Andy Mac, congratulations, you are an Evil Genius.

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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

Post Reply
LowCommand
Posts: 138
Joined: Wed Aug 14, 2002 3:30 am
Location: VA

Andy Mac, congratulations, you are an Evil Genius.

Post by LowCommand »



I know this is an old topic, everybody else has already played the full war scenarios against the AI, but I elected to play the smaller ones, including Downfall first. I was expecting a somewhat better version of WITP. That is, pretty much a replay of Japan’s WWII attack. I had read that many of your AI scripts are “aggressive.” But I wasn’t prepared for an all-out attack everywhere Blitzkrieg Zerg Rush. So far I have been “entertained” quite vigorously. The AI has been pretty successful against my somewhat pitiful attempts to detail it. Some of the elements have true elements of Evil Genius. Like the early and repeated attacks against Midway. Others, like the attack everywhere aspect of the script I’ve drawn are a little more double edged. Yes, it rolls up points and will delay my counter attack. The large number of convoys, the constant action all effect the human player (or at least me.) On the other paw, they would give a better player than me an excellent opportunity to scarf up the little one PC and an xAKL attacks on unoccupied low point bases. Other elements like the taking of Tulagi, The Shortlands, and Baker Island are just good strategy for the Japanese (if a bit early.)

I have noticed a few things that need improvement. The repeated CV attacks on Midway all follow the same track. By the third attack I had three subs waiting on that track. Also, actually going into the Midway hex with a CV TF is probably a bad thing. Especially since I put all the mines I could around Midway after the second attack. I expect that putting some randomness and standoff into that would be easy. Eventually attrition had reduced this attack to one CV and a few escorts with a CA TF to the SE. The CV TF then ran over my subs without harm, missed the hundreds of mines, but couldn’t deal with 18 SBD’s, 20 P40’s and 22 or so P39’s. Losing a CV is kind of high price for essentially a nuance raid.

The early long range CA attacks on and round Noumea, the somewhat determined attacks on Canton Island and Port Moresby etc are pretty much what I was expecting by “aggressive.” I managed to defeat these attacks so far mostly by luck. I just happened to have enough surface forces at those places for the first attacks. With that warning I managed to have sufficient airpower to deal with the second attack etc. trading off some of the attacks on low point unoccupied bases for more serious attacks on these places would probably be a beter strategy, but would take pressure off the human player.

Again, congratulations, your AI scripts are the work of an Evil Genius, thanks.

[font="Arial"][/font]
"Mines reported in the fairway,
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."
Andy Mac
Posts: 12578
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Andy Mac, congratulations, you are an Evil Genius.

Post by Andy Mac »

New Gen of AI files coming soon less picky attacks in all scripts (but still in some)
Post Reply

Return to “Scenario Design and Modding”