Old bugs addressed in AE ?
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
Old bugs addressed in AE ?
I'd like to know if some of the old (and acknowledged) bugs will be addressed in AE.
1. If the S sector is left under computer control AI will interfere with your operations in Australia and Papua New Guinea, sometimes in very strange ways (teleporting units for instance). This is probably very puzzling for newbies.
2. Currently (1.806) the NE and E sectors MUST be under human control. If N and NE sector are left under computer control you cannot send supply task forces out of San Francisco, except TFs with fighting ships and TFs transporting troups or aircraft. Supply TFs and tankers will always be disbanded by AI before they leave San Francisco. With N and NE under human control you can freely assign any sort of TF, and they will go where you order them to go.
3. After the Allies conquer Vogelkopp Peninsula/Papua/New Guinea the Auto Convoy system starts sending Supply Convoys from Karachi to Hollandia, Sarmi, Sorong etc. The strange thing is those convoys first go to Pearl Harbor to "refuel".
1. If the S sector is left under computer control AI will interfere with your operations in Australia and Papua New Guinea, sometimes in very strange ways (teleporting units for instance). This is probably very puzzling for newbies.
2. Currently (1.806) the NE and E sectors MUST be under human control. If N and NE sector are left under computer control you cannot send supply task forces out of San Francisco, except TFs with fighting ships and TFs transporting troups or aircraft. Supply TFs and tankers will always be disbanded by AI before they leave San Francisco. With N and NE under human control you can freely assign any sort of TF, and they will go where you order them to go.
3. After the Allies conquer Vogelkopp Peninsula/Papua/New Guinea the Auto Convoy system starts sending Supply Convoys from Karachi to Hollandia, Sarmi, Sorong etc. The strange thing is those convoys first go to Pearl Harbor to "refuel".
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
- DuckofTindalos
- Posts: 39781
- Joined: Fri Apr 22, 2005 11:53 pm
- Location: Denmark
RE: Old bugs addressed in AE ?
Why are you assigning any sectors to computer control at all? The poor program can't cope.
We are all dreams of the Giant Space Butterfly.
RE: Old bugs addressed in AE ?
It can.
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
RE: Old bugs addressed in AE ?
ORIGINAL: Rainer
It can.
Well maybe it can, but not good enough to satisfy most players. I don't trust the computer or AI enough to let it control my destiny.
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
RE: Old bugs addressed in AE ?
Whatever "most players" is.
Doesn't answer my question though.
With all due respect for your's and Terminus' opinion (and valued contributions): do you really see an urgent need to interrupt forum discussions with your remarks when it comes to AI and AI related questions? I think you made it abundently clear what you think about WitP's AI components in your earlier posts and threads. No need to re-iterate this over and over again.
Please don't feel offended. I just ask you to leave this thread alone. Thank you.
Doesn't answer my question though.
With all due respect for your's and Terminus' opinion (and valued contributions): do you really see an urgent need to interrupt forum discussions with your remarks when it comes to AI and AI related questions? I think you made it abundently clear what you think about WitP's AI components in your earlier posts and threads. No need to re-iterate this over and over again.
Please don't feel offended. I just ask you to leave this thread alone. Thank you.
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
RE: Old bugs addressed in AE ?
Sorry, but they are correct.................NEVER TRUST THE AI for anything!!!!!! Learn to do everything manually. You will be surprised at how fast you get at it. Form huge transport fleet in SF. Once it is around Suva, break it up into smaller TF's each going to different islands as needed.
These are problems that have been around since release, if they were easy, they would have been killed already. So, I would not hold my breathe too much.
These are problems that have been around since release, if they were easy, they would have been killed already. So, I would not hold my breathe too much.
RE: Old bugs addressed in AE ?
I developed my style of playing this game over the last 5 years. I finished a game (scenario 15, stock, daily turns, end of game Aug 13, 1945).
I am quite satisfied with AI support (not that happy with AI controlling the opposite side). I'm not happy with the aforementioned bugs.
I appreciate your message, but the attitude to ignore the bugs is not helpful.
Those features had been designed into the game for a reason. I just want to know (from the designers of AE) if there are plans to address those issues.
