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IT'S A DREAM....

Posted: Fri Jun 06, 2003 6:04 pm
by Mike Scholl
Originally posted by dwesolick
Thanks for the suggestion, but I bought UV because I like playing HISTORICAL World War II games. Taking the CVs out would kind of be like playing a World War I naval game---lots of mini-Jutlands all over the place.
I've tried fooling with the "difficulty" levels, but noticed that the only change seems to be that I lose (a LOT) more aircraft in air-to-air combat. The AI doesn't play any better or smarter. Anyone else noticed this?


...A "smarter" AI is something Players have been wishing for
and Game Designers have been striving for since the first
"simulation" computer game. IT AIN'T GOING TO HAPPEN ANY
TIME SOON! Look how long it took to design a decent Chess
program (a game of relatively "fixed" moves and pieces on a
very artificial piece of terrain). The variables involved in program-
ing and the amount of computing power and memory to deal
with a "free Kriegspiel" environment such as a wargame are
astronomical---and if some design group put in the time to try
and program such a game, it would end up costing $1000 per
copy or more, which kind of limits it's sales potential.

For the imediate future, especially in something as involved
and multi-facited as UV or WITP, we're just going to have to
accept that the AI is primarily a training and testing and learning
tool---and not a true opponant. It's a wonderful wish..., but you
have about as much chance of it happening as Bill Gates deciding
to give you a Billion dollars.

Posted: Fri Jun 06, 2003 6:23 pm
by Drongo
Posted by dwesolick
I've tried fooling with the "difficulty" levels, but noticed that the only change seems to be that I lose (a LOT) more aircraft in air-to-air combat. The AI doesn't play any better or smarter. Anyone else noticed this?


The difficulty levels are there as a bonus/handicap to combat results only. They have no impact on the AI's decision making ability.

The best AI performance I have seen was in a scenario specifically created for that purpose. It was a modification of scenario 15 where the Japanese already hold all of PNG and the Solomons. I changed the AI's objectives to be defensive ones only (bases it already held) and gave its main bases appropriate levels of supply and support (as the AI normally has trouble organising things).

The IJN CVs hung around in the rear areas rather than coming out to engage allied bases. I only met the CVs (supported by plenty of LBA) when I went on the offensive a few months into the game. Overall, the game stayed in the balance for about 6 months longer than normal.

Entertaining but of course not historical.

Posted: Fri Jun 06, 2003 6:48 pm
by Sonny
Unless they have really jacked up the AI my guess would be that the AI in WitP would be no better and probably worse than it is in UV. For every decision in UV there are gonna be about 4 or 5 times as many decisions in WitP just because there are that many more theaters. If you add to that the overall coordination of the theaters then you add another level of difficulty for the AI. As long as the AI puts up a level of fight it does in UV I will be happy because it will be just a learning tool to prepare for PBEM games. :)

Posted: Fri Jun 06, 2003 7:01 pm
by denisonh
Originally posted by Sonny
Unless they have really jacked up the AI my guess would be that the AI in WitP would be no better and probably worse than it is in UV. For every decision in UV there are gonna be about 4 or 5 times as many decisions in WitP just because there are that many more theaters. If you add to that the overall coordination of the theaters then you add another level of difficulty for the AI. As long as the AI puts up a level of fight it does in UV I will be happy because it will be just a learning tool to prepare for PBEM games. :)


So true.

I would go as far to say the AI will be a good tool for learning the mechanics, capabilities of the forces, and the flow of the game.

But as far as looking at stratgies, tactics, and techniques, this forum and PBEM experience will be the best way to "learn" the game.

Re: IT'S A DREAM....

Posted: Fri Jun 06, 2003 7:50 pm
by TIMJOT
Originally posted by Mike Scholl
...A "smarter" AI is something Players have been wishing for
and Game Designers have been striving for since the first
"simulation" computer game. IT AIN'T GOING TO HAPPEN ANY
TIME SOON!


