Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Ironman Japan v5 - UPDATED

 
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 >> Scenario Design and Modding >> Ironman Japan v5 - UPDATED Page: [1] 2 3 4   next >   >>
Login
Message << Older Topic   Newer Topic >>
Ironman Japan v5 - UPDATED - 10/3/2011 9:19:56 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Revised Ironman designed to be played v Jap AI

Only to be played v Jap AI and probably best to start on normal with the odd lift to hard

UPDATE to V10 incl new AI files
v11 with fixed dat file
In response to feedback

1 of 4 rest below

Attachment (1)

< Message edited by Andy Mac -- 8/19/2012 4:01:44 PM >
Post #: 1
RE: Ironman Japan v3 - 10/3/2011 11:12:23 PM   
PresterJohn001


Posts: 382
Joined: 8/11/2009
Status: offline
Can i play this using a beta version of the game or should i use the official version?

thanks

Steve

(in reply to Andy Mac)
Post #: 2
RE: Ironman Japan v3 - 10/4/2011 5:54:04 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
2 of 4

Attachment (1)

< Message edited by Andy Mac -- 7/30/2012 11:50:55 PM >

(in reply to PresterJohn001)
Post #: 3
RE: Ironman Japan v3 - 10/4/2011 6:53:32 PM   
Schanilec

 

Posts: 4040
Joined: 6/12/2010
From: Grand Forks, ND
Status: offline
Thank you.

_____________________________

This is one Czech that doesn't bounce.

(in reply to Andy Mac)
Post #: 4
RE: Ironman Japan v3 - 10/4/2011 10:11:00 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
wrong thread

_____________________________

Pax

(in reply to Schanilec)
Post #: 5
RE: Ironman Japan v3 - 10/5/2011 9:35:05 PM   
sspahr

 

Posts: 81
Joined: 7/18/2005
Status: offline
oops, this was meant for the Ironman allied thread.

< Message edited by sspahr -- 10/5/2011 9:36:08 PM >

(in reply to PaxMondo)
Post #: 6
RE: Ironman Japan v3 - 10/7/2011 8:22:57 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
3 of 4

Attachment (1)

< Message edited by Andy Mac -- 7/30/2012 11:51:59 PM >

(in reply to sspahr)
Post #: 7
RE: Ironman Japan v3 - 10/12/2011 2:34:30 AM   
medicff

 

Posts: 710
Joined: 9/11/2004
From: WPB, Florida
Status: offline
Hi Andy,

Always loved your Ironman and am going to try the new beta.

Couple quick questions

Did you work off the new 1106i database or fix database errors in old ironman?

For example I did a quick load to find Perth still missing the 3 pt repair shipyard.

2) Did you tamper more with Individual unit strengths (dont want to be a spoiler) or work on more AI scripts and adding needed units? (i dont want to spoil myself by looking in depth)

The reason I ask is units were strong enough in old ironman.

Thanks

Pat

(in reply to Andy Mac)
Post #: 8
RE: Ironman Japan v3 - 10/15/2011 3:30:22 PM   
Enterprise


Posts: 31
Joined: 9/10/2010
Status: offline
I just started this Ironman V3 scenario. I notice that the chinese base Ansi is missing, which seems to eliminate te ability of the Hami I-16s to eventually fly out of their starting place. Is this an oversight, or am I supposed to divine a new way to rescue those planes?

thanks

(in reply to Andy Mac)
Post #: 9
RE: Ironman Japan v10 - 10/15/2011 7:26:56 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
4 of 4

Attachment (1)

< Message edited by Andy Mac -- 7/30/2012 11:52:45 PM >

(in reply to Enterprise)
Post #: 10
RE: Ironman Japan v3 - 10/15/2011 7:46:15 PM   
Enterprise


Posts: 31
Joined: 9/10/2010
Status: offline
I don't know the answer for certain, but Ansi is in scenario 1 and has been for some time. It was in my original digital download install from sept 2010 for what thats worth. I now use the latest beta.
Its the road/trail junction at 80,33 south of Hami



(in reply to Andy Mac)
Post #: 11
RE: Ironman Japan v3 - 10/20/2011 12:12:35 PM   
Enterprise


Posts: 31
Joined: 9/10/2010
Status: offline
bump for my question about the disposition of Chinese base "Ansi". any word?


thanks

(in reply to Andy Mac)
Post #: 12
RE: Ironman Japan v3 - 10/21/2011 1:03:07 AM   
medicff

 

Posts: 710
Joined: 9/11/2004
From: WPB, Florida
Status: offline
Any reply from Andy regarding following?

