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AE Land and AI Issues [OUTDATED]

 
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AE Land and AI Issues [OUTDATED] - 12/7/2007 3:35:39 PM   
Andy Mac

 

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[OUTDATED]

OK Guys most of you know me from the forum - for my sins I am the land team lead on the project.

In this thread will try to answer questions if you have any other team leads will be starting their own threads.

Fair warning there are some questions I will not know the answer to yet, there are some I will not answer yet for a variety of reasons

But within these bounds I will answer questions if I am able.

I am not the programmer we have someone exceptional doing that work (and I stand on the shoulders of the previous land team lead !!!)

I merely say I want this and he goes and figues out how to code my wildest dreams !!!

So on with the show fire away !!!

p.s. I am also at my day job so I cannot spend the whole afternoon answering questions so have a little patience with me !!!!

Andy

< Message edited by Daniele -- 11/9/2016 3:32:10 PM >
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RE: Admirals Edition Land Thread - 12/7/2007 3:35:51 PM   
Andy Mac

 

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Reserved

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RE: Admirals Edition Land Thread - 12/7/2007 3:55:55 PM   
spence

 

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Will it be possible to build a road (the Ledo Road) or a railway (the Burma Railway)?


Will there be an understandable mechanism for moving supply overland and controlling supply levels at inland bases?

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RE: Admirals Edition Land Thread - 12/7/2007 4:02:19 PM   
Andy Mac

 

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As far as I am aware road building is not included although we have had discussions about how to make it work for those two specific examples but for now no its not in.

Supply movement is going to be better than stock but will still have some limits.

You will be able to increase for each base the required supply level up to the bases requirement + 0 - 25,000 supplies

Thus bases will try to draw excess supplies and store them - small bases still have large wastage numbers so universal use of this tool has real consequences and will quickly drain supplies.

But in prinicpal yes you can have more control about setting supply levels at internal bases without needing a command HQ there to draw the extra supply.

i.e. Mandalay has a requirement for 10,000 supply points I know I am going to lose Rangoon soon so I increase the supply draw of Mandalay to 35,000 supply and the computer will try to fill up to 35,000 supply at Mandalay.

Andy

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RE: Admirals Edition Land Thread - 12/7/2007 4:03:12 PM   
Andy Mac

 

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Map quesitons I would pass to the Map team as they will no more of the details on this stuff.

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RE: Admirals Edition Land Thread - 12/7/2007 4:04:56 PM   
USSAmerica


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quote:

ORIGINAL: Andy Mac

As far as I am aware road building is not included although we have had discussions about how to make it work for those two specific examples but for now no its not in.

Supply movement is going to be better than stock but will still have some limits.

You will be able to increase for each base the required supply level up to the bases requirement + 0 - 25,000 supplies

Thus bases will try to draw excess supplies and store them - small bases still have large wastage numbers so universal use of this tool has real consequences and will quickly drain supplies.

But in prinicpal yes you can have more control about setting supply levels at internal bases without needing a command HQ there to draw the extra supply.

i.e. Mandalay has a requirement for 10,000 supply points I know I am going to lose Rangoon soon so I increase the supply draw of Mandalay to 35,000 supply and the computer will try to fill up to 35,000 supply at Mandalay.

Andy


More control over the supply movement will be very handy.


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RE: Admirals Edition Land Thread - 12/7/2007 4:11:11 PM   
Andy Mac

 

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If you look at the screenshots from the release announcement at the one showing Hiroshima base you will see a button next to supplies required this button allows the player to increment in 1,000 supply chunks the supply level for the base up to an extra max of 25,000 supply.


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RE: Admirals Edition Land Thread - 12/7/2007 4:14:31 PM   
Chad Harrison


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How are Malaria zones going to work? I like the current system for percentage of disablements, but morale loss doesnt feel right.

I agree with how the system currently works for small bases for morale loss, but it just doesnt feel right for large, built out bases such as Port Moresbyy after it was all built out. It seems odd to have morale loss for a unit at a built out base. For instance, in my PBEM game (May 1943), I have Port Moresby all built out, but the troops there (Australia Command) have 10 morale. Seems like once you reached a certain point (airfield and port size combined), morale loss should atleat stop and hold level. Disablements makes sense, but I dont like the morale drop at large built out bases in Malaria zones, especially for troops not in combat at a large base. Or perhaps have a minimum level that it can drop to; ie. yes the troops could have low morale, but it will not drop below say 60.

