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RE: AE Land and AI Issues

 
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RE: AE Land and AI Issues - 8/6/2009 9:16:28 AM   
DBS


Posts: 513
Joined: 4/29/2004
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Cheers mate - that is what I suspected.


David

(in reply to Speedysteve)
Post #: 1471
RE: AE Land and AI Issues - 8/6/2009 10:17:23 AM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline
Free hq change for ai units, p.37 editor manual.


quote:

ORIGINAL: Bliztk

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



_____________________________

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

(in reply to Bliztk)
Post #: 1472
RE: AE Land and AI Issues - 8/6/2009 10:35:33 PM   
Bliztk


Posts: 779
Joined: 4/24/2002
From: Electronic City
Status: offline
Thanks, will be keep looking for more strange things.

Just read the editor manual, to not make more mistakes !


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(in reply to BigJ62)
Post #: 1473
RE: AE Land and AI Issues - 8/6/2009 11:05:36 PM   
langleyCV1

 

Posts: 61
Joined: 9/6/2008
From: Berkshire UK
Status: offline
The buffalo Mk1 in RAF service in the far east did not always have 4 x 0.5inch machine guns. The 0.303 machine gun was used in the wings since a number of 0.5inch machines guns would jam after only a few rounds fired. Maybe fixing the Buffalo MK1 with would make them a bit less deadly to jap Bombers.
What do the rest of you think!

MJT

(in reply to Bliztk)
Post #: 1474
RE: AE Land and AI Issues - 8/6/2009 11:11:40 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Deliberate its an AI fudge if the Ai is in charge it can add Av Support if it needs it to units with 0 A/S its a little cheat to help the Ai out in case a key Av Support unit is sunk en route
quote:

ORIGINAL: Bliztk

SCEN: 1

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


(in reply to Bliztk)
Post #: 1475
RE: AE Land and AI Issues - 8/7/2009 2:05:25 AM   
Blackhorse


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

quote:

ORIGINAL: langleyCV1

The buffalo Mk1 in RAF service in the far east did not always have 4 x 0.5inch machine guns. The 0.303 machine gun was used in the wings since a number of 0.5inch machines guns would jam after only a few rounds fired. Maybe fixing the Buffalo MK1 with would make them a bit less deadly to jap Bombers.
What do the rest of you think!

MJT


I think this question would perhaps best be asked in the "Air thread."

_____________________________

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 langleyCV1)
Post #: 1476
RE: AE Land and AI Issues - 8/7/2009 8:00:50 AM   
Bliztk


Posts: 779
Joined: 4/24/2002
From: Electronic City
Status: offline
Unit 2038 should point (LCUFormationID) to 2038, not 2042 for consistency
Unit 2043 should point (LCUFormationID) to 2038, not 2042 for consistency

Japanese units are in the OOB (pointer section), but they have an actual delay. Several of them result on duplicated units with different arrival dates.

Example: 2071 is named "18th" (Div) with a delay of 0 (scenario start) slot 3944 is named "IJA 18th" same pointer, same delay

Units with these problem in the 2000-2300 range:

2071 2264 2040 2041 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2072 2078 2080 2081 2082 2083 2085 2086 2087 2088 2089 2094 2095 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2147 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2223 2224 2225 2226 2227 2229 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2251 2252 2253 2254 2255 2256 2257 2258 2259 2261 2262 2266 2267 2268 2269 2270 2271 2272 2274 2275 2276 2278 2279 2281 2282 2283 2284 2285 2286 2288 2289 2290 2291 2292 2293 2294 2295 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2308 2309 2310 2311 2313 2314 2315 2316 2317 2319 2320 2321 2322 2323 2324 2325 2326 2328 2329 2260 2098 2228 2128 2327 2330 2312 2039 2079 2148 2093 2097 2091 2092 2230 2075 2077 2307 2090 2042 2263 2265 2318 2084 2146 2222 2273 2096 2250 2277 2287 2210 2296 2076 2073 2074 2280



< Message edited by Bliztk -- 8/7/2009 8:30:11 AM >


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(in reply to Blackhorse)
Post #: 1477
RE: AE Land and AI Issues - 8/7/2009 9:31:19 AM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
From: Reading, England
Status: offline
Just encountered walking on water unit also...........




Attachment (1)

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WitE Tester
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(in reply to Bliztk)
Post #: 1478
RE: AE Land and AI Issues - 8/7/2009 11:25:42 PM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline
not a bug.


quote:

ORIGINAL: Bliztk

Unit 2038 should point (LCUFormationID) to 2038, not 2042 for consistency
Unit 2043 should point (LCUFormationID) to 2038, not 2042 for consistency

Japanese units are in the OOB (pointer section), but they have an actual delay. Several of them result on duplicated units with different arrival dates.

