CHS Release 1.02 AI playability.

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Toddr22_slith
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CHS Release 1.02 AI playability.

Post by Toddr22_slith »

How is the AI playability of CHS 1.02?

Thanks much
Banquet
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RE: CHS Release 1.02 AI playability.

Post by Banquet »

I'm only up to early Jan 42, but so far it's excellent. The Japanese just.. actually, I won't tell you (don't want to ruin any surprises) but they do a few things they don't do in vanilla. Some of it quite bold! I've read that all the AI actions are just scripted so I imagine CHS re-scripted some stuff.. it's very effective! [:D]
rockmedic109
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RE: CHS Release 1.02 AI playability.

Post by rockmedic109 »

Definitely better than the stock version. Threw me for a loop when it pulled something I'd never seen before playing AI. By all means, go for it.

CHS is great. I upped Hong Kong fortifications to 50 {it fell 12-27-41}. I worked with adding flooding to Arizona and Oklahoma and ran a dozen different first day starts to get a decent PH strike. The best strike had no changes....no BBs sunk but everything well over 50% SYS damage. Somebody had the brilliant idea of giving the inside row of BBs at PH a Dec 8 arrival with some Sys damage {simulating the bomb hits they sustained} so the torpedo planes would concentrate on the others. I have not tried to do this yet.
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Bodhi
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RE: CHS Release 1.02 AI playability.

Post by Bodhi »

ORIGINAL: Banquet
I've read that all the AI actions are just scripted so I imagine CHS re-scripted some stuff.. it's very effective! [:D]

As far as I'm aware, it's not possible to change the scripting for the full map scenarios. I think you're seeing the vanilla AI with a modified database. If I'm wrong, I'm sure someone from CHS will let us know if they've altered the AI.
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jwilkerson
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RE: CHS Release 1.02 AI playability.

Post by jwilkerson »

ORIGINAL: Bodhi

ORIGINAL: Banquet
I've read that all the AI actions are just scripted so I imagine CHS re-scripted some stuff.. it's very effective! [:D]

As far as I'm aware, it's not possible to change the scripting for the full map scenarios. I think you're seeing the vanilla AI with a modified database. If I'm wrong, I'm sure someone from CHS will let us know if they've altered the AI.

CHS has not modified AI directly ... we don't know how ! It is in the code - not a "script" somewhere. That being said ... changes CHS has made to DB may impact functioning of AI... but this is indirect effect.

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Sardaukar
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RE: CHS Release 1.02 AI playability.

Post by Sardaukar »

I'm in May 1942 with CHS 1.01. So far I have had very good time with it. Japanese AI has done some very surprising and aggressive moves. Generally it's advance has been slower and more historical than in vanilla campaign, though.
IJN Submarines have been pain in butt even with Japanese Sub Doctrine on. Damn things infest Brisbane and Sydney area now !! In vanilla they stayed north...but now they are on my shipping lanes. And they are regularly seen around Suva too, which is my transport hub.
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keeferon01
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RE: CHS Release 1.02 AI playability.

Post by keeferon01 »

ORIGINAL: Sardaukar

I'm in May 1942 with CHS 1.01. So far I have had very good time with it. Japanese AI has done some very surprising and aggressive moves. Generally it's advance has been slower and more historical than in vanilla campaign, though.
IJN Submarines have been pain in butt even with Japanese Sub Doctrine on. Damn things infest Brisbane and Sydney area now !! In vanilla they stayed north...but now they are on my shipping lanes. And they are regularly seen around Suva too, which is my transport hub.

yes indeed Im playing CHS 1.02 and the Jap AI seems really aggresive around the bismarch and solomon sea area, Im just mid Jan42 and the japs have secured a number of key islands already.
Banquet
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RE: CHS Release 1.02 AI playability.

Post by Banquet »

ORIGINAL: jwilkerson

ORIGINAL: Bodhi

ORIGINAL: Banquet
I've read that all the AI actions are just scripted so I imagine CHS re-scripted some stuff.. it's very effective! [:D]

As far as I'm aware, it's not possible to change the scripting for the full map scenarios. I think you're seeing the vanilla AI with a modified database. If I'm wrong, I'm sure someone from CHS will let us know if they've altered the AI.

CHS has not modified AI directly ... we don't know how ! It is in the code - not a "script" somewhere. That being said ... changes CHS has made to DB may impact functioning of AI... but this is indirect effect.


I seem to recall Nik or Pry saying that port size was a factor for the AI in determining where to attack and what to prioritise. As CHS has reduced some ports maybe that is steering the AI in a different direction?

Presumably the DB has increased the OOB for both sides so that too may mean it has more forces to play with and so that could explain the changes.

It is strange though. I could've sworn the AI had been re-programmed. It's kinda neat, actually, that it can come up with these new moves all on it's own! [:)]
Toddr22_slith
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RE: CHS Release 1.02 AI playability.

Post by Toddr22_slith »

Thanks to everyone for the information.

I am very new to WITP, but so far I LOVE IT!![:D]

I used to play PACWAR, and WITP is everything I wanted PacWar to be back then.
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