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RE: Land OOB and AI Issues
Posted: Thu Jul 30, 2009 5:58 pm
by JuanG
Then Ill keep posting everything I find as I prune it for my own purposes.
I hope the patch will include a comprehensive changelist so I can make sure I didnt miss anything! [:D]
The same for the Japanese, though theres much fewer mistakes;
The following use the old Sound Detector -> Type 13 Radar devices (ID #'s 142 and 139 respectively), instead of the newer system of SD to Ta-Chi Radars.
TOEs;
2138
2143
2144
These may be outdated, I dont know. Still changing them.
Edit - Yes, they appear to be outdated, as theyre not used by anything or get upgraded to by anything.
Ill try to check for that before posting in future.
RE: Land OOB and AI Issues
Posted: Thu Jul 30, 2009 7:27 pm
by fbs
Unit with morale of 2 on Dec 8, 1941, scenario 002. It could use a bit of a bump up there

RE: Land OOB and AI Issues
Posted: Thu Jul 30, 2009 7:41 pm
by Andy Mac
lol its now on the list
RE: Land OOB and AI Issues
Posted: Thu Jul 30, 2009 7:59 pm
by Charbroiled
ORIGINAL: fbs
Unit with morale of 2 on Dec 8, 1941, scenario 002. It could use a bit of a bump up there
With a leader with an aggression of 35, I can understand why they have such a low moral. He is more likely to run then to fight.
RE: AE Land and AI Issues
Posted: Thu Jul 30, 2009 11:20 pm
by Enforcer
is the 48th Division in the game at the beginning or when does it arrive?
RE: AE Land and AI Issues
Posted: Thu Jul 30, 2009 11:21 pm
by treespider
ORIGINAL: Enforcer
is the 48th Division in the game at the beginning or when does it arrive?
Its broken down into its component parts At start see the 1st Formosa Rgt at Pescadores and click on unit organization.
RE: AE Land and AI Issues
Posted: Fri Jul 31, 2009 6:19 am
by Rainer79
I am not sure if it is an error but is there a reason why the 11th Air Flotilla is the only sub-unit of the General Defence Army that is not restricted?
There is a similar case in the 13th Air Division of the Chinese Expeditionary Army.
The 21st Army (a subcommand of the Southern Area Army) also shows up as "Not in play" instead of "Yet to arrive" when trying to change HQs.
RE: AE Land and AI Issues
Posted: Fri Jul 31, 2009 6:55 am
by Kereguelen
ORIGINAL: Rainer79
I am not sure if it is an error but is there a reason why the 11th Air Flotilla is the only sub-unit of the General Defence Army that is not restricted?
There is a similar case in the 13th Air Division of the Chinese Expeditionary Army.
The 21st Army (a subcommand of the Southern Area Army) also shows up as "Not in play" instead of "Yet to arrive" when trying to change HQs.
21st Army is only in Andy's 'Stronger Japan' scenario (scen #2). Historically it had been disbanded in February 1940. Will have to look at 11th Air Flotilla and 13th Air Division - should be restricted.
RE: AE Land and AI Issues
Posted: Fri Jul 31, 2009 8:53 am
by Rainer79
Thanks. I should have mentioned that I only have started to look at scenario 1 in any depth for now.
RE: AE Land and AI Issues
Posted: Fri Jul 31, 2009 9:22 am
by Speedysteve
Intentional to have gazillions of Support in full TOE of these Philly guys?

RE: AE Land and AI Issues
Posted: Fri Jul 31, 2009 9:54 am
by Blackhorse
Intentional to have gazillions of Support in full TOE of these Philly guys?
No. That is *not* WAD.
Added to the patch list.
RE: AE Land and AI Issues
Posted: Fri Jul 31, 2009 10:06 am
by Speedysteve
As an FYI it seems to be all 3 of the 101 PA Bn's............
RE: AE Land and AI Issues
Posted: Fri Jul 31, 2009 10:15 am
by Blackhorse
Yep. For some reason, when you use the editor to break down a unit into its component parts, if a weapon slot has a TO&E value of "0", the editor will overwrite the weapon with whatever level of support the sub unit has.
In those cases, we had to manually adjust the unit in the editor. My bad -- I missed the 101 PA Reg't (not to be confused with the 101 PA Division, of which it is a part!).
Keep those cards and letters coming!
RE: AE Land and AI Issues
Posted: Fri Jul 31, 2009 11:03 am
by fbs
Scenario 002: units with similar problem on the TO&E:
5639 1/153rd Bn
5642 G/153rd Co
5643 H/153rd Co
5644 I/153rd Co
from the sequence, I guess that 5640 and 5641 may have that problem too.
Cheers

fbs7
RE: AE Land and AI Issues
Posted: Fri Jul 31, 2009 11:49 am
by Speedysteve
Andy - quick question if I may:
Just going through 1st turn on GC 2 on Steroids as Allies.
Looking at replacmenets for the LCU's at the mo. As noted from you before they're pretty limited for IND, Brit, Can, Aus, Chinese infantry overall. All have in the region of upto 20ish squads p/m. As such with that do you generally recommend just filling up the front line units of choice only and turning off replacements for everything else?
RE: AE Land and AI Issues
Posted: Fri Jul 31, 2009 3:36 pm
by Andy Mac
grrrrrrr no another one for the fix list thanks Speedy
RE: AE Land and AI Issues
Posted: Fri Jul 31, 2009 4:01 pm
by Andy Mac
Speedy you need to be very carefull where you put your limited replacements to get most bang for buck I would tentd to use them in selected units only or if its an upgrade squad device maybe begin stockpiling them fopr th eall importasnrt upgrade
RE: AE Land and AI Issues
Posted: Fri Jul 31, 2009 5:32 pm
by morganbj
I just noticed a land unit marching mid-ocean to Japan. Dec21, 41 Historical, Surprise CG.

RE: AE Land and AI Issues
Posted: Fri Jul 31, 2009 5:34 pm
by treespider
ORIGINAL: Speedy
Andy - quick question if I may:
Just going through 1st turn on GC 2 on Steroids as Allies.
Looking at replacmenets for the LCU's at the mo. As noted from you before they're pretty limited for IND, Brit, Can, Aus, Chinese infantry overall. All have in the region of upto 20ish squads p/m. As such with that do you generally recommend just filling up the front line units of choice only and turning off replacements for everything else?
And don't forget about the convoys...
RE: AE Land and AI Issues
Posted: Fri Jul 31, 2009 6:13 pm
by latosusi
ORIGINAL: bjmorgan
I just noticed a land unit marching mid-ocean to Japan. Dec21, 41 Historical, Surprise CG.
Me as well