Thanks
Pat


quote:

ORIGINAL: medicff

Hi Andy,

Always loved your Ironman and am going to try the new beta.

Couple quick questions

Did you work off the new 1106i database or fix database errors in old ironman?

For example I did a quick load to find Perth still missing the 3 pt repair shipyard.

2) Did you tamper more with Individual unit strengths (dont want to be a spoiler) or work on more AI scripts and adding needed units? (i dont want to spoil myself by looking in depth)

The reason I ask is units were strong enough in old ironman.

Thanks

Pat


(in reply to medicff)
Post #: 13
RE: Ironman Japan v3 - 11/4/2011 5:36:16 PM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
Status: offline
Gents -

Into which folder do I extract the AI files from this thread? Am embarrassed to say that I am not sure, so will ask the Big Boys.. <grin>.

Andy - after reading all that you have done to make the AI most wicked, I am going to give it a go - Thank You Sir!

Edit: Well, found it - in the scenario folder, matching the scenario, of course. Until now, I have not experimented with the AI files, so - something new learned every day!

Mac

< Message edited by Mac Linehan -- 11/4/2011 6:23:32 PM >


_____________________________

LAV-25 2147

(in reply to Andy Mac)
Post #: 14
RE: Ironman Japan v3 - 11/6/2011 1:34:07 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
no i didnt update Ansi or Perth will need to pick that up for v5 whnever I get time

A little tampering mostly on naval and air side

(in reply to Mac Linehan)
Post #: 15
RE: Ironman Japan v3 - 12/7/2011 9:46:56 PM   
Grotius


Posts: 5798
Joined: 10/18/2002
From: The Imperial Palace.
Status: offline
Hans pointed me to this thread. I haven't played any of the Ironman scenarios yet, but I might give this version a go.

_____________________________


(in reply to Andy Mac)
Post #: 16
RE: Ironman Japan v3 - 12/24/2011 7:45:19 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Bumping it while I recover files

(in reply to Grotius)
Post #: 17
RE: Ironman Japan v3 - 12/24/2011 9:55:57 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: Andy Mac

Bumping it while I recover files

You had a system failure too?

_____________________________

Pax

(in reply to Andy Mac)
Post #: 18
RE: Ironman Japan v3 - 12/29/2011 10:59:04 AM   
Omat


Posts: 2414
Joined: 8/18/2004
Status: offline
Hello

Are thease ai files making it into the patch? Would be nice.

Also bumping..

Omat

_____________________________

"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell

(in reply to Andy Mac)
Post #: 19
RE: Ironman Japan v3 - 12/29/2011 12:19:46 PM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline

quote:

ORIGINAL: Enterprise

I don't know the answer for certain, but Ansi is in scenario 1 and has been for some time. It was in my original digital download install from sept 2010 for what thats worth. I now use the latest beta.
Its the road/trail junction at 80,33 south of Hami






It's been so long since I played scenario 1 that I can't remember is this base is present in that scenario.

I can tell you that it has never been present in Ironman, either the released version or this beta version.

You can get the I15s out of that remote base in the hinterlands by moving a base force from further away to an intermediate base location they can reach for a stage out, but the I16s are stuck there forever. The only way to get the squadrons out is to withdraw them, lose the planes (planes you probably wouldn't use for anything but training anyway) and reform the squadrons in 60 days (they arrive in Chungking with no planes).

