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RE: AE Land and AI Issues

 
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RE: AE Land and AI Issues - 7/31/2009 12:54:09 PM   
Blackhorse


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quote:

Intentional to have gazillions of Support in full TOE of these Philly guys?



No. That is *not* WAD.

Added to the patch list.

< Message edited by Blackhorse -- 7/31/2009 12:56:33 PM >


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WitP-AE -- US LCU & AI Stuff

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Post #: 1411
RE: AE Land and AI Issues - 7/31/2009 1:06:13 PM   
Speedysteve

 

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As an FYI it seems to be all 3 of the 101 PA Bn's............

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Post #: 1412
RE: AE Land and AI Issues - 7/31/2009 1:15:26 PM   
Blackhorse


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Yep. For some reason, when you use the editor to break down a unit into its component parts, if a weapon slot has a TO&E value of "0", the editor will overwrite the weapon with whatever level of support the sub unit has.

In those cases, we had to manually adjust the unit in the editor. My bad -- I missed the 101 PA Reg't (not to be confused with the 101 PA Division, of which it is a part!).

Keep those cards and letters coming!


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WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!

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Post #: 1413
RE: AE Land and AI Issues - 7/31/2009 2:03:17 PM   
fbs

 

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Scenario 002: units with similar problem on the TO&E:

5639 1/153rd Bn
5642 G/153rd Co
5643 H/153rd Co
5644 I/153rd Co

from the sequence, I guess that 5640 and 5641 may have that problem too.

Cheers :mrgreen:
fbs7

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Post #: 1414
RE: AE Land and AI Issues - 7/31/2009 2:49:37 PM   
Speedysteve

 

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Andy - quick question if I may:

Just going through 1st turn on GC 2 on Steroids as Allies.

Looking at replacmenets for the LCU's at the mo. As noted from you before they're pretty limited for IND, Brit, Can, Aus, Chinese infantry overall. All have in the region of upto 20ish squads p/m. As such with that do you generally recommend just filling up the front line units of choice only and turning off replacements for everything else?

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Post #: 1415
RE: AE Land and AI Issues - 7/31/2009 6:36:18 PM   
Andy Mac

 

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grrrrrrr no another one for the fix list thanks Speedy

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Post #: 1416
RE: AE Land and AI Issues - 7/31/2009 7:01:46 PM   
Andy Mac

 

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Speedy you need to be very carefull where you put your limited replacements to get most bang for buck I would tentd to use them in selected units only or if its an upgrade squad device maybe begin stockpiling them fopr th eall importasnrt upgrade

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Post #: 1417
RE: AE Land and AI Issues - 7/31/2009 8:32:59 PM   
morganbj


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I just noticed a land unit marching mid-ocean to Japan. Dec21, 41 Historical, Surprise CG.






Attachment (1)

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Post #: 1418
RE: AE Land and AI Issues - 7/31/2009 8:34:50 PM   
treespider


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quote:

ORIGINAL: Speedy

Andy - quick question if I may:

Just going through 1st turn on GC 2 on Steroids as Allies.

Looking at replacmenets for the LCU's at the mo. As noted from you before they're pretty limited for IND, Brit, Can, Aus, Chinese infantry overall. All have in the region of upto 20ish squads p/m. As such with that do you generally recommend just filling up the front line units of choice only and turning off replacements for everything else?



And don't forget about the convoys...

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Post #: 1419
RE: AE Land and AI Issues - 7/31/2009 9:14:00 PM   
latosusi

 

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quote:

ORIGINAL: bjmorgan

I just noticed a land unit marching mid-ocean to Japan. Dec21, 41 Historical, Surprise CG.








Me as well

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Post #: 1420
RE: AE Land and AI Issues - 7/31/2009 9:29:31 PM   
Andy Mac

 

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Hhmmm that is wrong send me a save please

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Post #: 1421
RE: AE Land and AI Issues - 8/1/2009 12:08:05 AM   
steveh11Matrix


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Just going through some stuff in the Editor, and noticed Device #1170: Dutch T14 Tank.  It has a ceiling of 2100 ft, apparently.  The Dutch invented the Grav Tank early - avaiable 4204! 

