AE Land and AI Issues [OUTDATED]
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: RAF 225 Grouo Wing TOE
Again deliberate for the AI
RE: AE Land and AI Issues
ORIGINAL: 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.
Update on this issue:
Up to Jan 10 now and had this happen when 4 of my chinese corps advanced into a hex with a depleted Japanese regiment and immediately shock attacked and routed it. They attacked in the same turn that they entered the hex without my setting them to attack. My best guess is that an "overrun" type feature has been added where units immediately attack if they are much stronger than the defender. It's strange though that sometimes they deliberate attack and sometimes shock attack when they "overrun" a hex.
RE: AE Land and AI Issues
Did you cross a river?
ORIGINAL: Jzanes
ORIGINAL: 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.
Update on this issue:
Up to Jan 10 now and had this happen when 4 of my chinese corps advanced into a hex with a depleted Japanese regiment and immediately shock attacked and routed it. They attacked in the same turn that they entered the hex without my setting them to attack. My best guess is that an "overrun" type feature has been added where units immediately attack if they are much stronger than the defender. It's strange though that sometimes they deliberate attack and sometimes shock attack when they "overrun" a hex.
Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.
AeAi…AeAi …AeAi…Long live AeAi.
RE: AE Land and AI Issues
ORIGINAL: BigJ62
Did you cross a river?
ORIGINAL: Jzanes
ORIGINAL: 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’
Update on this issue:
Up to Jan 10 now and had this happen when 4 of my chinese corps advanced into a hex with a depleted Japanese regiment and immediately shock attacked and routed it. They attacked in the same turn that they entered the hex without my setting them to attack. My best guess is that an "overrun" type feature has been added where units immediately attack if they are much stronger than the defender. It's strange though that sometimes they deliberate attack and sometimes shock attack when they "overrun" a hex.
Now that you mentioned it, yes I did. I moved from 74,55 (Liuchow) to 74,56. I thought crossing a river just disrupted you now and didn't make you auto-shock attack like in WITP?
RE: RAF 225 Grouo Wing TOE
ORIGINAL: Andy Mac
Again deliberate for the AI
Yeah, but if I`m not wrong, those units appear in scenario 01.
So there is something that activate those units, or I can contiue planning without counting them as I play PBEM ??
EDIT:; Sorry for being an a******** but before we start playing, we want to be as sure as we can get, before starting an scenario

- treespider
- Posts: 5781
- Joined: Sun Jan 30, 2005 7:34 am
- Location: Edgewater, MD
RE: AE Land and AI Issues
ORIGINAL: Jzanes
Now that you mentioned it, yes I did. I moved from 74,55 (Liuchow) to 74,56. I thought crossing a river just disrupted you now and didn't make you auto-shock attack like in WITP?
If you cross a river and the hexside you cross entering the hex on the opposite side of the river is friendly controlled, there is a chance you won't shock attack as you will be entering a bridghead. However you have to meet certain strength ratios for the shock attack not to occur.
To view hexside control IIRC the hotkey is "w"
Here's a link to:
Treespider's Grand Campaign of DBB
"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
Treespider's Grand Campaign of DBB
"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
- treespider
- Posts: 5781
- Joined: Sun Jan 30, 2005 7:34 am
- Location: Edgewater, MD
RE: RAF 225 Grouo Wing TOE
-
Here's a link to:
Treespider's Grand Campaign of DBB
"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
Treespider's Grand Campaign of DBB
"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
RE: AE Land and AI Issues
These are TOE's not usniots
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
RE: AE Land and AI Issues
The delay field indicates TOE upgrade
- Chad Harrison
- Posts: 1384
- Joined: Wed Apr 02, 2003 9:07 pm
- Location: Boise, ID - USA
RE: AE Land and AI Issues
Two questions that I could not figure out on my own or with searches:
1. If a unit is broken down and its sub units have different commands, which command with the combined unit be? For example, look at the 2nd USMC Division. Its sub units are 6th Marines (5652, Pacific Fleet), 2nd Marines (5653, West Coast (R)), 8th Marines (5654, Paciflic Fleet) and 2nd USMC Engr Rgt (5655, Paciflic Fleet). If I just recombine without playing with the commands, what command will the 2nd Marine Division be? If I switch command of the 2nd Marines (Rgt) to Pacific Fleetc, will the 2nd Marine Division be Pacific Fleet or West Coast? The editor lists the 2nd Marine Divisions command as West Coast (5651). In other words, if the editor lists a certain command for the *primary* unit, are you stuck with that command upon recombining the units? I have noticed this for a number of other units as well, for instance the 8th Australian Division.
2. In the editor, what does the 2nd withdraw button do? I have the first one figured out, since it has the associated date. But the 2nd button has no date associated with it. I noticed it with a lot (all?) of the Dutch base forces. Is it somekind of 'dont rebuild' feature? Or universal auto-disband?
As always, thanks in advance!
Chad
1. If a unit is broken down and its sub units have different commands, which command with the combined unit be? For example, look at the 2nd USMC Division. Its sub units are 6th Marines (5652, Pacific Fleet), 2nd Marines (5653, West Coast (R)), 8th Marines (5654, Paciflic Fleet) and 2nd USMC Engr Rgt (5655, Paciflic Fleet). If I just recombine without playing with the commands, what command will the 2nd Marine Division be? If I switch command of the 2nd Marines (Rgt) to Pacific Fleetc, will the 2nd Marine Division be Pacific Fleet or West Coast? The editor lists the 2nd Marine Divisions command as West Coast (5651). In other words, if the editor lists a certain command for the *primary* unit, are you stuck with that command upon recombining the units? I have noticed this for a number of other units as well, for instance the 8th Australian Division.
