Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: AE Land and AI Issues

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: AE Land and AI Issues Page: <<   < prev  47 48 [49] 50 51   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: AE Land and AI Issues - 8/2/2009 12:20:58 AM   
rjopel

 

Posts: 614
Joined: 12/19/2007
From: Charlottesville, VA, USA
Status: offline
I suppose I could look at it from the editor now that you mention it.

(in reply to JeffroK)
Post #: 1441
RE: AE Land and AI Issues - 8/2/2009 12:31:02 AM   
Blackhorse


Posts: 1983
Joined: 8/20/2000
From: Eastern US
Status: offline

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.



3 = AA
4 = HQ
5/6 = airfields
7 = Inf
8 = Armor (and motorized)
9 = Art
10 = Eng
11 = CD
12 = Task Force

I'm curious. What's difficult about looking in the editor?


_____________________________

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 rjopel)
Post #: 1442
RE: AE Land and AI Issues - 8/2/2009 12:32:51 AM   
rjopel

 

Posts: 614
Joined: 12/19/2007
From: Charlottesville, VA, USA
Status: offline
It's not difficult, just didn't think of it until it was mentioned.

(in reply to Blackhorse)
Post #: 1443
AE - AI - 8/2/2009 4:21:55 AM   
wpurdom

 

Posts: 476
Joined: 10/27/2000
From: Decatur, GA, USA
Status: offline
Although you said the AI will sometimes attack with KB against Pearl 2 days and rarely attack three, it can also make an ill-advised attack on Pearl Harbor on the 4th day:
AFTER ACTION REPORTS FOR Dec 10, 41
--------------------------------------------------------------------------------



--------------------------------------------------------------------------------
Morning Air attack on TF, near Pearl Harbor at 180,107

Weather in hex: Clear sky

Raid detected at 160 NM, estimated altitude 25,000 feet.
Estimated time to target is 60 minutes

Japanese aircraft
     A6M2 Zero x 19
     B5N2 Kate x 24
     D3A1 Val x 19



Allied aircraft
     P-26A x 3
     P-36A Mohawk x 2
     P-40B Warhawk x 27
     F4F-3 Wildcat x 3


Japanese aircraft losses
     A6M2 Zero: 1 destroyed
     B5N2 Kate: 9 destroyed, 8 damaged
     D3A1 Val: 10 destroyed, 2 damaged

Allied aircraft losses
     P-26A: 1 destroyed
     P-36A Mohawk: 1 destroyed
     F4F-3 Wildcat: 1 destroyed

Allied Ships
     DMS Hovey
     DMS Boggs,  on fire,  heavy damage
     DD Mugford
     DMS Lamberton
     DD Phelps



Aircraft Attacking:
      1 x D3A1 Val diving from 2000'
              Naval Attack:  1 x 250 kg SAP Bomb
      3 x B5N2 Kate launching torpedoes at 200 feet
              Naval Attack:  1 x 18in Type 91 Torpedo
      5 x D3A1 Val diving from 2000'
              Naval Attack:  1 x 250 kg SAP Bomb
      7 x B5N2 Kate launching torpedoes at 200 feet
              Naval Attack:  1 x 18in Type 91 Torpedo

CAP engaged:
VMF-211 with F4F-3 Wildcat (2 airborne, 0 on standby, 0 scrambling)
     (3 plane(s) diverted to support CAP in hex.)
     2 plane(s) intercepting now.
     0 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
     Group patrol altitude is 15000
     Time for all group planes to reach interception is 22 minutes
18th PG/44th PS with P-40B Warhawk (1 airborne, 0 on standby, 0 scrambling)
     (5 plane(s) diverted to support CAP in hex.)
     1 plane(s) intercepting now.
     0 plane(s) not yet engaged, 0 being recalled, 4 out of immediate contact.
     Group patrol altitude is 15000
     Time for all group planes to reach interception is 51 minutes
     4 planes vectored on to bombers
15th PG/47th PS with P-40B Warhawk (0 airborne, 0 on standby, 0 scrambling)
     (3 plane(s) diverted to support CAP in hex.)
     0 plane(s) not yet engaged, 2 being recalled, 1 out of immediate contact.
     Group patrol altitude is 15000
     Time for all group planes to reach interception is 57 minutes
     1 planes vectored on to bombers
15th PG/72nd PS with P-26A (0 airborne, 0 on standby, 0 scrambling)
     (3 plane(s) diverted to support CAP in hex.)
     0 plane(s) not yet engaged, 1 being recalled, 2 out of immediate contact.
     Group patrol altitude is 15000
     Time for all group planes to reach interception is 48 minutes
18th PG/78th PS with P-40B Warhawk (0 airborne, 0 on standby, 0 scrambling)
     (8 plane(s) diverted to support CAP in hex.)
     0 plane(s) not yet engaged, 0 being recalled, 8 out of immediate contact.
     Group patrol altitude is 15000
     Time for all group planes to reach interception is 54 minutes
     8 planes vectored on to bombers
15th PG/Hq Sqn with P-36A Mohawk (0 airborne, 0 on standby, 0 scrambling)
     (2 plane(s) diverted to support CAP in hex.)
     0 plane(s) not yet engaged, 2 being recalled, 0 out of immediate contact.
     Group patrol altitude is 15000
     Time for all group planes to reach interception is 8 minutes
18th PG/Hq Sqn with SNJ-3 Texan (0 airborne, 0 on standby, 0 scrambling)
     Group patrol altitude is 15000
     Raid is overhead
18th PG/73rd PS with P-40B Warhawk (0 airborne, 0 on standby, 0 scrambling)
     0 plane(s) not yet engaged, 11 being recalled, 0 out of immediate contact.
     Group patrol altitude is 15000
     Time for all group planes to reach interception is 13 minutes



