AE Land and AI Issues [OUTDATED]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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BigJ62
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RE: AE Land and AI Issues

Post by BigJ62 »

It's a flag that says this is a Japan TOE, allies are 221

ORIGINAL: morphin

Hi

IJA 39th
IJA 18th Area
IJA
IJA Area
IJA Command
IJA 1945

are all HQ with HQtype 220. What is this excactly? I know that HQType 109 is for Command HQ with a command radius of 9 hexes, and 75 is new in AE (Army HQ with command radius of 5 hexes)

but 220 i don't know

Andy
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RE: AE Land and AI Issues

Post by USSAmerica »

ORIGINAL: Jzanes

IIRC in WITP you needed to start a vs. the AI game with replacements and upgrades ON in order to give the AI the ability to upgrade their units. Is this still true in AE? With the very limited replacement pools, it'd be nice to start with replacements and upgrades OFF.

That's a good question that I didn't realize was a limitation with Classic WitP.
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RE: AE Land and AI Issues

Post by DBS »

Sort of a Naval AI issue...

The manual makes several references to the optional rules effects of Japanese Sub Doctrine, a la the original WITP. But both the US Sub Doctrine and Japanese Sub Doctrine switches are missing from AE's Realism Settings page. A) Have they moved elsewhere, and B) if they really have been deleted as Realism options, which way have the Doctrines been hardwired? On or Off?


David
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RE: AE Land and AI Issues

Post by BigJ62 »

AI always has replacements on regardless of human settings.

ORIGINAL: USS America

ORIGINAL: Jzanes

IIRC in WITP you needed to start a vs. the AI game with replacements and upgrades ON in order to give the AI the ability to upgrade their units. Is this still true in AE? With the very limited replacement pools, it'd be nice to start with replacements and upgrades OFF.

That's a good question that I didn't realize was a limitation with Classic WitP.
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RE: AE Land and AI Issues

Post by USSAmerica »

Sweet.  Thanks, BigJ!  [8D]
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RE: AE Land and AI Issues

Post by Jzanes »

thanx BigJ and glad to hear it.

Another question I originally posted as it's own topic but it quickly got pushed off page 1. Maybe I'll have better luck here.

Playing allies vs. the AI in scenario 1. Current date is Jan 2, 1942. I've noticed that the AI commonly (but not always) deliberate or shock attacks on the SAME turn they enter (or invade) a hex. I'm used to the WITP system where you couldn't enter an order to attack until the turn AFTER entering a hex.
I haven't been able to do the same thing with my units in AE. Am I missing something? Is this a change with AE? or is something not working right.

An example of this is that in the last turn, the AI invaded Tarakan and deliberate attacked and captured it in the same turn. Tarakan is not an atoll and the AI did not use parachute forces in their attack. An annoying result as it gave me no chance to fly out my air units before they were destroyed on the field. This sort of "instant" attack has been happening a lot in purely ground battles in Malaya and China all game long also.

Is this the result of highly aggressive leaders passing an "instant attack roll" or the result of much larger forces "overrunning" weaker forces? If so, is this new to AE? I don't recall ever seeing this in WITP vs. the AI or PBEM.
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RE: AE Land and AI Issues

Post by BigJ62 »

No it should not be doing that, send me a before save and point to specific locations where this is happening and I’ll take a look. jca.ft62@N0gmail.com <- remove ‘N0’

ORIGINAL: Jzanes

thanx BigJ and glad to hear it.

Another question I originally posted as it's own topic but it quickly got pushed off page 1. Maybe I'll have better luck here.

Playing allies vs. the AI in scenario 1. Current date is Jan 2, 1942. I've noticed that the AI commonly (but not always) deliberate or shock attacks on the SAME turn they enter (or invade) a hex. I'm used to the WITP system where you couldn't enter an order to attack until the turn AFTER entering a hex.
I haven't been able to do the same thing with my units in AE. Am I missing something? Is this a change with AE? or is something not working right.

