RE: Admiral's Edition General Thread (Full Version)

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steveh11Matrix -> RE: Admiral's Edition General Thread (2/25/2009 5:07:30 PM)

If it takes such careful management, is the AI up to it?

If it is up to it, why not have "AI control of factories" (or some similar wording) as a startup switch, like "Auto-Subs" & so on?


...and if it isn't, what's the point in having such a detailed/complicated model in the first place? Does the AI 'cheat'? Run a simplified model? Again, should be an option for the player, if it does.

I'm all in favour of the Japanese player having to get resources/oil from the periphery to the home islands, it's a very central part of the war and needs to be simulated. But forcing the player to actively run the economy in the way it's being presented here is too great a requirement.

It's moot for the initial release anyway, and I'm sure the coders will tell me that it's not something doable with the current game engine, so I'm stuck with it for future patches as well. But I'd like the marker put down for future consideration anyway, please.

Steve.




Grotius -> RE: Admiral's Edition General Thread (2/25/2009 8:32:40 PM)

quote:

The fact that the default settings cause it to crash and burn in about a game year is a serious deficiency.


They do? In stock, at least, the most important thing is to get the oil and resources to your industrial areas. I've tweaked aircraft production a bit, increased vehicle/arms production a hair, but I haven't really done much other than that. I've just let things run themselves, and in August 1942, I'm still humming along nicely. Maybe it will all come crashing down on me soon, but really everything just seems to depend on my getting oil/resources home. Maybe it's more difficult in RHS or CHS, but in stock running the economy doesn't seem like a big deal to me. Am I missing something?




Barb -> RE: Admiral's Edition General Thread (2/25/2009 11:38:48 PM)

What will be limit to number of units divided into /A/B/C ?
SAIEW?




Yamato hugger -> RE: Admiral's Edition General Thread (2/26/2009 1:49:07 AM)

After they are formed into their parent, yes.




Barb -> RE: Admiral's Edition General Thread (2/26/2009 8:42:36 PM)

YH: that was not I was asking about. In WITP there was limited number of units that could be divided for both sides at a time.




Barb -> RE: Admiral's Edition General Thread (3/17/2009 7:21:16 PM)

No reply about how many units could be divided (/A/B/C) at the same time? In WITP it was 20 or so for both sides total.





jwilkerson -> RE: Admiral's Edition General Thread (3/17/2009 8:22:21 PM)

In stock there are 500 slots for unit breakdowns so if only units with three breakdown components breakdown, then you would have 166 breakdowns allowed.

In AE we have 2000 slots for this purpose, so up to 666 units may breakdown in AE.





el cid again -> RE: Admiral's Edition General Thread (3/17/2009 8:46:35 PM)


quote:

ORIGINAL: Grotius

quote:

The fact that the default settings cause it to crash and burn in about a game year is a serious deficiency.


They do? In stock, at least, the most important thing is to get the oil and resources to your industrial areas. I've tweaked aircraft production a bit, increased vehicle/arms production a hair, but I haven't really done much other than that. I've just let things run themselves, and in August 1942, I'm still humming along nicely. Maybe it will all come crashing down on me soon, but really everything just seems to depend on my getting oil/resources home. Maybe it's more difficult in RHS or CHS, but in stock running the economy doesn't seem like a big deal to me. Am I missing something?


If you fail to do your homework in logistical terms - some locations will run into bottlenecks re supply production in a few months, in RHS. On the other hand - the economy will run AI vs AI until the game crashes and burns in late 1944 - when the kamakaze code cuts in. I estimate ignoring the economy ultimately wastes 5/6 of its potential. But this isn't obvious right away - so it is like not backing up - you can get into deep trouble if you ignore it. There are many dimensions of this trouble: in RHS there are garrison requirements in more places than usual - ignore them and AI will start destroying resource centers, etc.; there are places that need oil - when the stocks run out - you had better have sent more; there are places that need resources - same same; there are things you better turn off - trying to build everything is not going to leave enough HI points for what you prefer. Then there are the things you can do to cause a build up of what you want - and if you don't do them - they won't happen. AI is not a good manager - don't let your situation depend on it.




GaryChildress -> RE: Admiral's Edition General Thread (3/29/2009 6:01:14 PM)

My apologies if this one has been asked already. Nothing came up in the search engine under this thread.

In WITP there is the ability to expand all bases on a list. So for instance I can go to the menu for "Show all Bases" and then click expand and everything will expand. The only drawback is that literally EVERYTHING will expand, airfields, ports and fortifications. If I only want to expand fortifications but not airfields I need to go into each base and individually set one or the other. Will there be a way in AE to only expand fortifications in one click for every base on a list while not doing the same for ports or airfields?

Granted its late in development so if it aint in there at this point it aint gonna make it and it obviously isn't a make or break the game sort of thing. Just curious, though.

Many thanks. [:)]




Terminus -> RE: Admiral's Edition General Thread (3/29/2009 6:54:17 PM)

Sorry, Gary, but no.




GaryChildress -> RE: Admiral's Edition General Thread (3/29/2009 7:19:58 PM)


quote:

ORIGINAL: Terminus

Sorry, Gary, but no.