_____________________________

Hans


(in reply to Enterprise)
Post #: 20
RE: Ironman Japan v3 - 12/29/2011 6:12:26 PM   
Enterprise


Posts: 31
Joined: 9/10/2010
Status: offline
Thanks Hans,

I'm pretty sure by now that Ansi has always been in scen 1. I did as you suggest with a few wrinkles. I withdrew one I-16 group into the other which resulted in some reserve planes a few turns later. there is enough supply in the area to save them. I regard this as useful since there is also a shortage of chinese planes for rear area training. As an experiment, I left the last I-16 group on stand down to see if I could build up 20000 supply by pulling from nearby russian off map stores. I believe the I-16 would go to the pools at a base with 20000 supply. Patience was no problem since I had forgotten all about this til I read your post. On Jan 26 42, Hami is set to 9300+ supply need and has 4304, whch is slightly less than the supply they had 6 game weeks ago when I last checked.

/Forrest Gump Since Ive gone this far, I might try to pull supply base by base from off map /Forrest Gump

(in reply to HansBolter)
Post #: 21
RE: Ironman Japan v3 - 1/5/2012 10:51:47 PM   
Keifer


Posts: 92
Joined: 9/27/2007
From: San Diego, CA
Status: offline
Andy,

I am going to fire this one up.

Any suggestions about maximizing my enjoyment of the AI challenge?

In particular, does the AI have any quirks that I shouldn't take advantage of?

Like, don't do a fortress Palembang.

Thanks, Keith


_____________________________


Old School Midway Fanboy

(in reply to Enterprise)
Post #: 22
RE: Ironman Japan v3 - 1/6/2012 2:38:22 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
I'm playing Ironman Allied.  From that perspective:
- use normal difficulty, and put it up to hard 2 - 4 days/month
- no deep ends runs.

_____________________________

Pax

(in reply to Keifer)
Post #: 23
RE: Ironman Japan v3 - 1/7/2012 2:20:27 AM   
Keifer


Posts: 92
Joined: 9/27/2007
From: San Diego, CA
Status: offline
PaxMondo,

Thanks for the feedback.

What do you mean "put it up to hard 2 - 4 days/month?"

That sounds vaguely dirty.

Thanks, Keith

_____________________________


Old School Midway Fanboy

(in reply to PaxMondo)
Post #: 24
RE: Ironman Japan v3 - 1/7/2012 3:35:26 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
THe difficulty setting. 

Andy says for the Ironman series, Normal difficulty is sufficient for play and then 2 - 3 turns per month shift it up to Hard.  For the stock GC, he suggests at least Hard difficulty setting for the AI to work well.

I'm following his advice in my new game.  Working out well so far.  AI is kicking my butt all over China right now.  Allied AI is REALLY aggressive in China and they have the forces to take advantage.  I think I have 3 or 4 bases under siege now ... I'm gonna lose Sinyang in a turn or two.  I can't get reinforcements there soon enough nor can I extricate my troops now either.  Gonna be bloody. 

_____________________________

Pax

(in reply to Keifer)
Post #: 25
RE: Ironman Japan v3 - 1/7/2012 11:58:14 AM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline

quote:

ORIGINAL: PaxMondo

THe difficulty setting. 

Andy says for the Ironman series, Normal difficulty is sufficient for play and then 2 - 3 turns per month shift it up to Hard.  For the stock GC, he suggests at least Hard difficulty setting for the AI to work well.

I'm following his advice in my new game.  Working out well so far.  AI is kicking my butt all over China right now.  Allied AI is REALLY aggressive in China and they have the forces to take advantage.  I think I have 3 or 4 bases under siege now ... I'm gonna lose Sinyang in a turn or two.  I can't get reinforcements there soon enough nor can I extricate my troops now either.  Gonna be bloody. 



I've found that the limitations of the scripts (according to Andy) that limit the AIs actions to being coded for base hexes only leads to an inability of the AI to perform with any real degree of effectiveness in the open country non-base hexes of China.

The AI really, really needs the advantage of being able to never run out of supply even when surrounded. This means playing on the hard setting full time. I've sworn off playing on normal any longer.