--------------------------------------------------------------------------------
Morning Air attack on Lahaina , at 182,108

Weather in hex: Thunderstorms

Raid spotted at 24 NM, estimated altitude 19,000 feet.
Estimated time to target is 10 minutes

Japanese aircraft
     A6M2 Zero x 9
     B5N2 Kate x 40
     D3A1 Val x 15



Allied aircraft
     P-40B Warhawk x 2
     F4F-3 Wildcat x 2


Japanese aircraft losses
     B5N2 Kate: 4 damaged
     D3A1 Val: 2 damaged

Allied aircraft losses
     P-40B Warhawk: 1 destroyed

Allied Ships
     TK Gulfhawk, Bomb hits 1,  on fire
     AG Arctic, Bomb hits 1, and is sunk
     TK Gulfland, Bomb hits 1,  on fire
     xAP Etolin, Bomb hits 1
     xAK Hoegh Merchant, Bomb hits 1,  on fire



Port fuel hits 1

Aircraft Attacking:
     14 x B5N2 Kate bombing from 15000 feet
              Port Attack:  1 x 800 kg AP Bomb
     15 x D3A1 Val diving from 10000' *
              Port Attack:  2 x 60 kg GP Bomb
     16 x B5N2 Kate bombing from 16000 feet
              Port Attack:  1 x 800 kg AP Bomb
     10 x B5N2 Kate bombing from 16000 feet
              Port Attack:  2 x 250 kg SAP Bomb

CAP engaged:
VMF-211 with F4F-3 Wildcat (2 airborne, 0 on standby, 0 scrambling)
     (2 plane(s) diverted to support CAP in hex.)
     2 plane(s) intercepting now.
     Group patrol altitude is 15000
     Raid is overhead
18th PG/73rd PS with P-40B Warhawk (2 airborne, 0 on standby, 0 scrambling)
     (5 plane(s) diverted to support CAP in hex.)
     2 plane(s) intercepting now.
     Group patrol altitude is 15000
     Raid is overhead
18th PG/Hq Sqn with SNJ-3 Texan (0 airborne, 0 on standby, 0 scrambling)
     Group patrol altitude is 15000
     Raid is overhead



--------------------------------------------------------------------------------
Morning Air attack on Lahaina , at 182,108

Weather in hex: Thunderstorms

Raid spotted at 32 NM, estimated altitude 23,000 feet.
Estimated time to target is 13 minutes

Japanese aircraft
     B5N2 Kate x 25



Japanese aircraft losses
     B5N2 Kate: 1 damaged


Allied ground losses:
     8 casualties reported
        Squads: 0 destroyed, 1 disabled
        Non Combat: 0 destroyed, 0 disabled
        Engineers: 0 destroyed, 0 disabled
     Guns lost 1 (0 destroyed, 1 disabled)


Port hits 2

Aircraft Attacking:
     25 x B5N2 Kate bombing from 20000 feet
              Port Attack:  1 x 800 kg AP Bomb

--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Lihue at 179,104

Weather in hex: Thunderstorms

Raid spotted at 31 NM, estimated altitude 21,000 feet.
Estimated time to target is 13 minutes

Japanese aircraft
     A6M2 Zero x 4
     B5N2 Kate x 2



Allied aircraft
     F4F-3 Wildcat x 1


Japanese aircraft losses
     B5N2 Kate: 1 damaged

Allied aircraft losses
     F4F-3 Wildcat: 1 destroyed

Allied Ships
     DD Shaw, Torpedo hits 1, and is sunk



Aircraft Attacking:
      2 x B5N2 Kate launching torpedoes at 200 feet
              Naval Attack:  1 x 18in Type 91 Torpedo

