GRRRRRR turn 1

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zace
Posts: 183
Joined: Mon Mar 22, 2010 12:46 am

GRRRRRR turn 1

Post by zace »

Ok I have been trying to set up a turn 1 that I am happy with Ahistoric Scenario 1 and 2.

I can't get Pearl to operate correctly.

A large % of the planes do not attack.

Half the time half my planes to not attack the designated target. When they are set to port they sometimes attack the airfield or city. When they are set to airfield they sometimes attack the port etc.. When they do 60% of the Kates do not carry torps.

I have run 20 turns and not a single BB has been sunk at PH. This is crazy!

Using patch 3.

With patch 2 this did not happen. Any ideas guys? Anyone else able to recreate this? Am I doing something wrong?

This isn't in tech help because I am hoping it is a user error...



*****Edit*****
Results of testing described below
-------------------------------------------------
Ran the turns and here are the results and the comparison

Scenario 2 KB orders entered then saved - all other orders are as start. Replay of save 9 times

Run 1: 5 BB sunk
Run 2: 3 BB sunk
Run 3: 0 BB sunk
Run 4: 0 BB sunk
Run 5: 1 BB sunk
Run 6: 1 BB sunk probably FOW as only 2 torps
Run 7: 1 BB sunk probably FOW as only 2 torps
Run 8: 1 BB sunk
Run 9: 0 BB sunk.

Scenario 2 historical turn 1 no save just loading the scenario and letting it run then doing it again

Run 1: 3 BB sunk
Run 2: 1 BB sunk
Run 3: 0 BB sunk
Run 4: 0 BB sunk

I am now running alternating scenario 1 and scenario 2 with historic turn 1 to see if the alternate scenarios makes a difference.

Run 1 SCN 1: 0 BB sunk
Run 2 SCN 2: 0 BB sunk
Run 3 SCN 1: 0 BB sunk
Run 4 SCN 2: 3 BB sunk
Run 5 SCN 1: 2 BB sunk
Run 6 SCN 2: 5 BB sunk
Run 7 SCN 1: 3 BB sunk
Run 8 SCN 2: 0 BB sunk (checked from the allied side there were actually 2)
Run 9 SCN 1: 3 BB sunk
Run 10 SCN 2:3 BB sunk


It looks suspiciously like the game actually penalizes running the scenario over and over. When I alternated scenarios this did not happen and slowly the offset was corrected back to some sort of average around 3 reported sunk.

This makes testing very very hard. Can I get confirmation on this? Can someone run a scenario several times in a row with no changes?
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freeboy
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RE: GRRRRRR turn 1

Post by freeboy »

odd.. you are runing p3 with what scen?
"Tanks forward"
zace
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RE: GRRRRRR turn 1

Post by zace »

This was SCN 1 and 2 mixed.



fflaguna
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RE: GRRRRRR turn 1

Post by fflaguna »

Try setting up a brand new game and testing Pearl Harbor to see if you're still having a problem. Make sure you choose the same settings again for the new test game.

Also, it's up to the TF commander how many Kates he wants to arm with torpedoes... sometimes you get a lot, sometimes you barely get any.

Another thing is checking to see if you're moving Kidou Butai close enough to Pearl Harbor. Note that calculating air ranges is done EXACTLY like calculating naval movement ranges... The circular range marker is just a rough guide, and you have to count hexes to find the actually range your planes can hit. Now that I've said that, keep in mind that if you aren't close enough to Pearl Harbor, then some of your plane types will be operating at so-called "Extended Range", in which case they won't be able to carry their primary payloads (this means torp bombers won't carry any torpedoes).

My most recent game (started under the most recent beta patch, which is basically the same as the most recent official patch) had 4 BB sunk at Pearl Harbor... and my opponent even claims I sunk a fifth BB there, too.

