AE Land and AI Issues [OUTDATED]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!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

User avatar
Barb
Posts: 2503
Joined: Tue Feb 27, 2007 7:17 am
Location: Bratislava, Slovakia

RE: AE Land and AI Issues

Post by Barb »

Pacific fleet I presume
Image
Andy Mac
Posts: 12577
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: AE Land and AI Issues

Post by Andy Mac »

Yup Pacific Fleet
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: AE Land and AI Issues

Post by witpqs »

Much thanks!
doc smith
Posts: 122
Joined: Wed Jul 21, 2004 1:06 am
Contact:

Recon Issue

Post by doc smith »

Has anyone noticed that recon is a bit odd?  If I'm in the same hex as an enemy unit, and neither one of us bombards or attacks, I know nothing about the enemy units.  However, if I send a bomber from 15 hexes away, they bomb from 25,000 feet, I often get the name of who was bombed.  How do the pilots know but not my lads in the hex?

I think in a future update, one might rethink recon rules.  For example, ground detects ground only actually in combat.  Enemy forces in reserve not detected/listed.  Air recon, should only report something like: "small, medium, large inf force moving NW", "air/naval personnel detected", "light, medium, heavy artillery/flak detected".  Naval bombardment would never report who was shelled other than "coast/field artillery" or "infantry defenses" or "shore installations".

Also, and this is for naval, air sightings of ships might give direction of movement.

Does this make sense to anyone else?



Doc
jcjordan
Posts: 1900
Joined: Wed Jun 27, 2001 8:00 am

RE: Recon Issue

Post by jcjordan »

AndyMac on the AI script changes you made to tone down/stop the suicide AI TFs to Pearl Harbor, does that also happen elsewhere? In my savegame started under original release & patched to last hotfix the AI does the same thing at Darwin & Port Moresby though due to the suicide runs it's lost most BB's & many CA/CL so there's not much left for it to send & it's now Aug42. It also lost 3 of the KB in a suicide cruise to Brisbane so there's also not much left in the CV/CVLs either. Can you also change it for the AI to be able to draw airunits from the destroyed airgroup menu more often (didn't seem to want to recreate them even when pool is full of a/c to fill them out) & possibly put them on the empty CVE's?
Andy Mac
Posts: 12577
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Recon Issue

Post by Andy Mac »

ORIGINAL: jcjordan

AndyMac on the AI script changes you made to tone down/stop the suicide AI TFs to Pearl Harbor, does that also happen elsewhere? In my savegame started under original release & patched to last hotfix the AI does the same thing at Darwin & Port Moresby though due to the suicide runs it's lost most BB's & many CA/CL so there's not much left for it to send & it's now Aug42.

IF STARTED UNDER ORIGINAL RELEASE IT WIL USE THAT AI SCRIPT THERE HAVE BEEN A LOT OF IMPROVEMENTS SO ITS HARD TO TELL WHICH ONE IS BEING APLIED


It also lost 3 of the KB in a suicide cruise to Brisbane so there's also not much left in the CV/CVLs either.

I REDUCED THE CHANCE OF AN AI ATTACK BRISBANE IN A PATCH 2 SCRIPT AND MADE IT ATTACK WITH MORE WEIGHT AND ON WAYPOINTS NOT PATROL SO ITS MORE LIKELY TO BE A FLYBYE

Can you also change it for the AI to be able to draw airunits from the destroyed airgroup menu more often (didn't seem to want to recreate them even when pool is full of a/c to fill them out)

I THINK DESTROYED AIR GROUPS WHEN DESTROYED ON CARRIERS ARE GONE FOR GOOD.

& possibly put them on the empty CVE's?

I HAVE NO WAY OF TELLING THE AI TO PUT SQNS ON CV'S - SCENARIO DESIGNERS MUST ALWAYS HAVE CARRIERS ARRIVE WITH SQNS IF THEY WANT THE AI TO WORK - HISTORIC PURISTS WILL SAY RN AND OTHER SHIPS ARRIVED WITHOUT AIRGROUPS THEY AWOULD BE CORRECT BUT IN ORDER FOR THE AI TO WORK EVERY CARRIER MUST HAVE AT LEAST 1 SQN ON BOARD AND PREFEREABLY A FIGHTER ONE.
jcjordan
Posts: 1900
Joined: Wed Jun 27, 2001 8:00 am

RE: Recon Issue

Post by jcjordan »

ORIGINAL: Andy Mac

ORIGINAL: jcjordan

AndyMac on the AI script changes you made to tone down/stop the suicide AI TFs to Pearl Harbor, does that also happen elsewhere? In my savegame started under original release & patched to last hotfix the AI does the same thing at Darwin & Port Moresby though due to the suicide runs it's lost most BB's & many CA/CL so there's not much left for it to send & it's now Aug42.