CAP engaged:
VMF-211 with F4F-3 Wildcat (1 airborne, 0 on standby, 0 scrambling)
     (1 plane(s) diverted to support CAP in hex.)
     1 plane(s) intercepting now.
     Group patrol altitude is 15000
     Raid is overhead



--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Pearl Harbor at 180,104

Weather in hex: Moderate rain

Raid spotted at 37 NM, estimated altitude 20,000 feet.
Estimated time to target is 13 minutes

Japanese aircraft
     A6M2 Zero x 5
     D3A1 Val x 11



Allied aircraft
     P-36A Mohawk x 8
     P-40B Warhawk x 1


Japanese aircraft losses
     A6M2 Zero: 1 destroyed
     D3A1 Val: 4 damaged

Allied aircraft losses
     P-36A Mohawk: 1 destroyed

Allied Ships
     DD Tucker
     DD Case,  on fire
     DD Dewey



Aircraft Attacking:
     11 x D3A1 Val diving from 2000'
              Naval Attack:  1 x 250 kg SAP Bomb

CAP engaged:
15th PG/47th PS with P-40B Warhawk (1 airborne, 0 on standby, 0 scrambling)
     (1 plane(s) diverted to support CAP in hex.)
     1 plane(s) intercepting now.
     Group patrol altitude is 15000
     Raid is overhead
15th PG/46th PS with P-36A Mohawk (8 airborne, 0 on standby, 0 scrambling)
     8 plane(s) intercepting now.
     Group patrol altitude is 15000
     Raid is overhead



--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Pearl Harbor at 180,107

Weather in hex: Clear sky

Raid detected at 40 NM, estimated altitude 17,000 feet.
Estimated time to target is 17 minutes

Japanese aircraft
     A6M2 Zero x 18
     B5N2 Kate x 19
     D3A1 Val x 14



Allied aircraft
     P-26A x 1
     P-36A Mohawk x 1
     P-40B Warhawk x 18
     SNJ-3 Texan x 1


Japanese aircraft losses
     A6M2 Zero: 3 destroyed
     B5N2 Kate: 1 destroyed, 11 damaged
     D3A1 Val: 2 damaged

Allied aircraft losses
     P-36A Mohawk: 1 destroyed
     P-40B Warhawk: 1 destroyed

Allied Ships
     DMS Zane
     DMS Lamberton
     DD Phelps
     DMS Chandler
     DMS Boggs, Bomb hits 1,  heavy fires,  heavy damage
     DMS Hovey



Aircraft Attacking:
     16 x B5N2 Kate launching torpedoes at 200 feet
              Naval Attack:  1 x 18in Type 91 Torpedo
     14 x D3A1 Val diving from 2000'
              Naval Attack:  1 x 250 kg SAP Bomb
      2 x B5N2 Kate launching torpedoes at 200 feet
              Naval Attack:  1 x 18in Type 91 Torpedo

CAP engaged:
18th PG/44th PS with P-40B Warhawk (5 airborne, 0 on standby, 0 scrambling)
     (5 plane(s) diverted to support CAP in hex.)
     5 plane(s) intercepting now.
     Group patrol altitude is 15000
     Raid is overhead
15th PG/72nd PS with P-26A (1 airborne, 0 on standby, 0 scrambling)
     (1 plane(s) diverted to support CAP in hex.)
     1 plane(s) intercepting now.
     Group patrol altitude is 15000
     Raid is overhead
     1 planes vectored on to bombers
18th PG/78th PS with P-40B Warhawk (0 airborne, 0 on standby, 0 scrambling)
     (8 plane(s) diverted to support CAP in hex.)
     0 plane(s) not yet engaged, 0 being recalled, 8 out of immediate contact.
     Group patrol altitude is 15000
     Time for all group planes to reach interception is 25 minutes
15th PG/Hq Sqn with P-36A Mohawk (1 airborne, 0 on standby, 0 scrambling)
     (1 plane(s) diverted to support CAP in hex.)
     1 plane(s) intercepting now.
     Group patrol altitude is 15000
     Raid is overhead
18th PG/Hq Sqn with SNJ-3 Texan (0 airborne, 0 on standby, 0 scrambling)
     (1 plane(s) diverted to support CAP in hex.)
     0 plane(s) not yet engaged, 0 being recalled, 1 out of immediate contact.
     Group patrol altitude is 15000
     Time for all group planes to reach interception is 20 minutes
18th PG/73rd PS with P-40B Warhawk (5 airborne, 0 on standby, 0 scrambling)
     5 plane(s) intercepting now.
     Group patrol altitude is 15000
     Raid is overhead

