AE Land and AI Issues [OUTDATED]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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Andy Mac
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RE: AE Land and AI Issues

Post by Andy Mac »

Mike actually this one the AI should be able to cope with as I did forsee this one I hope it will deal with it 
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RE: RAF 225 Grouo Wing TOE

Post by Speedysteve »

ORIGINAL: Andy Mac

Ummm if its Av support or Engineers I wouldnt there is a bit of code that allows the AI to expand its Av Support and Eng from 0 to a reasonable number if no other unit with av support or engineers are present.

Its a neccessary fudge because the Ai will not replace base forces if they are destroyed en route. So I added a few of these 0 lines to units that are going to the same location as base forces that are vulnerable to interception in case a convoy gets wiped.

(0 Av support is a bad thing because the Ai will not use a base without at least 1 point of Av support).


Hi Andy,

How about in this case. This Aussie Bad Boy Brigade has '0''s for full TOE for Bren's, Lewis MG,s MM AC's, 3" Mortars etc. I assumed some of them have 0's' since they start off with some of them but are not meant to receive anymore atfer they've been lost. In this case though the Bde doesn't start off with any of them and isn't due to receive anymore - hence what's the point of having them in the full TOE?[:)]


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Andy Mac
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RE: RAF 225 Grouo Wing TOE

Post by Andy Mac »

Its a carryover in a previous iteration when TOE's upgraded or where the unit was a sub unit of a Div we had to have the lines align.
 
Its not as critical now so its a caryover.
 
Basically when combined into its parent Div the parent Div has a TOE upgrade to junglify/AIF it later in war so the zeros are place holders for when that happens
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RE: RAF 225 Grouo Wing TOE

Post by Speedysteve »

Ok so in short don't bother posting these kind of things as WAD?[:)]
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RE: RAF 225 Grouo Wing TOE

Post by Andy Mac »

e.g. CMF Inf Bns had Vickers sections rather than Bren Sections for some reason on TOE.
 
A CMF Bde also had an attached Vickers Group so a Bde of CMF troops had alot of unweildy Vickers MMG's
 
When they junglify the TOE they lose a lotof them and gain jungle guns, 3" mortars and Brens instead
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Scenario 1 question

Post by erstad »

Are Miri and Brunei supposed to start with half their industry damaged? The manual mentions china but nothing in the DEI
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RE: Admirals Edition Land Thread

Post by rjopel »

The USMC I Amphibious Corps is available from game start in San Diego. The unit was not formed until 1 Oct 1942 according to Rottman's UMC WW2 Order of Battle.

Also the unit is commanded by MG Clayton B. Vogel. Same source.
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RE: Admirals Edition Land Thread

Post by Speedysteve »

You guys need save of walking water units? If so I have one.....two infact.
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RE: Admirals Edition Land Thread

Post by Andy Mac »

I do no one has been able to give me one before and after please
 
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RE: Admirals Edition Land Thread

Post by Speedysteve »

Mail sent.
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RE: Admirals Edition Land Thread

Post by Nomad »

disregard
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RE: Admirals Edition Land Thread

Post by erstad »

Not sure where this fits in priority or even "is this a problem", but I've noticed two things with overland supply movement or lack thereof.

1) IJA inland airfields in Mongolia tend to get above the spoilage level, sometimes significantly so. It would seem desirable to have some of that flow to bigger bases. (part of the problem is that since they are airfield only, the "port + airfield" algorithm arguably shorts them. A different tweak might be to give airfields a bonus versus bases).

I've tried to manually move some by selectively adjusting other bases but it's slow going because I'm trying to not jerk things around too much, especially because

2) It seems that when you increase the supply requirements at a base, the algorithm tends to overshoot target, sometimes quite significantly. I could probably generate some saves if folks think it's worth looking at. One observation is that I'm playing two day turns. I don't know that relates, but it might. (for example, if a calculation is done once for "how much extra should we send today" and the same amount is used for both days)

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RE: Admirals Edition Land Thread

Post by Blackhorse »

ORIGINAL: rjopel

The USMC I Amphibious Corps is available from game start in San Diego. The unit was not formed until 1 Oct 1942 according to Rottman's UMC WW2 Order of Battle.

Also the unit is commanded by MG Clayton B. Vogel. Same source.

