Page 7 of 9

RE: AE map screenshots

Posted: Fri Mar 06, 2009 5:54 pm
by NormS3
Thanks for the maps Andrew!

They look great!
[&o][&o][&o][&o]

RE: AE map screenshots

Posted: Fri Mar 06, 2009 8:56 pm
by Andy Mac
Burma is the most fascinating early battle for me and Andrew's map makes it so hard for both sides in AE
 
Burma COmmand has less than 2 Divs at start but by carefull juggling of reinforcements can end up with 7 pretty quickly making it a real challenge for the Japanese player.
 
(Assuming you divert 18th Brit, 6th Aus, 7th Aus and 44th and 45th Indian Bdes - e.g. concentrate all of your available reinforcments in 1st 4 months to Burma !!!)
 

RE: AE map screenshots

Posted: Sat Mar 07, 2009 1:45 am
by JSBoomer
Wonderful!!!

Thanks Andrew[&o]

RE: AE map screenshots

Posted: Sat Mar 07, 2009 1:57 pm
by Blackhorse
ORIGINAL: rjopel

ORIGINAL: Kaletsch2007

Thanks !
As an ARMY-guy, I am not familiar with all that NAVY stuff. (expecialy not with those trying to play real soldiers[:D])


Except that the Coast Artillery is branch of the US Army.

*Was* a branch (abolished in 1950).


RE: AE map screenshots

Posted: Sat Mar 21, 2009 3:22 am
by Flying Tiger
any chance of seeing the western edge of the map??

RE: AE map screenshots

Posted: Sat Mar 21, 2009 7:42 am
by Fokko
How are the Andaman and Nicobar islands represented on the map ?
is it only Port Blair or are there more (dot) bases present.

Fokko

RE: AE map screenshots

Posted: Wed Mar 25, 2009 4:44 am
by Flying Tiger
ORIGINAL: Andrew Brown

ORIGINAL: ny59giants

Can I see a screenshot of northern Australia from Broome to Darwin with Timor if it fits?? The trails/roads were different from stock to Andrew's and I want to see what they are plus added bases.

Here is a map of that area. There are some more bases in Northern Australia compared to stock.



Image

The dot base representing Gove (or Nhulunbuy) is in the wrong hex - it should be one hex further NW. Curious to hear what ratings it got by the way??

RE: AE map screenshots

Posted: Wed Mar 25, 2009 9:36 am
by John Lansford
Where is the island of Komodo located?  It was in the news lately about some divers getting stranded there and having to fight off the dragons until they were rescued.  I don't expect there was a base on that island...

RE: AE map screenshots

Posted: Wed Mar 25, 2009 9:52 am
by DuckofTindalos
It's off the tip of Flores.

RE: AE map screenshots

Posted: Wed Mar 25, 2009 10:33 am
by herwin
ORIGINAL: John Lansford

Where is the island of Komodo located?  It was in the news lately about some divers getting stranded there and having to fight off the dragons until they were rescued.  I don't expect there was a base on that island...

The Aussies are lucky the Australian version of the Komodo dragon (Megalania prisca) is extinct.

RE: AE map screenshots

Posted: Wed Mar 25, 2009 10:49 am
by Andrew Brown
ORIGINAL: Flying Tiger
The dot base representing Gove (or Nhulunbuy) is in the wrong hex - it should be one hex further NW. Curious to hear what ratings it got by the way??

Golly you are right [X(] Well spotted, and something I will correct. Gove is a Port 0 (2) and airfield 0 (5).

Andrew

RE: AE map screenshots

Posted: Wed Mar 25, 2009 12:25 pm
by Flying Tiger
ORIGINAL: Andrew Brown

ORIGINAL: Flying Tiger
The dot base representing Gove (or Nhulunbuy) is in the wrong hex - it should be one hex further NW. Curious to hear what ratings it got by the way??

Golly you are right [X(] Well spotted, and something I will correct. Gove is a Port 0 (2) and airfield 0 (5).

Andrew

Ha! Nice to know i've contributed something useful to AE!!

RE: AE map screenshots

Posted: Wed Mar 25, 2009 1:03 pm
by Flying Tiger
Gove was my hometown for a couple of years - thus the interest.
 
I know it is an off map area, but what are the ratings for Mauritius (my current 'hometown')?

RE: AE map screenshots

Posted: Wed Mar 25, 2009 1:54 pm
by John Lansford
So how will the addition of so many bases affect either the players' or the AI's strategy?  I've started my first 1941 campaign game vs the AI recently and the sheer number of bases the AI ends up assaulting in stock is huge.  I've noticed sometimes it acts really odd at times; even though there's a half dozen infantry units in Rabaul right now, for example, the AI only bombards and doesn't assault my garrison.  Similarly it dropped off a base force at Brunei and waited on a LCU to march in from a nearby base before attacking there.
 