Heavy smoke from fires obscuring DMS Boggs





at least if  a Jap CV is damaged enough to separate from the group on the previous day:


AFTER ACTION REPORTS FOR Dec 09, 41
--------------------------------------------------------------------------------


--------------------------------------------------------------------------------
Night Time Surface Combat, near Pearl Harbor at 181,102, Range 1,000 Yards

Japanese Ships
     CV Kaga
     CV Hiryu
     CV Soryu
     CV Shokaku
     CV Zuikaku, Torpedo hits 1
     CV Akagi
     BB Hiei
     BB Kirishima
     CA Tone
     CA Chikuma
     CL Abukuma
     DD Akigumo
     DD Kagero
     DD Isokaze
     DD Shiranui
     DD Urakaze
     DD Hamakaze, Torpedo hits 1,  heavy fires,  heavy damage
     DD Tanikaze
     DD Arare
     DD Kasumi

Allied Ships
     PT-20
     PT-21
     PT-22
     PT-23
     PT-24, Shell hits 2, and is sunk
     PT-25
     PT-26, Shell hits 5, and is sunk



Reduced sighting due to 67% moonlight
Maximum visibility in Overcast Conditions and 67% moonlight: 5,000 yards
Range closes to 3,000 yards...
Range closes to 1,000 yards...
PT-24 engages CV Shokaku at 1,000 yards
PT-26 engages CV Hiryu at 1,000 yards
PT-26 engages DD Hamakaze at 1,000 yards
DD Akigumo engages PT-24 at 1,000 yards
Range increases to 2,000 yards
CV Akagi  screened from combat
- escorted by DD Isokaze
PT-26 engages CV Kaga at 2,000 yards
PT-20 engages CV Zuikaku at 2,000 yards
DD Tanikaze engages PT-24 at 2,000 yards
DD Akigumo engages PT-24 at 2,000 yards
PT-26 engages CV Zuikaku at 2,000 yards
PT-24 engages DD Hamakaze at 2,000 yards
PT-23 engages CV Zuikaku at 2,000 yards
DD Hamakaze engages PT-23 at 2,000 yards
CV Akagi ,  CV Zuikaku ,  CV Shokaku ,
  CV Soryu ,  CV Hiryu ,  CV Kaga  screened from combat
- escorted by CL Abukuma ,  DD Arare ,  DD Urakaze ,
  DD Shiranui
DD Hamakaze engages PT-25 at 2,000 yards
DD Hamakaze engages PT-24 at 2,000 yards
PT-22 engages DD Isokaze at 2,000 yards
DD Akigumo engages PT-23 at 2,000 yards
CV Akagi ,  CV Zuikaku ,  CV Shokaku ,
  CV Soryu  screened from combat
- escorted by DD Kasumi ,  DD Isokaze
PT-26 engages CV Hiryu at 2,000 yards
PT-24 engages DD Hamakaze at 2,000 yards
PT-20 engages CV Hiryu at 2,000 yards
DD Arare engages PT-24 at 2,000 yards
PT-24 sunk by DD Tanikaze at 2,000 yards
DD Hamakaze engages PT-23 at 2,000 yards
Range increases to 4,000 yards
CV Akagi ,  CV Zuikaku ,  CV Shokaku ,
  CV Soryu ,  CV Hiryu ,  CV Kaga  screened from combat
- escorted by DD Tanikaze ,  DD Hamakaze ,  DD Urakaze ,
  DD Shiranui ,  DD Isokaze
PT-26 sunk by BB Kirishima at 4,000 yards
CV Akagi ,  CV Zuikaku ,  CV Shokaku ,
  CV Soryu ,  CV Hiryu ,  CV Kaga  screened from combat
- escorted by DD Tanikaze ,  DD Urakaze ,  DD Isokaze ,
  DD Kagero
DD Akigumo engages PT-23 at 4,000 yards
DD Kasumi engages PT-22 at 4,000 yards
Range increases to 5,000 yards
CV Akagi ,  CV Zuikaku ,  CV Shokaku ,
  CV Soryu ,  CV Hiryu ,  CV Kaga  screened from combat
- escorted by DD Kasumi ,  DD Urakaze ,  DD Shiranui
DD Isokaze engages PT-22 at 5,000 yards
PT-22 engages DD Hamakaze at 5,000 yards
DD Isokaze engages PT-23 at 5,000 yards
Range increases to 7,000 yards
CV Akagi ,  CV Zuikaku  screened from combat
- escorted by DD Arare
BB Hiei engages PT-25 at 7,000 yards
DD Kasumi engages PT-23 at 7,000 yards
Range increases to 9,000 yards
BB Kirishima collides with CL Abukuma at 181 , 102
CV Akagi ,  CV Zuikaku ,  CV Shokaku  screened from combat
- escorted by DD Hamakaze ,  DD Urakaze
DD Tanikaze engages PT-23 at 9,000 yards
DD Isokaze engages PT-23 at 9,000 yards
Range increases to 10,000 yards
CV Akagi ,  CV Zuikaku ,  CV Shokaku ,
  CV Soryu ,  CV Hiryu ,  CV Kaga  screened from combat
- escorted by DD Hamakaze ,  DD Urakaze ,  DD Shiranui ,
  DD Isokaze ,  DD Kagero
DD Akigumo engages PT-25 at 10,000 yards
CA Tone engages PT-25 at 10,000 yards
DD Kasumi engages PT-22 at 10,000 yards
DD Akigumo engages PT-25 at 10,000 yards
Task forces break off...