Edit: And what do you mean by "scenario 1 and 2 mixed"? Is it something you modified? Or do you mean you're trying scenario 1 and also trying scenario 2?
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zace
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RE: GRRRRRR turn 1

Post by zace »

Scenario 1 and Scenario 2 probably 8 runs of scenario 2 and 3 of scenario 1.

I have been playing with this more and maybe it has to do with the RAN seed or something but early indications are that if you have a save and run it through multiple times the results favor the opponent more and more each run.  IE my early testing was done as follows.

Create a new game with Scenario 2.  Setup all settings
Give orders to KB
Save game.
Run the turn.
See results
exit
load up saved game without changing settings
run the turn....

rinse and repeat.

Before doing this i had to create a bunch of games with Scenario 1 historic turn 1 and run it through before the results came back to normal.....

Run 1: 5 BB sunk
Run 2: 3 BB sunk
Run 3: 0 BB sunk
Run 4: 0 BB sunk
Run 5: 1 BB sunk

Is there anti setup code in there?

This would tend to invalidate anything we do in testing to see results over many turns as you would have to not use a save to do it.....OR the RAND is in a long loop....

I will continue to run the runs though they are a bit slow on this comp. 


zace
Posts: 183
Joined: Mon Mar 22, 2010 12:46 am

RE: GRRRRRR turn 1

Post by zace »

Just a note.  I noticed this while trying to setup a very ahistoric first turn for the IJ.  I am giving orders to 90% of all ships and 90% of those are different than historic.  Same percentages for planes and probably 50% of all ground units are getting orders. 

I have it pretty much down but I am trying to experiment with what I can do with different units.  The 20X move and loading rates are making multiple runs required.  Not to mention I am trying to do it in stages. 

Once I have it I am hoping to run it through a PBEM if anyone is interested....  I have done 3 iterations against the AI through like turn 6 and it just makes it easier to not have to do all those orders on turn 1 every time.

Anyone else tried something like this and seen the same patterns?
zace
Posts: 183
Joined: Mon Mar 22, 2010 12:46 am

RE: GRRRRRR turn 1

Post by zace »

Run 1: 5 BB sunk
Run 2: 3 BB sunk
Run 3: 0 BB sunk
Run 4: 0 BB sunk
Run 5: 1 BB sunk

2x crashes

Run 6: 1 BB sunk probably FOW as only 2 torps
Run 7: 1 BB sunk probably FOW as only 2 torps
zace
Posts: 183
Joined: Mon Mar 22, 2010 12:46 am

RE: GRRRRRR turn 1

Post by zace »

Run 1: 5 BB sunk
Run 2: 3 BB sunk
Run 3: 0 BB sunk
Run 4: 0 BB sunk
Run 5: 1 BB sunk

2x crashes

Run 6: 1 BB sunk probably FOW as only 2 torps
Run 7: 1 BB sunk probably FOW as only 2 torps

Run 8: 1 BB sunk
Run 9: 0 BB sunk.

I am now going to run Scenario 2 with the same settings and a historical first turn a bunch of times in a row.

Notice all of these runs are back to back with no saves or other turns in the middle.



zace
Posts: 183
Joined: Mon Mar 22, 2010 12:46 am

RE: GRRRRRR turn 1

Post by zace »

Ran the turns with historic turn 1 and here are the results and the comparison

Scenario 2 KB orders entered.  Replay of save 9 times

Run 1: 5 BB sunk
Run 2: 3 BB sunk
Run 3: 0 BB sunk
Run 4: 0 BB sunk
Run 5: 1 BB sunk
Run 6: 1 BB sunk probably FOW as only 2 torps
Run 7: 1 BB sunk probably FOW as only 2 torps
Run 8: 1 BB sunk
Run 9: 0 BB sunk.