IF STARTED UNDER ORIGINAL RELEASE IT WIL USE THAT AI SCRIPT THERE HAVE BEEN A LOT OF IMPROVEMENTS SO ITS HARD TO TELL WHICH ONE IS BEING APLIED


It also lost 3 of the KB in a suicide cruise to Brisbane so there's also not much left in the CV/CVLs either.

I REDUCED THE CHANCE OF AN AI ATTACK BRISBANE IN A PATCH 2 SCRIPT AND MADE IT ATTACK WITH MORE WEIGHT AND ON WAYPOINTS NOT PATROL SO ITS MORE LIKELY TO BE A FLYBYE

Can you also change it for the AI to be able to draw airunits from the destroyed airgroup menu more often (didn't seem to want to recreate them even when pool is full of a/c to fill them out)

I THINK DESTROYED AIR GROUPS WHEN DESTROYED ON CARRIERS ARE GONE FOR GOOD.

& possibly put them on the empty CVE's?

I HAVE NO WAY OF TELLING THE AI TO PUT SQNS ON CV'S - SCENARIO DESIGNERS MUST ALWAYS HAVE CARRIERS ARRIVE WITH SQNS IF THEY WANT THE AI TO WORK - HISTORIC PURISTS WILL SAY RN AND OTHER SHIPS ARRIVED WITHOUT AIRGROUPS THEY AWOULD BE CORRECT BUT IN ORDER FOR THE AI TO WORK EVERY CARRIER MUST HAVE AT LEAST 1 SQN ON BOARD AND PREFEREABLY A FIGHTER ONE.

On the CV airgroups at least for the AI or IJ they were in the destroyed airgroups list when I peaked at that side & were able to be bought out so looks like they are able to return in a way. It'd be nice if they could as I think it'd make the AI hang around a bit longer to challenge any Allied player but I know it'd take a good bit of programming logic to get that to happen & in doing that a whole new array of problems might happen. Thanks
Central Blue
Posts: 695
Joined: Fri Aug 20, 2004 5:31 pm

RE: Admirals Edition Land Thread

Post by Central Blue »

ORIGINAL: Blackhorse

No Regimental Combat Teams (RCTs)!
Unlike stock, In AE, there are no RCTs. Regimental Combat Teams were not official TO&E units in WWII. A typical RCT was an infantry regiment with attached battalions of artillery and anti-aircraft, an attached battalion or company of engineers, and occasionally some tanks. In AE, all of the artillery, AAA, engineers and tanks are in the game as separate units. So move a regiment of infantry to a base, reinforce it with other battalions as desired and, voila!, you have essentially created a RCT.

just a quibble here while on my way to post something else: While corps or army assets may be distinct, it seems to me that most regiments or brigades that are part of a division are still combined arms teams to the extent that we don't see the numbered divisional artillery regiments or engineer and pioneer battalions, rather, they are split into the constituent infantry regiments and brigades.

There is the Blackforce MG battalion that goes into one of the Australian divisions, and for some reason the USMC divisional tank battalions are independent as if they were Army -- and rather opulent in comparison to the Army's. But at the given hex scale, I certainly understand the design choice to do it the way it was done. Matrix sells many fine games for the OOB obsessed. And if they sell one that allows me to select Pedro del Valle to command the 11th Marines for an invasion of Guadalcanal, I'll buy that one too. [:)]

I hope this won't discourage you from offering further peeks back stage; it's always a treat.
USS St. Louis firing on Guam, July 1944. The Cardinals and Browns faced each other in the World Series that year
Image
Central Blue
Posts: 695
Joined: Fri Aug 20, 2004 5:31 pm

RE: Admirals Edition Land Thread

Post by Central Blue »

I am playing the Babe's Lite with the December 8 start as the Allies; and I seem to have drawn a very peculiar Japanese AI opponent in comparison to previous practice rounds.

I first became suspicious when he sailed into the minefields and guns at Singapore for no apparent reason. Then, after the fall of Manila, he sent sent several TF's sailing through the minefields, and past the guns, at Bataan. The effect was ruinous enough for him that I still wonder about the reported pain-free invasions of Pearl.

Lately (Spring 1942), the AI has split up the KB, and it has been rather easy for me to pick off two CV and a CVL on the way to Canton, along with mauling a pair of invasion fleets.

