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Philippines - 10/30/2021 3:34:55 PM   
marty01

 

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I've played the 1941 campaign 6 six times over the last month or so. Obsessive compulsive. Anywhoo...5 times playing as the allies against the AI. In two of those campaigns, the Japanese AI never puts much effort into trying to cap the Philippines. So I hunker down one of the Philippines Corps in Manila and the Second in Davao. Put them both in garrison and put them in HOLD mode. The AI never bothers trying to complete the capture of Manila. It doesn't blockade Manila so the Corp there is always in supply. I can even start Philippine production of support items -- supply trucks and airbases -- that will all drop into the American Inventory. By late 1942 early 1943 the Philippines becomes a huge aircraft carrier for the Allies.

The other 3 games the AI was fairly historical in its efforts to cap the Philippines early into the game. It will blockade Manilla with naval units and commit several armies to capping Manilla. In these cases the AI usually caps the Philippines by mid to late January 1942.

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RE: Philippines - 11/1/2021 4:21:00 PM   
marty01

 

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I'm the middle of another 1941 campaign game. The Japanese AI again has put minimal effort into trying to cap the Philippines. I have sent zero assistance to the Philippines in all three cases I have described. And yet the Philippines never surrenders and Manilla hols out until the Allies can push into the Philippines in 1943'ish/Early 1944. In fact I actually pulled the American Division and air unit out of the Philippines by the second turn of the campaign. It's basically just one of the Philippines army corps sitting in Manilla with a HOLD posture selected. The Japanese will blockade Philippines ports for three turns or so and then the AI pulls them off to do "whatever". This is obviously AI scripting. Why not script the AI to leave these minor naval units in blockade for 6 turns or the like, until Manilla is captured?

< Message edited by marty01 -- 11/1/2021 4:22:50 PM >

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RE: Philippines - 11/2/2021 1:19:44 PM   
AlvaroSousa


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Thanks for the information. I am in the middle of a mirror game with a good player so I can get a better grasp on how to play each side and improve the A.I.

This is odd for the Philippines. I ran tons of scenarios where it worked.

Are you on the latest version of the game?

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RE: Philippines - 11/2/2021 2:54:03 PM   
*Lava*


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I have just started a game as the Allies, and the Japanese do pull out the fleet blockading Manila.

My small fleet there was able to escape, as did the bomber unit. I could have pulled out the American division as well, but didn't have transports available at the time.

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RE: Philippines - 11/11/2021 5:20:53 PM   
marty01

 

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1.00.004 -- I ran my last 41 campaign game solitaire last week. Same thing occurred again. But now I have the Allies vs. AI Philippines defense down. Pull out the American Philippines Div as soon are transports are available to the Allies -- and of course send any surviving air and naval units down to the Solomon Islands. Then hunker-down the Philippines Army Corps into Manilla. Put the Corps into garrison mode and to HOLD mode. The Japanese ground units sent to the Philippines will just sit outside Manilla in Siege mode.

Presumably the AI "looks" at odds and will not attack if certain favorable conditions are not met. Humans may look at these same conditions and attack to attrite -- alternating units until the defending unit is worn down sufficiently to cap a hex. Or attack to attrite knowing the next turn you will be in a position for a higher odds attack. I have no idea how you program that "behavior" into an AI without creating the conditions for other issues/problems. But maybe scripting for when the Japanese fleet pulls out of blockade mode is a potential solution? I do a lot of play testing and listen to programmers talk about the huge amount of effort that goes into even a simple AI. So its easy for me to chat about stuff that I dont really understand. I just see the same conditions and same effect repeating itself.

< Message edited by marty01 -- 11/11/2021 5:47:01 PM >

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RE: Philippines - 11/12/2021 7:23:58 PM   
AlvaroSousa


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There are always adjustments to be made

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RE: Philippines - 1/15/2022 12:10:07 AM   
*Lava*


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The AI is still ignoring the Philippines:


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RE: Philippines - 1/15/2022 12:02:50 PM   
ncc1701e


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It's because there is no oil there.

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RE: Philippines - 1/27/2022 11:29:07 PM   
*Lava*


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BTW, I've noticed by just turning up the difficulty a notch in both experience and effectiveness, Japan will indeed conquer the Philippines.

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RE: Philippines - 1/31/2022 4:06:14 PM   
AlvaroSousa


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I'll take a look in this patch. It should be blocking all the ports.

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Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

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RE: Philippines - 1/31/2022 4:19:29 PM   
GiveWarAchance

 

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Lava, what difficulty did you change it to? You were on historical before?
How do you feel as Japan against the allies? It is probably hard cause landings are very difficult in this game cause they run out of supplies right away and can't attack. Or maybe you only played as allies?

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RE: Philippines - 1/31/2022 6:59:28 PM   
*Lava*


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I went up to Experience Trained and Effectiveness Good.

I've only done a couple full campaigns, both Allied.

The problem with amphibious campaigns, I believe apply to both. Here are some of the things I do to tilt the odds in my favor.

1. If possible, interdict the area with a submarine(s) for at least a couple turns.

2. After landing, attack the defender with another unit. I prefer to use a bomber unit. If you get a successful attack, you will see the stats of the defender. Keep your CVs in reserve.

3. If the defender is pretty tough, move another group of ships adjacent to the area. Thus when your amphibious force attacks, he will be supported by 2 naval units. You may actually have to even bring in a second unit to attack, so make sure you have plenty of fleet assets on hand. Amphibious assaults can be tough as snot.

Many times, the AI will respond on the next move with bringing out his fleet. This is when you attack them with both bombers and your CVs.

Overall though, a strongly held area, will cost you heavily in effectiveness. Very rarely after 1942 does an island fall on the first attack and will require 2 turns to win.

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RE: Philippines - 2/1/2022 5:49:05 AM   
GiveWarAchance

 

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Thanks for the tips Lava. I can use them.
You know how amphib assaults are so hard for us, then how hard it must be for an AI operating on scripts to get it done. Impressive programming if they can do it effectively.

It sounds like the trained/good settings might be optimal (except for China which is already very hard on historical settings).

I hope you try Japan next with those settings, and tell us how it goes. I bet you will find it quite difficult, even with your elite skills. Or if you play as allies again, maybe try the 1942 scenario which ought to be harder because the Japanese will be settled into the islands.

< Message edited by GiveWarAchance -- 2/1/2022 5:51:04 AM >

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RE: Philippines - 2/1/2022 1:48:12 PM   
AlvaroSousa


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I ran an A.I. vs A.I. test for several games last night. The Axis A.I. does take the Philippines as scripted. It takes the ports, blockades them then moves units in there. It takes 3 months to do all this but it does it.
Unless you are finding some exploit in the system that the A.I. can't adjust for.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to GiveWarAchance)
Post #: 14
RE: Philippines - 2/2/2022 12:15:39 AM   
GiveWarAchance

 

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.

< Message edited by GiveWarAchance -- 2/6/2022 10:10:13 AM >

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