AE Ironman Mod
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
AE Ironman Mod
Just guaging interest I am considering doing a mod basically for Allied Players v the AI
It would be basically Scen 2 on steroids not more aggression but more (especially naval) resources and probably some earlier upgrades in the air to help the AI out
I know where the AI is weak and can help to mitigate them but this would 100% be an AI only scenario its totally not appropriate for PBEM.
Would anyone be interested in such a mod ?
Andy
It would be basically Scen 2 on steroids not more aggression but more (especially naval) resources and probably some earlier upgrades in the air to help the AI out
I know where the AI is weak and can help to mitigate them but this would 100% be an AI only scenario its totally not appropriate for PBEM.
Would anyone be interested in such a mod ?
Andy
RE: AE Ironman Mod
I want it ! And Andy before the release of AE you said you had a script for a very agressive Japanese AI that you would release, will you release it ?
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: AE Ironman Mod
Count me in....I'll try to play it in between PBEM games. [:D]
The nastier the AI is, the better.
The nastier the AI is, the better.

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[/center]RE: AE Ironman Mod
Go for it 
RE: AE Ironman Mod
Excellent idea [&o]
"Bombers outpacing fighters - you've got to bloody well laugh!" Australian Buffalo pilot - Singapore
RE: AE Ironman Mod
OK I wll pull it together after patch 1 (no point in investing in a massive mod until we capture the patch 1 data update) shouldnt take long after that.
Fair warning the AI wil have a lot more toys to play with......
Fair warning the AI wil have a lot more toys to play with......
RE: AE Ironman Mod
che nastier AI script is in the rotation as one of the options I may do a special uber agressive one for this mod as well
RE: AE Ironman Mod
p.s. uber aggressive scripts dont alway work as well as a conservative one - the AI doesnt have forces to waste.
In any mod I do the AI WILL have assets to waste so it could get bloody !!!!
In any mod I do the AI WILL have assets to waste so it could get bloody !!!!
RE: AE Ironman Mod
Andy Mac, I know its probably too late to add it now, but have you considered a possible respawn option for transports for the AI? It would keep the AI challenging a little bit longer, since it wouldn't run out of cargo ships.
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
RE: AE Ironman Mod
Andy,
After the first AI you gave us for AE i am scared of what you will come up next ! I am still finding my way around the AI you created, and I have been playing WITP for 2 years now with a lot of self imposed rules. I am waiting for your new script ! BTW can you add more mines for the japanese and more infantry divisions please and if you can a landing on hawai so it becomes more interesting.
After the first AI you gave us for AE i am scared of what you will come up next ! I am still finding my way around the AI you created, and I have been playing WITP for 2 years now with a lot of self imposed rules. I am waiting for your new script ! BTW can you add more mines for the japanese and more infantry divisions please and if you can a landing on hawai so it becomes more interesting.
RE: AE Ironman Mod
I'm in as well. Looking forward to it.
Andy, question on your comment about the "Patch 1 data update". Do you believe that it could affect current on-going scenarios. I'm really starting to get into mine GC (Scn 002), and don't want to lose it (even after I start your new version).
Do you believe that Patch 1 might require restarts?
Thanks,
Andy, question on your comment about the "Patch 1 data update". Do you believe that it could affect current on-going scenarios. I'm really starting to get into mine GC (Scn 002), and don't want to lose it (even after I start your new version).
Do you believe that Patch 1 might require restarts?
Thanks,
RE: AE Ironman Mod
No basically.
Everythign you have now is a playable game.
There are a couple of data issues that fall into the annoying rather than critical camp and will be corrected via patch 1 which should have a data updater I hope.
What probably will not be updatable is the AI file but the one you have works ok and th efact that a nastier version is in the works for patch 1 is ok ift will keep it fresh for your next game
Everythign you have now is a playable game.
There are a couple of data issues that fall into the annoying rather than critical camp and will be corrected via patch 1 which should have a data updater I hope.