An example of this is that in the last turn, the AI invaded Tarakan and deliberate attacked and captured it in the same turn. Tarakan is not an atoll and the AI did not use parachute forces in their attack. An annoying result as it gave me no chance to fly out my air units before they were destroyed on the field. This sort of "instant" attack has been happening a lot in purely ground battles in Malaya and China all game long also.

Is this the result of highly aggressive leaders passing an "instant attack roll" or the result of much larger forces "overrunning" weaker forces? If so, is this new to AE? I don't recall ever seeing this in WITP vs. the AI or PBEM.
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RE: AE Land and AI Issues

Post by Bliztk »

SCEN: 1

Units 4134, 1154, 1152, 1339 have device 254 with 0 units in slot 20 (aviation support for AA units) ?
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RE: AE Land and AI Issues

Post by Bliztk »

Another question, why several land units have PORTSZ and AIRFIELDSZ values ?

Some have a value of 75 !

Should not be 0 ?, or it`s a flag for the AI ?

PORTSZ units:

14 28 29 30 31 39 40 44 46 47 48 52 54 55 56 58 60 61 62 63 64 65 66 70 71 73 79 83 96 98 2142 3006 3008 3019 3025 3026 3075 3076 3186 3190 3241 3269 3270 3271 3285 3286 3288 3301 3317 3326 3327 3329 3330 3358 3359 3360  3377 3414 3415 3439 3440 3495 3496 3498 3499 3502 3541 3545 3560 3561 3562 3563 3564 3566 3567 3568 3569 3570  3571 3572 3577 3578 3579 3580 3581 3582 3583 3598 3600 3601 3617 3618 3643 3644 3645 3646 3647 3648 3651 3655 3656  3658 3666 3667 3668 3674  3677 3678 3679 3680 3681 3683 3684 3685 3686  3687 3719 3720 3739 3770 3771 3772 3773 3774 3778 3779 3787 3788 3813 3870 3961  3975 4028 4029 4041 4043 4044 4045 4046 4047 4078 4079 4080 4082 4164 4165 4166 4167 4174 4175 4176 4177 4178 4195 4225 4444 4635 4636 4637 4638 4639 4640 4641 4642 4643 4644 4645 4646 4647 4649 4660 4661 4662 4663 4664 4761  


AIRFIELDSZ units:

14 28 29 30 31 39 4044 46 47 48 52 54 55 56 58 60 61 62 63 64 65 66 70 71 73 79 83 96 98 3006 3008 3019 3025 3026 3061 3062 3063 3068 3075 3076 3186 3190 3241 3269 3270 3271 3285 3286 3288 3301 3317 3326 3327 3329 3484 3507 3541 3545 3560 3561 3562 3563 3564 3566 3567 3568 3569 3570 3571 3572 3577 3578 3579 3580 3581 3582 3583 3598 3600 3601 3617 3618 3643 3644 3645 3646 3647 3648 3651 3655 3656 3658 3666 3667 3668 3674 3677 3678 3679 3680 3681 3683 3684 3685 3686 3687 3719 3720 3739 3770 3771 3772 3773 3774 3776 3778 3779 3787 3788 3961 3975 4028 4029 4041 4043 4044 4045 4046 4047 4078 4079 4080 4164 4165 4166 4167 4174 4175 4176 4177 4178 4195 4225 4569 4574 4575 4579 4581 4582 4584 4585 4586 4601 4602 4610 4618 4628 4633 4648

EDIT: Found more

PORTBUILD units:

3776 3061 3062 3063 3068

AFBUILD units:

3377 4444
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RE: AE Land and AI Issues

Post by Speedysteve »

ORIGINAL: DBS

Sort of a Naval AI issue...

The manual makes several references to the optional rules effects of Japanese Sub Doctrine, a la the original WITP. But both the US Sub Doctrine and Japanese Sub Doctrine switches are missing from AE's Realism Settings page. A) Have they moved elsewhere, and B) if they really have been deleted as Realism options, which way have the Doctrines been hardwired? On or Off?


