Advice on best settings/scenario for a computer vs computer game please

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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Yakkface
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Advice on best settings/scenario for a computer vs computer game please

Post by Yakkface »

Thought I would see what the computer could manage running over night

As per the title - would like a scenario where both AI sides are active (which I guess in this context means having scripts)

I guess combat animations must be off to avoid having to click past them. Continuous on.

I notice over half the turn play time is taken up with details of the supply/resource/fuel/oil draws to bases and units. Anyway to have this hidden as per my pbem game (any idea why devs thought it worth displaying in a comp v comp game?)

Anything else?
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PaxMondo
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Re: Advice on best settings/scenario for a computer vs computer game please

Post by PaxMondo »

My machine will run a game to the end before the night is over ...

expect allied autovic depending upon the scenario in either Dec42 or Dec43 for Scen 1 or 2.

Ironman will be allied autovic in Dec42 almost for sure.
Ironman IJ will be autovic for the IJ generally Dec42, but about 15% of the games end in allied autovic in Dec44.

When I want the game to run until '46, I have to simply choose to continue to play when the autovic comes up. I have never seen an AI v AI game end in total conquest for either side no matter what setting are chosen. HOWEVER, the score can (usually is) pretty lopsided.


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Last edited by PaxMondo on Sun Apr 19, 2026 11:12 am, edited 1 time in total.
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BBfanboy
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Re: Advice on best settings/scenario for a computer vs computer game please

Post by BBfanboy »

My concern with this would be that the random number generator sometimes gives one side or the other a consistent advantage until you exit the game and restart it. That could mean that one side gets the advantage throughout the many turns run overnight and the result would be more lopsided than usual. I have had turns where my side got all kinds of lucky hits on magazines and such and suffered very little in return; but then on other days I have had dismal luck where my well trained/well led pilots flying in good weather couldn't hit anything. It's a die roll thing for the luck of the odds.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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PaxMondo
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Re: Advice on best settings/scenario for a computer vs computer game please

Post by PaxMondo »

BBfanboy wrote: Sun Apr 19, 2026 5:38 am My concern with this would be that the random number generator sometimes gives one side or the other a consistent advantage until you exit the game and restart it. That could mean that one side gets the advantage throughout the many turns run overnight and the result would be more lopsided than usual. I have had turns where my side got all kinds of lucky hits on magazines and such and suffered very little in return; but then on other days I have had dismal luck where my well trained/well led pilots flying in good weather couldn't hit anything. It's a die roll thing for the luck of the odds.
Never seen this. I mean, sure I've seen bad (good) die rolls, but I'm not aware that there is this "global" die roll for a side for an entire turn and that it can run multiple turns.

I run multiple turns ALL the time, meaning many turns before exiting the game. In all these years, never seen what you describe above. My understanding of the GG randomness is that the random roll occurs for each event as it happens. Yes, there is no doubt a "seed" for the random function being called*, but all that means is the series of rolls can be predicted IF you know that seed (which you can't) and so you can see the "same" roll sequence when you repeat turns without a restart. However, it does NOT mean that a side always gets high rolls.

I hope that I have explained this well enough. If not, I can try again.


* I believe that the game was originally programmed in Pascal, so he would be using the Random function. You initial the Random function by calling Randomize which creates the seed for the psuedo-random number generator function Random. Used as follows:

Code: Select all

program RandomExample;
begin
  Randomize; // Initialize
  writeln(Random(100)); // Random integer between 0-99
  writeln(Random); // Random float between 0.0 - 0.999...
end

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