(Just noticed that the previous device, #1169, has the same ceiling...)


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Post #: 1422
RE: AE Land and AI Issues - 8/1/2009 12:10:34 AM   
Andy Mac

 

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Its to reflect the rifle calibre MG's they had on top its not in use at present its there in case we ever get AA AFV's implemented

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Post #: 1423
RE: AE Land and AI Issues - 8/1/2009 1:15:12 AM   
steveh11Matrix


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quote:

ORIGINAL: Andy Mac

Its to reflect the rifle calibre MG's they had on top its not in use at present its there in case we ever get AA AFV's implemented

Gotcha, thanks.

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Post #: 1424
RE: AE Land and AI Issues - 8/1/2009 7:22:07 AM   
Chad Harrison


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This isnt a bug, but a quick OOB question:

What does the SEP designation of a US Infantry Regiment mean? I noticed that the TO&E is much 'lighter', similar the Commonwealth Jungle TO&E's. Is that related?

Again, just curious.

Thanks.

Chad

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Post #: 1425
RE: AE Land and AI Issues - 8/1/2009 10:08:06 AM   
Andy Mac

 

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Seperate I think Joel ?

Dont forget Commonwealth TOE's got VERY bloated as a result of them being based in desert - they had a very long tail where the US model was to have more seperate Bns not organic to Divs. (although defacto they might have been)



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Post #: 1426
RE: AE Land and AI Issues - 8/1/2009 10:17:14 AM   
Iron Duke


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A lot of the slots that represent TOE's -- Slots 2350 to 2899 have delay dates or are set to 0 .
shouldn't all these slot entrys be set to 9999




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Post #: 1427
RE: AE Land and AI Issues - 8/1/2009 10:31:57 AM   
JeffroK


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quote:

ORIGINAL: Chad Harrison

This isnt a bug, but a quick OOB question:

What does the SEP designation of a US Infantry Regiment mean? I noticed that the TO&E is much 'lighter', similar the Commonwealth Jungle TO&E's. Is that related?

Again, just curious.

Thanks.

Chad


As Andy said , it means "Seperate" in that they were not assigned to an Infantry Division .


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Post #: 1428
RE: AE Land and AI Issues - 8/1/2009 4:03:47 PM   
Chad Harrison


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Thanks for the replies Andy and Jeff. So they are RCT's then correct?

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Post #: 1429
RE: AE Land and AI Issues - 8/1/2009 7:55:51 PM   
Barb


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Nope.. RCT is regimental combat team - self sufficient combat unit with AT, AA, ART, Mortars, recon, engineers, tanks, medical station... obtained from higher echelon (you may say division splitted in three)
Sep means separate regiment - it has only things that are on standard regimental TOE - so no Art bn, no eng co, no rec plt, no tank co, no AA co, ... from division






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Post #: 1430
RE: AE Land and AI Issues - 8/1/2009 8:07:20 PM   
latosusi

 

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quote:

ORIGINAL: Andy Mac

Hhmmm that is wrong send me a save please


Did you receive save file? If not, to which email address should i send it?

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Post #: 1431
RE: AE Land and AI Issues - 8/1/2009 9:59:13 PM   
Blackhorse


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quote:

ORIGINAL: Chad Harrison

Thanks for the replies Andy and Jeff. So they are RCT's then correct?



quote:

Barb:
Nope.. RCT is regimental combat team - self sufficient combat unit with AT, AA, ART, Mortars, recon, engineers, tanks, medical station... obtained from higher echelon (you may say division splitted in three)
Sep means separate regiment - it has only things that are on standard regimental TOE - so no Art bn, no eng co, no rec plt, no tank co, no AA co, ... from division



Barb is correct. There are *no* Regimental Combat Teams in AE. RCT's were not TO&E organizations -- they were infantry regiments reinforced with other units for shorter or longer periods of time.

There are two types of US Army infantry regiments in-game, and two ways you can create your own de facto RCTs.