I am not at all interested in a discussion wether the AI components of WitP are helpfull or not. At least not in a discussion with people who outright deny any usefullness of said AI compoments.
Again, please don't feel offended. I'm just fed up with the fact that players who prefer to utilize those AI components are asked by a small bunch of people to "justify" why they are doing this (you didn't ask for this, I know).
I am quite satisfied with AI support (not that happy with AI controlling the opposite side). I'm not happy with the aforementioned bugs.
I appreciate your message, but the attitude to ignore the bugs is not helpful.
Those features had been designed into the game for a reason. I just want to know (from the designers of AE) if there are plans to address those issues.
I am not at all interested in a discussion wether the AI components of WitP are helpfull or not. At least not in a discussion with people who outright deny any usefullness of said AI compoments.
Again, please don't feel offended. I'm just fed up with the fact that players who prefer to utilize those AI components are asked by a small bunch of people to "justify" why they are doing this (you didn't ask for this, I know).
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
- rhohltjr
- Posts: 541
- Joined: Thu Apr 27, 2000 8:00 am
- Location: When I play pacific wargames, I expect smarter AI.
RE: Old bugs addressed in AE ?
When I play Witp I also let AI control a few of the regions. So Rainer is not alone in his play style. I'm not playing at the moment though,... waiting for AE[:D] and possible improvments[:)].
My e-troops don't unload OVER THE BEACH anymore, see:
Amphibious Assault at Kota Bharu
TF 85 troops securing a beachhead at Kota Bharu, 51,75
whew! I still feel better.
Amphibious Assault at Kota Bharu
TF 85 troops securing a beachhead at Kota Bharu, 51,75
whew! I still feel better.
RE: Old bugs addressed in AE ?
Ummm in PBEM I use the Autoconvoy system extensively - yes you get a few nasty suprises (my favourite was the convoys goignt oVladivostock after the Russians Activated...)
But I do use it a LOT
And in AE I will be using it more because of the ability to tell bases to stockpile supply.
I love itits one of the best features in the game for avoiding micro management.
You cannot really use it in SEAC or until the DEI are conquered but after that I use the SF based autoconvoy system a LOT
Andy
But I do use it a LOT
And in AE I will be using it more because of the ability to tell bases to stockpile supply.
I love itits one of the best features in the game for avoiding micro management.
You cannot really use it in SEAC or until the DEI are conquered but after that I use the SF based autoconvoy system a LOT
Andy
RE: Old bugs addressed in AE ?
ORIGINAL: Andy Mac
Ummm in PBEM I use the Autoconvoy system extensively - yes you get a few nasty suprises (my favourite was the convoys goignt oVladivostock after the Russians Activated...)
But I do use it a LOT
And in AE I will be using it more because of the ability to tell bases to stockpile supply.
I love itits one of the best features in the game for avoiding micro management.
You cannot really use it in SEAC or until the DEI are conquered but after that I use the SF based autoconvoy system a LOT
Andy
But how does it work as far as moving oil and resources? The main reason I don't use the convoy system now is that it empties the HI of all my supplies, but doesn't ever seem to move the oil and resource back...or at least move it ot where it is usefull.
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
RE: Old bugs addressed in AE ?
Short answer to your question Rainier the AI uses units based on the AI Scripts so if the AI script has a unit in it wherever it is on the map the AI will try to take it no matter what HQ you the player has assigned it to.
e.g. if you take 50th Indian Para Bde and decide to use it in SWPAC but leave SEAC on Computer control then when the CWAttackAsiaCoastal routine activates the AI will try to use 50th IP Bde because the AI thinks that it is it's unit.
There is no way to change that sorry its out of scope. So the AI WILL try to use the units it thinks of as ITS units.
You will be able to see these lists when you see the new editor.
Re Naval Units the AI routines know to draw in naval support so again the AI knows it neweds carrier support to do the US AttackWestPacific Routine if it needs more carriers to make it work it will try to nick them from wherever they exist.
So the long and the short of it is don't place active commands on AI control and don't move units out of their theatre of operation if on AI Control.
Broadly the three you are stuck with controlling after the start phase are
SEAC
Pacific (South and Central)
SWPAC
Placing any of these areas on AI control will cause issues as they all have naval requirements and the AI will try to fulfill them.
