AE Land and AI Issues [OUTDATED]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 »

Havent even seen CAP fly as the units become all disabled

The rest is same as it always has been units fight at 25% effectiveness when out of supply but they still fight thats not an AE AI cheat thats as it has been since year dot of stock

p.s. its the same for players

Andy Mac
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RE: AE Land and AI Issues

Post by Andy Mac »

If you have an example send me a save but this doesnt sound like an AI cheat
Andy Mac
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RE: AE Land and AI Issues

Post by Andy Mac »

I amn specifically looking for feedback from anyone who has attacked.

India
NZ
Fiji
or Australia v the AI

Andy
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gingerbread
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RE: AE Land and AI Issues

Post by gingerbread »

Expanding SPS size 0 ports is slow as stated by designers, but it seems that it is enough to get to 10% to get a level increase - can anyone confirm?

/g
Andy Mac
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RE: AE Land and AI Issues

Post by Andy Mac »

Sorry I dont understand the question
FOW
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RE: AE Land and AI Issues

Post by FOW »

Re 5th British Division

This unit arrives in Mombasa in late May 42, with a withdrawal date of 200+ days (can't recall the exact detail.
But this unit is permanently restricted to India Command(R).
What's the point of it? - you can't change command, or transport, or even disband it !!!
Is this correct (in database terms)?

(Patch 2 Beta, Grand campaign, Allies vs Jap AI, started under original version)
Andy Mac
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RE: AE Land and AI Issues

Post by Andy Mac »

The unit was removed in patch 1 OOB update
FOW
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RE: AE Land and AI Issues

Post by FOW »

ORIGINAL: Andy Mac

The unit was removed in patch 1 OOB update

Thanks Andy - I suppose if I'd started a new game it would not be there - I'll just ignore it then
tbridges
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RE: AE Land and AI Issues

Post by tbridges »

When LCUs are given orders to move to a new location that is several hexes away, and there is more than one way to get to that location, how does the unit decide which path to follow? In other words, if the destination is three hexes away directly through a jungle or 7 seven hexes away if it chooses a roundabout route by sticking to a road - what happens?

Does it compute the lowest possible movement cost and take that route?
Tom


The easy way is always mined...
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BigJ62
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RE: AE Land and AI Issues

Post by BigJ62 »

It uses the fastest route and while avoiding enemy.
Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.
tbridges
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RE: AE Land and AI Issues

Post by tbridges »

Thanks
Tom


The easy way is always mined...
erstad
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RE: AE Land and AI Issues

Post by erstad »

ORIGINAL: BigJ62

It uses the fastest route and while avoiding enemy.

Related question - if you are one hex away it appears to always move directly. Is there a way to make it take the quickest path rather than the shortest, other than moving one hex at a time? Particularly an issue when a road through bad terrain bends.
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HansBolter
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RE: AE Land and AI Issues

Post by HansBolter »

ORIGINAL: erstad

ORIGINAL: BigJ62

It uses the fastest route and while avoiding enemy.

Related question - if you are one hex away it appears to always move directly. Is there a way to make it take the quickest path rather than the shortest, other than moving one hex at a time? Particularly an issue when a road through bad terrain bends.


Could the devs please, please take a look at this as it doesn't seem to be working as designed.

Units trekking across Auatralia via the rail/trail route to Darwin inevitably go off the trail and into heavy terrain when given an order to move from the rail head to the next town.

If you don't give them hex by hex marching orders they go astray. There are no enemy units on the continent that could or should be affecting the route determination.
Hans

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BigJ62
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RE: AE Land and AI Issues

Post by BigJ62 »

This a feature called direct hex movement when setting destination to an adjacent hex.

ORIGINAL: erstad

ORIGINAL: BigJ62

It uses the fastest route and while avoiding enemy.

Related question - if you are one hex away it appears to always move directly. Is there a way to make it take the quickest path rather than the shortest, other than moving one hex at a time? Particularly an issue when a road through bad terrain bends.
Witp-AE
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BigJ62
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RE: AE Land and AI Issues

Post by BigJ62 »

What version are you referring to? We made improvements to this in patch 2.

ORIGINAL: HansBolter

ORIGINAL: erstad

ORIGINAL: BigJ62

It uses the fastest route and while avoiding enemy.

Related question - if you are one hex away it appears to always move directly. Is there a way to make it take the quickest path rather than the shortest, other than moving one hex at a time? Particularly an issue when a road through bad terrain bends.


Could the devs please, please take a look at this as it doesn't seem to be working as designed.

Units trekking across Auatralia via the rail/trail route to Darwin inevitably go off the trail and into heavy terrain when given an order to move from the rail head to the next town.

If you don't give them hex by hex marching orders they go astray. There are no enemy units on the continent that could or should be affecting the route determination.
Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.
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HansBolter
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RE: AE Land and AI Issues

Post by HansBolter »

Was referring to Patch 1. Just downloaded patch 2. Will watch for the improvement. Thanks.
Hans

bsq
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RE: AE Land and AI Issues

Post by bsq »

Some device issues

LVT(A)4 (Device 1188) only has a build rate of 4 PCM, given that 1840 were built for the US Army and USMC, the rate seems very low (http://www.wwiivehicles.com/usa/amphibious/lvt.asp).

The 17 pdr seems to take the least powerful of it's ammunition types to determine it's anti armour, whereas M3 equiped vehicles (M26 and M36) take the most powerful of it's ammunition types - why the discrepancy. Either the figures should be 220/206 or 120/140, not the 220/140 currently used (M3/OQF 17 Pdr). As things stand the 6 pdr is a more capable weapon (which it was not).

Chris21wen
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RE: AE Land and AI Issues

Post by Chris21wen »

2nd USMC Air wing is shown as a US Army unit.
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khyberbill
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RE: AE Land and AI Issues

Post by khyberbill »

LVT(A)4 (Device 1188) only has a build rate of 4 PCM, given that 1840 were built for the US Army and USMC, the rate seems very low (http://www.wwiivehicles.com/usa/amphibious/lvt.asp).

How many of those 1840 were sent to Europe?
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witpqs
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RE: AE Land and AI Issues

Post by witpqs »

Andy,

Question re Ironman scenario.

A while back it was discovered in the main GC scenario that a bunch of Soviet bases gradually starve over the long run because they can't supplied while the Soviets are inactive (I think it's the ones that are off of the road/rail net). IIRC some kind of adjustment was made to fix/mitigate the problem.

Was the fix applied to the Ironman sceanrio?
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