Updated Scen 1 and 2

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Ian R
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RE: Updated Scen 1 and 2

Post by Ian R »

There were two Mauna Loas in the Pacific, years apart.

SS Mauna Loa - a USSB-1013 cargo hauler built at Los Angeles. Chartered to haul military cargo, at sea on 411207, diverted to Sydney, later sunk at Darwin 420219. The SS Mauna Loa is the same class as the SS Portmar - "Isthmian cargo".

USS Mauna Loa (AE-8) commissioned 27 October 1943. Built at Tampa Shipbuilding, deployed to Pacific in late December 1943.

The AE-8 Mauna Loa starts the game in Pearl Harbor, and the scenario database lists it as sunk 420216. It looks like the later AE has been given the old 1013's history.



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Treetop64
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RE: Updated Scen 1 and 2

Post by Treetop64 »

ORIGINAL: Tanaka
Thanks was worried this new update was only made for multiplayer games and the stock was better for SP. Getting my game on again with this one! Looking forward to the new changes and better AI!

Jumping in late here so bear with me...

Not sure if it was discussed before but note that self-imposed house rules is essential when playing against the AI, especially on lower difficulty levels. This means that the player doesn't use "gamey" tactics and restricts himself to a style of play that would be plausible and respects the realities faced in a real-life situation:

- No using armadas of heavy, 4-engined bombers on low level ground support roles. "Why" should be self-explanitory.

- Using escort fighters instead of sweeps to support bomber missions. Player sweeps are often disproportionately effective, not that there is anything wrong with the game mechanics in sweeps, but players can always "up the AI" in altitude advantage, numbers, and repetition, eventually bleeding the AI air units dry. And the AI very rarely - if ever - reciprocates by conducting sweeps itself.

- Not maneuvering LCUs around enemy occupied hexs to cut off and surround them. Surroundings sometimes occurs in-hex via the algorithm depending on the situation (there is a notification during ground combat turn resolution when this happens), and can happen to either side fighting in the hex. But moving your guys around the hex to cut the AI off, though tactically sound, is again something the AI doesn't seem to do itself. It may move around your LCUs in a hex when trying to get somewhere else, but I don't think the AI is written to know how to maneuver around to surround and isolate an entire hex.

There are a lot more but I don't want to make this post any longer than it already is.

However, I'm not sure about Ironman difficulty since the AI is necessarily given some significant advantages to make up for playing against a human opponent.
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Tanaka
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RE: Updated Scen 1 and 2

Post by Tanaka »

ORIGINAL: Ian R

There were two Mauna Loas in the Pacific, years apart.

SS Mauna Loa - a USSB-1013 cargo hauler built at Los Angeles. Chartered to haul military cargo, at sea on 411207, diverted to Sydney, later sunk at Darwin 420219. The SS Mauna Loa is the same class as the SS Portmar - "Isthmian cargo".

USS Mauna Loa (AE-8) commissioned 27 October 1943. Built at Tampa Shipbuilding, deployed to Pacific in late December 1943.

The AE-8 Mauna Loa starts the game in Pearl Harbor, and the scenario database lists it as sunk 420216. It looks like the later AE has been given the old 1013's history.



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Is this fixable in the editor and if so how?
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Yaab
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RE: Updated Scen 1 and 2

Post by Yaab »

In the updated scenario 001 , there is only one Mauna Loa now (ship id 5090), which arrives in Pearl Harbor in 430401. It is a C2 Lassen class ship. However, it seems AnydMac retained in the Editor the sunk date of the other Mauna Loa, and the sunk date is 420216. Will they ship actually appear in PH then?
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Kull
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RE: Updated Scen 1 and 2

Post by Kull »

ORIGINAL: Tanaka

Is this fixable in the editor and if so how?

It's not just one. The Allies have a LOT of ships with incorrect stats, arrival times in particular. LST has carried out a lot of research on this topic, and it's reflected in his "Bottlenecks" mod (which unfortunately does not have a functional AI). Running a comparison between his data set and AE would be an eye-opening exercise.

