Updated Scen 1 and 2

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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

User avatar
Tanaka
Posts: 5236
Joined: Tue Apr 08, 2003 3:42 am
Location: USA

RE: Final Update for a while

Post by Tanaka »

ORIGINAL: Yaab

Actually, for some bases in the Burma-India region the problem of 1000 supply cap has existed since 2009!

Burma:

Kalemyo
Warazup
Katha
Bhamo
Ramree Island

India:

Rangpur
Silchar
Tezpur

Those bases start with airfield 0, forts 0, but somehow have 1000 supply caps. Mind you, only Mandalay at start has a 1050 supply cap owing to its arfield 2, forts 1. It seems those bases need to have their supply caps downgraded both in scen001 and scen007 to 100-150 supply caps.

EDIT: Added Bhamo and Ramree Island.

Andy, it is working!

Here is an amended DBB-C scen028v15. I added forts 1 to Ramree Island in the Editor. This changed Ramree Island's supply cap from 1000 to 100 on map. I amended all eight bases that start with augmented supply caps. Now all eight are in 400-100 range.

Image

Interesting so this is a stock game issue as well? Might want to put that in the Beta fix thread?
Image
User avatar
Tanaka
Posts: 5236
Joined: Tue Apr 08, 2003 3:42 am
Location: USA

RE: Final Update for a while

Post by Tanaka »

ORIGINAL: OnWargaming

Any issue to update an ongoing game?

Wondering this as well? Should we update?
Image
User avatar
Yaab
Posts: 5515
Joined: Tue Nov 08, 2011 2:09 pm
Location: Poland

RE: Final Update for a while

Post by Yaab »

I think AndyMac will patch the stock scenarios, and the patched scenarios will be used in the new beta patch.

Just to continue on the topic.

I added airfield 1 to Ramree Island with forts 1 to see if further supply calculations will revert to 1000 supply cap or not. Fortunately, the code follows the reduced cap formula.

Here is Ramree Island (airfield 1, forts 1) with supply cap of 200.

Image

User avatar
Yaab
Posts: 5515
Joined: Tue Nov 08, 2011 2:09 pm
Location: Poland

RE: Final Update for a while

Post by Yaab »

Bear in mind, the same problem applies to Fenton in Northern Australia. I added Fenton to my list of bases with wrong supply caps (see post 300).

BTW, one can argue this is not a big problem, because once you develop either forts or airfield to 1 in those bases, the supply cap gets reduced. However, this can lead to gamey play, when Allied players does not build those bases at all and uses their bugged 1000 supply cap for the whole game.

Also, to be on the safe side, it would be better to add airfields 1 to those bases. Forts can be reduced to 0, which probably means that the code will then revert to 1000 supply cap again(needs testing). Arfields cannot be reduced to 0, only damaged 100%.
morphin
Posts: 750
Joined: Fri Apr 26, 2002 6:51 pm
Location: Switzerland

RE: Final Update for a while

Post by morphin »

Hm. There will be updated allied ironman scenario? (for allied AI). Or which is best now against allied AI? My Info seems not current :-)
Thank's
Andy

Ok i have seen in another tread that scen 16 or 17 will be the scenario i'm looking for. Looking forward for these 2 :-)
User avatar
RangerJoe
Posts: 18490
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

RE: Final Update for a while

Post by RangerJoe »

Playing Scenario 101 in an attempt to get a handle on the Japanese side. Those MLs that carry mines, they can switch between MTBs and MGBs, would be nice vessels to run in fast and lay a few mines but they are not allowed to form a minelaying TF . . . [8|]
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
Image
JanSako
Posts: 503
Joined: Sun Jan 16, 2022 12:06 pm

RE: Final Update for a while

Post by JanSako »

Hi Andy!

Playing Scen 10 (against JAP AI). I understand that in order not to break the AI I should restrain myself from defending too hard places that it is 'supposed to' take. Is there a list of hard-coded targets or some such available so I know where to 'bend over'?

In a 'normal' game I would know but these madmen landed on Kodiak & Coal Harbor (Canada) on turn one! (& Midway & Johnston island) [:D].

Where should I draw the line in the sand?