Example: 2071 is named "18th" (Div) with a delay of 0 (scenario start) slot 3944 is named "IJA 18th" same pointer, same delay

Units with these problem in the 2000-2300 range:

2071 2264 2040 2041 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2072 2078 2080 2081 2082 2083 2085 2086 2087 2088 2089 2094 2095 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2147 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2223 2224 2225 2226 2227 2229 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2251 2252 2253 2254 2255 2256 2257 2258 2259 2261 2262 2266 2267 2268 2269 2270 2271 2272 2274 2275 2276 2278 2279 2281 2282 2283 2284 2285 2286 2288 2289 2290 2291 2292 2293 2294 2295 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2308 2309 2310 2311 2313 2314 2315 2316 2317 2319 2320 2321 2322 2323 2324 2325 2326 2328 2329 2260 2098 2228 2128 2327 2330 2312 2039 2079 2148 2093 2097 2091 2092 2230 2075 2077 2307 2090 2042 2263 2265 2318 2084 2146 2222 2273 2096 2250 2277 2287 2210 2296 2076 2073 2074 2280





_____________________________

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

(in reply to Bliztk)
Post #: 1479
RAF 225 Grouo Wing TOE - 8/8/2009 12:56:46 AM   
pad152

 

Posts: 2871
Joined: 4/23/2000
Status: offline
The RAF 225 Group Wing (6473) shows 0 for engineers in it's TOE.






Attachment (1)

(in reply to BigJ62)
Post #: 1480
RE: RAF 225 Grouo Wing TOE - 8/8/2009 1:02:34 AM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Again deliberate for the AI

(in reply to pad152)
Post #: 1481
RE: AE Land and AI Issues - 8/8/2009 1:08:09 AM   
Jzanes

 

Posts: 471
Joined: 11/18/2004
Status: offline

quote:

ORIGINAL: BigJ62

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.




Update on this issue:

Up to Jan 10 now and had this happen when 4 of my chinese corps advanced into a hex with a depleted Japanese regiment and immediately shock attacked and routed it. They attacked in the same turn that they entered the hex without my setting them to attack. My best guess is that an "overrun" type feature has been added where units immediately attack if they are much stronger than the defender. It's strange though that sometimes they deliberate attack and sometimes shock attack when they "overrun" a hex.

(in reply to BigJ62)
Post #: 1482
RE: AE Land and AI Issues - 8/8/2009 2:41:45 AM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline
Did you cross a river?


quote:

ORIGINAL: Jzanes


quote:

ORIGINAL: BigJ62

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.




Update on this issue:

Up to Jan 10 now and had this happen when 4 of my chinese corps advanced into a hex with a depleted Japanese regiment and immediately shock attacked and routed it. They attacked in the same turn that they entered the hex without my setting them to attack. My best guess is that an "overrun" type feature has been added where units immediately attack if they are much stronger than the defender. It's strange though that sometimes they deliberate attack and sometimes shock attack when they "overrun" a hex.



_____________________________

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

(in reply to Jzanes)
Post #: 1483
RE: AE Land and AI Issues - 8/8/2009 3:42:25 AM   
Jzanes

 

Posts: 471
Joined: 11/18/2004
Status: offline

quote:

ORIGINAL: BigJ62

Did you cross a river?


quote:

ORIGINAL: Jzanes


quote:

ORIGINAL: BigJ62

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.




Update on this issue:

Up to Jan 10 now and had this happen when 4 of my chinese corps advanced into a hex with a depleted Japanese regiment and immediately shock attacked and routed it. They attacked in the same turn that they entered the hex without my setting them to attack. My best guess is that an "overrun" type feature has been added where units immediately attack if they are much stronger than the defender. It's strange though that sometimes they deliberate attack and sometimes shock attack when they "overrun" a hex.




Now that you mentioned it, yes I did. I moved from 74,55 (Liuchow) to 74,56. I thought crossing a river just disrupted you now and didn't make you auto-shock attack like in WITP?

(in reply to BigJ62)
Post #: 1484
RE: RAF 225 Grouo Wing TOE - 8/8/2009 4:36:23 AM   
Bliztk


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

ORIGINAL: Andy Mac

Again deliberate for the AI


Yeah, but if I`m not wrong, those units appear in scenario 01.

So there is something that activate those units, or I can contiue planning without counting them as I play PBEM ??

EDIT:; Sorry for being an a******** but before we start playing, we want to be as sure as we can get, before starting an scenario

< Message edited by Bliztk -- 8/8/2009 4:38:21 AM >


_____________________________


(in reply to Andy Mac)
Post #: 1485
RE: AE Land and AI Issues - 8/8/2009 5:05:28 AM   
treespider


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

quote:

ORIGINAL: Jzanes

Now that you mentioned it, yes I did. I moved from 74,55 (Liuchow) to 74,56. I thought crossing a river just disrupted you now and didn't make you auto-shock attack like in WITP?



