Hard Jap AI opponent? (Full Version)

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Daveion -> Hard Jap AI opponent? (8/8/2008 10:24:14 AM)

Has anyone made a mod that makes for a real tough Jap AI opponent?
Was thinking maybe a few more oil and resourse centers on the homelands, a few more carriers and other ships of war being manufactured and arriving in the first 6 to 12 months of game start, and perhaps jap recruit pilots having a higher experiance later in the war.
What do you guys think?

Dave...

and I'm new here so "Hello everyone o/
pbem does not interest me as I cannot often return my turns on a regular basis so I would be just happy to have a more challenging enemy.
Thanks.

D...




wdolson -> RE: Hard Jap AI opponent? (8/8/2008 10:35:08 AM)

In the current game, the AI cannot really be accessed, so there isn't much in the way of AI mods.  The upcoming Admiral's Edition will have the AI completely exposed in the Editor, so people can make custom scenarios with their own AIs. 

AE will also come with an enhanced Japan scenario in which the Japanese get some extra assets.  This will have it's own AI.

Bill




Daveion -> RE: Hard Jap AI opponent? (8/8/2008 11:49:05 AM)

I have been looking at the new expansion with anticipation.
But I have been playing with WITP since its release around four years ago, and thought that maybe if the AI had some extensive help in supllies and warships/carriers and the air groups to go on the new carriers it would give a better challenge. Of course it would also need pilots to remain better trained for longer in the war as well.
Maybe its time I started to have a look at the editor myself and see if I can add a few extra's to the Emperors forces.

D...




el cid again -> RE: Hard Jap AI opponent? (8/8/2008 11:59:33 AM)

Probably the most difficult AI opponent is RHSMAIO = Modified AI Option.

AIO was designed to help the AI - and not bother it with things it does not understand. It is a modification of RHSEOS - the original Japan Enhansed Scenario of RHS. This scenario assumes Japan planned properly only from mobilization - July 1941 - by doing writ large what it really did do for Malaya - form a joint planning team led by Lt Col Manosaru Tsuji. This team assessed intelligence and made a joint plan to exploit it - and recommended changes in production for later in the war. The Japanese are not so much more numerous - there are no more slots after all - and even if there were - there is only so much steel, so much training capacity - etc - as they are somewhat better organized. AIO is just a version modified to help out the AI.

The problem with that is that EOS - and therefore AIO - assumed the Japanese planning to attack Hawaii was implemented. While this is possible with a human player - AI is too dumb to follow up well. So MAIO was done - in which the forces that went into the Central Pacific essentially go after New Caledonia, Fiji - etc. This turns out to be a very interesting scenario - and probably would be even better with human play.

Disclaimer: I ran this scenario (and many others) to late war. ALL AI SCENARIOS - no matter the mod or stock - FAIL in late 1944. Between August and November ALL Japanese air units become kamakazes. This is worse than it sounds like - there are no fighters - no transports - no ASW patrol planes - no recon - no bombers. Japan is doomed when that happens. Either the game ends - or you must pretend it is a human game - and not let AI assign the planes - which is possible if you call it a face to face game - but it is not truly solitare from that point any more.

RHSMAIO requires you have the Level 7 RHS map system and EOS family RHS ship and plane art. The RHS installer will give you all of this - but then you should dump the latest data files on top of the inatall.




Anthropoid -> RE: Hard Jap AI opponent? (8/8/2008 9:05:27 PM)

Hey El Cid, I've DLed this package and I got RHS-AIO Level 7 running! Looking forward to taking on the AI for a bit. Maybe getting a PBEM started.

I'm just DLing the Expanded Sound file too.

Thanks for such a fantastic fan product!! [:D]




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