AE AAR v the AI 1943 edition
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: AE AAR
Nope I am going to run run away - I knew I shoulda waited a bit longer
I will try to do a few more turns tonight to let you know what happens
I will try to do a few more turns tonight to let you know what happens
- 51st Highland Div
- Posts: 347
- Joined: Sat Jul 23, 2005 1:30 pm
- Location: Glasgow,Scotland
RE: AE AAR
Excellent stuff..thanks for taking the time to post along with pictures as well..very much appreciated [&o]
https://i.ibb.co/SRBTPGK/hmsglasgowmatrix.jpg
______________________________________________
The beatings will continue until morale improves....
Banner thanks to RogueUSMC
______________________________________________
The beatings will continue until morale improves....
Banner thanks to RogueUSMC
RE: AE AAR
I will probably commit another couple of Divisions but I need to watch my flanks - this is a key difference in land combat in AE - th emovement speed off road in reasonable terrain is NOT the deterret it is in stock - especially in PBEM you must keep an eye on your LOC and garrison it accordingly. If there is ANY danger of a retreat and pursuit you must have a unit backstopping your main force or you may find pusuing armour getting into your rear without a fight.
The changes to land combat are not as obvious as the air and sea changes but in many ways are even more profound in their impact on the game
That are very good news.
Sadly and seconding ny59giants i also find very disturbing all this attacks with severe storms, heavy rains...
RE: AE AAR
Andy,
You stated this was an anhanced Japanese scenario. In the beginning the strategic situation was one where the Jap AI seemed to significantly outperform the Allied AI. Is there something special about this scenario which could account for that difference or are there significant inherent differences between the AI scripts? All things being relatively equal, there should have been a stalemate of sorts between the AIs.
Thanks,
Pete
You stated this was an anhanced Japanese scenario. In the beginning the strategic situation was one where the Jap AI seemed to significantly outperform the Allied AI. Is there something special about this scenario which could account for that difference or are there significant inherent differences between the AI scripts? All things being relatively equal, there should have been a stalemate of sorts between the AIs.
Thanks,
Pete
-
- Posts: 15974
- Joined: Tue Sep 11, 2001 8:00 am
- Location: Reading, England
RE: AE AAR
Hi all,
What happened here?
Submarine under attack near San Clemente Island at 225,79
Japanese Ships
SS I-1, hits 22, heavy fires, heavy damage
Allied Ships
SC-635
SC-630
TK Larry Doheny, Shell hits 1
xAK Nurmahal, Shell hits 1, Torpedo hits 2, on fire, heavy damage
xAK Barbara Olson, Shell hits 1, Torpedo hits 3, on fire, heavy damage
xAK Steel Exporter, Torpedo hits 1, heavy damage
SC-635 fails to find sub, continues to search...
SC-630 attacking submerged sub ....
SS I-1 forced to surface!
TK Larry Doheny firing on surfaced sub ....
xAK Nurmahal firing on surfaced sub ....
xAK Barbara Olson firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
TK Larry Doheny firing on surfaced sub ....
xAK Nurmahal firing on surfaced sub ....
xAK Barbara Olson firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
TK Larry Doheny firing on surfaced sub ....
xAK Nurmahal firing on surfaced sub ....
xAK Barbara Olson firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
TK Larry Doheny firing on surfaced sub ....
xAK Barbara Olson firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
TK Larry Doheny firing on surfaced sub ....
xAK Barbara Olson firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
TK Larry Doheny firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
Sub slips beneath the waves
What happened here?
Submarine under attack near San Clemente Island at 225,79
Japanese Ships
SS I-1, hits 22, heavy fires, heavy damage
Allied Ships
SC-635
SC-630
TK Larry Doheny, Shell hits 1
xAK Nurmahal, Shell hits 1, Torpedo hits 2, on fire, heavy damage
xAK Barbara Olson, Shell hits 1, Torpedo hits 3, on fire, heavy damage
xAK Steel Exporter, Torpedo hits 1, heavy damage
SC-635 fails to find sub, continues to search...
