How does AI fare in games vs mods (Dababes, RA)

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dwg
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RE: How does AI fare in games vs mods (Dababes, RA)

Post by dwg »

ORIGINAL: JWE
In a game stack, of division scale, you might have 1 Rgt set to attack, 1 Rgt set to pursue, 1 Rgt resting, 2x 105 and 1x 155 Bns bombarding, and the last 105 Bn either set to pursue or rest.

Bombardment comes first, and counter-battery is limited; it doesn't whack the whole stack and cause those wierd imbalances. Attack comes next, but the Rgts still have their TOE regimental arty, so they get the firepower push. Resolve the attack, see wha'hoppen, if ya win, a kinda-sorta reserve (the pursuit) unit takes over, and the process repeats

Thanks, that pretty much answers my question, there's a level of complexity in the use of the combat roles I hadn't appreciated.
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Yaab
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RE: How does AI fare in games vs mods (Dababes, RA)

Post by Yaab »

ORIGINAL: JWE
ORIGINAL: medicff
Hi all,

Looking at such mods as Dababes and RA and wondering how an AI game would fare?
Honestly, it sucks. If you must play the AI try BabesLite. That's what it's there for.

Wow, is it really that bad? I like the amount of detail that went into DaBigBabes A and wouldn't like to go back to BabesLite. However, I noticed some strange things in the A scenario, noticeably lack of air war over the Philippines - Japanese AI attacks come piecemal and Zeros are not flying escort missions. No Japanese sweeps either. Land and sea war seem OK though. I switched to BabesLite to play for some time but the lack of MAG HQs almost made me cry. I don't know if I should continue with my DaBigBabes A campaign against Japenese AI.
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Nikademus
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RE: How does AI fare in games vs mods (Dababes, RA)

Post by Nikademus »

the AI in the May 1942 Grand Campaign scenario is SO bad as to be virtually NON EXISTENT. [:'(]
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Falken
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RE: How does AI fare in games vs mods (Dababes, RA)

Post by Falken »

You know what. I love this forum. Just as I am discussing about the fact that I can only play AI due to work schedules, and the fact that I would only play PBEM if my opponent had the same problem as I do (i.e. not being able to play every day), along comes fate, who decides to provide me with something I didn't think would ever be possible: an opponent.

For the first time since I've been playing this game (since the early years of the original WITP), i'm about to find out what it means to have my A(** kicked in a real PBEM game. Our game will be RA 4.3, and it should be a lot of fun. Thanks to all that have provided us this opportunity. The WITP team, obviously, but also the DBB guys, and the RA team, as well as all on the board you keep showing us that "THIS" is the game to play.
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drw61
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RE: How does AI fare in games vs mods (Dababes, RA)

Post by drw61 »

ORIGINAL: Yaab
ORIGINAL: JWE
ORIGINAL: medicff
Hi all,

Looking at such mods as Dababes and RA and wondering how an AI game would fare?
Honestly, it sucks. If you must play the AI try BabesLite. That's what it's there for.

Wow, is it really that bad? I like the amount of detail that went into DaBigBabes A and wouldn't like to go back to BabesLite. However, I noticed some strange things in the A scenario, noticeably lack of air war over the Philippines - Japanese AI attacks come piecemal and Zeros are not flying escort missions. No Japanese sweeps either. Land and sea war seem OK though. I switched to BabesLite to play for some time but the lack of MAG HQs almost made me cry. I don't know if I should continue with my DaBigBabes A campaign against Japenese AI.

Yabb,

When I set up DaBigBabes Scenario 2 Hakko Ichiu and Scenario 10 Ironman I changed the IJN Fleet, Air Fleet and Air Army HQ aviation support from 36 (DBBB-A version) back to the original 144. I am no expert in how the AI works but my intent was that this would help the Japanese AI in the air war.

Daryl
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Yaab
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RE: How does AI fare in games vs mods (Dababes, RA)

Post by Yaab »

Drw61, I don't think aviation support is the issue. In DaBigBabes A, Japanese in Takao have ample 250 AV. I think the problem may be coordination. Too many Air HQ at once in Takao, perhaps?

Does AI have to coordinate airstrikes the same way a human player does? Does it suffer the same penalties?
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PaxMondo
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RE: How does AI fare in games vs mods (Dababes, RA)

Post by PaxMondo »

I think we have to assume the AI abides by all rules until we are told otherwise. And Andy (and other dev's) have already said they are not prepared to reveal much. As an AI player-contestant, I am quite happy with that.

Since the multiple HQ's don't impact me as a human player (at least I don't think they do, do they?), I don't think there is any issue with the AI.
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drw61
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RE: How does AI fare in games vs mods (Dababes, RA)

Post by drw61 »

ORIGINAL: Yaab

Drw61, I don't think aviation support is the issue. In DaBigBabes A, Japanese in Takao have ample 250 AV. I think the problem may be coordination. Too many Air HQ at once in Takao, perhaps?

Does AI have to coordinate airstrikes the same way a human player does? Does it suffer the same penalties?

I don't know... these are questions that that Andy will have to answer
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JWE
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RE: How does AI fare in games vs mods (Dababes, RA)

Post by JWE »

I really think you guys need to understand the difference between ‘What; and ‘How’.

‘What” is the script. It pulls up some LCUs and uses them to do ‘stuff’. It ain’t got jack to do with anything else.

‘How’ is what’s in the code. And what’s in the code has been there since forever.

Babes plays with ‘what’, on a mod basis. That’s it.
Andy Mac
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RE: How does AI fare in games vs mods (Dababes, RA)

Post by Andy Mac »

:) and after all the crap I got on release I dont talk about thehow any more .....

[:D][:D][:D]
Andy Mac
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RE: How does AI fare in games vs mods (Dababes, RA)

Post by Andy Mac »

ORIGINAL: JWE

The "what" is governed by the scripts. Those are pretty much defined by an apocalyptically evil, blue-painted, Caledonian barbarian, who wears skirts with nothing underneath for gosh sakes. Grendel has nothing on this guy.

[:D][:D][:D][:D][:D]
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