New Scenario
Posted: Sun May 10, 2015 2:08 pm
OK I have been for long time been wanting to go back and revisit scenario 1.
I think everyone knows the history but just in case the main criticism of the AI in WITP is that it was to boring so when we launched the Admiral's Edition I took
some of the best of what I had seen in PBEM and put those additional strategies into the Ai
Now for about 3 months after release all was well everyone was surprised at how aggressive the AI was and it caught a few folks out - BUT its a scripted AI and lets face it
Vets quickly adapted and we ended up with an AI that was probably too aggressive and wasted a lot of assets
So I started adding in Ironman variants and we went down that route to keep the AI challenging but that took the game further and further away from History into fantasy war in the
pacific mcphie style.
What I am now trying to do is recognising time has moved and players don't want an AI that suicides on Sydney harbour any more I am trying to re write the AI for scen 1 to be more stable
and give a better game - its still not ever going to be as good as a human player but trying to make it a little better.
So this is where I am up to so far
SCEN 1 NORMAL MAP (NOT EXTENDED)
No Ahistoric forces
Everything I have been able to fix in the database I have
Only 1 AI script at present trying to get that one right before looking at Variants
In addition to changes to the AI script for both sides the following additional Scenario Adjustments have been made
Bases
1. Many additional bases added in Burma and Malaya to help the AI manage continental warfare a little better
2. Supply caps added to a large proportion of bases to make it more difficult for large stacks to operate
3. I recommend using the stacking limits map - its not essential but is recommended
LCU's
No major changes I am aware of a couple of renames is all eg Dutch Marine Bde renamed
22th EA Bde delayed a further year
Devices
Per the last update except for reduction in number of Brit 43 and 44 squads with a small change to one of the convoys to give a one off injection to allow upgrades - British Units will need to be cannibalised at some stage or kept away from
combat
Observor corps load cost reduced from 20 to 2 to allow air transport
Aircraft
All FAA Aircraft are now CW nationality
Small number of Fairey battle's added as they were a common training type in Australia/NZ and Canada - fair warning they are crap but if you need a bomber...
A couple of FB's (Two of the Beaufighter marks) have been changed from FB to Attack Bomber as I believe that's a better reflection in the code of how they actually operated
Anyway what I need is a few testers I think I have picked up most AI issues including the PH bug and eliminated it but you simply never know if you have caught everything - I hope I have but who knows until its tested
Andy
V3 now posted
I think everyone knows the history but just in case the main criticism of the AI in WITP is that it was to boring so when we launched the Admiral's Edition I took
some of the best of what I had seen in PBEM and put those additional strategies into the Ai
Now for about 3 months after release all was well everyone was surprised at how aggressive the AI was and it caught a few folks out - BUT its a scripted AI and lets face it
Vets quickly adapted and we ended up with an AI that was probably too aggressive and wasted a lot of assets
So I started adding in Ironman variants and we went down that route to keep the AI challenging but that took the game further and further away from History into fantasy war in the
pacific mcphie style.
What I am now trying to do is recognising time has moved and players don't want an AI that suicides on Sydney harbour any more I am trying to re write the AI for scen 1 to be more stable
and give a better game - its still not ever going to be as good as a human player but trying to make it a little better.
So this is where I am up to so far
SCEN 1 NORMAL MAP (NOT EXTENDED)
No Ahistoric forces
Everything I have been able to fix in the database I have
Only 1 AI script at present trying to get that one right before looking at Variants
In addition to changes to the AI script for both sides the following additional Scenario Adjustments have been made
Bases
1. Many additional bases added in Burma and Malaya to help the AI manage continental warfare a little better
2. Supply caps added to a large proportion of bases to make it more difficult for large stacks to operate
3. I recommend using the stacking limits map - its not essential but is recommended
LCU's
No major changes I am aware of a couple of renames is all eg Dutch Marine Bde renamed
22th EA Bde delayed a further year
Devices
Per the last update except for reduction in number of Brit 43 and 44 squads with a small change to one of the convoys to give a one off injection to allow upgrades - British Units will need to be cannibalised at some stage or kept away from
combat
Observor corps load cost reduced from 20 to 2 to allow air transport
Aircraft
All FAA Aircraft are now CW nationality
Small number of Fairey battle's added as they were a common training type in Australia/NZ and Canada - fair warning they are crap but if you need a bomber...
A couple of FB's (Two of the Beaufighter marks) have been changed from FB to Attack Bomber as I believe that's a better reflection in the code of how they actually operated
Anyway what I need is a few testers I think I have picked up most AI issues including the PH bug and eliminated it but you simply never know if you have caught everything - I hope I have but who knows until its tested
Andy
V3 now posted