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Turn 1 invasions discrepancy - Japan AI vs Human

 
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Turn 1 invasions discrepancy - Japan AI vs Human - 1/9/2022 4:36:09 PM   
mikeinsa77

 

Posts: 4
Joined: 1/7/2022
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I'm taking my first look at playing Japan, and the AI appears capable of doing things I cannot.
For example: Rabaul.
I look at a saved game I have as the Allies after the Japanese strikes on 12/07. Rabaul is occupied by 1st SNLF. The combat logs show Invasion at 94,36, and Land Combat at 95,35.

When I attempt this as Japan, I move 1st SNLF to 94,36, invade, then attack Rabaul. I'm left with 1 movement point and cannot advance into Rabaul.

Any ideas?
Post #: 1
RE: Turn 1 invasions discrepancy - Japan AI vs Human - 1/9/2022 5:56:04 PM   
Remington700

 

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Joined: 5/16/2021
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I play hotseat so I did not know about the first turn AI advantage. But I can say being unable to capture Rabaul with your invading unit is normal.

If it is important for me to capture Rabaul on the first turn I bring in a second unit to invade the vacated hex. However there is a trade off as there are only a few units that can reach the area.

(in reply to mikeinsa77)
Post #: 2
RE: Turn 1 invasions discrepancy - Japan AI vs Human - 1/11/2022 3:14:53 PM   
AlvaroSousa


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Hmm. Must be something in the movement formula. You are supposed to be allowed to move in.

I will add a road to Rabaul which allows it to happen.

_____________________________

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 Remington700)
Post #: 3
RE: Turn 1 invasions discrepancy - Japan AI vs Human - 1/11/2022 3:56:58 PM   
BJGeary


Posts: 52
Joined: 12/31/2021
From: FL, USA
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It's not just Rabaul. I don't recall now where it happened (since it was several days ago IRL, while you were debugging the supply problem), but I ran into this also on one of the tiny islands on turn 1. I wasn't able to advance from the beach on to the island itself.

< Message edited by BJGeary -- 1/11/2022 3:59:57 PM >

(in reply to AlvaroSousa)
Post #: 4
RE: Turn 1 invasions discrepancy - Japan AI vs Human - 1/11/2022 4:39:00 PM   
mikeinsa77

 

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Wake Island was another one I tried. Haven't tried other yet.

(in reply to BJGeary)
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RE: Turn 1 invasions discrepancy - Japan AI vs Human - 1/11/2022 5:34:51 PM   
BJGeary


Posts: 52
Joined: 12/31/2021
From: FL, USA
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Wake was the other island, aside from the port of Rabaul, that I wasn't able to occupy on turn 1. Thanks for reminding me of which one it was.

So just adding a road link to Rabaul won't fix the underlying problem with occupy-after-invasion.

(in reply to mikeinsa77)
Post #: 6
RE: Turn 1 invasions discrepancy - Japan AI vs Human - 1/12/2022 11:32:02 AM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
Well it is on my list to look at.

_____________________________

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 BJGeary)
Post #: 7
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