(in reply to Brady)
Post #: 1444
RE: AE - AI - 8/2/2009 4:30:49 AM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline
One thing I like to try occasionally is to fly the US CV groups off of the CV's back to Pearl and/or Lahaina (the base 2-3 hexes East of Pearl)...as well as rebase some of the West coast B-17s to Lahaina on Dec 8.

OOps sorry for the hijack...

_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to wpurdom)
Post #: 1445
RE: AE Land and AI Issues - 8/2/2009 5:34:43 AM   
1EyedJacks


Posts: 2244
Joined: 3/12/2006
From: The Eastern Sierras
Status: offline
Hi all,

For Japan, is there another para unit other then the 1st Raiding Rgt out of Kagoshima? How many para units does Japan start out with and where are they?

As a request for a future update, if you could put something in the name of special INF units (like para units) so people can easily locate them I think it would be a cool thing to do.


TTFN,

Mike

_____________________________

TTFN,

Mike

(in reply to JeffroK)
Post #: 1446
RE: AE Land and AI Issues - 8/2/2009 6:05:31 AM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline
quote:

ORIGINAL: 1EyedJacks

Hi all,

For Japan, is there another para unit other then the 1st Raiding Rgt out of Kagoshima? How many para units does Japan start out with and where are they?


Yokasuka 1st SNLF and Yokosuka 3rd SNLF...both at Kagi on Formosa.

quote:



As a request for a future update, if you could put something in the name of special INF units (like para units) so people can easily locate them I think it would be a cool thing to do.


TTFN,

Mike



How about 1st Raiding regiment, Yokosuka 1st SNLF and Yokosuka 3rd SNLF... Should be easy enough to remember until you get 2nd Raiding regt



_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to 1EyedJacks)
Post #: 1447
RE: AE Land and AI Issues - 8/2/2009 9:00:48 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
When you click on "Ground Reinforcements" screen within the Intel screen, you can check on the LCUs composition of troops. However, there is no way for me to know how many transport (cargo and troop carrying capacity I will need). It is kind of hard to plan ahead and have enough transport of whatever type I need at the off map bases.

(in reply to treespider)
Post #: 1448
RE: Admirals Edition Land Thread - 8/3/2009 3:39:55 AM   
pad152

 

Posts: 2871
Joined: 4/23/2000
Status: offline
The AI (Japanese) needs to keep the oilers away from Pearl Harbor. The Japanese carrier groupsneeds to go to the oilers and not the oilers comming to the carriers when in a combat zone.

(in reply to Brady)
Post #: 1449
RE: Admirals Edition Land Thread - 8/3/2009 5:32:52 PM   
ART11

 

Posts: 22
Joined: 7/27/2009
From: Poland
Status: offline
I got a problem with land battle near Port Moresby(Guadalcanal scenario) - hex 90,130. Japanesse AI attack my 30 Aus seeveral times. They were able only to reach 1 to 2 ratio but after one of the turns I noticed that 2 of the jap units (from 5) appear on PM hex. My Aussie brigade did not forced to retreat. So is it intentional that enemy units are able to cross the hex with my units without fight?

(in reply to pad152)
Post #: 1450
RE: Admirals Edition Land Thread - 8/3/2009 5:38:22 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
No this is a scenario issue we are looking at basically because both start in the same hex neither side has control we are looking at it

(in reply to ART11)
Post #: 1451
RE: Admirals Edition Land Thread - 8/3/2009 6:34:26 PM   
pad152

 

Posts: 2871
Joined: 4/23/2000
Status: offline
AI Pearl Harbor attack, even when the Japanese (AI) attacks for mulitple days it doesn't attack (repair yard, light industry, etc).


