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Admiral's Edition AI Thread?

Posted: Fri Mar 14, 2008 5:14 pm
by Kull
Since the team has indicated that this area of the game is now "in work", would you consider creating a summary level thread to talk about what's going on? All things being equal, I'd rather you worked on it than reported on it, but inquiring minds would still like to know!

RE: Admiral's Edition AI Thread?

Posted: Fri Mar 14, 2008 5:55 pm
by DuckofTindalos
I think the policy is, "Rather than talking about it, we'll work on it"...

RE: Admiral's Edition AI Thread?

Posted: Fri Mar 14, 2008 8:20 pm
by bradfordkay
Isn't that why you're no longer on the team Termie? So that we'll have someone on the forum with the time to talk about it? [;)]

RE: Admiral's Edition AI Thread?

Posted: Fri Mar 14, 2008 8:47 pm
by DuckofTindalos
Heh...[:D] I've got only marginally more time now that I'm a scenario designer instead. It was good for the product that I stopped being Naval Team boss; bad for business when I lost it and exploded all over people...

RE: Admiral's Edition AI Thread?

Posted: Fri Mar 14, 2008 10:37 pm
by JamesM
Termi at least your honest![:D][:D][:D]

RE: Admiral's Edition AI Thread?

Posted: Fri Mar 14, 2008 11:12 pm
by DuckofTindalos
Always.

RE: Admiral's Edition AI Thread?

Posted: Sat Mar 15, 2008 11:38 pm
by jwilkerson
ORIGINAL: Kull

Since the team has indicated that this area of the game is now "in work", would you consider creating a summary level thread to talk about what's going on? All things being equal, I'd rather you worked on it than reported on it, but inquiring minds would still like to know!

The summary of what's going on in the AI area would be "data entry - data entry - data entry" .... some of us key data into spreadsheets, then others take that data and key it into the editor ....


RE: Admiral's Edition AI Thread?

Posted: Sun Mar 16, 2008 1:38 am
by Gem35
we can just trust the folks working hard on this expansion.
If they say they are working on it, they are.... right guys?[;)]

RE: Admiral's Edition AI Thread?

Posted: Sun Mar 16, 2008 2:00 am
by treespider
One thing that should probably be made clear is the distinction between strategic and operational AI and tactical AI....

RE: Admiral's Edition AI Thread?

Posted: Mon Mar 17, 2008 6:06 pm
by The Gnome
One thing I hope is in scope for the AI is to recognize when trying to operate from a base, or resupply a cut off base is futile. I've seen the IJN consistently suicide itself trying to maintain Shortland.

There seems to be two distinct problems:
1) Refusing to discontinue resupply efforts. Merchant upon merchant flows to the base and are sunk ad nauseam.
2) Refusing to consider a base cutoff (aka inoperable). Using Shortland as the example, if I so much as dented the fender on BB bombarding Lunga, it would send it to Shortland to repair. It would then get sunk as waves of medium bombers on port attack would stay on it.

RE: Admiral's Edition AI Thread?

Posted: Mon Mar 17, 2008 6:59 pm
by John Lansford
Heh.  Right now I control Munda and Buin, but the AI keeps sending (albeit smaller) supply TF's to Shortlands.  My PT boats at Munda dash over there at least once a week, sink the merchant ships, then cruise back home all proud of their accomplishments.  What the PT's don't get, the DB's and level bombers do.  Meanwhile the AI keeps parking its damaged subs in Rabaul, where my 4E bombers from Port Moresby, Lunga and Milne Bay hammer them into scrap metal.

RE: Admiral's Edition AI Thread?

Posted: Wed Mar 19, 2008 3:34 am
by Kull
One of the most admirable goals of the AE team is the extent to which "hard-coded" areas of WitP are being opened up for editing. Will the same be true of the AI routines? While it may be too late to influence design decisions, this capability could lead to dramatic improvements in the AI following the AE release. I'm not implying that you guys aren't working your asses off on this issue, but an AI Editor would greatly expand the moddability of AE. Modders could tailor the AI to narrowly focused scenarios (like an Aleutians-only campaign) or even to make the AI workable in dramatically different scenarios such as WitP-Med or an AE version of WPO. To say nothing of the potential alterations from folks with expertise in this area, such as herwin.

RE: Admiral's Edition AI Thread?

Posted: Wed Mar 19, 2008 3:42 am
by jwilkerson
ORIGINAL: Kull

One of the most admirable goals of the AE team is the extent to which "hard-coded" areas of WitP are being opened up for editing. Will the same be true of the AI routines? While it may be too late to influence design decisions, this capability could lead to dramatic improvements in the AI following the AE release. I'm not implying that you guys aren't working your asses off on this issue, but an AI Editor would greatly expand the moddability of AE. Modders could tailor the AI to narrowly focused scenarios (like an Aleutians-only campaign) or even to make the AI workable in dramatically different scenarios such as WitP-Med or an AE version of WPO. To say nothing of the potential alterations from folks with expertise in this area, such as herwin.

[:D]Admiral goals of the AE Team ...

As has been stated in numerous earlier posts, yes, we are exposing the AI data to the editor. This will dramatically enhance modability within the realm of historical scenarios for WITP, but we doubt it will help with attempts to extend the game outside this realm from either a timeframe or geographical perspective.


RE: Admiral's Edition AI Thread?

Posted: Wed Mar 19, 2008 4:01 am
by Kull
ORIGINAL: jwilkerson

[:D]Admiral goals of the AE Team ...

As has been stated in numerous earlier posts, yes, we are exposing the AI data to the editor. This will dramatically enhance modability within the realm of historical scenarios for WITP, but we doubt it will help with attempts to extend the game outside this realm from either a timeframe or geographical perspective.

My apologies for missing the earlier statements, but that is truly excellent news! [&o]

RE: Admiral's Edition AI Thread?

Posted: Wed Mar 19, 2008 7:40 pm
by pad152
ORIGINAL: jwilkerson

ORIGINAL: Kull

One of the most admirable goals of the AE team is the extent to which "hard-coded" areas of WitP are being opened up for editing. Will the same be true of the AI routines? While it may be too late to influence design decisions, this capability could lead to dramatic improvements in the AI following the AE release. I'm not implying that you guys aren't working your asses off on this issue, but an AI Editor would greatly expand the moddability of AE. Modders could tailor the AI to narrowly focused scenarios (like an Aleutians-only campaign) or even to make the AI workable in dramatically different scenarios such as WitP-Med or an AE version of WPO. To say nothing of the potential alterations from folks with expertise in this area, such as herwin.

[:D]Admiral goals of the AE Team ...

As has been stated in numerous earlier posts, yes, we are exposing the AI data to the editor. This will dramatically enhance modability within the realm of historical scenarios for WITP, but we doubt it will help with attempts to extend the game outside this realm from either a timeframe or geographical perspective.


Maybe at last we will see the AI invade Dutch Harbor and/or try for the invasion of Midway. [;)] One thing I would really like to see is the ability to define an entry/exit hex within the editor that would allow a ship/convey to arrive or exit for off map movement.

RE: Admiral's Edition AI Thread?

Posted: Thu Apr 10, 2008 2:58 pm
by Grotius
I'd missed the earlier statements about exposing the AI to the editor, too. That may be the single best piece of news I've heard all month. :)