Thanks for all your efforts sir!
NiclasCage
Posts: 60
Joined: Sat Sep 28, 2019 9:22 am

RE: Final Update for a while

Post by NiclasCage »

Should I delete those aei-xxx files for whatever scenario I download? I downloaded scenario 8 now. Took backup of aei008-01 through 12, but I'd hate to do something wrong and then have to start over in a couple of days.
User avatar
Nomad
Posts: 7273
Joined: Wed Sep 05, 2001 8:00 am
Location: West Yellowstone, Montana

RE: Final Update for a while

Post by Nomad »

Here is a list from AndyMac
Time and time this question is asked. It really is pointless. It is not the specific script, not the particular scenario which matters. Any scenario/script (yes even Nast Nasty Tier 3) will cease to be competitive if the Allied human player focuses on stopping at all cost computer Japan from capturing in 1942 these bases:

1. Singapore
2. Manila
3. Clark Field
4. Bataan
5. Palembang
6. Batavia
7. Soerbaja
8. Rangoon
9. Mandalay
10.Rabaul


These bases are absolutely essential for any computer script.

Not quite essential but still of great assistance in maintaining a competitive AI player is for these bases to also be captured by the computer.


11. Port Blair
12. Port Moresby
13. Tarawa
14. Shortlands
16. Lunga
17. Akyab


All these bases (with the exception of Port Moresby) were historically captured by Japan, and it wasn't enough to make Japan really competitive in the war. Why do human Allied players believe that denying the computer these bases will allow the AI to remain competitive when the real life Japan with these bases wasn't competitive.
JanSako
Posts: 503
Joined: Sun Jan 16, 2022 12:06 pm

RE: Final Update for a while

Post by JanSako »

I think you misunderstood the question, but thanks for the list!

I was asking what should I let them have BEYOND the historical expansion.

BTW, in my game they just captured Tahiti(!), but I 'accidentally' turned back an invasion of Nadi cause I used it as a collection point for surface vessels & the invasion fleet turned around when they met a couple of CA's... Now did I just bork up the 'AI' by not letting it capture something it really wanted or not?

This is why I asked if there is a special 'nasty nasty' list. My apologies if I am just not understanding the role of the scripts!
User avatar
btd64
Posts: 14502
Joined: Sat Jan 23, 2010 12:48 am
Location: Lancaster, OHIO

RE: Final Update for a while

Post by btd64 »

If you're playing a T3 nasty scenario forget the list. The Japanese AI will take what it wants....GP
Intel Ultra 7 16 cores, 32 gb ram, Nvidia GeForce RTX 2050

AKA General Patton

DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team

"Do everything you ask of those you command"....Gen. George S. Patton
User avatar
traskott
Posts: 1574
Joined: Mon Jun 23, 2008 8:30 am
Location: Valladolid, Spain

RE: Final Update for a while

Post by traskott »

And that includes some bases usually FAR FAR away from Tokio....

User avatar
Moltrey
Posts: 429
Joined: Sun Apr 11, 2010 2:11 pm
Location: Virginia

RE: Final Update for a while

Post by Moltrey »

Andy:

I intend on waiting until Matrix does their final update work to start the Allied AI Campaign, specifically your Scenario 7 as I like the changes, etc.

My question is regarding the AI. If I read your lead posts in this thread, there is only one version of the AI at this time. Is this something you plan on adding additional AI choices for the Japanese to pick?
Thanks, know you are busy with RL.
"Chew, if only you could see what I've seen with your eyes." - Roy Batty
Schatten
Posts: 203
Joined: Sat Oct 03, 2009 8:38 am

Re: Updated Scen 1 and 2

Post by Schatten »

one question for it, could find nothing at this 16 Pages. Does repairing Air and Engine Factories as Japan also requieres Manpower like expanding, not only supply and if yes how much per Point?
User avatar
Yaab
Posts: 5515
Joined: Tue Nov 08, 2011 2:09 pm
Location: Poland

Re: Updated Scen 1 and 2

Post by Yaab »

Any news about the update?
User avatar
haegint
Posts: 73
Joined: Wed Nov 23, 2016 7:31 pm

Re: Updated Scen 1 and 2

Post by haegint »

Could you guys help me here please...