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RE: Admirals Edition Land Thread - 12/7/2007 4:18:56 PM   
Chad Harrison


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Also, as far as OOB, hows China look now?

Does America get all the Europe troops now for the invasion of Japan towards the end of the war?

What does the 'Rebuilt Unit' button do?

As for the fort limits, is it going to be on a base by base basis? (ie. all atolls are limited to 4, or for example, Tarawa can build to 6, but Makin can only build to 3)

What kind of stacking limits will their be for atolls? Approximate sizes allowed? And as above, is it on a base by base basis, or for all atolls?

Thanks Andy

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RE: Admirals Edition Land Thread - 12/7/2007 4:19:39 PM   
Andy Mac

 

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This is more for the map team but we did not as far as I am aware change much in the way malaria is modelled.

So the effects in question are as per stock however I have performed a review of CW leaders to change stats to more realistic levels which should help moral recovery.

Every British, Indian and ANZAC land commander having a 60 for land stat bugged me !!!

Added new HQ's and new leaders to command them Air Commodores, Air Vice Marshalls and even the odd Air Marshall !!!

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RE: Admirals Edition Land Thread - 12/7/2007 4:22:47 PM   
Hortlund


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How about an "overrun check" in the situations where a very small unit has been landed behind a larger unit to cut it off? If there is some sort of routine that checks for combat value and finds that a unit wants to retreat through a hex controlled by another unit, and the retreating unit is 50 times larger (combat factors after all modifications for out of supply, terrain, leadership etc) than the blocking unit, then the retreating unit is allowed to enter the hex?

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In its place we are entering a period of consequences..

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RE: Admirals Edition Land Thread - 12/7/2007 4:25:06 PM   
Skyros


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Can we get a map Key posted so we know what the heavy dashed line in China is?

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RE: Admirals Edition Land Thread - 12/7/2007 4:26:46 PM   
treespider


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quote:

ORIGINAL: Panzerjaeger Hortlund

How about an "overrun check" in the situations where a very small unit has been landed behind a larger unit to cut it off? If there is some sort of routine that checks for combat value and finds that a unit wants to retreat through a hex controlled by another unit, and the retreating unit is 50 times larger (combat factors after all modifications for out of supply, terrain, leadership etc) than the blocking unit, then the retreating unit is allowed to enter the hex?


I'd be willing to bet that the hexside based zoc will alleviate this "problem"...

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RE: Admirals Edition Land Thread - 12/7/2007 4:28:39 PM   
Andy Mac

 

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quote:

ORIGINAL: Chad Harrison
Also, as far as OOB, hows China look now?


AMC - CHINESE ORBAT was reodne by an expert in the field and looks quite powerfull now - this is one of the areas we are balance testing.

quote:

Does America get all the Europe troops now for the invasion of Japan towards the end of the war?


AMC - Yes US 1st Army, 4th 8th and 10th Indian Divs and British X Corps all arrive now in 45/46.

quote:

What does the 'Rebuilt Unit' button do?


AMC - Some units i.e. 11th Indian Divison start the game pre broken down 11th Indian Div in 3 Bdes and 9th Indian Div in 2 Bdes and 3 Bns these units and others start that way to allow historic deployments but can be recombined into the parent unit at a later point - this is a one time recombine after recombined they can only be split into 11th/A Div etc

For modders if you really want to and feel the need you have the slots and tools to mod the entire game to Bn scale if you really want to - personally I wouldnt the game is still primarily a divisional scale game but the option exists

quote:

As for the fort limits, is it going to be on a base by base basis? (ie. all atolls are limited to 4, or for example, Tarawa can build to 6, but Makin can only build to 3)

What kind of stacking limits will their be for atolls? Approximate sizes allowed? And as above, is it on a base by base basis, or for all atolls?