Yes, I agree Mike, but I would think we could expect some improvements. The AI already does a multitude of missions, naval attact, ground attack, airfield attack, straffing attack, CAP over CV TF, CAP over Airbases. I see no reason the AI shouldnt be capable of LRCAP missions. This alone would go a long way in improving the AI. Also a simple prioritizations of attack and defence. As it is in UV, too much of the AI strategy is hardcoded. For instance the AI will continually send mission after mission to lunga even after you land on New Caledonia and threaten Noumea. Other much older games handled such unexpected moves with a simple hierarchy of objectives. And finally adding in an event engine similar to Norm Kogers ACOW, would make it much more difficult to anticipate the AI's strategy.

I dont expect "Deep Blue", but the AI need not be "Dumb Blue" either.

Posted: Sat Jun 07, 2003 7:01 pm
by Apollo11
Hi all,

I would love that WitP retains the individual pilots and altitude settings.

The pilots are especially good for immersion (many times I found myself tracking progress of my aces)... :-)


Leo "Apollo11"

Posted: Sat Jun 07, 2003 9:00 pm
by pasternakski
Originally posted by Apollo11
Hi all,

I would love that WitP retains the individual pilots and altitude settings.

The pilots are especially good for immersion (many times I found myself tracking progress of my aces)... :-)


Leo "Apollo11"


Well, Leo, to each his own. I hate the individual pilots thingy and find it a silly addition that I would be far happier without.

At the very least, I would like to see the "so-and-so is credited with kill number such-and-such" deep-sixed so that I can get on to what I'm really interested in, the results of the combat.

If they do that, I would be happy to keep the individual pilots feature, so that you can look at it and I don't have to!;)

Re: Re: IT'S A DREAM....

Posted: Sat Jun 07, 2003 10:48 pm
by Von Rom
Originally posted by TIMJOT
Yes, I agree Mike, but I would think we could expect some improvements. The AI already does a multitude of missions, naval attact, ground attack, airfield attack, straffing attack, CAP over CV TF, CAP over Airbases. I see no reason the AI shouldnt be capable of LRCAP missions. This alone would go a long way in improving the AI. Also a simple prioritizations of attack and defence. As it is in UV, too much of the AI strategy is hardcoded. For instance the AI will continually send mission after mission to lunga even after you land on New Caledonia and threaten Noumea. Other much older games handled such unexpected moves with a simple hierarchy of objectives. And finally adding in an event engine similar to Norm Kogers ACOW, would make it much more difficult to anticipate the AI's strategy.

I dont expect "Deep Blue", but the AI need not be "Dumb Blue" either.


I agree with all this. There are many ways to get the AI to be a bit more "knowledgeable":

* Incorporate many "IF, THEN" commands - IF Allies threaten "X" island, THEN the Japanese will. . .; IF Allies push hard, THEN Japan could go defensive in China and move troops to South Pacific. . .

* Use of a user-friendly Event engine - this should be open and moddable by the community. This would allow for unlimited events to be written for the AI to take into account the ton of strategies that human players use.

* Program in many of the best strategies used by the better players - give the AI the opportunity to "anticipate" moves by the human player.

Many, many more ideas could be used. One of the best options is to make the game as moddable and user-friendly as possible. . .

Allow the wargame community in conjunction with 2By3 to make this the best Pacific War game on the market. . .

Cheers!

Posted: Sat Jun 07, 2003 11:51 pm
by TheElf
I think you missed the point on the altitudes question. The problems that arise from allowing players to do all sorts of odd things like "skip-bombing" with B-24's and such create a number of other game issues. Like having to re-do the flak results to make all this low level stuff more historically expensive and less effective (which is why historically it was limited to a few specialist squadrons) and many others. Taking away altitude control from the player in a game which already won't allow him to select a naval target was a suggestion to remove abuses, help "fix" some problems, and rationalize the system.


Hey Mike,
I didn't miss the point, I just disagreed with it. What you are advocating is LIMITNG this wonderful game so that people who DO take advantage of these little loopholes... can't. What you don't realize is that there are few players out there that know how to use their assets properly, and your suggestion hurts their gameplay too. Lets fix the problem not implement restrictions.

I DO however AGREE with the Spirit of the point. Do I think a B-17 squadron should be the scourge of Japanese shipping at 200 feet above the wave tops?...No.

