AI treatment of modded ship changes

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Post Reply
Buck Beach
Posts: 1974
Joined: Sun Jun 25, 2000 8:00 am
Location: Upland,CA,USA

AI treatment of modded ship changes

Post by Buck Beach »

Preface, I never play PBEM nor the Japanese side. However, I want to make changes to some of the Japanese ships, specifically their oilers and tankers. Many of the changes I want to make involve weapons changes and ships that start out as tankers but historically convert to Oilers.

What I want to know is how the AI handles upgrades and these types of conversions, before I do a whole lot of work for nothing.
User avatar
drw61
Posts: 842
Joined: Wed Jun 30, 2004 12:58 pm
Location: South Carolina

RE: AI treatment of modded ship changes

Post by drw61 »

Buck, If the AI does not do the upgrades you want (I don't know if it will or not) it might work if you have the original ship set to withdraw and the next day,or longer to simulate the conversion, it comes back as a new ship with the changes.

-Added-
After thinking about it, does the AI use ship withdraw for Japan?
User avatar
Bradley7735
Posts: 2073
Joined: Mon Jul 12, 2004 8:51 pm

RE: AI treatment of modded ship changes

Post by Bradley7735 »

The AI does not do ship conversions. It does upgrades, though. to have the AI change a TK to an AO, you need to set it up as an upgrade, not a conversion.

I don't know how the AI models weapons, though. someone a lot less ignorant needs to respond to that question.
The older I get, the better I was.
User avatar
DuckofTindalos
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: AI treatment of modded ship changes

Post by DuckofTindalos »

There is no ship withdrawal for Japan. Bradley's method is the correct one.
We are all dreams of the Giant Space Butterfly.
Buck Beach
Posts: 1974
Joined: Sun Jun 25, 2000 8:00 am
Location: Upland,CA,USA

RE: AI treatment of modded ship changes

Post by Buck Beach »

Thanks everyone.
User avatar
Shark7
Posts: 7936
Joined: Tue Jul 24, 2007 4:11 pm
Location: The Big Nowhere

RE: AI treatment of modded ship changes

Post by Shark7 »

The only other option for the AI is to literally log in on its side and do the conversions for it. Better off to reset it as upgrade path for the AI in the editor before the game begins IMO.
Distant Worlds Fan

'When in doubt...attack!'
Post Reply

Return to “Scenario Design and Modding”