Japanese AI Conversions & Upgrade Chains — Has Anyone Optimized These for AI‑vs‑Human Play?

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Dereck
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Japanese AI Conversions & Upgrade Chains — Has Anyone Optimized These for AI‑vs‑Human Play?

Post by Dereck »

I’m doing a ground‑up rebuild of my old scenario and I’ve reached the point where I need to take a hard look at the Japanese ship conversions and upgrade chains. As most of us know, the Japanese AI never uses optional conversions — it only follows upgrade paths. That means a lot of historically important IJN conversions (PBs, APDs, AKVs, DMS, etc.) never happen unless they’re modeled as upgrades instead of optional conversions.

Before I start restructuring these chains, I wanted to ask the community:

Has anyone already worked on optimizing Japanese conversions specifically for AI‑vs‑Human scenarios?

I’m not looking for files — just your experience, notes, or general approach. In particular:
- Have you forced certain conversions into the upgrade chain so the AI actually uses them?
- Did you pre‑convert any ships in the OOB to give the AI a more realistic force mix?
- Did you restructure the upgrade trees to simulate conversions the AI would never choose on its own?
- Are there any “best practices” you’ve found for improving Japanese AI behavior through conversions?
- Did you identify any conversions that shouldn’t be forced because they weaken the AI?

My goal is to give the Japanese AI a more historically accurate and functional fleet without giving it anything ahistorical or unbalanced. If anyone has already explored this problem — even partially — I’d appreciate hearing what you tried and what worked (or didn’t).

Thanks in advance to anyone willing to share their thoughts or experience.
PO2 US Navy (1980-1986);
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
jmolyson
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Joined: Mon Nov 27, 2006 3:11 am

Re: Japanese AI Conversions & Upgrade Chains — Has Anyone Optimized These for AI‑vs‑Human Play?

Post by jmolyson »

I have over the years made some upgrades to the databases, especially in terms of task force assignments at the beginning of scenarios. I don't have any notes as such to give you, I work out of standard OBs such as Osprey campaign series.

"Ahistoric" and "balanced" are opposite goals. It was impossible for the game designers to achieve total play balance and stay 100% historical, and neither can you.

Balanced scenarios are achieved by changing history in some way to allow the two players an equal chance of winning. This is never the case in history; no two opposing human beings are play-balanced.

For example, antisubmarine ordnance is modeled for the sub on the surface. You can't drop an Mk.17 ASW bomb with accurate weapons effects, for example. It's just not modelled in the game, or so I was told years ago when I asked why.

All this just my opinion, of course,
and I will admit it's a great game and fun to try!

Joe Molyson
Joe
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