2. In the editor, what does the 2nd withdraw button do? I have the first one figured out, since it has the associated date. But the 2nd button has no date associated with it. I noticed it with a lot (all?) of the Dutch base forces. Is it somekind of 'dont rebuild' feature? Or universal auto-disband?
As always, thanks in advance!
Chad
RE: AE Land and AI Issues
What is the max number TOE's can an LCU have? or is it chained from TOE to TOE?
RE: AE Land and AI Issues
its chained
all sub units need to be same hq to recombine
one of the disband buttons returns devices to pool e.g. units that disband the other is withdraw so unit and devices leave theatre
all sub units need to be same hq to recombine
one of the disband buttons returns devices to pool e.g. units that disband the other is withdraw so unit and devices leave theatre
RE: AE Land and AI Issues
Editor breakdowns sub units must have same HQ in order to recombine.
From p.37 editor manual. Withdraw and Type of Withdraw is the date when the unit will be auto-withdrawn from the game. This is a 6 digit number where the first two digits represent the year, the middle two the month, and the last two the day. Type 1 is no devices are returned to pool and type 2 is where all devices are returned to pool.
From p.37 editor manual. Withdraw and Type of Withdraw is the date when the unit will be auto-withdrawn from the game. This is a 6 digit number where the first two digits represent the year, the middle two the month, and the last two the day. Type 1 is no devices are returned to pool and type 2 is where all devices are returned to pool.
ORIGINAL: Chad Harrison
Two questions that I could not figure out on my own or with searches:
1. If a unit is broken down and its sub units have different commands, which command with the combined unit be? For example, look at the 2nd USMC Division. Its sub units are 6th Marines (5652, Pacific Fleet), 2nd Marines (5653, West Coast (R)), 8th Marines (5654, Paciflic Fleet) and 2nd USMC Engr Rgt (5655, Paciflic Fleet). If I just recombine without playing with the commands, what command will the 2nd Marine Division be? If I switch command of the 2nd Marines (Rgt) to Pacific Fleetc, will the 2nd Marine Division be Pacific Fleet or West Coast? The editor lists the 2nd Marine Divisions command as West Coast (5651). In other words, if the editor lists a certain command for the *primary* unit, are you stuck with that command upon recombining the units? I have noticed this for a number of other units as well, for instance the 8th Australian Division.
2. In the editor, what does the 2nd withdraw button do? I have the first one figured out, since it has the associated date. But the 2nd button has no date associated with it. I noticed it with a lot (all?) of the Dutch base forces. Is it somekind of 'dont rebuild' feature? Or universal auto-disband?
As always, thanks in advance!
Chad
Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.
AeAi…AeAi …AeAi…Long live AeAi.
RE: AE Land and AI Issues
Not sure if this has been metioned already, the 70th British (slot 6496) does not have any British Inf Sections attached, is this as intended?
RE: AE Land and AI Issues
Yes its a weird one
basically that unit is the HQ elements for the Div only its compnent Bdes are on map as well 14th 16th and 23rd but they convert to chindits so I kept the HQ support elements in a seperate unit
basically that unit is the HQ elements for the Div only its compnent Bdes are on map as well 14th 16th and 23rd but they convert to chindits so I kept the HQ support elements in a seperate unit
RE: AE Land and AI Issues
[:D] Its a good thing that this game is so simple or I would get confused keeping all the bits together!
ORIGINAL: Andy Mac
Yes its a weird one
basically that unit is the HQ elements for the Div only its compnent Bdes are on map as well 14th 16th and 23rd but they convert to chindits so I kept the HQ support elements in a seperate unit
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Sauvequipeut
- Posts: 79
- Joined: Sat Apr 07, 2007 6:09 pm
RE: AE Land and AI Issues
Just had a walking-on-water unit playing allies in the Aleutians scenario. A little later it turned into a Japanese submarine.
- Chad Harrison
- Posts: 1384
- Joined: Wed Apr 02, 2003 9:07 pm
- Location: Boise, ID - USA
RE: AE Land and AI Issues
ORIGINAL: BigJ62
Editor breakdowns sub units must have same HQ in order to recombine.
From p.37 editor manual. Withdraw and Type of Withdraw is the date when the unit will be auto-withdrawn from the game. This is a 6 digit number where the first two digits represent the year, the middle two the month, and the last two the day. Type 1 is no devices are returned to pool and type 2 is where all devices are returned to pool.
Thanks for the quick replies both Andy and BigJ. I just finally found enough time to start the grand campaign today after spending the last two weeks going over the OOB. Great job on everything you guys. It all looks great! [&o]
Some follow up questions:
1. So once all editor sub-units are the same HQ, will the combined unit match the same HQ as all the sub units or the HQ listed in the editor? So take again the 2nd Marine Division example, I pay the PP's for the 2nd Marines and change it to Pacific Fleet, thereby making all editor sub-units the same HQ. When I recombine into the division, will it be Pacific Fleet HQ (same HQ as all the sub-units) or the West Coast (R) (HQ listed in the editor)?
I assume that it would become whatever HQ the sub-units are, but I just want to double check as that's a lot of PP's to release entire divisions and I would rather keep it split up if it would become restricted.
Just curious, if it does become the same HQ as the sub-units, why was 2nd Marine Division even listed as West Coast command in the editor?
2. If no withdraw date is listed, but the 2nd withdraw button is selected, what does this represent? Again, this is the case for a *lot* of Dutch units. Does that just mean nothing in this case since no date is provided?
Again, great job on everything and thanks for the quick replies!
Chad