Will the AI be able to handle having to deal with so many bases to attack, or will it just start randomly picking some and eventually 'fill in' after it has enough taken in an area?  When I'm on the attack I expect to be able of choosing undefended or weakly defended bases and building them up, rather than finding myself facing a 'roadblock' of several well defended bases I have to take to continue moving forward.
 
Oh, can we see a screenshot of the Dutch East Indies?  I'd like to see how the bases have changed from stock VitP.

RE: AE map screenshots

Posted: Wed Mar 25, 2009 2:06 pm
by GaryChildress
ORIGINAL: John Lansford

So how will the addition of so many bases affect either the players' or the AI's strategy?  I've started my first 1941 campaign game vs the AI recently and the sheer number of bases the AI ends up assaulting in stock is huge.  I've noticed sometimes it acts really odd at times; even though there's a half dozen infantry units in Rabaul right now, for example, the AI only bombards and doesn't assault my garrison.  Similarly it dropped off a base force at Brunei and waited on a LCU to march in from a nearby base before attacking there.

Will the AI be able to handle having to deal with so many bases to attack, or will it just start randomly picking some and eventually 'fill in' after it has enough taken in an area?  When I'm on the attack I expect to be able of choosing undefended or weakly defended bases and building them up, rather than finding myself facing a 'roadblock' of several well defended bases I have to take to continue moving forward.

Oh, can we see a screenshot of the Dutch East Indies?  I'd like to see how the bases have changed from stock VitP.

I imagine that is why AE hasn't been released yet. We thought the AI for WITP was probably difficult to program. Just think of programming the AI for hundreds of extra bases! [X(]

RE: AE map screenshots

Posted: Wed Mar 25, 2009 8:16 pm
by wdolson
The major reason AE was delayed was due to the fact that when it came time to program the AI, the old AI was lacking.  A new AI was created that is programmable from the editor.  Andy has had a bit of a tutorial on it here on the forum.

There were some things with the AI that could not be changed.  It's still "script" driven.  That is, when on offense, it is told which bases to take.  There is some flexability and some randomness that can happen, but if a base is not on the list, it won't be taken by that script.  Andy has been careful to ensure that all the new bases, as well as the old ones are included in the scripts.

While the AI was being rewritten and tested, we also fixed up a lot of other things and added some other features that originally were not planned for the initial release.  So the delay to redo the AI has had other benefits.

I think I'm one of the few people on the team who has played the AI in the original game much.  The AI in AE is craftier and generally tougher than the original game.  Care has also been taken so the AI doesn't just roll over and quit after a while.  A good human player will always be better than the AI.  That's true for just about every game out there (that's been the complaint of good chess players and computerized chess games for at least 25 years).  However, the AE AI will give an average player much more of a challenge than the original game did.

Bill

RE: AE map screenshots

Posted: Wed Mar 25, 2009 8:22 pm
by DuckofTindalos
And it can beat up a bad player. I know whereof I speak...[:D]

RE: AE map screenshots

Posted: Wed Mar 25, 2009 9:37 pm
by khyberbill
Burma is the most fascinating early battle for me and Andrew's map makes it so hard for both sides in AE

Burma COmmand has less than 2 Divs at start but by carefull juggling of reinforcements can end up with 7 pretty quickly making it a real challenge for the Japanese player.

(Assuming you divert 18th Brit, 6th Aus, 7th Aus and 44th and 45th Indian Bdes - e.g. concentrate all of your available reinforcments in 1st 4 months to Burma !!!)
What if your opponent just goes around and lands at Madras?

RE: AE map screenshots

Posted: Wed Mar 25, 2009 10:36 pm
by GaryChildress
ORIGINAL: khyberbill
Burma is the most fascinating early battle for me and Andrew's map makes it so hard for both sides in AE

Burma COmmand has less than 2 Divs at start but by carefull juggling of reinforcements can end up with 7 pretty quickly making it a real challenge for the Japanese player.

(Assuming you divert 18th Brit, 6th Aus, 7th Aus and 44th and 45th Indian Bdes - e.g. concentrate all of your available reinforcments in 1st 4 months to Burma !!!)
What if your opponent just goes around and lands at Madras?

Doh! [:D]

RE: AE map screenshots

Posted: Wed Mar 25, 2009 10:55 pm
by DuckofTindalos
ORIGINAL: khyberbill
Burma is the most fascinating early battle for me and Andrew's map makes it so hard for both sides in AE

Burma COmmand has less than 2 Divs at start but by carefull juggling of reinforcements can end up with 7 pretty quickly making it a real challenge for the Japanese player.

(Assuming you divert 18th Brit, 6th Aus, 7th Aus and 44th and 45th Indian Bdes - e.g. concentrate all of your available reinforcments in 1st 4 months to Burma !!!)
What if your opponent just goes around and lands at Madras?

Then you move there... Duh...