Scenario 2 historical turn 1 no save just loading the scenario and letting it run then doing it again

Run 1: 3 BB sunk
Run 2: 1 BB sunk
Run 3: 0 BB sunk
Run 4: 0 BB sunk

I am now running alternating scenario 1 and scenario 2 with historic turn 1 to see if the alternate scenarios makes a difference.
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Barb
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RE: GRRRRRR turn 1

Post by Barb »

About your bombers bombing another target - you call it a miss, that hit something else - happened all the time.
Each of your Kate bombers has to make check if they will carry a torpedo on a port strike - usually only 2-3 carriers will launch them with torpedoes, rest with bombs.

In my testing of turn 1 I had find a direct relation between battleships sunk and number of Vals set up to to port strike.
In first example - all Kates and Vals set up to port - I managed to damage great number of ships including cruisers, destroyers and subs, however not one battleship was sunk immediately and only one sunk later due to flotation and fires. My air loses were light (12 planes).
In second example - Kates on port, Vals on airfield strike - I managed to deal damage almost inclusively to Battleships, sinking 4 immediately, additional one sunk later. My air loses were heavy (24 kates + 4 Vals).

It seems that while each damaged ship becomes bomb magnet, each ship that take number of hits is ignored by bombs. Battleships taking nonpenetration hits from Vals become immune against Kate targeting. Ship that got hit by 2 torps, 2x800kg and 8x250kg will not sunk, while ship that got 2 torps and 8x 800kg bombs will.

So I think the best setting for P.H. strike should be: All Kate to port strike - to maximize chance of torpedo carrying, of the Val groups set 2-4 to port to draw AA fire and damage lighter vessels, rest to airfield strike. Of the Zero groups, you should send no more than 2 groups to airfield strafing, the others set to Escort/CAP*.

*Low number of escort fighters can cause that part of your strike will fly separately or fly not at all.
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zace
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Joined: Mon Mar 22, 2010 12:46 am

RE: GRRRRRR turn 1

Post by zace »

Continuing the testing.

Results of testing described below
-------------------------------------------------
Ran the turns and here are the results and the comparison

Scenario 2 KB orders entered then saved - all other orders are as start. Replay of save 9 times

Run 1: 5 BB sunk
Run 2: 3 BB sunk
Run 3: 0 BB sunk
Run 4: 0 BB sunk
Run 5: 1 BB sunk
Run 6: 1 BB sunk probably FOW as only 2 torps
Run 7: 1 BB sunk probably FOW as only 2 torps
Run 8: 1 BB sunk
Run 9: 0 BB sunk.

Scenario 2 historical turn 1 no save just loading the scenario and letting it run then doing it again

Run 1: 3 BB sunk
Run 2: 1 BB sunk
Run 3: 0 BB sunk
Run 4: 0 BB sunk

I am now running alternating scenario 1 and scenario 2 with historic turn 1 to see if the alternate scenarios makes a difference.

Run 1 SCN 1: 0 BB sunk
Run 2 SCN 2: 0 BB sunk
Run 3 SCN 1: 0 BB sunk
Run 4 SCN 2: 3 BB sunk
Run 5 SCN 1: 2 BB sunk
Run 6 SCN 2: 5 BB sunk
Run 7 SCN 1: 3 BB sunk
Run 8 SCN 2: 0 BB sunk (checked from the allied side there were actually 2)
Run 9 SCN 1: 3 BB sunk
Run 10 SCN 2:3 BB sunk


It looks suspiciously like the game actually penalizes running the scenario over and over.  When I alternated scenarios this did not happen and slowly the offset was corrected back to some sort of average around 3 reported sunk.