David

Hi David,

The switches have gone and it's hardwired now. I believe it's hard wired on - so Jap subs are more likely to attack warships but will still attack merchants though not as likely. Theonly sub related seetign (IIRC) is you can activate/deactivate US torpedo dud rate etc
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RE: AE Land and AI Issues

Post by DBS »

Cheers mate - that is what I suspected.


David
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RE: AE Land and AI Issues

Post by BigJ62 »

Free hq change for ai units, p.37 editor manual.

ORIGINAL: Bliztk

Another question, why several land units have PORTSZ and AIRFIELDSZ values ?

Some have a value of 75 !

Should not be 0 ?, or it`s a flag for the AI ?

PORTSZ units:

14 28 29 30 31 39 40 44 46 47 48 52 54 55 56 58 60 61 62 63 64 65 66 70 71 73 79 83 96 98 2142 3006 3008 3019 3025 3026 3075 3076 3186 3190 3241 3269 3270 3271 3285 3286 3288 3301 3317 3326 3327 3329 3330 3358 3359 3360  3377 3414 3415 3439 3440 3495 3496 3498 3499 3502 3541 3545 3560 3561 3562 3563 3564 3566 3567 3568 3569 3570  3571 3572 3577 3578 3579 3580 3581 3582 3583 3598 3600 3601 3617 3618 3643 3644 3645 3646 3647 3648 3651 3655 3656  3658 3666 3667 3668 3674  3677 3678 3679 3680 3681 3683 3684 3685 3686  3687 3719 3720 3739 3770 3771 3772 3773 3774 3778 3779 3787 3788 3813 3870 3961  3975 4028 4029 4041 4043 4044 4045 4046 4047 4078 4079 4080 4082 4164 4165 4166 4167 4174 4175 4176 4177 4178 4195 4225 4444 4635 4636 4637 4638 4639 4640 4641 4642 4643 4644 4645 4646 4647 4649 4660 4661 4662 4663 4664 4761  


AIRFIELDSZ units:

14 28 29 30 31 39 4044 46 47 48 52 54 55 56 58 60 61 62 63 64 65 66 70 71 73 79 83 96 98 3006 3008 3019 3025 3026 3061 3062 3063 3068 3075 3076 3186 3190 3241 3269 3270 3271 3285 3286 3288 3301 3317 3326 3327 3329 3484 3507 3541 3545 3560 3561 3562 3563 3564 3566 3567 3568 3569 3570 3571 3572 3577 3578 3579 3580 3581 3582 3583 3598 3600 3601 3617 3618 3643 3644 3645 3646 3647 3648 3651 3655 3656 3658 3666 3667 3668 3674 3677 3678 3679 3680 3681 3683 3684 3685 3686 3687 3719 3720 3739 3770 3771 3772 3773 3774 3776 3778 3779 3787 3788 3961 3975 4028 4029 4041 4043 4044 4045 4046 4047 4078 4079 4080 4164 4165 4166 4167 4174 4175 4176 4177 4178 4195 4225 4569 4574 4575 4579 4581 4582 4584 4585 4586 4601 4602 4610 4618 4628 4633 4648

EDIT: Found more

PORTBUILD units:

3776 3061 3062 3063 3068

AFBUILD units:

3377 4444
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Bliztk
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RE: AE Land and AI Issues

Post by Bliztk »

Thanks, will be keep looking for more strange things.

Just read the editor manual, to not make more mistakes ! [;)]
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RE: AE Land and AI Issues

Post by langleyCV1 »

The buffalo Mk1 in RAF service in the far east did not always have 4 x 0.5inch machine guns. The 0.303 machine gun was used in the wings since a number of 0.5inch machines guns would jam after only a few rounds fired. Maybe fixing the Buffalo MK1 with would make them a bit less deadly to jap Bombers.
What do the rest of you think!