No biggie.




sven6345789 -> RE: Admiral's Edition General Thread (5/1/2009 11:22:33 PM)

In stock WITP, one of the patches created a "what if" first turn button when you decided on an automated "historical first turn"
there were four choices, historical, infield (placing the US carrier forces close to Pearl), outfield (resulting in the us carrier force being able to hit Wake in turn 1 and spreading out the air squadrons out a bit) and Home Plate (the japanese dream resulting in the carriers being at port);

will this be in AE too?




treespider -> RE: Admiral's Edition General Thread (5/2/2009 3:03:12 AM)

no




jwilkerson -> RE: Admiral's Edition General Thread (5/2/2009 4:16:14 AM)

However, when playing against the AI, there are some unpredicatble "surprises" in the openings.
[:D]




herwin -> RE: Admiral's Edition General Thread (5/2/2009 7:17:47 AM)


quote:

ORIGINAL: sven6345789

In stock WITP, one of the patches created a "what if" first turn button when you decided on an automated "historical first turn"
there were four choices, historical, infield (placing the US carrier forces close to Pearl), outfield (resulting in the us carrier force being able to hit Wake in turn 1 and spreading out the air squadrons out a bit) and Home Plate (the japanese dream resulting in the carriers being at port);

will this be in AE too?


Will you provide instructions for setting up the following (or a similar) scenario? If differs from stock with the KB starting in Kure and Yamamoto resigning in favour of Yonai.

"This is a 'limited war' scenario, where the surprise
attack on Pearl Harbor does not take place. Japan instead
adopts a strategic defensive in the Eastern Pacific,
planning to defeat the US Fleet in a "Great All-Out Battle"
in the Western Pacific. The Japanese planning instead
concentrates on capturing the Greater East Asia Co-Prosperity
Sphere before America's War Plan Orange reaches the Western
Pacific, and counts on American war-weariness to make the
American Government willing to negotiate.

Meanwhile, the US Navy implements War Plan Orange. The
American goal is to reach the Philippines or Taiwan and
establish a close blockade of Japan before American
war-weariness forces the US Government to negotiate a
treaty. This is the campaign the US Navy expected and
planned for.

Victory Conditions: If the Allied player has a sea line
of communications (a continuous path with air superiority)
between North America and a fleet base in the Philippines
or Taiwan and from there to a forward base in the Ryukyus,
Korea, or Japan by 31 January 1944, he wins a decisive
victory. If this requirement is met by 30 April 1944, it
is a regular Allied victory. By 31 July 1944, a marginal
victory, by 31 October 1944, a draw, by 31 January 1945,
a Japanese marginal victory, by 30 April 1945, a Japanese
regular victory, and by 31 July 1945 or later, a decisive
Japanese victory. Note that the scenario currently ends early.

If at any time, the Japanese player attacks Allied forces
present in a hex in Alaska, the Hawaiian Islands (excluding
Midway), or continental North America, the Allied player
has an additional two years (just so) to meet his requirements
for a victory. Note that raiding the American sea lines of
communication is allowed.

Armistices can be offered by either side at any time. The
side offering the armistice must abide by it if it is accepted.
The other side can withdraw from the agreement with 90 days
notice. If Japan takes Calcutta, Delhi, Bombay, or Karachi,
problems keeping the Indian opposition suppressed and dissent
in the Indian military force the British in India to offer
an armistice on the current lines of contact. If accepted,
this means no offensive operations by either side in India,
Burma, or Ceylon. If the Chinese capital is taken or Japan
accepts this forced armistice with the British, the Chinese
offer a similar armistice."




castor troy -> RE: Admiral's Edition General Thread (5/3/2009 8:17:36 PM)

I guess I know the answer already: no




jwilkerson -> RE: Admiral's Edition General Thread (5/3/2009 8:41:25 PM)


quote:

ORIGINAL: castor troy

I guess I know the answer already: no


What was the question?




treespider -> RE: Admiral's Edition General Thread (5/3/2009 8:57:51 PM)


quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: castor troy

I guess I know the answer already: no


What was the question?




herwin wrote: Will you provide instructions for setting up the following (or a similar) scenario? If differs from stock with the KB starting in Kure and Yamamoto resigning in favour of Yonai.




jwilkerson -> RE: Admiral's Edition General Thread (5/3/2009 9:15:51 PM)


quote:

ORIGINAL: treespider


quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: castor troy

I guess I know the answer already: no


What was the question?




herwin wrote: Will you provide instructions for setting up the following (or a similar) scenario? If differs from stock with the KB starting in Kure and Yamamoto resigning in favour of Yonai.



Ah, thanks for the summary. We will provide a manual for the editor, it will talk about how to use the various included features, including the AI scripting feature.





Andy Mac -> RE: Admiral's Edition General Thread (5/8/2009 12:35:43 PM)

Oops wrong forum :)




Barb -> RE: Admiral's Edition General Thread (5/24/2009 11:00:13 PM)

One minor question just entered my head:
It is possible to have displayed DATES instead of TURNS-TO-GO in reinforcements screen? Say another switch in settings-preferences-options?

I was always recalculating number of turns into dates [:)]




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