If you cross a river and the hexside you cross entering the hex on the opposite side of the river is friendly controlled, there is a chance you won't shock attack as you will be entering a bridghead. However you have to meet certain strength ratios for the shock attack not to occur.

To view hexside control IIRC the hotkey is "w"

_____________________________

Here's a link to:
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"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 Jzanes)
Post #: 1486
RE: RAF 225 Grouo Wing TOE - 8/8/2009 5:06:45 AM   
treespider


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

< Message edited by treespider -- 8/8/2009 5:07:30 AM >


_____________________________

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 Bliztk)
Post #: 1487
RE: AE Land and AI Issues - 8/8/2009 9:44:35 AM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
These are TOE's not usniots
quote:

ORIGINAL: Bliztk

Unit 2038 should point (LCUFormationID) to 2038, not 2042 for consistency
Unit 2043 should point (LCUFormationID) to 2038, not 2042 for consistency

Japanese units are in the OOB (pointer section), but they have an actual delay. Several of them result on duplicated units with different arrival dates.

Example: 2071 is named "18th" (Div) with a delay of 0 (scenario start) slot 3944 is named "IJA 18th" same pointer, same delay

Units with these problem in the 2000-2300 range:

2071 2264 2040 2041 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2072 2078 2080 2081 2082 2083 2085 2086 2087 2088 2089 2094 2095 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2147 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2223 2224 2225 2226 2227 2229 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2251 2252 2253 2254 2255 2256 2257 2258 2259 2261 2262 2266 2267 2268 2269 2270 2271 2272 2274 2275 2276 2278 2279 2281 2282 2283 2284 2285 2286 2288 2289 2290 2291 2292 2293 2294 2295 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2308 2309 2310 2311 2313 2314 2315 2316 2317 2319 2320 2321 2322 2323 2324 2325 2326 2328 2329 2260 2098 2228 2128 2327 2330 2312 2039 2079 2148 2093 2097 2091 2092 2230 2075 2077 2307 2090 2042 2263 2265 2318 2084 2146 2222 2273 2096 2250 2277 2287 2210 2296 2076 2073 2074 2280




(in reply to Bliztk)
Post #: 1488
RE: AE Land and AI Issues - 8/8/2009 11:45:01 AM   
Bliztk


Posts: 779
Joined: 4/24/2002
From: Electronic City
Status: offline
So units in the 2000-2300 range ignore the delay field ?


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(in reply to Andy Mac)
Post #: 1489
RE: AE Land and AI Issues - 8/8/2009 12:47:49 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
The delay field indicates TOE upgrade

(in reply to Bliztk)
Post #: 1490
RE: AE Land and AI Issues - 8/8/2009 4:19:46 PM   
Chad Harrison


Posts: 1395
Joined: 4/2/2003
From: Boise, ID - USA
Status: offline
Two questions that I could not figure out on my own or with searches:

1. If a unit is broken down and its sub units have different commands, which command with the combined unit be? For example, look at the 2nd USMC Division. Its sub units are 6th Marines (5652, Pacific Fleet), 2nd Marines (5653, West Coast (R)), 8th Marines (5654, Paciflic Fleet) and 2nd USMC Engr Rgt (5655, Paciflic Fleet). If I just recombine without playing with the commands, what command will the 2nd Marine Division be? If I switch command of the 2nd Marines (Rgt) to Pacific Fleetc, will the 2nd Marine Division be Pacific Fleet or West Coast? The editor lists the 2nd Marine Divisions command as West Coast (5651). In other words, if the editor lists a certain command for the *primary* unit, are you stuck with that command upon recombining the units? I have noticed this for a number of other units as well, for instance the 8th Australian Division.

2. In the editor, what does the 2nd withdraw button do? I have the first one figured out, since it has the associated date. But the 2nd button has no date associated with it. I noticed it with a lot (all?) of the Dutch base forces. Is it somekind of 'dont rebuild' feature? Or universal auto-disband?

As always, thanks in advance!

Chad

(in reply to Andy Mac)
Post #: 1491
RE: AE Land and AI Issues - 8/8/2009 4:22:32 PM   
Dili

 

Posts: 4708
Joined: 9/10/2004
Status: offline
What is the max number TOE's can an LCU have? or is it chained from TOE to TOE?

(in reply to Andy Mac)
Post #: 1492
RE: AE Land and AI Issues - 8/8/2009 4:28:36 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
its chained

all sub units need to be same hq to recombine

one of the disband buttons returns devices to pool e.g. units that disband the other is withdraw so unit and devices leave theatre

(in reply to Dili)
Post #: 1493
RE: AE Land and AI Issues - 8/8/2009 4:36:00 PM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline
Editor breakdowns sub units must have same HQ in order to recombine.