Others you can place on comp control but even then WESTPAC can be a pain
Andy
e.g. if you take 50th Indian Para Bde and decide to use it in SWPAC but leave SEAC on Computer control then when the CWAttackAsiaCoastal routine activates the AI will try to use 50th IP Bde because the AI thinks that it is it's unit.
There is no way to change that sorry its out of scope. So the AI WILL try to use the units it thinks of as ITS units.
You will be able to see these lists when you see the new editor.
Re Naval Units the AI routines know to draw in naval support so again the AI knows it neweds carrier support to do the US AttackWestPacific Routine if it needs more carriers to make it work it will try to nick them from wherever they exist.
So the long and the short of it is don't place active commands on AI control and don't move units out of their theatre of operation if on AI Control.
Broadly the three you are stuck with controlling after the start phase are
SEAC
Pacific (South and Central)
SWPAC
Placing any of these areas on AI control will cause issues as they all have naval requirements and the AI will try to fulfill them.
Others you can place on comp control but even then WESTPAC can be a pain
Andy
RE: Old bugs addressed in AE ?
Ah sorry not something I know much about none of my Jap games got that far
RE: Old bugs addressed in AE ?
When I played PACWAR I basically set the whole map to AI control apart from SEAC which was all I wanted to play !!!
RE: Old bugs addressed in AE ?
Thanks Andy
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
RE: Old bugs addressed in AE ?
ORIGINAL: Shark7
But how does it work as far as moving oil and resources? The main reason I don't use the convoy system now is that it empties the HI of all my supplies, but doesn't ever seem to move the oil and resource back...or at least move it ot where it is usefull.
It seems to do it fairly well once you get into 1942. I'm running a game with it on to try it out after avoiding it like the plague for a couple of years. The main problem is that you do need to watch out for a crash mid-42 as until then the auto-convoy just doesn't seem to pick up any oil or resources until then and there's a gap until it realises it needs to start importing with another resulting two month gap as it tries to sort itself out.

- DuckofTindalos
- Posts: 39781
- Joined: Fri Apr 22, 2005 11:53 pm
- Location: Denmark
- steveh11Matrix
- Posts: 943
- Joined: Fri Jul 30, 2004 8:54 am
- Contact:
RE: Old bugs addressed in AE ?
If the program will not cope with assigning various regions to AI control, then wehat's the point in giving it the option? Either address it, or remove it (with perhaps an eye to re-introducing it in a later patch).
Masochistic me likes to play with AI control of everywhere except the India/Burma front. That kinda works, and the autoconvoy system works pretty well too in that area. I like the way that, overall, the program doews a pretty good job of reproducing history elsewhere, and I can concentrate on trying to re-take Burma.
Masochistic me likes to play with AI control of everywhere except the India/Burma front. That kinda works, and the autoconvoy system works pretty well too in that area. I like the way that, overall, the program doews a pretty good job of reproducing history elsewhere, and I can concentrate on trying to re-take Burma.
"Nature always obeys Her own laws" - Leonardo da Vinci
RE: Old bugs addressed in AE ?
Steve exactly what I liked to do on Pacwar let the rest of the war bedammed it was Singapore or bust for me with the Indian Army !!!
-
John Lansford
- Posts: 2664
- Joined: Mon Apr 29, 2002 12:40 am
RE: Old bugs addressed in AE ?
I've not had much luck using the autoconvoy process, but I do use the computer controlled supply system where a convoy will cycle between two bases until you tell it to stop. I create several big convoys on the West Coast, order them to load supplies (or fuel), give them a destination like Pearl Harbor or Luganville, and then hit the "player control" toggle. The convoy will run to the destination, unload, return to the West Coast and repeat the process.
RE: Old bugs addressed in AE ?
ORIGINAL: John Lansford
I've not had much luck using the autoconvoy process, but I do use the computer controlled supply system where a convoy will cycle between two bases until you tell it to stop. I create several big convoys on the West Coast, order them to load supplies (or fuel), give them a destination like Pearl Harbor or Luganville, and then hit the "player control" toggle. The convoy will run to the destination, unload, return to the West Coast and repeat the process.
That would certainly simplify the resource movement a bit, might have to try that myself.
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'





