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RHS MAIO again

 
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All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Scenario Design >> RHS MAIO again Page: [1]
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RHS MAIO again - 12/19/2008 11:36:00 AM   
Bogo Mil

 

Posts: 286
Joined: 1/28/2008
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After some months without witp, I started a new game against the Japanese AI using the latest RHS-MAIO scenario (7.954). I didn't play many turns yet, but there are 2 points already:

1. There are Japanese planes at Allied bases in the south pacific (Rabaul, Tulagi, Noumea). This leads to some very strange behavior. Planes at Rabaul were destroyed by the Japanese bombardment, now a replacement fragment arrived at ... Melbourne! When a base is captured by the Japs, all planes are destroyed:

Japanese forces CAPTURE Tulagi [Solomons] base !!!

Japanese aircraft
no flights

Japanese aircraft losses
E13A1 Jake: 3 destroyed



2. The attack against PH is very weak. Most planes are set to naval attack - there are big strikes against those small task forces near PH. But the attack against the harbour is very weak. I tried to help the AI a bit and deleted all TFs at Hawaii or sent them away, but it didn't help much. The attack was still very weak, only one of the BBs got more than 50 damage.

I think the PH attack should be set up very similiar to the attacks usually used in PBEM: Most or all Vals attack the airfield, the Kates attack the port, (almost) nothing is set to naval attack.

_____________________________

They who can give up essential liberty to obtain a little temporary safety, deserve neither liberty nor safety. (Benjamin Franklin)
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RE: RHS MAIO again - 12/21/2008 8:06:20 PM   
el cid again

 

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Problem 1: Not in MAIO or any other form of RHS I am aware of - there is a mixing of files or file corruption involved here. Try again with fresh files. I don't even know how to make this happen on purpose if I wanted to - but we didn't try to do it in the first place. Japanese planes should show up at Japanese bases - and if the base isn't actually Japanese - they will then default to Tokyo.

Problem 2: This is in MAIO - and it is related to a conundrum. The Japanese AI players does not know if you are going to sea or not - or if the enemy carriers will come into range? If planes are set to attack the port - and if the Allies go to sea - you would beat the KB. It is hard to create a historical outcome in any case - and several things were done to help on the opening turn (AAA is largely disabled for example). But a compromise setting - naval attack primo with port attack secundo - is less than ideal for a maximum strike if the main force stays in port.

< Message edited by el cid again -- 12/21/2008 8:08:14 PM >

(in reply to Bogo Mil)
Post #: 2
RE: RHS MAIO again - 1/5/2009 12:00:18 PM   
Bogo Mil

 

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Very strange. There are a couple of small things which might indicate a broken install. E.g. some planes have the wrong art files (AVG P-40 use the P-38 pictures, LB-30 transport planes use I-153), A few LCUs are prepped for the wrong places (e.g. the Kendari Base Force is 100% prepped for a small base 2 hexes away from Kendari). But I would expect a lot more errors if the install was corrupted... At least 95% of the game seems to work as intended.

I can try to do a new install, maybe things will improve then...


About problem 2: I think the Allies should not form new TFs in turn 1 - it is a surprise attack, isn't it? Look at the "primary house rule": Why would the real commander form large combat task forces if he didn't expect an attack? If the player wants to cheat, he can do so. The AI never complains.

_____________________________

They who can give up essential liberty to obtain a little temporary safety, deserve neither liberty nor safety. (Benjamin Franklin)

(in reply to el cid again)
Post #: 3
RE: RHS MAIO again - 1/5/2009 11:00:41 PM   
ny59giants


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An issue I found was Chungking has a barge that I sent out in the beginning to supply those troops marching Ichang. When it came back there was a problem clicking on the base to get the main window to open. The base has port 0(0). It would be nice to have it and some others inland China to have ports at 0(1) to possibly prevent it. I could only click on the aircraft symbol or LCU to get them to open, but I was unable to go back. I sent the barge TF away from the base and now the base operates normally. 

(in reply to Bogo Mil)
Post #: 4
RE: RHS MAIO again - 1/5/2009 11:55:53 PM   
ChickenOfTheSea


Posts: 579
Joined: 6/7/2008
From: Virginia
Status: offline
Bobo Mil,
You may have a problem installation, but there are some things you should check first.

If you start the game with Automatic Air Replacements On strange things will happen on the first turn like Japanese replacements arriving at Melbourne. Don't know why. Better to start with them off.

There are two sets of art for RHS. MAIO is in the EOS family and requires the EOS art.

El Cid sets the supply sinks to be prepped for some other location by design and I think they are intended to stay that way. He can explain better. There are a few combat units with illogical prepping that he is fixing from time to time.

You can beef up the Pearl Harbor attack by doing the first turn head-to-head and reassigning some of the Kates in KB to port attack and Vals to airfield attack. Last time I did a turn like this I lost 355 aircraft on the ground on turn 1. You really get clobbered, but the AI needs all the help it can get.

_____________________________

In theory, there is no difference between theory and practice, but in practice, there is. - Manfred Eigen

(in reply to ny59giants)
Post #: 5
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