Unless you have a fixation on this particular ship or plan to research and correct the rest of the OOB, I'd suggest ignoring the issue - one fewer early war AE-class vessel is not going to be a problem for the Allies.
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Moltrey
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RE: Updated Scen 1 and 2

Post by Moltrey »

Yeah, it is definitely not a huge deal-breaker. But Andy has asked for any issues with the releases, so I imagine he will circle back around to check in due time.
I mentioned it before somewhere, but I "blindfold" myself by not starting any Japanese scenarios so the initial placement and limited AI alternatives still are something of a mystery to me, particularly while I am learning the game.
Makes it rather tense to be honest, exactly what I want to maintain as long as I can.
"Chew, if only you could see what I've seen with your eyes." - Roy Batty
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Tanaka
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RE: Updated Scen 1 and 2

Post by Tanaka »

ORIGINAL: Kull
ORIGINAL: Tanaka

Is this fixable in the editor and if so how?

It's not just one. The Allies have a LOT of ships with incorrect stats, arrival times in particular. LST has carried out a lot of research on this topic, and it's reflected in his "Bottlenecks" mod (which unfortunately does not have a functional AI). Running a comparison between his data set and AE would be an eye-opening exercise.

Unless you have a fixation on this particular ship or plan to research and correct the rest of the OOB, I'd suggest ignoring the issue - one fewer early war AE-class vessel is not going to be a problem for the Allies.

Gotcha thanks maybe one day someone will do this haha...
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Moltrey
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Moltrey Mod for Kull's Allied Setup

Post by Moltrey »

Kull:
I finished the stock Allied Scenario 1 modifications to your file.
Note I have not done any changes to your other tabs, so there are no descriptors of the additions, etc., I left that up to you.
Still working on the AndyMac Scenario 1 changes, including the new bases. Might take a while.
Cheers!

Moltrey Mod

Not sure this link is setup correctly, let me know.
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RE: Moltrey Mod for Kull's Allied Setup

Post by Andy Mac »

Havent fixed the ship above but had to fix a minor issue in scen 2 so re uploaded
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RangerJoe
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RE: Moltrey Mod for Kull's Allied Setup

Post by RangerJoe »

Can a person edit a game in progress? Noting serious but 180mm CD guns in a Cavalry unit in the mountains does slow it down just a little bit. [;)]
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

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Tanaka
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RE: Moltrey Mod for Kull's Allied Setup

Post by Tanaka »

Admiral Dadman mentions some fixes to British Radar in this series anyone know what he was talking about?

https://youtu.be/ypUJSUmqXHw?list=PLbSx ... 1gpchhSAbg
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Tanaka
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RE: Updated Scen 1 and 2

Post by Tanaka »

ORIGINAL: Andy Mac

OK been a while since I messed about

Attached to this thread are revised and updated Scen 1 and 2.

Main changes.
Bases - Lots of new bases in NZ/Aus/China/Burma/Malaya some are to make the AI perform better some are purely because it offended me to have railway lines on the map that couldn't be used bases are in the 1600 - 1720 range if you want to look at them - some of the names may be slightly out especially in China.

Resources etc - A little more on map LI for both sides to better reflect food production reduced off map supply and 'magic supply to compensate in most cases. (China/Burma/SEA/Russia mostly)

A few minor aircraft tweaks - eg Beaufighters now attack bombers becdause the code handles them better as attack bombers than FB's same with Mosquitoes - if you don't like change back

More allied aircraft set to CW nationality especially FAA types as FAA sqns are a mix of nationalities and this allows them all to use the aircraft.

Small tweaks to OOB in China (splitting units) to cope with new bases

Post 6/45 increases in US and CW device replacements to reflect re prioritisation of replacement to the hot war - basically just in case the game is still going until mid 46

An updated AI file please delete all existing aei01-00x.dat and aei01-00x.dat files if you want to keep them copy to a subfiolder - at present the new AI file has NO variants and therefore will not overwrite the existing files so you need to delete them or you wont be using the latest files.