SC-630 attacking submerged sub ....
SS I-1 forced to surface!
TK Larry Doheny firing on surfaced sub ....
xAK Nurmahal firing on surfaced sub ....
xAK Barbara Olson firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
TK Larry Doheny firing on surfaced sub ....
xAK Nurmahal firing on surfaced sub ....
xAK Barbara Olson firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
TK Larry Doheny firing on surfaced sub ....
xAK Nurmahal firing on surfaced sub ....
xAK Barbara Olson firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
TK Larry Doheny firing on surfaced sub ....
xAK Barbara Olson firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
TK Larry Doheny firing on surfaced sub ....
xAK Barbara Olson firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
TK Larry Doheny firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
Sub slips beneath the waves
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RE: AE AAR
Things went ka-boom... Should be quite clear...[:'(]
We are all dreams of the Giant Space Butterfly.
RE: AE AAR
[font="times new roman"]Looks like a fight to the finish on the surface with the convoy turning on the sub but the sub launching a spread of last gasp torpedos.....[/font]
[font="times new roman"][/font]
[font="times new roman"]OK the scenario I am playing is scen 2 and its not a standard AI script its one of my test bed scripts[/font]
[font="times new roman"] [/font]
[font="times new roman"]The reason I tend to use scen 2 for testing these scripts is it is easier to use the enhanced Japanese scenario because then I can use the extra units for my testing and dont' need to mess about with the core AI modules.[/font]
[font="times new roman"] [/font]
[font="times new roman"]e.g. If I diverted Imp Guards Div or 5th IJA Div to try and test something chances are I would miss a reference somewhere in a script where its ordered to garrison some base and it would bugger up the test.[/font]
[font="times new roman"] [/font]
[font="times new roman"]So I tend to always use scen 2 for these modular AI tests because its simple easier to use 'fresh' units with no other committments[/font]
[font="times new roman"] [/font]
[font="times new roman"]So the AI in this game is a tad more aggresive than it will normally be in a pukka game (maybe I have not yet finalised whats going into Scen 2 AI)[/font]
[font="times new roman"] [/font]
[font="times new roman"]Scen 2 is a slightly easier Japan game or harder Allied depending on which side you are playing AI gets an extra Army of 4 Divs in 2nd quarter 42 to help exploitation, a bit higher economic surplus, a few extra DD and CL building options and a few extra early sqns of aircraft - its not decisive its just a little enhancement to help make it easier (or harder) – its not designed to be a balanced scenario because War in the Pacific was not balanced but it gives players an alternative option to Scen 1.[/font]
[font="times new roman"] [/font]
[font="times new roman"]I am sure modders will quickly generate masses of weird and wonderfull scenarios hopefully all developed with alternative AI scripts – I would also hope that the AI script for scen 1 and 2 continues to get better and developed as time goes on.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Re the AI I did a lot of the scripting and all of the Japanese scripting - my objective was to make the Japanese attack as decisive as it could be - in an AI v AI game the AI should do better than history on attack for both sides or else a player will have it too easy. I stuck to the historical ballpark but the bowler will hopefully bowl a few googlies at you as both sides.[/font]
[font="times new roman"] [/font]
[font="times new roman"]i.e. The AI in a v AI game tends to do better on attack – when you have the initiative its in many ways easier especially as its harder for me to imagine every sneaky trick a player could use on defence[/font]
[font="times new roman"] [/font]
[font="times new roman"]But I have a fertile imagination and some sneaky testers (Brady) also I have a fair bit of PBEM experience and some great opponents – so some of the tricks used against me by players like Pauk, Sprior, Chez, Enforcer, Gilles and PZB – not an exhaustive list - I have tried to replicate but its not always possible as there are limits to what I can achieve with the tools. [/font]
[font="times new roman"] [/font]
