Go Andy, Go
I have had players email me and tell me that the PH bug renders playing against the AI unplayable... a good riddance to this bug would greatly benefit numerous players I am guessing.
It could make playing the AI much more pleasing ...
I am specifically looking out for any remaining instances of
1. The PH bug
2. AI wasting assets for this core scen1 AI I want the AI to be methodical and not waste assets
I know that a good player will take advantage of the methodical nature of this AI so there are a few places that the AI will probably struggle but thats ok because this is the new core module so I can build on it.
Basically this is an AI suitable for a new player so I want it to be carefull witrh assets
Later on I will build up Scen 2/ Ironman/ Ironman Nasty where the AI can take more losses but for now I want to walk before I try to run.
So the AI is to not waste assets not take mad risks and try to take all of the 10 key bases
(Singapore, Clark Field, Hong Kong, Bataan, Manila, Soerbaja, Palembang, Rangoon, Rabaul, Lunga)
I will add variants to cover Midway, PM, deep strikes raids etc etc but what I have now is hopefulkly a bug free base line AI that does the historic Japanese expansion roughly on timescale with minimum losses
ORIGINAL: Andy Mac
Thanks Matt will take a look I dont want to get too deep into the AI re write before I finish adding the new bases I need as its a PITA to go back and add after you have the AI working
Hello,
Once you have your new bases would you send them to us, please? I think you have John's email you can get mine using Matrix pm contact. We are very interested in this and will adapt BabesLite, and as moch of Big Babes as we can to use the new scripts. Obviously, we need to know your base list [8D]
Most of the bases will be in Burma and Malaya to make the AI operate more effectivelly in those two locations.
I will be adding a few in Australia probbaly not as many as you have added and mostly in the West and North primarily dot bases to allow for AI staging if its trying to fight back.
The scripted AI as opposed to the exe AI is poor at defences that happen outside of base hexes so I want to add some more dot's primarily at choke points like Sittang Bridge to help me steer the AI and let it see those bases and hexes as valid objectives.
I think it probably goes back to Pac War where all combat happened in base hexes.
drw61 this is very much still in beta so its a test bed only for now.
The big decisions I need to make are
1. Air Groups the AI is poor at withdrawal even when a replacement group is waiting to arrive so do I reconfigure some or all of them via aircraft upgrades and size changes rather than having wholesale withdrawals and replacement by a new sqn a few weeks later
2. Air Group upgrade paths some of them are historical but the AI thinks a fighter is a fighter so it uses Nates until 44 do I reconfigure to add in at least and Oscar upgrade not sure its the PDU v non PDU argument.
3. Extent of new bases to many makes it harder but some new ones are needed to help steer the AI especially in the much fought over portions of the map
Are there any material bases that people believe should be added I am not promising to include them but before I get too deep into the re write I thought I would ask ?
Thank you Andy! I think you are 100% on the right track if you target the AI against the defensive, semi-historical novice human, rather than trying to trip up the gamey, overextended human.
Experiences like unescorted IJN invasion fleets getting pulped off India, while a 1CV + 1DD TF shows up in Fiji, was enough to turn me off of the game. I hope your new scenario will lure me back.
Ok have a working version of scen 1 with one boring but I think clean script with no more PH bugs
Need to do some more work on Allied AI but pretty close to having updated scen 1 with working Ai just need to do a final trawl through the feedback threads and see if I missed any data or other bugs may as well do the lot at one time
Andy, that's a terrific accomplishment if you can find and kill bugs in the AI.
The AI may not be as aggressive, but the AI - NOT doing Suicidal Stupid things - may make playing the AI worth while for a change...
Thank You!
B
ORIGINAL: Andy Mac
Ok have a working version of scen 1 with one boring but I think clean script with no more PH bugs
Need to do some more work on Allied AI but pretty close to having updated scen 1 with working Ai just need to do a final trawl through the feedback threads and see if I missed any data or other bugs may as well do the lot at one time
Ok updated version in 1st post I need a few testers to take it out to about may 42 please can be 4 day turns but I need some reports of how the AI does and any moronic things specifically.
I will keep working on the allied AI while I do so.
I will also be adding a few more bases in South Australia and fixing anything else I can see is wrong
V3 posted pretty much completed Japanese AI subject to testing.
All new bases now added
A few minor air group changes to reduce late 1945 disbandments as players should have the choice
It works no idea how good v a human but it works going to spend some more time on allied Ai before I lock this down as the core Scen 1 variant and start looking at alternative options
ps can someone who is better at geography than me check the base names I have assigned to my new bases in Australia especially I need bases in those places so its not location that I want challenged but have I named them correctly !!
Your Australian bases work for us. Understand what you did and why you did it. I suggest you add Puckapunyal. Names look fine except maybe JeffK will want you to rename Forsythe to Forsayth, but whatever. [8D]
Matt