If this is luck of the draw, I'll take it, and I'll switch to one of the smarter AI games I have saved. If a save is wanted for a look see, I can post it here, or where ever.
USS St. Louis firing on Guam, July 1944. The Cardinals and Browns faced each other in the World Series that year
Image
User avatar
Blackhorse
Posts: 1415
Joined: Sun Aug 20, 2000 8:00 am
Location: Eastern US

RE: Admirals Edition Land Thread

Post by Blackhorse »

ORIGINAL: Central Blue

There is the Blackforce MG battalion that goes into one of the Australian divisions, and for some reason the USMC divisional tank battalions are independent as if they were Army -- and rather opulent in comparison to the Army's. But at the given hex scale, I certainly understand the design choice to do it the way it was done. Matrix sells many fine games for the OOB obsessed. And if they sell one that allows me to select Pedro del Valle to command the 11th Marines for an invasion of Guadalcanal, I'll buy that one too. [:)]

I hope this won't discourage you from offering further peeks back stage; it's always a treat.

Thanks. At some point I'll write up my notes about the Marines -- it was a deliberate design choice to separate the Parachute and Tank battalions from the Marine Divisions. And leader 16358 del Valle, Pedro is available in 1944 to command a Marine Division (but, not, alas, the artillery on Guadalcanal - another limitation of the land combat/leader system).

Enjoy the Marines' tank "opulence" -- it is short-lived. The Marine tank battalion starts out with a mix of 72 M2A4 or M3 Stuart tanks; the Army tank battalion has 59 M3's. But the Marine TOE changes over time to 46 M4 Shermans . . . the Army battalion will eventually change to 53 Shermans, plus 17 Stuarts, plus 6 M4 105mm Close Support tanks.
WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!
Central Blue
Posts: 695
Joined: Fri Aug 20, 2004 5:31 pm

RE: Admirals Edition Land Thread

Post by Central Blue »

ORIGINAL: Blackhorse

ORIGINAL: Central Blue

There is the Blackforce MG battalion that goes into one of the Australian divisions, and for some reason the USMC divisional tank battalions are independent as if they were Army -- and rather opulent in comparison to the Army's. But at the given hex scale, I certainly understand the design choice to do it the way it was done. Matrix sells many fine games for the OOB obsessed. And if they sell one that allows me to select Pedro del Valle to command the 11th Marines for an invasion of Guadalcanal, I'll buy that one too. [:)]

I hope this won't discourage you from offering further peeks back stage; it's always a treat.

Thanks. At some point I'll write up my notes about the Marines -- it was a deliberate design choice to separate the Parachute and Tank battalions from the Marine Divisions. And leader 16358 del Valle, Pedro is available in 1944 to command a Marine Division (but, not, alas, the artillery on Guadalcanal - another limitation of the land combat/leader system).

Enjoy the Marines' tank "opulence" -- it is short-lived. The Marine tank battalion starts out with a mix of 72 M2A4 or M3 Stuart tanks; the Army tank battalion has 59 M3's. But the Marine TOE changes over time to 46 M4 Shermans . . . the Army battalion will eventually change to 53 Shermans, plus 17 Stuarts, plus 6 M4 105mm Close Support tanks.

by golly, you are quite right about those early war tank numbers. Four companies of 18. This always happens when I quibble before checking my sources.
USS St. Louis firing on Guam, July 1944. The Cardinals and Browns faced each other in the World Series that year
Image
jcjordan
Posts: 1900
Joined: Wed Jun 27, 2001 8:00 am

RE: Admirals Edition Land Thread

Post by jcjordan »

Andy Mac, On my game started under original release & patched to last hotfix scen 1 of me vs IJ AI test game, I was looking around the ai side to see what it was doing after so many months of game time had gone on (Aug 42 as of now) & the ai is using several mongolian troops on an "expedition" to the chinese rear areas in the north like Hami. My question/problem w/ this is the troops don't really seem to be affected by the long supply lines as nearest IJ base is in the bases just north of Peking area plus the fact it's sending them at all. I had tried to mount a mini offensive from Yenen to the east but couldn't due to supply issues yet ai seems to be able to operate longer lines with little negative effects?? With the AI script changes you've made since release will these troops be restricted & stay more in the Mongolian area? I can post a savegame for you to look at situation but just wondering on the ai scripts when I restart game will same thing happen that ai goes for the long ball w/ little ill effects?
Buck Beach
Posts: 1974
Joined: Sun Jun 25, 2000 8:00 am
Location: Upland,CA,USA

RE: AE Land and AI Issues

Post by Buck Beach »

I have been doing some reviewing of the TOE's of the Infantry Regiments and Battation sized units and am totally confused as to the Motor Support given (or lack there of) the 2357, 2387 and 2516 units. I thought I had an understanding of how this was approached in the game from another thread, but, I would like to have some clarification (for my modding purposes) as to how the game numbers might differ from those indicated in the following online publication:

http://www.scribd.com/doc/8801662/Ospre ... ons-194243

It seems to me that the numbers given the Motorized Regiment 2386 TOE are more in line with history.

