Ironman Japan v5 - UPDATED (Full Version)

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Andy Mac -> Ironman Japan v5 - UPDATED (10/3/2011 9:19:56 PM)

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




PresterJohn001 -> RE: Ironman Japan v3 (10/3/2011 11:12:23 PM)

Can i play this using a beta version of the game or should i use the official version?

thanks

Steve




Andy Mac -> RE: Ironman Japan v3 (10/4/2011 5:54:04 PM)

2 of 4




Schanilec -> RE: Ironman Japan v3 (10/4/2011 6:53:32 PM)

Thank you.




PaxMondo -> RE: Ironman Japan v3 (10/4/2011 10:11:00 PM)

wrong thread




sspahr -> RE: Ironman Japan v3 (10/5/2011 9:35:05 PM)

oops, this was meant for the Ironman allied thread.




Andy Mac -> RE: Ironman Japan v3 (10/7/2011 8:22:57 PM)

3 of 4




medicff -> RE: Ironman Japan v3 (10/12/2011 2:34:30 AM)

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




Enterprise -> RE: Ironman Japan v3 (10/15/2011 3:30:22 PM)

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




Andy Mac -> RE: Ironman Japan v10 (10/15/2011 7:26:56 PM)

4 of 4




Enterprise -> RE: Ironman Japan v3 (10/15/2011 7:46:15 PM)

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






Enterprise -> RE: Ironman Japan v3 (10/20/2011 12:12:35 PM)

bump for my question about the disposition of Chinese base "Ansi". any word?


thanks




medicff -> RE: Ironman Japan v3 (10/21/2011 1:03:07 AM)

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





Mac Linehan -> RE: Ironman Japan v3 (11/4/2011 5:36:16 PM)

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




Andy Mac -> RE: Ironman Japan v3 (11/6/2011 1:34:07 PM)

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




Grotius -> RE: Ironman Japan v3 (12/7/2011 9:46:56 PM)

Hans pointed me to this thread. I haven't played any of the Ironman scenarios yet, but I might give this version a go.




Andy Mac -> RE: Ironman Japan v3 (12/24/2011 7:45:19 PM)

Bumping it while I recover files




PaxMondo -> RE: Ironman Japan v3 (12/24/2011 9:55:57 PM)


quote:

ORIGINAL: Andy Mac

Bumping it while I recover files

You had a system failure too? [:(]




Omat -> RE: Ironman Japan v3 (12/29/2011 10:59:04 AM)

Hello

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

Also bumping..

Omat




HansBolter -> RE: Ironman Japan v3 (12/29/2011 12:19:46 PM)


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).




Enterprise -> RE: Ironman Japan v3 (12/29/2011 6:12:26 PM)

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




Keifer -> RE: Ironman Japan v3 (1/5/2012 10:51:47 PM)

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




PaxMondo -> RE: Ironman Japan v3 (1/6/2012 2:38:22 AM)

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.




Keifer -> RE: Ironman Japan v3 (1/7/2012 2:20:27 AM)

PaxMondo,

Thanks for the feedback.

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

That sounds vaguely dirty.

Thanks, Keith




PaxMondo -> RE: Ironman Japan v3 (1/7/2012 3:35:26 AM)

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.  [8D]




HansBolter -> RE: Ironman Japan v3 (1/7/2012 11:58:14 AM)


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.  [8D]



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.




HansBolter -> RE: Ironman Japan v3 (1/7/2012 12:19:41 PM)

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 [X(]
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:



[image]local://upfiles/21458/BF7F8294988F401E81531B6A922C051B.jpg[/image]




Banzan -> RE: Ironman Japan v3 (1/26/2012 10:51:27 AM)

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. [:)]





HansBolter -> RE: Ironman Japan v3 (1/26/2012 11:45:28 AM)

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.




Andy Mac -> RE: Ironman Japan v5 (2/6/2012 11:30:29 PM)

v5 now posted.....as alwaysa feedback welcome




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