(in reply to Andy Mac)
Post #: 1452
RE: AE Land and AI Issues - 8/4/2009 9:05:07 AM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
From: Reading, England
Status: offline

quote:

ORIGINAL: Andy Mac

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


Thanks Andy

_____________________________

WitE 2 Tester
WitE Tester
BTR/BoB Tester

(in reply to Andy Mac)
Post #: 1453
RE: AE Land and AI Issues - 8/4/2009 12:46:55 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline

quote:

ORIGINAL: bjmorgan

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








Actually, I believe this is a new feature of AE..Zoom in on the unit in question and I think you will see this?




Attachment (1)

_____________________________




(in reply to morganbj)
Post #: 1454
RE: AE Land and AI Issues - 8/4/2009 1:15:23 PM   
RevRick


Posts: 2617
Joined: 9/16/2000
From: Thomasville, GA
Status: offline
Well, that figures. It's Dugout Doug, almost walking on water.

_____________________________

"Action springs not from thought, but from a readiness for responsibility.” ― Dietrich Bonhoeffer

(in reply to m10bob)
Post #: 1455
RE: AE Land and AI Issues - 8/4/2009 1:40:47 PM   
latosusi

 

Posts: 327
Joined: 6/2/2004
From: London/Kuopio
Status: offline
Lol!

(in reply to RevRick)
Post #: 1456
RE: AE Land and AI Issues - 8/5/2009 4:01:24 AM   
jcjordan

 

Posts: 1900
Joined: 6/27/2001
Status: offline
Shouldn't there be a Panama Canal command for those air/land units assigned there or at least some kind of hq in the area subordinate to West Coast. I forget what the # air force was

(in reply to latosusi)
Post #: 1457
RE: AE Land and AI Issues - 8/5/2009 9:19:49 AM   
morphin

 

Posts: 572
Joined: 4/26/2002
From: Switzerland
Status: offline
Hi

IJA 39th
IJA 18th Area
IJA
IJA Area
IJA Command
IJA 1945

are all HQ with HQtype 220. What is this excactly? I know that HQType 109 is for Command HQ with a command radius of 9 hexes, and 75 is new in AE (Army HQ with command radius of 5 hexes)

but 220 i don't know

Andy

(in reply to jcjordan)
Post #: 1458
RE: AE Land and AI Issues - 8/5/2009 11:03:24 AM   
Blackhorse


Posts: 1983
Joined: 8/20/2000
From: Eastern US
Status: offline

quote:

ORIGINAL: jcjordan

Shouldn't there be a Panama Canal command for those air/land units assigned there or at least some kind of hq in the area subordinate to West Coast. I forget what the # air force was


JC,

The off-map bases are not attackable in AE, just staging areas to load units and bring them on-map. So all the local HQs (such as Sixth Air Force in Panama) and units assigned to local defense are kept out of the game until/unless they are available for possible deployment in the Pacific.

US units that arrive in Panama or the Eastern US start off assigned to either West Coast command (so the player has to pay PP to release them) or assigned to the Theater where they historically deployed.

_____________________________

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 jcjordan)
Post #: 1459
RE: AE Land and AI Issues - 8/5/2009 12:35:32 PM   
Jzanes

 

Posts: 471
Joined: 11/18/2004
Status: offline
IIRC in WITP you needed to start a vs. the AI game with replacements and upgrades ON in order to give the AI the ability to upgrade their units. Is this still true in AE? With the very limited replacement pools, it'd be nice to start with replacements and upgrades OFF.

(in reply to Blackhorse)
Post #: 1460
RE: AE Land and AI Issues - 8/5/2009 12:50:15 PM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline
It's a flag that says this is a Japan TOE, allies are 221


quote:

ORIGINAL: morphin

Hi

IJA 39th
IJA 18th Area
IJA
IJA Area
IJA Command
IJA 1945

are all HQ with HQtype 220. What is this excactly? I know that HQType 109 is for Command HQ with a command radius of 9 hexes, and 75 is new in AE (Army HQ with command radius of 5 hexes)

but 220 i don't know

Andy



_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to morphin)
Post #: 1461
RE: AE Land and AI Issues - 8/5/2009 12:55:30 PM   
USSAmerica


Posts: 18715
Joined: 10/28/2002
From: Graham, NC, USA
Status: offline

quote:

ORIGINAL: Jzanes

IIRC in WITP you needed to start a vs. the AI game with replacements and upgrades ON in order to give the AI the ability to upgrade their units. Is this still true in AE? With the very limited replacement pools, it'd be nice to start with replacements and upgrades OFF.


