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All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> How is Allied AI? Page: [1]
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How is Allied AI? - 12/30/2004 12:03:01 AM   
Thurmonator


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I am playing against the Japanese AI and I am kicking its ass. How does the Allied AI play? Is it easy to win against Allied AI too?

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RE: How is Allied AI? - 12/30/2004 12:10:57 AM   
wild_Willie2


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lets say, I am playing the AI on hard as the Jap, and have sunk 5 carriers, 7 or so battleships, a score of cruisers, destroyers by the dozen, a hole generation of transports en dit not loose a major warship in return. Just took about half of India while I am just in september 42.......

I think you can deduct the answer to your question from this ..............

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RE: How is Allied AI? - 12/30/2004 12:45:09 AM   
String


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quote:

ORIGINAL: wild_Willie2

lets say, I am playing the AI on hard as the Jap, and have sunk 5 carriers, 7 or so battleships, a score of cruisers, destroyers by the dozen, a hole generation of transports en dit not loose a major warship in return. Just took about half of India while I am just in september 42.......

I think you can deduct the answer to your question from this ..............



yeah but the allied AI will get almost all of those ships back and more.. while the Jap AI will not..

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RE: How is Allied AI? - 12/30/2004 12:49:11 AM   
Gilligan

 

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I think ya missed the point String, and no offense meant, but if the Allied AI can lose that amount of men and materials in that short a time, then what makes anyone think more men and materials wont be lost in the same incompetent fashion.

Frankly, once you know the game, the AI is no match.

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RE: How is Allied AI? - 12/30/2004 12:52:54 AM   
String


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quote:

ORIGINAL: Gilligan

I think ya missed the point String, and no offense meant, but if the Allied AI can lose that amount of men and materials in that short a time, then what makes anyone think more men and materials wont be lost in the same incompetent fashion.

Frankly, once you know the game, the AI is no match.



yeah, but my point was that while playing the allies vs. the AI is a cakewalk, playing the japanese, especially from 43 onwards gets a bit harder

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RE: How is Allied AI? - 12/30/2004 12:58:38 AM   
madflava13


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Once you get the hang of the game and the system, you won't have much trouble auto-winning against the AI in 1943 no matter what side you play... Play the AI until you're comfortable, then go to PBEM - thats the real challenge.

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RE: How is Allied AI? - 12/30/2004 12:59:10 AM   
Gilligan

 

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Thats if you ever get past '43..with the auto victory conditions and the amount of ships sunk and land taken, scoring 4x the VP as the Allies have is doable....easy? I dont know..lets ask Willie.

What are the VP totals for your game vs. the Allied AI at now Wild_willie?

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RE: How is Allied AI? - 12/30/2004 1:06:44 AM   
mogami


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Hi, The AI was designed to play Japan. Mostly because the Japanese advantage in the SRA is overwhelming and after the SRA Japan goes to the defense with just an adventure here and there. It is easier to defend.
The later the period in the war you begin the better the Japanese AI does. This is also true for Allied AI. It responds poorly early in war to over active Japanese expansion but it handles games begun in 1943 or later rather well. Always play the hardest setting.

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RE: How is Allied AI? - 12/30/2004 1:33:20 AM   
wild_Willie2


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hmmm my game totals, lets get the old game running again to copy paste them results (was just about to go to bed, is 00.34 hours here in holland )

here you go, hold on to your trouwsers (or something)
remember july 42........ as the japanese on HARD




Attachment (1)

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Post #: 9
RE: How is Allied AI? - 12/30/2004 3:27:23 AM   
rogueusmc


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Make sure the AI is drawing replacements...if replacements are off at the biginning of the game, they will never draw them.

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RE: How is Allied AI? - 12/30/2004 3:34:15 AM   
pasternakski


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"cojones," rogue...

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Post #: 11
RE: How is Allied AI? - 12/30/2004 5:08:07 AM   
rogueusmc


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I knew that...brain fart. When I did DTravel's banner, I put War in the Pacific--Straggle Against Japan...