This makes testing very very hard.  Can I get confirmation on this?  Can someone run a scenario several times in a row with no changes?
minnowguy
Posts: 86
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Location: St Louis

RE: GRRRRRR turn 1

Post by minnowguy »

When you run the scenarios again, do you just load the game or do you close the program and re-start?  Just curious ....
zace
Posts: 183
Joined: Mon Mar 22, 2010 12:46 am

RE: GRRRRRR turn 1

Post by zace »

just loading the game not closing.  Though I did have a few crashes in there and they did not break the cycle.
mjk428
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Location: Western USA

RE: GRRRRRR turn 1

Post by mjk428 »

Let me run the turn for you as the Allies. I'm sure you'll be pleased with the results. I just ran turn 1 and my BBs @ Pearl were decimated plus PoW & Repulse are gone. 8 freakin' BB's sunk outright on my "Historical" first turn. Worst results I've ever seen. Maybe I should call it a test and try again. ;)
zace
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Joined: Mon Mar 22, 2010 12:46 am

RE: GRRRRRR turn 1

Post by zace »

mjk it would be interesting to see.  Do you usually plan allies?

The big question here is if the random seed created on turn 1 is in any way affected by what side you are playing the most and if that turn has been rerun.  What happens if you run your game turn over and over from the allied side?  does it agree with the results I got above?

mjk428
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Location: Western USA

RE: GRRRRRR turn 1

Post by mjk428 »

Here are the "interesting" results of the debacle @ Pearl:


AFTER ACTION REPORTS FOR Dec 07, 41
--------------------------------------------------------------------------------
Morning Air attack on Pearl Harbor , at 180,107

Weather in hex: Clear sky

Raid detected at 120 NM, estimated altitude 10,000 feet.
Estimated time to target is 40 minutes

Japanese aircraft
A6M2 Zero x 28
B5N2 Kate x 144
D3A1 Val x 126



Allied aircraft
no flights

Japanese aircraft losses
A6M2 Zero: 1 destroyed, 1 damaged
B5N2 Kate: 4 destroyed, 30 damaged
D3A1 Val: 3 destroyed, 14 damaged

Allied aircraft losses
PBY-5 Catalina: 19 destroyed on ground
B-18A Bolo: 7 destroyed on ground
A-20A Havoc: 3 destroyed on ground
B-17D Fortress: 2 destroyed on ground
B-17E Fortress: 1 destroyed on ground
P-36A Mohawk: 4 destroyed on ground
P-40B Warhawk: 9 destroyed on ground
O-47A: 2 destroyed on ground
C-33: 1 destroyed on ground
R3D-2: 1 destroyed on ground
SBD-1 Dauntless: 8 destroyed on ground
F4F-3 Wildcat: 1 destroyed on ground

CL Helena, Bomb hits 6, heavy fires, heavy damage
BB Oklahoma, Bomb hits 4, Torpedo hits 5, and is sunk
BB Nevada, Bomb hits 4, Torpedo hits 4, on fire, heavy damage
BB Arizona, Bomb hits 1, Torpedo hits 3, and is sunk
BB Pennsylvania, Torpedo hits 5, and is sunk
BB West Virginia, Bomb hits 4, Torpedo hits 5, and is sunk
BB Maryland, Bomb hits 9, Torpedo hits 5, and is sunk
BB California, Bomb hits 9, Torpedo hits 5, and is sunk
AV Tangier, Torpedo hits 1, on fire
BB Tennessee, Bomb hits 1, Torpedo hits 4, and is sunk
AV Curtiss, Bomb hits 2, on fire
DD Schley, Torpedo hits 1, on fire, heavy damage
CA New Orleans, Bomb hits 1, Torpedo hits 3, on fire, heavy damage
CL Raleigh, Bomb hits 4, Torpedo hits 1, heavy fires
PT-24, Torpedo hits 1, and is sunk
DM Gamble
DD Cummings, Torpedo hits 1, and is sunk
DD MacDonough, Torpedo hits 1, and is sunk
DD Case, Torpedo hits 1, and is sunk
DM Sicard, Torpedo hits 1, and is sunk
DD Jarvis, Bomb hits 1, on fire
AS Pelias, Bomb hits 1, on fire
AV Wright, Bomb hits 2
DMS Perry, Torpedo hits 1, and is sunk
CL Honolulu, Bomb hits 1, Torpedo hits 1, heavy damage
DD Blue
DM Montgomery, Bomb hits 2, heavy fires, heavy damage
AD Rigel, Bomb hits 1, on fire
CA San Francisco, Bomb hits 3, Torpedo hits 3, on fire, heavy damage
CL St. Louis, Bomb hits 1, Torpedo hits 2, heavy fires, heavy damage
xAP St. Mihel, Torpedo hits 1, on fire
DD Farragut, Torpedo hits 1, and is sunk
SS Dolphin, Torpedo hits 1, and is sunk
DD Hull, Torpedo hits 1, on fire, heavy damage
DD Ralph Talbot, Torpedo hits 1, and is sunk
DD Henley, Torpedo hits 1, and is sunk
DD Worden, Torpedo hits 1, and is sunk
CL Detroit, Torpedo hits 2, on fire
DM Pruitt, Bomb hits 1, heavy fires
ACM Planter
AVD Hulbert, Torpedo hits 1, and is sunk
DD Tucker, Torpedo hits 1, and is sunk
AVP Avocet, Bomb hits 1, heavy fires, heavy damage
DM Tracy
AM Rail, Bomb hits 1, on fire
AO Neosho, Torpedo hits 1, on fire
DD Conyngham, Torpedo hits 1, and is sunk
CM Oglala, Torpedo hits 1, on fire, heavy damage
DD Allen, Torpedo hits 1, and is sunk



