How does AI handle carriers and island invasions?

WarPlan Pacific is an operational level wargame which covers all the nations at war in the Pacific theatre from December 1941 to 1945 on a massive game scale.

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Solaristics
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How does AI handle carriers and island invasions?

Post by Solaristics »

Use of carriers and island invasions seems to be a real challenge for AIs playing Pacific theatre games. I remember Uncommon Valor and more recently Hearts of Iron struggling, either not being able to island hop or losing carriers to very careless moves. How does Warplan AI handle these?
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Franky007
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RE: How does AI handle carriers and island invasions?

Post by Franky007 »

I have just finished playing the Solomons scenario, playing as the Axis, i am not impressed:

I took Port Moresby and Townsville (Australia) early on. I was never threatened there.
The allied AI was very passive until october 43 where he retake the Munda island.

Final score Axis: 420, Allied: 300
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AlvaroSousa
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RE: How does AI handle carriers and island invasions?

Post by AlvaroSousa »

If I answer this technically then you will know exactly how it plays and it will remove all the fun. Even in WitP players figured out how the A.I. works and overcame it.

Only thing I can say is that it exploits the game mechanics best it can.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
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Solaristics
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RE: How does AI handle carriers and island invasions?

Post by Solaristics »

ORIGINAL: AlvaroSousa
If I answer this technically then you will know exactly how it plays and it will remove all the fun.

Thanks for the reply. I don't really want to know how the AI works, I just want to be reassured it won't leave its carrier open to easy kills for no good reason too often and that it knows how to island hop.
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Solaristics
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RE: How does AI handle carriers and island invasions?

Post by Solaristics »

ORIGINAL: Franky007

I have just finished playing the Solomons scenario, playing as the Axis, i am not impressed:

I took Port Moresby and Townsville (Australia) early on. I was never threatened there.
The allied AI was very passive until october 43 where he retake the Munda island.

Final score Axis: 420, Allied: 300

Thanks for the comments. What's your experience with the campaign game? Perhaps the AI takes time to muster its forces for a counterattack.
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Franky007
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RE: How does AI handle carriers and island invasions?

Post by Franky007 »

I am still learning the game. I am playing the smaller scenarios first.
gwgardner
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RE: How does AI handle carriers and island invasions?

Post by gwgardner »

For a better AI game, always give it a increase in supply and experience.

The AI carrier and invasion handling is adequate, sometimes brilliant, sometimes inadequate. Not as good as a human player, but humans also made serious mistakes historically. So my experience is that it won't leave you frustrated most of the time.

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Solaristics
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RE: How does AI handle carriers and island invasions?

Post by Solaristics »

ORIGINAL: gwgardner

For a better AI game, always give it a increase in supply and experience.

The AI carrier and invasion handling is adequate, sometimes brilliant, sometimes inadequate. Not as good as a human player, but humans also made serious mistakes historically. So my experience is that it won't leave you frustrated most of the time.

Thanks. Immersion breaking behaviour is my key concern.

Pity it doesn't support synchronous multiplayer as it would be an instant buy.

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AlvaroSousa
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RE: How does AI handle carriers and island invasions?

Post by AlvaroSousa »

It also takes time to balance and better a specific scenario.

Like for example you taking Townsville, now I can alter the A.I. in the scenario to handle this.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
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