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Posted: Thu Oct 31, 2002 9:17 am
by Ranger-75
This problem by the way, is almost exclusively an Allied AI problem because with their interior lines, the Japanese AI never has to confront this situation. Nor does a Japanese player need to carefully route ALL his TFs to go around the Marshalls & Gilberts.

Reply to Aussie

Posted: Fri Nov 01, 2002 1:26 am
by Capt. Harlock
You are quite right, Darwin is a useful base. I have even, on occasion, moved ANZAC HQ there to make sure it gets plentiful supplies. But the point is that South Pacific HQ has no business in that area. Southwest Pacific, yes.

Posted: Fri Nov 01, 2002 3:16 am
by Aussie
Capt. Harlock,

I admit that I did miss your point before - not enough coffee that morning? :p

Posted: Fri Nov 01, 2002 10:18 am
by Jeremy Pritchard
A lot of the AI meddling that I have done appears to be paying off. Although I have yet to test this against a determined human opponent, I have noticed that the Japanese AI is MUCH more aggressive in claiming and retaining bases within its 1942 sphere of influence (basically all of the bases that they command in the OBC42 file).

The AI no longer goes on majorly destructive missions into India, Austrlia or Hawaii, but sticks around to ensure that the bases it 'should' control in early 1942 are under their control. The AI is less destructive, as well as I think harder to counterattack.

I have not completed any of the 'alternate strategies' for the AI yet, as my primary goal is to get the basic AI to be as strong as possible, then worry about other tactics.

I have yet to really work on the Allied AI (including alternate versions), which will result in a much better organized counterattack. Island hopping will be a major focus in the Allied AI, making it difficult for the Japanese to determine which bases to heavily defend! I think that alternate versions for the Allied AI may be a priority over that of Japanese alternate AI's, as, the Japanese AI attacking ANYWHERE in mid 1942 is potentially deadly, while the Allied attacks are necessary and will only be improved by variations in targets.

All and all the changes appear to be pretty good. I have run many AI vs. AI games, and with the AI target changes, the Japanese AI is putting up a much better show (actually throwing back some invasion forces!). Previously, the Allied AI used to reach the historic invasion of Okinawa by late 1945, but most games I have run with the improved Japanese AI, and LCU placement, they US usually has just finished invading the Marianas by late 1945.

Some notes on the game. New Guinea is now a MUCH tougher nut to crack, due to LCU placement triggers as well as increased airbase sizes the IJAAF actually sends in planes and troops to defend New Guinea as early as January 1942!!!

The Japanese also easily take over Burma, but do not offer great chances for Allies air training by sticking divisions at Imphal!!!

I won't expand any more as this may give away some interesting suprises!

Although it is not perfect (a human opponent will always be better), at least it is not going to disappoint you by doing a stupid and determined attack that destroyes their ability to fight.

When will this modified AI be available?

Posted: Fri Nov 01, 2002 8:38 pm
by Longstreet_slith
Hello Jeremy. The work you have done on the Japanese AI sounds great!! When will this be available? I am willing to do beta-testing for you if you need someone...

Regards,
Longstreet :)

Posted: Sun Nov 03, 2002 3:54 pm
by Bernard
problem with AI is that human (even americans :D ) are more intelligent.
first time you'll play against IA, you'll be surprised.
second time you'll go around ia
third time you'll beat it and imagine alternatives etc.
IA will replay its strategy over and over.
in my latest plays, IA kept sending jap CVs against reinforced isalnds of java. i kept sinking CV's around Batavia with a few squadrons of SBD sent all the way from PH...

forget IA guys, play humans. lot more fun, lot more surprises.
just find enough opponents and have your hands full with it.
however i didn't replay with the new IA... what i find lacking is operational IA, when for instance,a battered TF will go back to home port next to a newly overrun base full of enemy planes. so that you lose all your remaining ships early next turn.
or that your CV's stay in port for no clear reason and let your base be overrun.

again, another dream is just to insert paratroopers and SAS or Rangers demolition teams (both sides ?) to make it more possible to suprise opponents.

best regards