The "early arrival" is by design. The "I Amphibious Corps" was the fourth name of a HQ that was formed in November, 1941.

Also taken from Rottman's USMC WW2 Order of Battle:

The West Coast counterpart [of the East Coast's I Corps (Provisional)] was the 2d Joint Training Force, activated 1 Nov 41, and consisting of the 2nd Marine Division and the Army's 7th Infantry Division. In February, 42 it was redesignated Amphibious Force, US Pacific Fleet. In April, 1942 it became Amphibious Corps, US Pacific Fleet, and Vogel assumed command. Using the same staff, Vogel's command became I Marine Amphibious
Corps (IMAC) in October 1942.

And if you look at the leadership ratings of MG Upshur, who commanded the unit at war's start, you'll see he makes a good training commander, but a mediocre warrior. If you plan to deploy the HQ you'll want to trade up to Vogel or another Marine before the HQ ships out.
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RE: Admirals Edition Land Thread

Post by herwin »

ORIGINAL: erstad

Not sure where this fits in priority or even "is this a problem", but I've noticed two things with overland supply movement or lack thereof.

1) IJA inland airfields in Mongolia tend to get above the spoilage level, sometimes significantly so. It would seem desirable to have some of that flow to bigger bases. (part of the problem is that since they are airfield only, the "port + airfield" algorithm arguably shorts them. A different tweak might be to give airfields a bonus versus bases).

I've tried to manually move some by selectively adjusting other bases but it's slow going because I'm trying to not jerk things around too much, especially because

2) It seems that when you increase the supply requirements at a base, the algorithm tends to overshoot target, sometimes quite significantly. I could probably generate some saves if folks think it's worth looking at. One observation is that I'm playing two day turns. I don't know that relates, but it might. (for example, if a calculation is done once for "how much extra should we send today" and the same amount is used for both days)


Euler integration (which this game uses) does tend to overshoot. No professional modeller uses it. Probably should investigate one of the alternatives.
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RE: Admirals Edition Land Thread

Post by BigJ62 »

1. For the most part we are still using the old push engine for human players but the ai has a new push engine that I think works pretty good and hopefully at some point we can get humans to use it as well at any rate Ill take a look and see if i can find something a miss. Btw that is the intention of the old and new is to push to bigger bases but...
2. Lots and lots of complaints when I tried to limit how much goes to a base when using additional supply requirement so it will keeep pulling until you tell it not, the assumption is the player knows what he is doing.
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erstad
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RE: Admirals Edition Land Thread

Post by erstad »

Thanks for the quick response. I didn't quite understand the point 2. Are you saying that if you set for additional supplies, the engine assumes you always want "more" and keeps pulling, even if the base supply is already above the set target? That would be very important to know, and could explain my concerns. I had assumed (and would argue the manual asserts) that the engine is trying to hit the target. Or are you saying that the target is the target, but the pull algorithm tends to pull to make sure you get above the target, and when you hit the target there is some "inertia" in the supply pipeline and stuff keeps piling up for a while.
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RE: Admirals Edition Land Thread

Post by BigJ62 »

Yes, the intention of additional supply requirement is that it will continue pulling until you tell it not to regardless of current supply.
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RE: Admirals Edition Land Thread

Post by witpqs »

Main scenario, British 5th Infantry Division (slot # 6502) - arrives at Mombasa (off map base in Africa). Reports to HQ India Command (R). That is a restricted HQ and the unit's (5th Div) reporting HQ cannot be changed, so it cannot leave the off map base Mombasa.

[Did a search to see if this was already reported, didn't see it.]
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RE: Admirals Edition Land Thread

Post by Mistmatz »

Two findings while working on the chinese forces. They are not based on historical knowledge but solely on the location were the units are on the map and where their respective HQs are.


7793 - 21st Chinese BF - attached to 4th War Area, should be another HQ. Presumably 8th Area HQ.
7531 - 33rd Group Army - attached to 3rd War Area, should be another HQ. Presumably 5th or 6th Area HQ.
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RE: Admirals Edition Land Thread

Post by pad152 »

Commands - don't understand, why are there commands that don't show up anywhere.

Eastern command, it is sub to India Command or Far East Command? If I want to transfer a unit to the Eastern Command, it doesn't show up on the list? The same goes for the Combined Fleet Japan and others.

How is one to know if your getting the benefits of a command, if you can't tell what command is what?


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