AE Land and AI Issues [OUTDATED]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!

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

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witpqs
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RE: AE Land and AI Issues

Post by witpqs »

Super-fast reply! Thanks.
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witpqs
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RE: AE Land and AI Issues

Post by witpqs »

Pre-patch Scenario 1 Start

Slot 6099 RAAF OTU Augusta, Engineer Unit

TOE is:
3.7" Mk II AA Gun x4
.
.
.
Sound Detector (A) x 1
Observer Corps x 4
Support x 150

As of July '42 has upgraded to:
3.7" Mk II AA Gun x4
.
.
.
CH radar x 1 <-------Makes sense!
Support x 150 <-------Seems wrong, maybe a typo? Unit now has two "Support x 150" for a total of 300.
Support x 150
Speedysteve
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RE: AE Land and AI Issues

Post by Speedysteve »

Post patch.

Several LCU reinforcements due past Guadalcanal scenario end

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RE: AE Land and AI Issues

Post by Speedysteve »

Post Patch.
&nbsp;
Guad scenario.
&nbsp;
2nd USMC Raider has arriving exp of 50. WAD?
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RE: Admirals Edition Land Thread

Post by Jepo1501 »

I am on the Dec 10th '41 turn, am trying to get some aussie LCU's&nbsp;up to Port Moresby but they won't load on to transports, getting a bit flappy now as the Jap forces have landed at Raboul, i may be missing something but it's driving me crazy
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vlcz
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RE: Admirals Edition Land Thread

Post by vlcz »

ORIGINAL: Jepo1501

I am on the Dec 10th '41 turn, am trying to get some aussie LCU's up to Port Moresby but they won't load on to transports, getting a bit flappy now as the Jap forces have landed at Raboul, i may be missing something but it's driving me crazy

Most ausies are attached to restricted HQs -an (R)next to the name of the HQ shows this- you can not embark. You have to change their HQ assignation first if allowed and want to spend the PP to do it.
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RE: Admirals Edition Land Thread

Post by Speedysteve »

I believe you can also air transport them from Aus to PM WITHOUT changing their command as an FYI.
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RE: Admirals Edition Land Thread

Post by vlcz »

ORIGINAL: Speedy

I believe you can also air transport them from Aus to PM WITHOUT changing their command as an FYI.

good trick! missed that one !!! [X(]
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RE: Admirals Edition Land Thread

Post by Dobey455 »

Hi Andy,

Just a couple things I noticed when clicking through the Australian land units today, grand campaign Scen 2.
This is all post beta patch, but I don't think that's changed any OOB stuff.

1) I noticed the 39th Militia Battalion has a morale of 0. (Originally posted in another thread, but it really should have been mentioned here.)

2) The 2/4 MG battallion, (In Darwin at start), is the MG battalion of the 8th AIF Div. Currently it is not part of 8th Div's OOB (ie, not listed as part of 8th AIF's organisation). If this is changed the battlion's morale and experience shuold be raised to match the rest of the Div.

3) In relation to the above, the 8th AIF Division is currently comprised of the 2 Brigades in Malaya plus Sparrow, Lark and Gull force (This was the third Brigade broken down into battalion battlegroups.)
So why is there such a variation in morale between these forces? From memory, (I'm at work right now), The 22nd and 27th Brigades in Malaya are around 60\60 morale\experience while Sparrow, Gull and Lark have a similar experience level, but morale up around 90! I realise there might be a specific reason for this, but that still makes them amongst the highest levels in-game for morale.

Basically my point in number 3 is, shouldn't all of the 8th Division sub-units have the same levels of morale and experience?