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RE: AE Land and AI Issues

Post by Andy Mac »

Deliberate its an AI fudge if the Ai is in charge it can add Av Support if it needs it to units with 0 A/S its a little cheat to help the Ai out in case a key Av Support unit is sunk en route
ORIGINAL: Bliztk

SCEN: 1

Units 4134, 1154, 1152, 1339 have device 254 with 0 units in slot 20 (aviation support for AA units) ?
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RE: AE Land and AI Issues

Post by Blackhorse »

ORIGINAL: langleyCV1

The buffalo Mk1 in RAF service in the far east did not always have 4 x 0.5inch machine guns. The 0.303 machine gun was used in the wings since a number of 0.5inch machines guns would jam after only a few rounds fired. Maybe fixing the Buffalo MK1 with would make them a bit less deadly to jap Bombers.
What do the rest of you think!

MJT

I think this question would perhaps best be asked in the "Air thread."
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RE: AE Land and AI Issues

Post by Bliztk »

Unit 2038 should point (LCUFormationID) to 2038, not 2042 for consistency
Unit 2043 should point (LCUFormationID) to 2038, not 2042 for consistency

Japanese units are in the OOB (pointer section), but they have an actual delay. Several of them result on duplicated units with different arrival dates.

Example: 2071 is named "18th" (Div) with a delay of 0 (scenario start) slot 3944 is named "IJA 18th" same pointer, same delay

Units with these problem in the 2000-2300 range:

2071 2264 2040 2041 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2072 2078 2080 2081 2082 2083 2085 2086 2087 2088 2089 2094 2095 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2147 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2223 2224 2225 2226 2227 2229 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2251 2252 2253 2254 2255 2256 2257 2258 2259 2261 2262 2266 2267 2268 2269 2270 2271 2272 2274 2275 2276 2278 2279 2281 2282 2283 2284 2285 2286 2288 2289 2290 2291 2292 2293 2294 2295 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2308 2309 2310 2311 2313 2314 2315 2316 2317 2319 2320 2321 2322 2323 2324 2325 2326 2328 2329 2260 2098 2228 2128 2327 2330 2312 2039 2079 2148 2093 2097 2091 2092 2230 2075 2077 2307 2090 2042 2263 2265 2318 2084 2146 2222 2273 2096 2250 2277 2287 2210 2296 2076 2073 2074 2280

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Speedysteve
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RE: AE Land and AI Issues

Post by Speedysteve »

Just encountered walking on water unit also...........

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RE: AE Land and AI Issues

Post by BigJ62 »

not a bug.

ORIGINAL: Bliztk

Unit 2038 should point (LCUFormationID) to 2038, not 2042 for consistency
Unit 2043 should point (LCUFormationID) to 2038, not 2042 for consistency

Japanese units are in the OOB (pointer section), but they have an actual delay. Several of them result on duplicated units with different arrival dates.

Example: 2071 is named "18th" (Div) with a delay of 0 (scenario start) slot 3944 is named "IJA 18th" same pointer, same delay

Units with these problem in the 2000-2300 range:

2071 2264 2040 2041 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2072 2078 2080 2081 2082 2083 2085 2086 2087 2088 2089 2094 2095 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2147 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2223 2224 2225 2226 2227 2229 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2251 2252 2253 2254 2255 2256 2257 2258 2259 2261 2262 2266 2267 2268 2269 2270 2271 2272 2274 2275 2276 2278 2279 2281 2282 2283 2284 2285 2286 2288 2289 2290 2291 2292 2293 2294 2295 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2308 2309 2310 2311 2313 2314 2315 2316 2317 2319 2320 2321 2322 2323 2324 2325 2326 2328 2329 2260 2098 2228 2128 2327 2330 2312 2039 2079 2148 2093 2097 2091 2092 2230 2075 2077 2307 2090 2042 2263 2265 2318 2084 2146 2222 2273 2096 2250 2277 2287 2210 2296 2076 2073 2074 2280

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RAF 225 Grouo Wing TOE

Post by pad152 »

The RAF 225 Group Wing (6473) shows 0 for engineers in it's TOE.



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