Wendy doesn't like my banner so I'll prolly make another one anyway.

< Message edited by rogueusmc -- 12/29/2004 9:11:08 PM >


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RE: How is Allied AI? - 12/30/2004 5:16:00 AM   
Platoonist


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Don't feel bad. I had 'surprise' misspelled for the first few days on mine until irrelevant pointed it out. It was like something out of a bad war movie. American! Terr me the rocation of yoah head-quatah! Ahh! I see you suprise I speak Engrish so werr....

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RE: How is Allied AI? - 12/30/2004 5:39:25 AM   
Tanaka


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quote:

ORIGINAL: rogueusmc

Make sure the AI is drawing replacements...if replacements are off at the biginning of the game, they will never draw them.


i thought this was fixed in one of the earlier patches???

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Post #: 14
RE: How is Allied AI? - 12/30/2004 9:00:19 AM   
castor troy


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[/quote]


yeah but the allied AI will get almost all of those ships back and more.. while the Jap AI will not..
[/quote]

Yes but everytime the AI gets a major ship back it takes e.g. this single CV and sails with it to Noumea or Efate but will never arrive because it will get sunk by my CVs BEFORE it arrives. No matter how many ships the allied AI gets, all are coming in alone. I´m in 12/42 now and there´s no real match, but it´s still fun. China has been wiped out, I´m on the march in India and have cut off Australia and New Zealand by taking Fiji.

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Post #: 15
RE: How is Allied AI? - 12/30/2004 2:30:19 PM   
tsimmonds


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quote:

Ahh! I see you suprise I speak Engrish so werr


Don't you mean, "supplies"?

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RE: How is Allied AI? - 12/30/2004 4:35:11 PM   
The Gnome


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quote:

ORIGINAL: rogueusmc

Make sure the AI is drawing replacements...if replacements are off at the biginning of the game, they will never draw them.


Oh you have to be kidding... Whelp, time to start that game over at least I'm only a month or so in, lol. Thanks for the tip.

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Post #: 17
RE: How is Allied AI? - 12/30/2004 5:17:28 PM   
Thayne

 

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One of the problems with this or any similar game, which is something that no game can adequately model, is the huge level of ignorance on the part of the leaders when the war starts.

The Japanese player knows far more about what options are available to the allied player (or AI), than any Japanese military commander could have known. Not only does he know what starts out where, he knows how well they can fight, which new "secret weapons" are being deployed, and when.

The game engine is designed to mimic what was, in fact, only known after the war started.

Another issue is that the game is designed to follow the course of the actual war.

What if Japan had attacked India right away in the real war? Well, certainly, the OOB for the war would have been a lot different. Then, the people designing the game, would have had to use the OOB for that particular scenario. At which time the Japanese player in this hypothetical parallel universe, would have had the opportunity to know in advance that the allies sent very few units to the Pacific -- sending them all to India instead, and complained about how poor the AI is.

I mean, the reason that Wasp shows up in the Pacific Theater at all is because the Lexington and Yorktown had been sunk. A heavy attack on India and the Wasp would have likely shown up at India instead of San Diego. The reason the 1st Marine Division ends up assigned to the South Pacific (rather than Southwest) is because of a deal brokered between Nimitz and McArthur.

If Karachi had fallen in the real war, would this have meant that the British were out of the war and Japan could then move its entire force to the Pacific? No, it would mean that the people who designed the game would have had to extend the map to the west a little more to include ports that were not taken.

If all 4 US Pacific Fleet carriers had been sunk in December, we may well have expected emergency work to begin on a score of CVEs converted from large marchant ships -- in which case the game designers would have added "CVE" to the list of allowable conversions at San Francisco.

The game models the war that was. The further players get from that war, the more problems that they can be expected to have. We already start with a very significant deviation from the war that was. Whether we play Allied or Japanese, we know what the other side is capable of doing. We have a level of knowledge that the people who fought the war that was simply did not have. And that knowledge is always going to create problems.