What probably will not be updatable is the AI file but the one you have works ok and th efact that a nastier version is in the works for patch 1 is ok ift will keep it fresh for your next game
RE: AE Ironman Mod
Sounds great, Andy, I'll be looking forward to this one. Thanks very much!
Never hold discussions with the monkey when the organ grinder is in the room.
RE: AE Ironman Mod
Respawn I am not sure of but I suspect its just easier to add a few more transports of the correct type.
To try and give a scale of the changes this mod will have
At Start probably additional
10 - 20 AMC's (AI loves these)
20 - 40 DD's/TB's
0 - 10 CL's (mostly slow ones suitable for escort duty)
0 - 30 Misc capable ASW PB's/E's/SC's/PC's/PG's
0 - 30 Misc capable Surface Escorts
Probably have all 4 CS's start as CVL's
Its these classes that will help the AI most.
If I also add a few more suprises in the classes the AI needs most so say another 10 ships of a varierty of weird classes
There will be other AI friendly changes as well but everythign will bo done to give the AI a leg up against a player
But again fair warning this scen will be AI only
To try and give a scale of the changes this mod will have
At Start probably additional
10 - 20 AMC's (AI loves these)
20 - 40 DD's/TB's
0 - 10 CL's (mostly slow ones suitable for escort duty)
0 - 30 Misc capable ASW PB's/E's/SC's/PC's/PG's
0 - 30 Misc capable Surface Escorts
Probably have all 4 CS's start as CVL's
Its these classes that will help the AI most.
If I also add a few more suprises in the classes the AI needs most so say another 10 ships of a varierty of weird classes
There will be other AI friendly changes as well but everythign will bo done to give the AI a leg up against a player
But again fair warning this scen will be AI only
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: AE Ironman Mod
ORIGINAL: Andy Mac
Just guaging interest I am considering doing a mod basically for Allied Players v the AI
It would be basically Scen 2 on steroids not more aggression but more (especially naval) resources and probably some earlier upgrades in the air to help the AI out
I know where the AI is weak and can help to mitigate them but this would 100% be an AI only scenario its totally not appropriate for PBEM.
Would anyone be interested in such a mod ?
Andy
Me. Let me know if I can help.
RE: AE Ironman Mod
ORIGINAL: Andy Mac
Respawn I am not sure of but I suspect its just easier to add a few more transports of the correct type.
To try and give a scale of the changes this mod will have
At Start probably additional
10 - 20 AMC's (AI loves these)
20 - 40 DD's/TB's
0 - 10 CL's (mostly slow ones suitable for escort duty)
0 - 30 Misc capable ASW PB's/E's/SC's/PC's/PG's
0 - 30 Misc capable Surface Escorts
Probably have all 4 CS's start as CVL's
Its these classes that will help the AI most.
If I also add a few more suprises in the classes the AI needs most so say another 10 ships of a varierty of weird classes
There will be other AI friendly changes as well but everythign will bo done to give the AI a leg up against a player
But again fair warning this scen will be AI only
Just adding in a few 'Imadethisnameup Maru's' in would probably be easiest. Probably what I'm going to have to do with the mod I'm working my way through, since I doubt there was any real production for 1946 (and I'm exteding the game to at least the end of Dec '46).
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
RE: AE Ironman Mod
ORIGINAL: Andy Mac
Just guaging interest I am considering doing a mod basically for Allied Players v the AI
It would be basically Scen 2 on steroids not more aggression but more (especially naval) resources and probably some earlier upgrades in the air to help the AI out
I know where the AI is weak and can help to mitigate them but this would 100% be an AI only scenario its totally not appropriate for PBEM.
Would anyone be interested in such a mod ?
Andy
Hurry and GO with it.
Me. Let me know if I can help.
Me too!!!

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WITP Admiral's Edition: Ship & Sub Art/Base Unit Art/Map Icon Art
"If destruction be our lot - it will come from within"...Abraham Lincoln