That's a good question that I didn't realize was a limitation with Classic WitP.

_____________________________

Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


Artwork by The Amazing Dixie

(in reply to Jzanes)
Post #: 1462
RE: AE Land and AI Issues - 8/5/2009 5:28:02 PM   
DBS


Posts: 513
Joined: 4/29/2004
Status: offline
Sort of a Naval AI issue...

The manual makes several references to the optional rules effects of Japanese Sub Doctrine, a la the original WITP. But both the US Sub Doctrine and Japanese Sub Doctrine switches are missing from AE's Realism Settings page. A) Have they moved elsewhere, and B) if they really have been deleted as Realism options, which way have the Doctrines been hardwired? On or Off?


David

(in reply to USSAmerica)
Post #: 1463
RE: AE Land and AI Issues - 8/5/2009 7:40:35 PM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline
AI always has replacements on regardless of human settings.


quote:

ORIGINAL: USS America


quote:

ORIGINAL: Jzanes

IIRC in WITP you needed to start a vs. the AI game with replacements and upgrades ON in order to give the AI the ability to upgrade their units. Is this still true in AE? With the very limited replacement pools, it'd be nice to start with replacements and upgrades OFF.


That's a good question that I didn't realize was a limitation with Classic WitP.



_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to USSAmerica)
Post #: 1464
RE: AE Land and AI Issues - 8/5/2009 8:38:27 PM   
USSAmerica


Posts: 18715
Joined: 10/28/2002
From: Graham, NC, USA
Status: offline
Sweet.  Thanks, BigJ! 

_____________________________

Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


Artwork by The Amazing Dixie

(in reply to BigJ62)
Post #: 1465
RE: AE Land and AI Issues - 8/5/2009 10:45:24 PM   
Jzanes

 

Posts: 471
Joined: 11/18/2004
Status: offline
thanx BigJ and glad to hear it.

Another question I originally posted as it's own topic but it quickly got pushed off page 1. Maybe I'll have better luck here.

Playing allies vs. the AI in scenario 1. Current date is Jan 2, 1942. I've noticed that the AI commonly (but not always) deliberate or shock attacks on the SAME turn they enter (or invade) a hex. I'm used to the WITP system where you couldn't enter an order to attack until the turn AFTER entering a hex.
I haven't been able to do the same thing with my units in AE. Am I missing something? Is this a change with AE? or is something not working right.

An example of this is that in the last turn, the AI invaded Tarakan and deliberate attacked and captured it in the same turn. Tarakan is not an atoll and the AI did not use parachute forces in their attack. An annoying result as it gave me no chance to fly out my air units before they were destroyed on the field. This sort of "instant" attack has been happening a lot in purely ground battles in Malaya and China all game long also.

Is this the result of highly aggressive leaders passing an "instant attack roll" or the result of much larger forces "overrunning" weaker forces? If so, is this new to AE? I don't recall ever seeing this in WITP vs. the AI or PBEM.

< Message edited by Jzanes -- 8/5/2009 10:49:03 PM >

(in reply to BigJ62)
Post #: 1466
RE: AE Land and AI Issues - 8/6/2009 5:00:19 AM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline
No it should not be doing that, send me a before save and point to specific locations where this is happening and I’ll take a look. jca.ft62@N0gmail.com <- remove ‘N0’


quote:

ORIGINAL: Jzanes

thanx BigJ and glad to hear it.

Another question I originally posted as it's own topic but it quickly got pushed off page 1. Maybe I'll have better luck here.

Playing allies vs. the AI in scenario 1. Current date is Jan 2, 1942. I've noticed that the AI commonly (but not always) deliberate or shock attacks on the SAME turn they enter (or invade) a hex. I'm used to the WITP system where you couldn't enter an order to attack until the turn AFTER entering a hex.
I haven't been able to do the same thing with my units in AE. Am I missing something? Is this a change with AE? or is something not working right.

An example of this is that in the last turn, the AI invaded Tarakan and deliberate attacked and captured it in the same turn. Tarakan is not an atoll and the AI did not use parachute forces in their attack. An annoying result as it gave me no chance to fly out my air units before they were destroyed on the field. This sort of "instant" attack has been happening a lot in purely ground battles in Malaya and China all game long also.

Is this the result of highly aggressive leaders passing an "instant attack roll" or the result of much larger forces "overrunning" weaker forces? If so, is this new to AE? I don't recall ever seeing this in WITP vs. the AI or PBEM.