Do I think Navy and even SOME Army B-24s (Specialized units)should patrol at low altitude and attack Japanese shipping...yes in small numbers(if not alone).

Should B-26s that have not been trained to level bomb ships at low altitude do so?...yes, but they should be EXTREMELY ineffective(I'm talking 1 in 100 attempts results in a hit), and subject to a real beating if the AP TF has a Zero CAP overhead.

Should B-26s clip the tops of the Owen Stanely Mountains and then skim the wavetops to bomb and strafe Lae Airfield... absolutely, it happened regularly in 1942 and 43. But they should pay the price in AAA and bounces from Zeros if they're CAPing overhead.

Should a B-25 unit specially trained to skip bomb be allowed to do so?...Absolutely. Should they be effective? Better believe it. Should I be able to task them with the level bombing of Lae airfield from 10k'?...absolutely. Will they be as effective as a normal BS that does that mission every day? Probably not, but they'll still do a decent job. Will I do that? Maybe. If I really need them to perform that mission and if there aren't any TFs within range.

Should the US Navy be afraid of Nells and Bettys executing a torpedo attack at low level? Ask the Royal Navy. Should they be afraid if that strike is unescorted, and there is a CAP of 12 F4Fs overhead? Maybe not so much. Should there be some hits on that TF, yep, but those Nells and Bettys Might think twice about coming back again after seeing say 1/2 there number splashed by Wildcats and AAA.

In all cases, even for a unit specially trained in low altitude ingresses, it is inherently dangerous. Not only with respect to AAA & fighters, but telephone poles, radio towers, buildings, birds, and the odd tree (I do realize that not all of these obstructions were abundant in 1940s New Guinea). This type of flying takes great concentration and is very tiring, even for a pilot trained to do it. How do I know you may ask? Because I do it. Its part of my job description.

MY point is, if the low level attack is easily abused by certain players without the appropriate game consequences (i.e. heavy toll on morale, A/C, Aircrew fatigue, high AAA, Air to air, & operatioanl losses etc.) for the untrained units that attempt it, then lets fix THAT! Let us not just do away with the function altogether. It should be SO uncomfortable for the player that chooses this method of attack with inappropriate assets, that he VERY quickly comes to the conclusion that it is better to use them the way they were intended to be used. There has to be some common ground we can come to an agreement on. Make altitude control a toggle switch. Allow those people who don't want it to turn it over to CDR Oneandzero.

If the argument is made that Altitudes are too time consuming and labor intensive for a game in the scale of WitP, then give ME the ability to to choose altitude control, and my PBEM buddy the ability to choose AI altitude control. For 90% of the bitches regarding this game this is the ONLY way to make everyone happy. And isn't that what we really want? Because if we aren't... Gary isn't happy, 2x3 ins't happy, and you won't have many people who want to play PBEM anymore.

I DO want the power to make these decisions though. I don't want the AI to do my mission planning for me. That isn't a reflection of my tactical prowess, its a simulation of a unit commander's tactical prowess, who isn't any smarter than a few 1s and 0s. As mentioned before in multiple threads and replies, the AI has its issues. I've read a lot of complaints about the AI from the same people who want to give it MORE control over THEIR game! What sense does that make?

The bottom line is. I think it would be great if the "Low Level anti-shipping/skip bombing" Mission was limited to the units that ACTUALLY did it, as a "Specialty mission" if you will. But I also believe that Level Bombing of shipping should be possible, at ANY altitude with appropriate consequences. Why you ask? Because if it is done right, my Zeros should pounce on those B-17s, B-26s, and any other LEVEL bomber and drive them into the sea. My AAA units should have a field day, and that LB units morale should plummet, such that the next time the Allied commnder asks them to do it, they give him the bird and tell him to eabfd.

The reality of it is, it won't be up to us, its up to the folks at 2x3. All we can do is complain and make suggestions. Thank God for that.

Don't take this personally if you disagree, Everyone has valid points on these forums, and eveyone knows their history, else they wouldn't be here.