1) The division regiment. Each US Infantry Division has 3 intrinsict regiments. When you divide a division -- or when the division arrives, divided into its 3 regiments -- each regiment contains a 1/3 "slice" of the divisions AAA, engineers, artillery and other support. These divisional regiments are effectively Regimental Combat Teams.

2) The independent, non-divisional "Separate" Regiment. These regiments are "lighter" than their divisional counterparts, because they don't have a "division slice" of support. Assign Coastal Artillery (Anti-Air) Regiments, artillery battalions and engineer battalions to the same base, and you will have effectively created a RCT the same way the US did it in WWII. In AE, you have available as separate units all the AAA, engineer, and tank units that historically served in the Pacific.

Some of the separate regiments -- mostly those that served in the Aleutians -- will "grow" a tank company in mid-1942. These were Marmon-Harrington light tanks sold to the Netherlands, but the DEI fell before they could be delivered. About 100 tanks were sent to Alaska, another 100 were used for training.



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WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!

(in reply to Chad Harrison)
Post #: 1432
RE: AE Land and AI Issues - 8/1/2009 11:10:55 PM   
rjopel

 

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Unit #5200 should read "857th" vice "857" to match the rest of the Eng Avn Bn's.

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Post #: 1433
RE: AE Land and AI Issues - 8/1/2009 11:29:04 PM   
Shark7


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quote:

ORIGINAL: bjmorgan

I just noticed a land unit marching mid-ocean to Japan. Dec21, 41 Historical, Surprise CG.







You're complaining that your troops can walk on water? Talk about hard to please.

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Post #: 1434
RE: AE Land and AI Issues - 8/1/2009 11:36:48 PM   
Chad Harrison


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quote:

ORIGINAL: Blackhorse

Barb is correct. There are *no* Regimental Combat Teams in AE. RCT's were not TO&E organizations -- they were infantry regiments reinforced with other units for shorter or longer periods of time.

There are two types of US Army infantry regiments in-game, and two ways you can create your own de facto RCTs.



Thanks for the replies everyone. You guys never cease to amaze me. After reading books on the subject for years and years, I have still learned more about the units, TO&E's, OOB's and so on through these boards and the game itself than through all those books combined.

Oh and by the way, AE is beyond great you guys! Keep up the excellent work!

Chad

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Post #: 1435
RE: AE Land and AI Issues - 8/1/2009 11:50:42 PM   
Andy Mac

 

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Its worth noting that CW Bde Gps tend to all arrive as Bde Gps thats deliberate but it basically boils down to itas simpler and you dont need to tailor forces for atolls as much

The US model is more flexible because they will tend to do the bulk of the Atoll fighting - were it not for that I suspect we would have went with RCT's to try and keep it simpler for a player - by doing it the way we have you get to tailor your atoll assault forces a little more but at the expense of a more complicated management task.

Horses for course basically

Andy

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Post #: 1436
RE: AE Land and AI Issues - 8/1/2009 11:52:23 PM   
rjopel

 

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Any chance we can get what the Type codes in the Ground OOB are equal to?

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Post #: 1437
RE: AE Land and AI Issues - 8/1/2009 11:54:59 PM   
Andy Mac

 

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Sorry I dont understand

o is a city 1 is a port its all there int he drop down 

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Post #: 1438
RE: AE Land and AI Issues - 8/1/2009 11:58:06 PM   
rjopel

 

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I looking for the one 3 through 12. I can figure some out by flipping back and forth.

Example 7981 2nd NZ Div Cav lists a type = 8

Thanks

I'm looking at it from a excel file not the editor.

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Post #: 1439
RE: AE Land and AI Issues - 8/2/2009 12:05:49 AM   
JeffroK


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quote:

ORIGINAL: rjopel

I looking for the one 3 through 12. I can figure some out by flipping back and forth.

Example 7981 2nd NZ Div Cav lists a type = 8

Thanks

I'm looking at it from a excel file not the editor.

Write to Microsoft & complain.

Or go to the editor and write them down.

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