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AE Ironman Mod

Posted: Sun Aug 02, 2009 10:01 pm
by 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

RE: AE Ironman Mod

Posted: Sun Aug 02, 2009 10:14 pm
by dpazuk
*raises hand* [:)]

RE: AE Ironman Mod

Posted: Sun Aug 02, 2009 11:24 pm
by chesmart
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 ?

RE: AE Ironman Mod

Posted: Sun Aug 02, 2009 11:44 pm
by ny59giants
Count me in....I'll try to play it in between PBEM games. [:D]
 
The nastier the AI is, the better.

RE: AE Ironman Mod

Posted: Mon Aug 03, 2009 6:17 am
by Alikchi2
Go for it :)

RE: AE Ironman Mod

Posted: Mon Aug 03, 2009 9:31 am
by Iron Duke
Excellent idea [&o]

RE: AE Ironman Mod

Posted: Mon Aug 03, 2009 11:01 am
by Andy Mac
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......
 

RE: AE Ironman Mod

Posted: Mon Aug 03, 2009 11:04 am
by Andy Mac
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

Posted: Mon Aug 03, 2009 11:04 am
by Andy Mac
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 !!!!

RE: AE Ironman Mod

Posted: Mon Aug 03, 2009 12:01 pm
by Shark7
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.

RE: AE Ironman Mod

Posted: Mon Aug 03, 2009 12:36 pm
by chesmart
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.

RE: AE Ironman Mod

Posted: Mon Aug 03, 2009 12:37 pm
by Falken
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,

RE: AE Ironman Mod

Posted: Mon Aug 03, 2009 1:29 pm
by Andy Mac
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 :)

RE: AE Ironman Mod

Posted: Mon Aug 03, 2009 1:36 pm
by Zacktar
Sounds great, Andy, I'll be looking forward to this one. Thanks very much!

RE: AE Ironman Mod

Posted: Mon Aug 03, 2009 2:37 pm
by 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

RE: AE Ironman Mod

Posted: Mon Aug 03, 2009 2:50 pm
by Toddr22_slith
Yes Please

RE: AE Ironman Mod

Posted: Mon Aug 03, 2009 3:46 pm
by ny59giants
Just more targets. [8D]

RE: AE Ironman Mod

Posted: Mon Aug 03, 2009 4:43 pm
by Don Bowen
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

Posted: Mon Aug 03, 2009 6:23 pm
by Shark7
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).

RE: AE Ironman Mod

Posted: Tue Aug 04, 2009 12:43 am
by TOMLABEL


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!!!