Regards,

Elf

Posted: Sun Jun 08, 2003 12:48 am
by Von Rom
Someone asked earlier about posting some edited/tough scenarios.

Here is a "scenario" based on an AAR saved game I had from November, 2002. It was played using patch v2.0 of UV. I am not sure whether it will work with the current patch for UV, but it may be worth a try.

It is called "The Battle for Australia".


EDIT: I removed the download link because the v2.0 saved game will not work properly with v2.3 of UV.

:(

UV

Posted: Sun Jun 08, 2003 1:10 am
by mogami
Originally posted by Von Rom
Someone asked earlier about posting some edited/tough scenarios.

This isn't quite the place, but I thought I would post it here if it is OK:

Here is a "scenario" based on an AAR saved game I had from November, 2002. It was played using patch v2.0 of UV. I am not sure whether it will work with the current patch for UV, but it may be worth a try.

It is called "The Battle for Australia".

The Japanese have conquered all of New Guinea, Guadalcanal and northern Australia, and will win the war by January, 1943 unless they are driven from Australian soil.

Do you have what it takes to take command of the Allied armies and drive the enemy from Australia? You face a desperate situation: your men are demoralized; you have lost a lot of ground; many of your ships and planes have been destroyed or damaged.

Can you lead your men from a desperate situation and succeed not only in driving the Japanese from Australia before January 1,1943, but also in taking the war further afield and driving them from New Guinea and Guadalcanal, until you face them in their own territory?

Now you have the chance:

Please find attached the saved game entitled "The Battle for Australia", dated Spetember 4, 1942. It is for v2.0 of UV, and it goes in the save folder, and occupies slot #003. You must play as the Allies and drive Japan from Australia before January 1, 1943. It is Scenario #17, using one day turns, on "Historic", at "100%" ship commitment for both sides, with all options turned on.

attachment.php?s=&postid=304374


Can you do it?

Good luck :)


Statistics on the situation you will face:

Ships Lost

Allied - 108

Japan - 80

Planes Lost

Allied - 1,398

Japan - 754

Bases Held

Allied - 8

Japan - 25

Score

Allied - 4,608

Japan - 16,279


Hi, I don't know if you have noticed this. But if the Japanese can place 100k or there abouts in a victory Base the allies can not dislodge them prior to May 1943. Also the Allies can not defend all three Victory cities in Australia. (The Japanese can bring enough troops to capture one of the three. -the one not defended by at least 60k allied troops) In WITP this will not be an issue. The east coast bases of Austraila can be defended. (There are many times more troops in Australia then in UV)

The Allies can only prevent auto victory if they defeat the IJN and make it impossible to land the troops.

The score this scenario begins with makes allied victory impossible as well. (The Japanese in UV could withdraw everything on the map and still win. (in fact this would be my recommendation)

Re: UV

Posted: Sun Jun 08, 2003 1:31 am
by Von Rom
Originally posted by Mogami
Hi, I don't know if you have noticed this. But if the Japanese can place 100k or there abouts in a victory Base the allies can not dislodge them prior to May 1943. Also the Allies can not defend all three Victory cities in Australia. (The Japanese can bring enough troops to capture one of the three. -the one not defended by at least 60k allied troops) In WITP this will not be an issue. The east coast bases of Austraila can be defended. (There are many times more troops in Australia then in UV)

The Allies can only prevent auto victory if they defeat the IJN and make it impossible to land the troops.

The score this scenario begins with makes allied victory impossible as well. (The Japanese in UV could withdraw everything on the map and still win. (in fact this would be my recommendation)


Mogami: glad to hear it :)

I have a lot of confidence in WiTP, especially with knowledgeable gamers such as yourself testing it.

I am hoping that WiTP will be THE Pacific war game for a long time to come.

Cheers!

Re: UV

Posted: Sun Jun 08, 2003 1:41 am
by dwesolick
Originally posted by Mogami
Hi, I don't know if you have noticed this. But if the Japanese can place 100k or there abouts in a victory Base the allies can not dislodge them prior to May 1943.