_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to Jzanes)
Post #: 1467
RE: AE Land and AI Issues - 8/6/2009 8:18:00 AM   
Bliztk


Posts: 779
Joined: 4/24/2002
From: Electronic City
Status: offline
SCEN: 1

Units 4134, 1154, 1152, 1339 have device 254 with 0 units in slot 20 (aviation support for AA units) ?

_____________________________


(in reply to BigJ62)
Post #: 1468
RE: AE Land and AI Issues - 8/6/2009 8:31:54 AM   
Bliztk


Posts: 779
Joined: 4/24/2002
From: Electronic City
Status: offline
Another question, why several land units have PORTSZ and AIRFIELDSZ values ?

Some have a value of 75 !

Should not be 0 ?, or it`s a flag for the AI ?

PORTSZ units:

14 28 29 30 31 39 40 44 46 47 48 52 54 55 56 58 60 61 62 63 64 65 66 70 71 73 79 83 96 98 2142 3006 3008 3019 3025 3026 3075 3076 3186 3190 3241 3269 3270 3271 3285 3286 3288 3301 3317 3326 3327 3329 3330 3358 3359 3360  3377 3414 3415 3439 3440 3495 3496 3498 3499 3502 3541 3545 3560 3561 3562 3563 3564 3566 3567 3568 3569 3570  3571 3572 3577 3578 3579 3580 3581 3582 3583 3598 3600 3601 3617 3618 3643 3644 3645 3646 3647 3648 3651 3655 3656  3658 3666 3667 3668 3674  3677 3678 3679 3680 3681 3683 3684 3685 3686  3687 3719 3720 3739 3770 3771 3772 3773 3774 3778 3779 3787 3788 3813 3870 3961  3975 4028 4029 4041 4043 4044 4045 4046 4047 4078 4079 4080 4082 4164 4165 4166 4167 4174 4175 4176 4177 4178 4195 4225 4444 4635 4636 4637 4638 4639 4640 4641 4642 4643 4644 4645 4646 4647 4649 4660 4661 4662 4663 4664 4761  


AIRFIELDSZ units:

14 28 29 30 31 39 4044 46 47 48 52 54 55 56 58 60 61 62 63 64 65 66 70 71 73 79 83 96 98 3006 3008 3019 3025 3026 3061 3062 3063 3068 3075 3076 3186 3190 3241 3269 3270 3271 3285 3286 3288 3301 3317 3326 3327 3329 3484 3507 3541 3545 3560 3561 3562 3563 3564 3566 3567 3568 3569 3570 3571 3572 3577 3578 3579 3580 3581 3582 3583 3598 3600 3601 3617 3618 3643 3644 3645 3646 3647 3648 3651 3655 3656 3658 3666 3667 3668 3674 3677 3678 3679 3680 3681 3683 3684 3685 3686 3687 3719 3720 3739 3770 3771 3772 3773 3774 3776 3778 3779 3787 3788 3961 3975 4028 4029 4041 4043 4044 4045 4046 4047 4078 4079 4080 4164 4165 4166 4167 4174 4175 4176 4177 4178 4195 4225 4569 4574 4575 4579 4581 4582 4584 4585 4586 4601 4602 4610 4618 4628 4633 4648

EDIT: Found more

PORTBUILD units:

3776 3061 3062 3063 3068

AFBUILD units:

3377 4444

< Message edited by Bliztk -- 8/6/2009 8:40:35 AM >


_____________________________


(in reply to Bliztk)
Post #: 1469
RE: AE Land and AI Issues - 8/6/2009 9:12:40 AM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
From: Reading, England
Status: offline

quote:

ORIGINAL: DBS

Sort of a Naval AI issue...

The manual makes several references to the optional rules effects of Japanese Sub Doctrine, a la the original WITP. But both the US Sub Doctrine and Japanese Sub Doctrine switches are missing from AE's Realism Settings page. A) Have they moved elsewhere, and B) if they really have been deleted as Realism options, which way have the Doctrines been hardwired? On or Off?


David


Hi David,

The switches have gone and it's hardwired now. I believe it's hard wired on - so Jap subs are more likely to attack warships but will still attack merchants though not as likely. Theonly sub related seetign (IIRC) is you can activate/deactivate US torpedo dud rate etc

_____________________________

WitE 2 Tester
WitE Tester
BTR/BoB Tester

(in reply to DBS)
Post #: 1470
Page:   <<   < prev  47 48 [49] 50 51   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: AE Land and AI Issues Page: <<   < prev  47 48 [49] 50 51   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.843