AMC - OK fort sizes are going to be slightly generic atolls will be limited the number is still being debated but is likely to be 4 with other islands 6 I think - lvl 7 - 9 forts are now going to be VERY difficult to build and there are a lot more bases to build de facto the max fort level will now be 6 for most places (building high level forts requires a LOT of supplies and time and replacing them when under attack will be I believe almost impossible)

Stacking levels and penalties are going to be nasty now - broadly dependent on the island size they range from 5,000 - 50,000 max for both attacker and defender with hefty penalties including a large supply wastage and increased fatigue and disruption for units overstacked.



< Message edited by Erik Rutins -- 12/7/2007 5:48:13 PM >

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RE: Admirals Edition Land Thread - 12/7/2007 4:29:52 PM   
Andy Mac

 

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This was our intent but is still being tested zone control requires 40AV minimum

quote:

ORIGINAL: Panzerjaeger Hortlund

How about an "overrun check" in the situations where a very small unit has been landed behind a larger unit to cut it off? If there is some sort of routine that checks for combat value and finds that a unit wants to retreat through a hex controlled by another unit, and the retreating unit is 50 times larger (combat factors after all modifications for out of supply, terrain, leadership etc) than the blocking unit, then the retreating unit is allowed to enter the hex?


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RE: Admirals Edition Land Thread - 12/7/2007 4:30:41 PM   
Andy Mac

 

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Need to go do some day job stuff keep posting and I will answer when I return

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RE: Admirals Edition Land Thread - 12/7/2007 4:33:26 PM   
Chad Harrison


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Thanks for the replies Andy. Looks and sounds to be great.

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RE: Admirals Edition Land Thread - 12/7/2007 5:20:21 PM   
jwilkerson


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quote:

ORIGINAL: Andy Mac

Map quesitons I would pass to the Map team as they will no more of the details on this stuff.


Yes the Map Team will start their own thread - so hang on to you map questions for Andrew!



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RE: Admirals Edition Land Thread - 12/7/2007 5:20:42 PM   
1EyedJacks


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Hi Andy,

Will there be changes in how leadership affects troops during battle? And can we better document how leadership/experience plays a role in combat within the User's Manual please?

In earlier versions of WiTP I noticed problems with air transport and paratroops. Is this being addressed?

From what I see there is a new training process for pilots to gain expereience. Is there anything different than the current standard in WiTP that will allow naval and LCUs to train up with? I was just thinking that it would be cool to train for combat in certain terrain features or maybe train for night ops...

Could we do something in the reporting structure to tie in info gained from recon units to theatres of war? Right now I might get info on a LCU spotted but no real hardcopy on the location of the LCU.

Is there any way to come up with a unit tracking system in the game like what Woo has done?

What would you think about being able to update/upgrade a LCU during different stages of the war? Maybe burn points to upgrade a units TOE?

Can I request that more effort be put into a User's Manual this time out? I'd be willing to help proof-read if the team needs it... Heck, I'd probably even be willing to write the danged thing <laughter>.

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RE: Admirals Edition Land Thread - 12/7/2007 5:28:28 PM   
Hortlund


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Hey, I think Im supposed to come here with questions on the new industry-model?

Will the allied player control production like his japanese counterpart?

Is there a way to "keep" resources/oil/supply at a base, or will it shift around at the whim of the ai?

Can/will avgas be a separate supply entity like fuel is to ships?

Can/will air torpedos, capital ship ammo be a separate supply entity so that not every single tiny base with supply can be used to launch torpedo-havoc Nells, or resupply battleships?

Will there be some sort of overview in the game to see what factory is scheduled for what upgrade for the Japanese player?

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The era of procrastination, of half-measures, of soothing and baffling expedients, of delays, is coming to a close.
In its place we are entering a period of consequences..

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RE: Admirals Edition Land Thread - 12/7/2007 5:32:21 PM   
Grotius


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Hi Andy,

Thanks for all your work on this. A few questions:

1. How exactly does "hexside" movement work?
2. I assume we will see the end of the 59-mile bug?
3. Have you guys implemented any sort of limitation on rail movement -- something to reflect finite rolling stock (trains)?
4. Any change to the basic options in combat: Shock Attack, Regular Attack, Defend, Bombard?