Thanks, and great work on AE btw [;)]
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RE: Admirals Edition Land Thread

Post by Andy Mac »

After we get patch 1 out there and official I need to spend some more testing cycles on the Allied AI especially late 42/43 so if anyone has any feedback please thats probably my next AI priority - its been tested but I need to retest and see how it does
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RE: Admirals Edition Land Thread

Post by herwin »

ORIGINAL: Andy Mac

After we get patch 1 out there and official I need to spend some more testing cycles on the Allied AI especially late 42/43 so if anyone has any feedback please thats probably my next AI priority - its been tested but I need to retest and see how it does

Andy, can you create a Midway scenario for people to work with?
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
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RE: Admirals Edition Land Thread

Post by oldman45 »

ORIGINAL: Andy Mac

After we get patch 1 out there and official I need to spend some more testing cycles on the Allied AI especially late 42/43 so if anyone has any feedback please thats probably my next AI priority - its been tested but I need to retest and see how it does

I am in mid 43 and the only thing that bothers me is HQ's that have been withdrawn but the territory is still in friendly hands. Bases and units revert to "unknown" hq. Not sure if its a problem for logistics, at least I have not noticed any yet.

Still have a problem where a piece of a HQ was saved from Singapore but it will not fill out with support units. I have tried changing superior HQ's, moved it to a bigger base, put it on rest mode. Nothing is working. Its not listed as 224/x just RAF 224.
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witpqs
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RE: Admirals Edition Land Thread

Post by witpqs »

Andy - is just the patch required or a restart? I don't want to waste your time with feedback from a game in progress if it stays with the pre-patch AI after patching.

PS: I am in September '42 Allies vs AI. You are evil, evil, evil. Not the spray can stuff. The concentrate. [:D]
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RE: Admirals Edition Land Thread

Post by Andy Mac »

Herwin huh ?
&nbsp;
I am not creatign scenarios I am testing the AI
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RE: Admirals Edition Land Thread

Post by Andy Mac »

Oldman not sure whats wnet wrong there
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RE: Admirals Edition Land Thread

Post by Walloc »

ORIGINAL: oldman45
Still have a problem where a piece of a HQ was saved from Singapore but it will not fill out with support units. I have tried changing superior HQ's, moved it to a bigger base, put it on rest mode. Nothing is working. Its not listed as 224/x just RAF 224.

I can add that i have the same problem with the 223 RAF HQ. It was loaded on 2 ships and one of them got sunk leaving a fragment. The Fragment eventually correctly rename it self from X/RAF 223 into the RAF 223 HQ non the less it hasnt been able to recieve any replacement since. To add, for a short periode and that might have some thing to do with it. A 223 RAF HQ was on reinforcement scheduel for GB but vanished from list/appeared in GB but isnt physically showing. Could be that a "ghost" fragment are hiding some where in cyberspace now and since it was the "parent" part of the unit even if remaining fragment was renamed it still "acts" like a fragment. Well its a theory.

The AHF HQ was destroyed as a whole in malaya and has come back via GB and are functioning correctly.

Kind regards,

Rasmus
fbs
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RE: Admirals Edition Land Thread

Post by fbs »

Scenario 001:

RAAF OTU Adelaide is under Australia Command

That is inconsistent with the other "RAAF OTU" units, all of which are under RAAF Command (RAAF OTU Augusta, Sydney, Wagga, Canberra, Melbourne).

Thanks,
fbs
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RE: Admirals Edition Land Thread

Post by fbs »

Scenario 001

Unit "32th Australian Bn" should be "32nd Australian Bn".

Thanks,
fbs
pad152
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RE: Admirals Edition Land Thread

Post by pad152 »

Seeing the AI operate B17's from level 2 airfields, seems like too much of a cheat. Heavy bombers should be limited to level 4 for even the AI. I don't mind the AI getting bonuses but, seeing it not even using the same game rules is a bit much.









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RE: Admirals Edition Land Thread

Post by Buck Beach »

ORIGINAL: pad152

Seeing the AI operate B17's from level 2 airfields, seems like too much of a cheat. Heavy bombers should be limited to level 4 for even the AI. I don't mind the AI getting bonuses but, seeing it not even using the same game rules is a bit much.

I tend to agree with you here!

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