[font="times new roman"]Often the more sneaky tricks just result in lost assets that the AI will need later on – so you put them into the AI and then realise that actually that move loses the AI 8 DD’s or a coupel of Bdes or an elite Sqn more often than not the 1 time in 5 it comes off is spectacular but for the benefit of a long term game those assets are better off on the convoy routes or covering KB or or or [/font]
[font="times new roman"] [/font]
[font="times new roman"] [/font]
[font="times new roman"][/font]
[font="times new roman"]OK the scenario I am playing is scen 2 and its not a standard AI script its one of my test bed scripts[/font]
[font="times new roman"] [/font]
[font="times new roman"]The reason I tend to use scen 2 for testing these scripts is it is easier to use the enhanced Japanese scenario because then I can use the extra units for my testing and dont' need to mess about with the core AI modules.[/font]
[font="times new roman"] [/font]
[font="times new roman"]e.g. If I diverted Imp Guards Div or 5th IJA Div to try and test something chances are I would miss a reference somewhere in a script where its ordered to garrison some base and it would bugger up the test.[/font]
[font="times new roman"] [/font]
[font="times new roman"]So I tend to always use scen 2 for these modular AI tests because its simple easier to use 'fresh' units with no other committments[/font]
[font="times new roman"] [/font]
[font="times new roman"]So the AI in this game is a tad more aggresive than it will normally be in a pukka game (maybe I have not yet finalised whats going into Scen 2 AI)[/font]
[font="times new roman"] [/font]
[font="times new roman"]Scen 2 is a slightly easier Japan game or harder Allied depending on which side you are playing AI gets an extra Army of 4 Divs in 2nd quarter 42 to help exploitation, a bit higher economic surplus, a few extra DD and CL building options and a few extra early sqns of aircraft - its not decisive its just a little enhancement to help make it easier (or harder) – its not designed to be a balanced scenario because War in the Pacific was not balanced but it gives players an alternative option to Scen 1.[/font]
[font="times new roman"] [/font]
[font="times new roman"]I am sure modders will quickly generate masses of weird and wonderfull scenarios hopefully all developed with alternative AI scripts – I would also hope that the AI script for scen 1 and 2 continues to get better and developed as time goes on.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Re the AI I did a lot of the scripting and all of the Japanese scripting - my objective was to make the Japanese attack as decisive as it could be - in an AI v AI game the AI should do better than history on attack for both sides or else a player will have it too easy. I stuck to the historical ballpark but the bowler will hopefully bowl a few googlies at you as both sides.[/font]
[font="times new roman"] [/font]
[font="times new roman"]i.e. The AI in a v AI game tends to do better on attack – when you have the initiative its in many ways easier especially as its harder for me to imagine every sneaky trick a player could use on defence[/font]
[font="times new roman"] [/font]
[font="times new roman"]But I have a fertile imagination and some sneaky testers (Brady) also I have a fair bit of PBEM experience and some great opponents – so some of the tricks used against me by players like Pauk, Sprior, Chez, Enforcer, Gilles and PZB – not an exhaustive list - I have tried to replicate but its not always possible as there are limits to what I can achieve with the tools. [/font]
[font="times new roman"] [/font]
[font="times new roman"]Often the more sneaky tricks just result in lost assets that the AI will need later on – so you put them into the AI and then realise that actually that move loses the AI 8 DD’s or a coupel of Bdes or an elite Sqn more often than not the 1 time in 5 it comes off is spectacular but for the benefit of a long term game those assets are better off on the convoy routes or covering KB or or or [/font]
[font="times new roman"] [/font]
[font="times new roman"] [/font]
RE: AE AAR
p.s. that was an Autoconvoy so I didnt set it up (I use autoconvoy a LOT to keep the wheels turning so far no suicidal convoys unless you turn on autroconvoy for threatened bases)
-
- Posts: 15974
- Joined: Tue Sep 11, 2001 8:00 am
- Location: Reading, England
RE: AE AAR
ORIGINAL: Terminus
Things went ka-boom... Should be quite clear...[:'(]
It's clear what th end result was dumbass but I was intrigued as to hwo that result came about. Another clear difference from WiTP I see.......as in there's no way a sub would attack more than one ship in a single action. That sub did pretty well considering........