I always play as Allied. Historical first turn/Surprise is on. Difficulty set to historical with the plan to increase the difficulty to help Japan as the war progresses. Not so inclined to give them any boosts now. As bad as the capital ship losses are, it's the many DD losses that really hurt. :)


It's always been my impression that WitP plays differently depending on if it's set for AI Japan, AI Allied, or head to head. That's why you'll see AI Allied players complaining about (just for example) Jap ASW, and then have those playing as Japan against the AI counter that their ASW is worthless. Then the head to head players might chime in to say it all seems pretty OK to them.
zace
Posts: 183
Joined: Mon Mar 22, 2010 12:46 am

RE: GRRRRRR turn 1

Post by zace »

It's always been my impression that WitP plays differently depending on if it's set for AI Japan, AI Allied, or head to head. That's why you'll see AI Allied players complaining about (just for example) Jap ASW, and then have those playing as Japan against the AI counter that their ASW is worthless. Then the head to head players might chime in to say it all seems pretty OK to them.

This is my EXACT question....

And exactly how does it know from one turn to the next because it appears that this stays true even if you switch the AI side and play the turn......

I am trying to experiemnt with different approaches in the first few turns and want to know if I am dealing with the same die rolls I will have in a PBEM.  If the answer is no I would just love for someone to say so and let me know if I need to clear a file before the start of a PBEM because like you I have been playing only one side.  Only had the game a month....

Putting the new computer together this weekend with a new OS, class of processors, memory type. etc.  It will be interesting to see if the Seed changes.  It seems I always have light damage everywhere on the field.

BTW those results are AMAZING.  I count 68!!!!! torp hits.  How many Kates went in with torps?  You didn't include what the planes attacked with.  And how in the world did every single fighter squadron fail the check for flying CAP?
Perhaps the rolls are more simple than we think and you got hit with the random all being squewed to the IJ by close to if not over 25%

On the + side none of your planes were in the air to get shot down :P
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Durbik
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Location: Krakow, Poland

RE: GRRRRRR turn 1

Post by Durbik »

It looks suspiciously like the game actually penalizes running the scenario over and over.

Same occurs to me. That's why I NEVERstart a new game without reset, cool down, registry cleaning - and any mojo that can help. Without that - a constant low damage results, and even strike launch failure on turn 1.
obey the fist!
Lifer
Posts: 393
Joined: Sun Jun 08, 2003 3:37 am
Location: East Coast, USA

RE: GRRRRRR turn 1

Post by Lifer »

I read somewhere a while back in the Mod Forum that if you just exit back to the main screen some registers are retained and if you load the same turn, those registers are restored.  The only way to get good tests (which is the context the modder was talking about) is if you quit the turn and exit the game and then reload the game and turn to test again. 