This applies not only to games against the AI, but also to PBEM games. The best strategy will always be to do something so drastically different from what happened in the real war that the model (which fixes reinforcements and capabilities to match the real war) simply cannot handle the difference, and puts one's opponent at a disadvantage.

< Message edited by Thayne -- 12/30/2004 3:35:41 PM >

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Post #: 18
RE: How is Allied AI? - 12/30/2004 5:40:17 PM   
ltfightr


Posts: 537
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Thayne

Is correct. I have argued this from day one with the people who say the speed of the game is too fast. It is too fast because most people play the game using all the advantages of hindsight. Not garrisoning rear bases and playing in a reckless manner that they know they can get away with most times.

They can play in ways no general or admiral can contemplate because the FATE OF THIER NATION does not ride on the outcome nor do they have to write the condolence letters to the next of kin so they can play without regard other than VP to casuilties.

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Post #: 19
RE: How is Allied AI? - 12/30/2004 7:21:59 PM   
Herrbear


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From: Glendora, CA
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quote:

ORIGINAL: Tanaka

quote:

ORIGINAL: rogueusmc

Make sure the AI is drawing replacements...if replacements are off at the biginning of the game, they will never draw them.


i thought this was fixed in one of the earlier patches???


I agree with you. I thought they said this was fixed in 1.4?

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Post #: 20
RE: How is Allied AI? - 12/30/2004 7:58:42 PM   
Thurmonator


Posts: 61
Joined: 1/7/2003
From: Asheville
Status: offline
quote:

ORIGINAL: Thayne

One of the problems with this or any similar game, which is something that no game can adequately model, is the huge level of ignorance on the part of the leaders when the war starts.

The Japanese player knows far more about what options are available to the allied player (or AI), than any Japanese military commander could have known. Not only does he know what starts out where, he knows how well they can fight, which new "secret weapons" are being deployed, and when.

The game engine is designed to mimic what was, in fact, only known after the war started.

Another issue is that the game is designed to follow the course of the actual war.

What if Japan had attacked India right away in the real war? Well, certainly, the OOB for the war would have been a lot different. Then, the people designing the game, would have had to use the OOB for that particular scenario. At which time the Japanese player in this hypothetical parallel universe, would have had the opportunity to know in advance that the allies sent very few units to the Pacific -- sending them all to India instead, and complained about how poor the AI is.

I mean, the reason that Wasp shows up in the Pacific Theater at all is because the Lexington and Yorktown had been sunk. A heavy attack on India and the Wasp would have likely shown up at India instead of San Diego. The reason the 1st Marine Division ends up assigned to the South Pacific (rather than Southwest) is because of a deal brokered between Nimitz and McArthur.

If Karachi had fallen in the real war, would this have meant that the British were out of the war and Japan could then move its entire force to the Pacific? No, it would mean that the people who designed the game would have had to extend the map to the west a little more to include ports that were not taken.

If all 4 US Pacific Fleet carriers had been sunk in December, we may well have expected emergency work to begin on a score of CVEs converted from large marchant ships -- in which case the game designers would have added "CVE" to the list of allowable conversions at San Francisco.

The game models the war that was. The further players get from that war, the more problems that they can be expected to have. We already start with a very significant deviation from the war that was. Whether we play Allied or Japanese, we know what the other side is capable of doing. We have a level of knowledge that the people who fought the war that was simply did not have. And that knowledge is always going to create problems.

This applies not only to games against the AI, but also to PBEM games. The best strategy will always be to do something so drastically different from what happened in the real war that the model (which fixes reinforcements and capabilities to match the real war) simply cannot handle the difference, and puts one's opponent at a disadvantage.


Aren't they supposed to fix this in 1.5? :)

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Please make a modern strategic Naval wargame for the PC.

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Post #: 21
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