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RE: Admirals Edition Land Thread - 12/7/2007 5:51:14 PM   
Erik Rutins

 

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quote:

ORIGINAL: 1EyedJacks
Can I request that more effort be put into a User's Manual this time out? I'd be willing to help proof-read if the team needs it... Heck, I'd probably even be willing to write the danged thing <laughter>.


Not only has work already been put into a new manual, but this is one of the top priorities for release - and unlike the original WITP, this expansion will include a fully up to date and reorganized COLOR PRINTED MANUAL if you purchase the boxed copy.

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RE: Admirals Edition Land Thread - 12/7/2007 5:54:13 PM   
Skyros


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Will we be able to turn off the repair of airfields and ports so we do not burn supply needed to keep isolated troops alive?

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RE: Admirals Edition Land Thread - 12/7/2007 6:30:20 PM   
ctangus


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Will there be an ability to assign units to Corps, Corps to Armies, etc? If so, what effects (other than better organization) would it have?

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RE: Admirals Edition Land Thread - 12/7/2007 6:35:10 PM   
Nomad


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quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: 1EyedJacks
Can I request that more effort be put into a User's Manual this time out? I'd be willing to help proof-read if the team needs it... Heck, I'd probably even be willing to write the danged thing <laughter>.


Not only has work already been put into a new manual, but this is one of the top priorities for release - and unlike the original WITP, this expansion will include a fully up to date and reorganized COLOR PRINTED MANUAL if you purchase the boxed copy.


I was wondering if the manual could be on the CD in a format like MSWord so the user could modifiy it as patches are made?

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RE: Admirals Edition Land Thread - 12/7/2007 6:46:59 PM   
Brady


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In in the stock game thier were many, hex's that had base forces that were not their in real life, Nauma at wars start did not have an American base force stationed it was French and had a frech garasion their,so my question is has this been acounted for, are their Fench forces in Indo china? Portiguese on Timor, Tie forces in Tiland?

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RE: Admirals Edition Land Thread - 12/7/2007 7:18:38 PM   
Jim D Burns


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Has the rate at which units rebuild losses been modified at all? Currently it takes years to rebuild a shattered division or brigade. Germany rebuilt its entire Army Group West in less than 3 months after its destruction at Normandy.

Units should be rebuilt much faster than current rebuild rates, but be inexperienced after. Experience should grow much slower than it currently does however.

I think the 1st Marine Division was rebuilt, retrained and back in action in about 6 months after being decimated at Guadalcanal. In my current PBEM game the 2nd Marine division has only drawn about 40 squads in over 4 months even though it is stacked with its HQ at Pearl with ample supplies.

Jim


< Message edited by Jim D Burns -- 12/7/2007 7:19:01 PM >


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RE: Admirals Edition Land Thread - 12/7/2007 7:21:22 PM   
Andy Mac

 

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OK going to try and answer a lot of questions

A historic base forces we have removed a lot of them and with the new disband units features we force the disbandment of some (not all because players need some flexibility) dutch, PI base forces.

Also base forces tend to be smaller in game

Yes we have French units in Tahiti and New Cal not US ones.

Units will be able to be allocated to Corps and Command HQ's and via the editor direct to Armies at present Corps can only be allocated to command HQ's (although this is something that will be looked at not sure when)

Restricted command units are always allocated to the top level HQ as Corps HQ's allocated in that way do not pass on the restricted nature to sub HQ's.

HQ combat bonuses and leaders - the coders have explained it to me about 3 times now and I still don't quite have it - when I understand it I will explain it to everyone else - suffice to say I think (and dont holdme to it) there will be an additional bonus if a units 'own' HQ is present in the Hex. i.e. there will be a command HQ bonus and a corps HQ bonus per stock (but there will be an additional bonus if a corps HQ is present that the units belong to) 

Repairs dont take supply in stock the reduciton you see is from bombing the base not from repairing the AF so there will be no change to this (I will double check this point)

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RE: Admirals Edition Land Thread - 12/7/2007 7:25:05 PM   
Brady


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So their are no Vichy French Forces present? I take it madascar is not part of the expanshion?

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