The moral is that if you don't like the results of your turn, exit back to the desktop then reload and try again.  My very first try out of the box with scenario 1 historical was 6 BBs lost at PH and Repulse and PoW as a snag for fishing nets.  And yes, I exited out then reloaded and tried again.

Greg
Man does not enter battle to fight, but for victory. He does everything that he can to avoid the first and obtain the second.
Ardant du Picq
mjk428
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Location: Western USA

RE: GRRRRRR turn 1

Post by mjk428 »

ORIGINAL: zace
BTW those results are AMAZING.  I count 68!!!!! torp hits.  How many Kates went in with torps?  You didn't include what the planes attacked with.  And how in the world did every single fighter squadron fail the check for flying CAP?
Perhaps the rolls are more simple than we think and you got hit with the random all being squewed to the IJ by close to if not over 25%

On the + side none of your planes were in the air to get shot down :P

[:D]

There's that silver lining - still doesn't quite take the sting out of 27 sunk ships at the start of turn 2. ;)


Here's the rest of the report for you:

Allied ground losses:
25 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 5 disabled
Engineers: 0 destroyed, 1 disabled
Guns lost 1 (0 destroyed, 1 disabled)
Vehicles lost 1 (0 destroyed, 1 disabled)


Airbase hits 46
Airbase supply hits 2
Runway hits 170

Aircraft Attacking:
5 x A6M2 Zero bombing from 100 feet
Airfield Attack: 2 x 60 kg GP Bomb
8 x D3A1 Val releasing from 3000'
Port Attack: 1 x 250 kg GP Bomb
25 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
5 x A6M2 Zero bombing from 100 feet
Airfield Attack: 2 x 60 kg GP Bomb
9 x D3A1 Val releasing from 2000'
Port Attack: 1 x 250 kg GP Bomb
24 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
4 x A6M2 Zero sweeping at 15000 feet
8 x D3A1 Val releasing from 1000'
Port Attack: 1 x 250 kg GP Bomb
18 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
4 x A6M2 Zero sweeping at 15000 feet
9 x D3A1 Val releasing from 3000'
Port Attack: 1 x 250 kg GP Bomb
18 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
5 x D3A1 Val releasing from 3000'
Airfield Attack: 1 x 250 kg GP Bomb
27 x B5N2 Kate bombing from 9000 feet
Airfield Attack: 2 x 250 kg GP Bomb
11 x D3A1 Val releasing from 1000'
Airfield Attack: 1 x 250 kg GP Bomb
27 x B5N2 Kate bombing from 9000 feet
Airfield Attack: 2 x 250 kg GP Bomb
10 x D3A1 Val releasing from 1000'
Port Attack: 1 x 250 kg GP Bomb
6 x D3A1 Val releasing from 3000'
Port Attack: 1 x 250 kg GP Bomb
9 x D3A1 Val releasing from 2000'
Port Attack: 1 x 250 kg GP Bomb
8 x D3A1 Val releasing from 2000'
Port Attack: 1 x 250 kg GP Bomb
16 x D3A1 Val releasing from 1000'
Airfield Attack: 1 x 250 kg GP Bomb
10 x D3A1 Val releasing from 3000'
Airfield Attack: 1 x 250 kg GP Bomb
5 x D3A1 Val releasing from 2000'
Port Attack: 1 x 250 kg GP Bomb
4 x D3A1 Val releasing from 2000'
Airfield Attack: 1 x 250 kg GP Bomb
4 x D3A1 Val releasing from 1000'
Port Attack: 1 x 250 kg GP Bomb
4 x D3A1 Val releasing from 2000'
Airfield Attack: 1 x 250 kg GP Bomb



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