Just send in a few low altitude bomber strikes....that should take care of about 90,000 of the Japanese soldiers! :)

Posted: Sun Jun 08, 2003 5:47 am
by Mr.Frag
Not sure why it should not be an Japan win. If you are silly enough to let them land in the first place in those kinds of numbers, it serves you right! Once on shore in those kinds of numbers, they cannot be stopped.

The Allied player outnumbers progressively from turn 85 onwards in numbers as the game progresses, but the advantage never shifts far enough prior to the auto victory timeframe to be able to kick them back out. The problem is that this imposes a somewhat unrealistic single stroke overwhelming attack strategy by Japan to win the game. I wonder why people continue to go for Aussie when Noumea is a much easier target due to the restrictions placed on Northern Command.

Simply put, Japan has the ability to toss 3 divisions worth of strength against ANY Allied base. If you do not stop them when they are on ships, you loose. The best the Allies can stock bases with AND cover each auto victory base is a division (note the combat strengths of Allied divisions are less the Japan). Recon on Japan's side will tell them exactly which base to target with their super ranged flying boats.

This is why early CV loss on the Allied side is so fatal, as you need them to sink the transport fleets, not the enemy CV's. As long as they exist, they provide the threat to stop this massed landing attempt.

Silly me

Posted: Sun Jun 08, 2003 6:03 am
by mogami
Hi, I just lost a game (Scenario 19 200 percent Japan 100 percent
Allies) I tried to beef up the defense of TV and Rockhampton and Bosun landed 12 Regts on Brisbane (I never saw them coming, first I knew about the invasion Yamato and company were hitting Brisbane. A large CV TF 2 hexes away and every transport in the Japanese navy unloading (It took 2 night to completly unload)
Since it was 26 Nov and over 100k Japs were in Brisbane with all that fuel and supply I surrendered. (It was a miserable game but I was just starting to think I had turned the corner)

Re: Silly me

Posted: Sun Jun 08, 2003 6:20 am
by denisonh
Originally posted by Mogami
Hi, I just lost a game (Scenario 19 200 percent Japan 100 percent
Allies) I tried to beef up the defense of TV and Rockhampton and Bosun landed 12 Regts on Brisbane (I never saw them coming, first I knew about the invasion Yamato and company were hitting Brisbane. A large CV TF 2 hexes away and every transport in the Japanese navy unloading (It took 2 night to completly unload)
Since it was 26 Nov and over 100k Japs were in Brisbane with all that fuel and supply I surrendered. (It was a miserable game but I was just starting to think I had turned the corner)


How do you "sneak up on Brisbane" with the entire IJN?

I gotta learn that one.

Re: Re: Silly me

Posted: Sun Jun 08, 2003 6:23 am
by mogami
Originally posted by denisonh
How do you "sneak up on Brisbane" with the entire IJN?

I gotta learn that one.


Hi, I sneak around quite often. I was surprised the 3 PBY groups set to 60 percent search (TV,Rock,Brisbane) never spotted the enemy (I think I saw a few TF's 2 days before the landing. But they were well north of Rockhampton. I placed all bomber groups on Naval Attack. The USN was up preparing to invade Irau. (My first offensive)

Posted: Sun Jun 08, 2003 6:28 am
by denisonh
well,

I usually keep a B-17 or B-24 group or two at Townsville on 100% naval search. (and the same at Noumea or Luganville)

Hard to get around them.

Posted: Sun Jun 08, 2003 6:39 am
by Mr.Frag
Agreed, B-17's and B-24's are much better at naval search then those little short ranged PBY's that can barely spot Luganville from Efate :D

Using them for bombing is for AFTER you have held off the auto-victory and they are being replaced at a reasonable rate.

Posted: Sun Jun 08, 2003 6:53 am
by denisonh
Originally posted by Mr.Frag
Agreed, B-17's and B-24's are much better at naval search then those little short ranged PBY's that can barely spot Luganville from Efate :D

Using them for bombing is for AFTER you have held off the auto-victory and they are being replaced at a reasonable rate.


My thought exactly. I use naval search until they get to at least 70 experience, but always have a number of groups committed to one of the functions they were used for historically, "armed recon". (Naval Attack at 100% naval search)