AE Land and AI Issues [OUTDATED]

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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Andy Mac
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RE: AE Land and AI Issues

Post by Andy Mac »

Hhmmm that is wrong send me a save please
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steveh11Matrix
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RE: AE Land and AI Issues

Post by steveh11Matrix »

Just going through some stuff in the Editor, and noticed Device #1170: Dutch T14 Tank.  It has a ceiling of 2100 ft, apparently.  The Dutch invented the Grav Tank early - avaiable 4204! [:D]

(Just noticed that the previous device, #1169, has the same ceiling...)
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Andy Mac
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RE: AE Land and AI Issues

Post by Andy Mac »

Its to reflect the rifle calibre MG's they had on top its not in use at present its there in case we ever get AA AFV's implemented
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steveh11Matrix
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RE: AE Land and AI Issues

Post by steveh11Matrix »

ORIGINAL: Andy Mac

Its to reflect the rifle calibre MG's they had on top its not in use at present its there in case we ever get AA AFV's implemented
Gotcha, thanks.
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Chad Harrison
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RE: AE Land and AI Issues

Post by Chad Harrison »

This isnt a bug, but a quick OOB question:

What does the SEP designation of a US Infantry Regiment mean? I noticed that the TO&E is much 'lighter', similar the Commonwealth Jungle TO&E's. Is that related?

Again, just curious.

Thanks.

Chad
Andy Mac
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RE: AE Land and AI Issues

Post by Andy Mac »

Seperate I think Joel ?
 
Dont forget Commonwealth TOE's got VERY bloated as a result of them being based in desert - they had a very long tail where the US model was to have more seperate Bns not organic to Divs. (although defacto they might have been)
 
 
 
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Iron Duke
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RE: AE Land and AI Issues

Post by Iron Duke »


A lot of the slots that represent TOE's -- Slots 2350 to 2899 have delay dates or are set to 0 .
shouldn't all these slot entrys be set to 9999


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JeffroK
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RE: AE Land and AI Issues

Post by JeffroK »

ORIGINAL: Chad Harrison

This isnt a bug, but a quick OOB question:

What does the SEP designation of a US Infantry Regiment mean? I noticed that the TO&E is much 'lighter', similar the Commonwealth Jungle TO&E's. Is that related?

Again, just curious.

Thanks.

Chad

As Andy said , it means "Seperate" in that they were not assigned to an Infantry Division .
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Chad Harrison
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RE: AE Land and AI Issues

Post by Chad Harrison »

Thanks for the replies Andy and Jeff. So they are RCT's then correct?
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Barb
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RE: AE Land and AI Issues

Post by Barb »

Nope.. RCT is regimental combat team - self sufficient combat unit with AT, AA, ART, Mortars, recon, engineers, tanks, medical station... obtained from higher echelon (you may say division splitted in three)
Sep means separate regiment - it has only things that are on standard regimental TOE - so no Art bn, no eng co, no rec plt, no tank co, no AA co, ... from division




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latosusi
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RE: AE Land and AI Issues

Post by latosusi »

ORIGINAL: Andy Mac

Hhmmm that is wrong send me a save please

Did you receive save file? If not, to which email address should i send it?
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Blackhorse
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RE: AE Land and AI Issues

Post by Blackhorse »

ORIGINAL: Chad Harrison

Thanks for the replies Andy and Jeff. So they are RCT's then correct?

Barb:
Nope.. RCT is regimental combat team - self sufficient combat unit with AT, AA, ART, Mortars, recon, engineers, tanks, medical station... obtained from higher echelon (you may say division splitted in three)
Sep means separate regiment - it has only things that are on standard regimental TOE - so no Art bn, no eng co, no rec plt, no tank co, no AA co, ... from division



Barb is correct. There are *no* Regimental Combat Teams in AE. RCT's were not TO&E organizations -- they were infantry regiments reinforced with other units for shorter or longer periods of time.

There are two types of US Army infantry regiments in-game, and two ways you can create your own de facto RCTs.

1) The division regiment. Each US Infantry Division has 3 intrinsict regiments. When you divide a division -- or when the division arrives, divided into its 3 regiments -- each regiment contains a 1/3 "slice" of the divisions AAA, engineers, artillery and other support. These divisional regiments are effectively Regimental Combat Teams.

2) The independent, non-divisional "Separate" Regiment. These regiments are "lighter" than their divisional counterparts, because they don't have a "division slice" of support. Assign Coastal Artillery (Anti-Air) Regiments, artillery battalions and engineer battalions to the same base, and you will have effectively created a RCT the same way the US did it in WWII. In AE, you have available as separate units all the AAA, engineer, and tank units that historically served in the Pacific.

Some of the separate regiments -- mostly those that served in the Aleutians -- will "grow" a tank company in mid-1942. These were Marmon-Harrington light tanks sold to the Netherlands, but the DEI fell before they could be delivered. About 100 tanks were sent to Alaska, another 100 were used for training.

WitP-AE -- US LCU & AI Stuff

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rjopel
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RE: AE Land and AI Issues

Post by rjopel »

Unit #5200 should read "857th" vice "857" to match the rest of the Eng Avn Bn's.
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Shark7
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RE: AE Land and AI Issues

Post by Shark7 »

ORIGINAL: bjmorgan

I just noticed a land unit marching mid-ocean to Japan. Dec21, 41 Historical, Surprise CG.



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Chad Harrison
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RE: AE Land and AI Issues

Post by Chad Harrison »

ORIGINAL: Blackhorse

Barb is correct. There are *no* Regimental Combat Teams in AE. RCT's were not TO&E organizations -- they were infantry regiments reinforced with other units for shorter or longer periods of time.

There are two types of US Army infantry regiments in-game, and two ways you can create your own de facto RCTs.

Thanks for the replies everyone. You guys never cease to amaze me. After reading books on the subject for years and years, I have still learned more about the units, TO&E's, OOB's and so on through these boards and the game itself than through all those books combined.

Oh and by the way, AE is beyond great you guys! Keep up the excellent work!

Chad
Andy Mac
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RE: AE Land and AI Issues

Post by Andy Mac »

Its worth noting that CW Bde Gps tend to all arrive as Bde Gps thats deliberate but it basically boils down to itas simpler and you dont need to tailor forces for atolls as much
 
The US model is more flexible because they will tend to do the bulk of the Atoll fighting - were it not for that I suspect we would have went with RCT's to try and keep it simpler for a player - by doing it the way we have you get to tailor your atoll assault forces a little more but at the expense of a more complicated management task.
 
Horses for course basically
 
Andy
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rjopel
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RE: AE Land and AI Issues

Post by rjopel »

Any chance we can get what the Type codes in the Ground OOB are equal to?
Ryan Opel
Andy Mac
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RE: AE Land and AI Issues

Post by Andy Mac »

Sorry I dont understand
 
o is a city 1 is a port its all there int he drop down 
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rjopel
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RE: AE Land and AI Issues

Post by rjopel »

I looking for the one 3 through 12. I can figure some out by flipping back and forth.

Example 7981 2nd NZ Div Cav lists a type = 8

Thanks

I'm looking at it from a excel file not the editor.
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JeffroK
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RE: AE Land and AI Issues

Post by JeffroK »

ORIGINAL: rjopel

I looking for the one 3 through 12. I can figure some out by flipping back and forth.

Example 7981 2nd NZ Div Cav lists a type = 8

Thanks

I'm looking at it from a excel file not the editor.
Write to Microsoft & complain.

Or go to the editor and write them down.
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