Just for clarification my comparisons have been to the Regiments and Battaions in Alaska at the begining of the war.


BTW I had mentioned to JWE previously that I thought there might be a mix up with the withdrawal and arrival date of the 37th (Sep) Regiment, that in the game is set to arrive in 1944 when that is the historic date they went back to Kansas.
Andy Mac
Posts: 12577
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Admirals Edition Land Thread

Post by Andy Mac »

ot every script has this attack its a raid they return to the south afterwords - p.s. they dont get a supply advantage
ORIGINAL: jcjordan

Andy Mac, On my game started under original release & patched to last hotfix scen 1 of me vs IJ AI test game, I was looking around the ai side to see what it was doing after so many months of game time had gone on (Aug 42 as of now) & the ai is using several mongolian troops on an "expedition" to the chinese rear areas in the north like Hami. My question/problem w/ this is the troops don't really seem to be affected by the long supply lines as nearest IJ base is in the bases just north of Peking area plus the fact it's sending them at all. I had tried to mount a mini offensive from Yenen to the east but couldn't due to supply issues yet ai seems to be able to operate longer lines with little negative effects?? With the AI script changes you've made since release will these troops be restricted & stay more in the Mongolian area? I can post a savegame for you to look at situation but just wondering on the ai scripts when I restart game will same thing happen that ai goes for the long ball w/ little ill effects?
Andy Mac
Posts: 12577
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Admirals Edition Land Thread

Post by Andy Mac »

Well I aint going to recheck your sources Buck Joel who did the US may want to but defacto unless its a pure armoured formation they will always have some ord support to relfect cooks, loggies etc etc
jcjordan
Posts: 1900
Joined: Wed Jun 27, 2001 8:00 am

RE: Admirals Edition Land Thread

Post by jcjordan »

ORIGINAL: Andy Mac

ot every script has this attack its a raid they return to the south afterwords - p.s. they dont get a supply advantage
ORIGINAL: jcjordan

Andy Mac, On my game started under original release & patched to last hotfix scen 1 of me vs IJ AI test game, I was looking around the ai side to see what it was doing after so many months of game time had gone on (Aug 42 as of now) & the ai is using several mongolian troops on an "expedition" to the chinese rear areas in the north like Hami. My question/problem w/ this is the troops don't really seem to be affected by the long supply lines as nearest IJ base is in the bases just north of Peking area plus the fact it's sending them at all. I had tried to mount a mini offensive from Yenen to the east but couldn't due to supply issues yet ai seems to be able to operate longer lines with little negative effects?? With the AI script changes you've made since release will these troops be restricted & stay more in the Mongolian area? I can post a savegame for you to look at situation but just wondering on the ai scripts when I restart game will same thing happen that ai goes for the long ball w/ little ill effects?

Ok thanks for the raid info just thought it might be something like the AI using the Thai divs in Burma so wondered if that needed to be looked at too.
Andy Mac
Posts: 12577
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Admirals Edition Land Thread

Post by Andy Mac »

No I use these forces to try and give the Ai the oooph it needs against a player
Buck Beach
Posts: 1974
Joined: Sun Jun 25, 2000 8:00 am
Location: Upland,CA,USA

RE: Admirals Edition Land Thread

Post by Buck Beach »

ORIGINAL: Andy Mac

Well I aint going to recheck your sources Buck Joel who did the US may want to but defacto unless its a pure armoured formation they will always have some ord support to relfect cooks, loggies etc etc


Oh well what the hell. Nothing ventured nothing gained.

Other topic, have you thought much about doing an AI routine for Da Babes Biggie.
Andy Mac
Posts: 12577
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Admirals Edition Land Thread

Post by Andy Mac »

Not seen it yet but based on what John said its going to be a massive change so not sure probably not if the changes are as big as john was indicating - it really depends
 
If 90% of changes are on allied side it will probably be ok at running Jap AI as is.
 
 
User avatar
oldman45
Posts: 2325
Joined: Sun May 01, 2005 4:15 am
Location: Jacksonville Fl

RE: Admirals Edition Land Thread

Post by oldman45 »

I know I am going to give it a try, whats the worst that can happen, the Japanese take PH [X(]
Post Reply

Return to “War in the Pacific: Admiral's Edition”