Currently, I have replaced all the game's stock scenarios and campaigns with Andy Mac's "old" updates from 2012, including Scen 1 (Full Campaign). Now, we have the "new" updates from this thread, specifically the Scen 1 v12.

So I want to play Scen 1 Full Campaign as Allied vs. Computer-Japan. Should I delete everything named *001.* in my presently modded SCEN subfolder and re-copy all stock *001.* files, and then overwrite with the 11 files from update v12? I think that would be cleanest way, right?

Asking, because I note the old Andy update from 2012 includes a bunch of extra files that are not in the stock files, eg. aei001-07.dat or aei001-04.dat. I suspect/expect leaving them in the scen folder will mess things up/create problems.

Thanks for setting me straight there!
User avatar
Yaab
Posts: 5515
Joined: Tue Nov 08, 2011 2:09 pm
Location: Poland

Re: Updated Scen 1 and 2

Post by Yaab »

I would delete all aei001-xx.dat files and leave only the one file that comes with the latest update by AndyMac (his scen001v12 is from 25.08.2021). If you leave the scen variant dat files and start a new camapign, chance is the code will select one of the old variants with obsolete AI scripts.

Also, read the Kull's initial posts in this thread
https://www.matrixgames.com/forums/view ... 6&t=309111

EDIT: Read the Kull's last post there, he gives some contrarian advice regarding the old AI files.
User avatar
Yaab
Posts: 5515
Joined: Tue Nov 08, 2011 2:09 pm
Location: Poland

Re: Updated Scen 1 and 2

Post by Yaab »

AndyMac, it seems there is one undocumented feature in the updated scenario 001v12.

It seems all Allied bases in Malaya now have supply caps!

I have just been dislodged by Japs from Temuloh and all my LCUs retreated to... Kuantan! Not Batang Padang, not Kuala Lumpur, but Kuantan which is a literal sul-de-sac supplywise. I was scratching my head trying to figure out why the LCUs did this since Batang Padang and Kuala Lumpur had better supply tracing than Kuantan, when I noticed something strange. Kuantan has a STAGGERING supply cap of 2450 value! Batang Padang has just 700 value, while Kuala Lumpur has 1400 value. I checked the other bases in Malaya and, voila, they all have supply caps. When did you add those?

Your changelog for scen001 in post #1 in this thread does not mention adding supply caps in Malaya! Can you add this information to your post?
User avatar
RangerJoe
Posts: 18490
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Updated Scen 1 and 2

Post by RangerJoe »

Yaab wrote: Sat Jul 23, 2022 9:59 am AndyMac, it seems there is one undocumented feature in the updated scenario 001v12.

It seems all Allied bases in Malaya now have supply caps!

I have just been dislodged by Japs from Temuloh and all my LCUs retreated to... Kuantan! Not Batang Padang, not Kuala Lumpur, but Kuantan which is a literal sul-de-sac supplywise. I was scratching my head trying to figure out why the LCUs did this since Batang Padang and Kuala Lumpur had better supply tracing than Kuantan, when I noticed something strange. Kuantan has a STAGGERING supply cap of 2450 value! Batang Padang has just 700 value, while Kuala Lumpur has 1400 value. I checked the other bases in Malaya and, voila, they all have supply caps. When did you add those?

Your changelog for scen001 in post #1 in this thread does not mention adding supply caps in Malaya! Can you add this information to your post?
Kuantan is two hexes away, did they retreat that far?

Also, what about hexside control?
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
Image
User avatar
RangerJoe
Posts: 18490
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: RE: Updated Scen 1 and 2

Post by RangerJoe »

Andy Mac wrote: Tue Oct 01, 2019 11:36 am I never really get to play the game....no one ever wrote an AI script !!!

When we developed the editor the hope was others would come forward to write scripts so I could play the game but no one did !!!!

Ah well means I can read what the AI is going to do !!!
I was thinking of trying some AI script changes, if I did so would you try them?
Attachments
the ive been out of action for awhile figure.jpg
the ive been out of action for awhile figure.jpg (39.06 KiB) Viewed 1639 times
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
Image
Post Reply

Return to “Scenario Design and Modding”