Scen 2 only on top of existing Scen 2 increases - added about 30 additional ships to the IJN to make them a little stronger in mid war period 6/42 - 12/43 specifically 2 extra CA's and few tankers, Ak's, DD's and a couple of my surprise AMC's again feel free to delete they are at the end of the file - they give both the AI and an IJN player a couple of extra toys to play with when the Fletchers start rolling in but not enough to unbalance scen.

Lots of tweaks and corrections that have been sent in as well over the last couple of years - I am sure I have missed a few so feel free to let me know of any errors in the thread below.

Edit v2
Added Cav Designation to 1st Chinese Cav Corps
Adjusted MG device in 7811 Chinese corps
Changed Device in Mobile Eenhid
Amended Wiraway Bomb Load
Removed Port from Reid River
Moved starting Location 1st motor Bde (aus) to Brisbane
Updated Dutch and Soviet Subs to match class files
Wright now arrives day 3 at PH
Moved Alchiba/Aries and Mauna Loa to later arrival dates


v3 a few HQ changes in 45 per Kulls spot on Air groups and a few Chinese HQ changes
Enjoy

v4 fixed Boomerang bomb load and tried again with Kulls updates !!!

v5 Corrected a couple of issues with Chinese supply caps on bases, amended 24th Chinese Base Force, Corrected 2 ships from list above moved from PH to Anchorage, reverted Beaufighters and Mosquitos back to FB's undoing change above as on balance not an air guy so trusting original team more than my testing, added 5 new Gulf bases in Australia, removed Fairey Battle except as Invasion reinforcements


Andy

Hi Andy I see the download for Scen 1 is now version 6 but what are the changes? Thanks for your continued work on this!

Also is this preventative upgrade working as intended? If so why the change from stock? Just curious? Thanks!

https://www.matrixgames.com/forums/tm.asp?m=4997335
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Yaab
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RE: Updated Scen 1 and 2

Post by Yaab »

Seconded.

Also, the first post lacks info about scen001 being now v6, but when you click the download link it says the file is v6. What gives?
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RE: Updated Scen 1 and 2

Post by Andy Mac »

Um I think v6 was just another fort level being too high in an out of the way base

Tanaka send me a save and i will take a look at your issue

a.mcphie@btinternet.com
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Yaab
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RE: Updated Scen 1 and 2

Post by Yaab »

Andy, there were SEVERAL bases in Burma with fort level 6.
GetAssista
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RE: Updated Scen 1 and 2

Post by GetAssista »

ORIGINAL: Yaab

Andy, there were SEVERAL bases in Burma with fort level 6.
They are the dot bases between Irrawaddy valley and Akyab
Andy Mac
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RE: Updated Scen 1 and 2

Post by Andy Mac »

And they were corrected but I missed one
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Tanaka
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RE: Updated Scen 1 and 2

Post by Tanaka »

ORIGINAL: Andy Mac

Um I think v6 was just another fort level being too high in an out of the way base

Tanaka send me a save and i will take a look at your issue

a.mcphie@btinternet.com

Thanks Andy sent!
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clamel
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RE: Updated Scen 1 and 2

Post by clamel »

As a newbie in this game I can expect a minor slap on the wrist for bringing this up, But what the heck.
Adding forces,ships and such I wonder if the forces in Hongkong has been considered ?
In the Databse I can see the 2nd Royal Scots, but it's on delay 9999, and not in game.
I miss the 2/14th Punjab too, the other Battalions are present in Malaya.
So also 5/7th Rajput Rgt was involved in the defense of HongKong.

Perhaps considering adding these smaller forces to Hongkong defense. In Kulls spreadsheet he suggest airlifting out the Rifles of Canada, but of course it would be tempted to do the same with some other smaller force like those I mentioned.

I'm sure the reason for not having these forces in HongKong have been debated and solved, but as a newbie and a keen historian one thinks a bit.
If they are thought on being part of that Kowloon Bde I think that could be omitted. Then why detach just the Middlesex Bn ?
Just my two cents.

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RangerJoe
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RE: Updated Scen 1 and 2

Post by RangerJoe »

Look in the Kowloon Brigade and you will probably see those units.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

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