_____________________________

Hans


(in reply to PaxMondo)
Post #: 26
RE: Ironman Japan v3 - 1/7/2012 12:19:41 PM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline
In fact the AI is doing extremely poorly in China in my current game even with the setting on hard:

Hankow fell to the Chinese on February 24, 1942:

Ground combat at Hankow (85,50)

Allied Shock attack

Attacking force 107232 troops, 693 guns, 0 vehicles, Assault Value = 2146

Defending force 24807 troops, 423 guns, 177 vehicles, Assault Value = 127

Allied adjusted assault: 4173

Japanese adjusted defense: 797

Allied assault odds: 5 to 1 (fort level 1)

Allied forces CAPTURE Hankow !!!

Combat modifiers
Defender: terrain(+), leaders(+)
Attacker: shock(+), disruption(-)

Japanese ground losses:
8974 casualties reported
Squads: 89 destroyed, 7 disabled
Non Combat: 734 destroyed, 87 disabled
Engineers: 184 destroyed, 0 disabled
Guns lost 287 (280 destroyed, 7 disabled)
Vehicles lost 129 (127 destroyed, 2 disabled)
Units retreated 21


Allied ground losses:
1171 casualties reported
Squads: 7 destroyed, 114 disabled
Non Combat: 1 destroyed, 5 disabled
Engineers: 0 destroyed, 2 disabled
Guns lost 7 (1 destroyed, 6 disabled)


Defeated Japanese Units Retreating!

Assaulting units:
44th Chinese Corps
68th Chinese Corps
8th Chinese Corps
18th Chinese Corps
32nd Chinese Corps
2nd Chinese Corps
73rd Chinese Corps
67th Chinese Corps
75th Chinese Corps
53rd Chinese Corps
45th Chinese Corps
87th Chinese Corps
94th Chinese Corps
20th Group Army
22nd Artillery Regiment
20th Artillery Regiment
26th Group Army
6th War Area
4th Heavy Mortar Regiment

Defending units:
8th Ind. Engineer Regiment
57th Infantry Brigade
13th Division
138th Infantry Regiment
3rd Division
34th Division
13th RGC Temp. Division
51st Ind.Mtn.Gun Battalion
2nd Ind. Mountain Gun Regiment
1st Mortar Battalion
15th Ind.Medium Field Artillery Regiment
51st Road Const Co
Hankow Special Base Force
11th Army
52nd Ind.Mtn.Gun Battalion
12th RGC Temp. Division
22nd AA Regiment
11th RGC Temp. Division
9th Armored Car Co
58th Infantry Regiment
54th JAAF AF Bn

and here is a screenshot of China on February 27th with the retreated remnants of the original 22 unit Hankow garrison about to be polished off:






Attachment (1)

_____________________________

Hans


(in reply to HansBolter)
Post #: 27
RE: Ironman Japan v3 - 1/26/2012 10:51:27 AM   
Banzan

 

Posts: 288
Joined: 3/13/2010
From: Bremen, Germany
Status: offline
I'm playing the ironman scenario at the moment, but the japanese airforce is bombing any of my defense/offense efforts in china into obilivion. Even a handfull of bombers every turn destroy my forces faster then any 4Es can do. And the AI uses a lot of bombers there. No clue how Andy changed the japanese airforce, as i can't see anything in the editor (planes and bombs). Their bombers shoot down my fighters at least at 1:1 or better and their medium bombers make the B29 look like a Wirraway.


(in reply to HansBolter)
Post #: 28
RE: Ironman Japan v3 - 1/26/2012 11:45:28 AM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline
The AI bombs the snot out of me also, but it fixates on the cities at or near the coast in the south so my offensives in the center are free to rampage. The garrisons in the southern coastal cities have about 10 availabale squads each with 200-300 disrupted squads as a result of the daily bombing.

I don't, however, see Japanese bombers shooting down Chinese fighters in droves. I get the opposite result with Chinese pilots easily taking out Betties with I-15s.

_____________________________

Hans


(in reply to Banzan)
Post #: 29
RE: Ironman Japan v5 - 2/6/2012 11:30:29 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
v5 now posted.....as alwaysa feedback welcome

(in reply to HansBolter)
Post #: 30
Page:   [1] 2 3 4   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> Ironman Japan v5 - UPDATED Page: [1] 2 3 4   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

2.500