From p.37 editor manual. Withdraw and Type of Withdraw is the date when the unit will be auto-withdrawn from the game. This is a 6 digit number where the first two digits represent the year, the middle two the month, and the last two the day. Type 1 is no devices are returned to pool and type 2 is where all devices are returned to pool.



quote:

ORIGINAL: Chad Harrison

Two questions that I could not figure out on my own or with searches:

1. If a unit is broken down and its sub units have different commands, which command with the combined unit be? For example, look at the 2nd USMC Division. Its sub units are 6th Marines (5652, Pacific Fleet), 2nd Marines (5653, West Coast (R)), 8th Marines (5654, Paciflic Fleet) and 2nd USMC Engr Rgt (5655, Paciflic Fleet). If I just recombine without playing with the commands, what command will the 2nd Marine Division be? If I switch command of the 2nd Marines (Rgt) to Pacific Fleetc, will the 2nd Marine Division be Pacific Fleet or West Coast? The editor lists the 2nd Marine Divisions command as West Coast (5651). In other words, if the editor lists a certain command for the *primary* unit, are you stuck with that command upon recombining the units? I have noticed this for a number of other units as well, for instance the 8th Australian Division.

2. In the editor, what does the 2nd withdraw button do? I have the first one figured out, since it has the associated date. But the 2nd button has no date associated with it. I noticed it with a lot (all?) of the Dutch base forces. Is it somekind of 'dont rebuild' feature? Or universal auto-disband?

As always, thanks in advance!

Chad



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(in reply to Chad Harrison)
Post #: 1494
RE: AE Land and AI Issues - 8/8/2009 9:10:30 PM   
Dili

 

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Thanks Andy.

(in reply to BigJ62)
Post #: 1495
RE: AE Land and AI Issues - 8/8/2009 10:44:50 PM   
drw61


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Not sure if this has been metioned already, the 70th British (slot 6496) does not have any British Inf Sections attached, is this as intended?

(in reply to Dili)
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RE: AE Land and AI Issues - 8/8/2009 10:55:48 PM   
Andy Mac

 

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Yes its a weird one

basically that unit is the HQ elements for the Div only its compnent Bdes are on map as well 14th 16th and 23rd but they convert to chindits so I kept the HQ support elements in a seperate unit

(in reply to drw61)
Post #: 1497
RE: AE Land and AI Issues - 8/8/2009 11:50:14 PM   
drw61


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Its a good thing that this game is so simple or I would get confused keeping all the bits together!

quote:

ORIGINAL: Andy Mac

Yes its a weird one

basically that unit is the HQ elements for the Div only its compnent Bdes are on map as well 14th 16th and 23rd but they convert to chindits so I kept the HQ support elements in a seperate unit



< Message edited by drw61 -- 8/8/2009 11:59:07 PM >

(in reply to Andy Mac)
Post #: 1498
RE: AE Land and AI Issues - 8/9/2009 2:39:17 AM   
Sauvequipeut

 

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Just had a walking-on-water unit playing allies in the Aleutians scenario. A little later it turned into a Japanese submarine.

(in reply to drw61)
Post #: 1499
RE: AE Land and AI Issues - 8/9/2009 2:41:52 AM   
Chad Harrison


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From: Boise, ID - USA
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quote:

ORIGINAL: BigJ62

Editor breakdowns sub units must have same HQ in order to recombine.

From p.37 editor manual. Withdraw and Type of Withdraw is the date when the unit will be auto-withdrawn from the game. This is a 6 digit number where the first two digits represent the year, the middle two the month, and the last two the day. Type 1 is no devices are returned to pool and type 2 is where all devices are returned to pool.



Thanks for the quick replies both Andy and BigJ. I just finally found enough time to start the grand campaign today after spending the last two weeks going over the OOB. Great job on everything you guys. It all looks great!

Some follow up questions:

1. So once all editor sub-units are the same HQ, will the combined unit match the same HQ as all the sub units or the HQ listed in the editor? So take again the 2nd Marine Division example, I pay the PP's for the 2nd Marines and change it to Pacific Fleet, thereby making all editor sub-units the same HQ. When I recombine into the division, will it be Pacific Fleet HQ (same HQ as all the sub-units) or the West Coast (R) (HQ listed in the editor)?

I assume that it would become whatever HQ the sub-units are, but I just want to double check as that's a lot of PP's to release entire divisions and I would rather keep it split up if it would become restricted.

Just curious, if it does become the same HQ as the sub-units, why was 2nd Marine Division even listed as West Coast command in the editor?

2. If no withdraw date is listed, but the 2nd withdraw button is selected, what does this represent? Again, this is the case for a *lot* of Dutch units. Does that just mean nothing in this case since no date is provided?

Again, great job on everything and thanks for the quick replies!

Chad

(in reply to BigJ62)
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