with 18 pounders - In stock that Div could not recombine
 
In AE it can the 18 Pounders are now set as extra attached devices to the TOE
 
So the newly recombined Div will have
 
32 25 Pounders out of a TOE of 48 (say)
and 18 supernumery 18 Pounders that are not TOE
 
The Unit will be able to take on 25 Pounders to fill up to 48 per its TOE  but will not replace the supernumery 18 pounders
rockmedic109
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RE: Admirals Edition Land Thread

Post by rockmedic109 »

Are the supernumerary 18 pounders removed as the new 25 pounders come in or is the newly formed Division "stuck" with an extra battalion of artillery?
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RE: Admirals Edition Land Thread

Post by Andy Mac »

stuck until lost in combat you really dont want to be doing it anyway
Dili
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RE: Admirals Edition Land Thread

Post by Dili »

Do devices can be stopped to be produced? An obsolete tank, vehicle gun that doesn't upgrades to anything will still be produced?
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RE: Admirals Edition Land Thread

Post by Andy Mac »

There are now end dates for devices so after a point in time they will stop producing
 
Devices that stop producing can still arrive via off map convoys especially for the CW as a lot of obsolete equipment found a new life in the hands of 14th Army
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BJStone
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RE: Admirals Edition Land Thread

Post by BJStone »

ORIGINAL: Andy Mac

Mechanised units tend to be armoured so the Indian 268th Inf Bde is an example

Normal leg infantry walk

It is all in the distinction as to whether a unit is designated 'armour' or not as the only benefit of 'armour' is that it has a different movement table.

I thought there were terrain benefits in ths stock game as well as benefits to using a combined-arms approach when setting up assaults of enemy held bases. Is all of that gone in the new AE? I hope not...

Regards,

BJ
Dili
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RE: Admirals Edition Land Thread

Post by Dili »

Thanks Andy Mac
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Blackhorse
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RE: Admirals Edition Land Thread

Post by Blackhorse »

ORIGINAL: BJStone

ORIGINAL: Andy Mac

Mechanised units tend to be armoured so the Indian 268th Inf Bde is an example

Normal leg infantry walk

It is all in the distinction as to whether a unit is designated 'armour' or not as the only benefit of 'armour' is that it has a different movement table.

I thought there were terrain benefits in ths stock game as well as benefits to using a combined-arms approach when setting up assaults of enemy held bases. Is all of that gone in the new AE? I hope not...

Regards,

BJ

Let's distinguish between the LCU icon and the devices within the LCU . . .

If the LCU icon is armor, it uses armored movement rates. A few mechanized infantry and mechanized cavalry units exist, and they share the stretched-roundel armor symbol with true tank units.

Within a unit "vehicle" devices (tanks, armored cars, halftracks) get advantages/disadvantages depending on terrain, etc.

I don't recall a combined-arms bonus in stock, but if there is one I imagine that it remains SAIEW.
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Dili
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RE: Admirals Edition Land Thread

Post by Dili »

A device and the device it upgrades from can co-exist in an unit if the upgrade arrives in below TOE quantity?
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Blackhorse
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RE: Admirals Edition Land Thread

Post by Blackhorse »

ORIGINAL: Dili

A device and the device it upgrades from can co-exist in an unit if the upgrade arrives in below TOE quantity?

Upgrades are tracked by weapons slot.

For example, a 1942 US Infantry division has x18 105mm M3 (short-barrelled) Howitzers in Weapons Slot #8.

In 1945, the TO&E changes Weapons Slot #8 to x27 M4 Sherman CS (Close Support) tanks. The game engine will continue to replace/repair/maintain the howitzers until 27 Shermans are available in the pool. Then the howitzers are swapped out for the Shermans. The two devices never co-exist.

AndyMac has done some clever TO&E work with Commonwealth units. He's broken down some of the Armo(u)red units with the same device in different slots. For example, an Australian Tank Regiment starts with "Improvised AFVs (Heavy)" in slots #1, #3 and #4.

Since upgrades are done by slot, the Improvised AFVs in slot #1 can upgrade (to Matilda tanks) when enough tanks are available in the pool, even though the other Improvised AFVs have not upgraded. In this case the upgrade and pre-ugrade device are co-existing in the same unit. They can not co-exist in the same weapons slot.

Is that clear? This question will be on the quiz! [;)]
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Dili
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RE: Admirals Edition Land Thread

Post by Dili »

Thanks. Yeah i tought of making that too, diferent equal devices, that way we force the coexistence. IRL Most units in war had a mix of equipement specially the British. Usually only the Industrial magic powers of US in mi-late war could replace all tanks in one go.
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Blackhorse
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RE: Admirals Edition Land Thread

Post by Blackhorse »

ORIGINAL: Dili

Thanks. Yeah i tought of making that too, diferent equal devices, that way we force the coexistence. IRL Most units in war had a mix of equipement specially the British. Usually only the Industrial magic powers of US in mi-late war could replace all tanks in one go.

You'll see the same coexistence in US Marine Tank battalions. They start as a mix of M2A4s and M3 Stuarts, then become all Stuarts, then become a mix of Stuarts and M4 Shermans, then become all Shermans.

AE's upgradable TO&Es are a huge improvement over Stock.
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Dili
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RE: Admirals Edition Land Thread

Post by Dili »

Yep it was a very good idea.
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Bliztk
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RE: Admirals Edition Land Thread

Post by Bliztk »

Hello, has any work been done with the Soviet Far East army buildup, or it remains as Witp where the same units are used from 1941 to 1945 and then suddenly the Far East army grows ?

This will be moddable, or the slots are hardcoded as WitP ?
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Kereguelen
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RE: Admirals Edition Land Thread

Post by Kereguelen »

ORIGINAL: Bliztk

Hello, has any work been done with the Soviet Far East army buildup, or it remains as Witp where the same units are used from 1941 to 1945 and then suddenly the Far East army grows ?

This will be moddable, or the slots are hardcoded as WitP ?

Soviet Far East and Transbaikal forces have been completely reviewed. Both buildup of forces & withdrawals to the ETO are represented. Autumn Storm reinforcements arrive like ordinary reinforcements (and, btw., there are no T-34's available until 1944). Soviet Pacific Fleet is also in the AE.

Nothing hardcoded for the Soviets - with the exception of the Pacific Fleet which only appears on the map when the Soviets are activated (it is always there but 'hidden' from view).
Dili
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RE: Admirals Edition Land Thread

Post by Dili »

So is it possible to make other nacionalities not activated via editor and have a date to have them activated?
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steveh11Matrix
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RE: Admirals Edition Land Thread

Post by steveh11Matrix »

ORIGINAL: Dili

So is it possible to make other nacionalities not activated via editor and have a date to have them activated?
Or add new nationalities? Like adding Germans for the Axis, or maybe a fantasy element like Tarrantry to the Allies?
"Nature always obeys Her own laws" - Leonardo da Vinci
Andy Mac
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RE: Admirals Edition Land Thread

Post by Andy Mac »

No
Dili
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RE: Admirals Edition Land Thread

Post by Dili »

Thanks
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