By the way did you get my PM?
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RE: AE AAR
Oh and p.s. never ever under rate the depravity and sneakiness of the coders James and Don helped with a few nasties of their own......
RE: AE AAR
ORIGINAL: Speedy
ORIGINAL: Terminus
Things went ka-boom... Should be quite clear...[:'(]
It's clear what th end result was dumbass but I was intrigued as to hwo that result came about. Another clear difference from WiTP I see.......as in there's no way a sub would attack more than one ship in a single action. That sub did pretty well considering........
By the way did you get my PM?
To me it looks like sub fired 6 torpedo spread and got really lucky by hitting with all torpedoes. Then it was damaged by DC attack made by SC and was forced to surface. And prompty sunk by gunfire.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


-
- Posts: 15974
- Joined: Tue Sep 11, 2001 8:00 am
- Location: Reading, England
RE: AE AAR
Interesting question......can a salvo hit multiple ships in AE? I don't think it can.
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RE: AE AAR
Ask the squids not my area....
-
- Posts: 15974
- Joined: Tue Sep 11, 2001 8:00 am
- Location: Reading, England
RE: AE AAR
Naval Team members... And there's such a thing as FoW, you know...
We are all dreams of the Giant Space Butterfly.
RE: AE AAR
Thanks for the helpful AAR, Andy. A couple quick questions of my own:
1. When you created a supply dump of 25,000 supplies at a small base, I assume it will still be subject to spoilage, right?
2. Has spoilage gotten more severe?
3. The asterisks in the combat reports mean aircraft flying at extended range, I assume?
4. Where are you bombing Hong Kong from?
5. I'm also curious how much effect weather is having on aerial operations in places like Burma and Alaska.
Thanks!
1. When you created a supply dump of 25,000 supplies at a small base, I assume it will still be subject to spoilage, right?
2. Has spoilage gotten more severe?
3. The asterisks in the combat reports mean aircraft flying at extended range, I assume?
4. Where are you bombing Hong Kong from?
5. I'm also curious how much effect weather is having on aerial operations in places like Burma and Alaska.
Thanks!

RE: AE AAR
1. ohhh yes but I needed it so it was a large drain but needed
2. I think so - not in code per se - but in general supply is more critical because there is less of it so spoilage especially for the allies is a bigger concern
3. Not sure
4. Chinese Bombers in AE on hard level the allied AI gets a modest research bonus as well so its possible to be facing aircraft earlier and therefore in greater numbers than expected.
5. A LOT my losses from flying in Thunderstorms are not to be sneezed at - also Flak when concentrated is to be respected - I am coming into Akyab at 7,000 feet and that hurts....
2. I think so - not in code per se - but in general supply is more critical because there is less of it so spoilage especially for the allies is a bigger concern
3. Not sure
4. Chinese Bombers in AE on hard level the allied AI gets a modest research bonus as well so its possible to be facing aircraft earlier and therefore in greater numbers than expected.
5. A LOT my losses from flying in Thunderstorms are not to be sneezed at - also Flak when concentrated is to be respected - I am coming into Akyab at 7,000 feet and that hurts....
RE: AE AAR
You're right; can't.ORIGINAL: Speedy
Interesting question......can a salvo hit multiple ships in AE? I don't think it can.
RE: AE AAR
Then it was FOW, I guess. [8D]
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


RE: AE AAR
Enhanced allies scenario would be very useful too for playing against allied AI. Make it as hard as possible for the japanese human player vs AI and you might get som good challenge (or then not).
Anyways Im having hard time believing that AI invaded half of australia. That just never happens. That almost sounds like an AI.
Anyways Im having hard time believing that AI invaded half of australia. That just never happens. That almost sounds like an AI.
"99.9% of all internet arguments are due to people not understanding someone else's point. The other 0.1% is arguing over made up statistics."- unknown poster
"Those who dont read history are destined to repeat it."– Edmund Burke
"Those who dont read history are destined to repeat it."– Edmund Burke