From: Winnipeg, MB
Interesting, I have been working on WitP:AE full campaign (scenario #1) mod here. Since I abandoned the old WitP due to editor doesn't cover things I needed. Now I never gotten far playing in that scenario and it feel like it need some improvements. There nothing we can do about the AIs since it is hardcoded, but listen some of you guys that mention that Japan AI wasn't doing well. What version was that? Also noticed there were tons of reserved resources and oils, but that wont last long. Noticed that there are a lot of resources that are over the top, not really as in history where they should be or too much.
What I did here is reduce the resources input for light industries to 10 instead of 15 and for heavy industries will use only 1 fuel instead of two. On the Japan side, they mostly use coals for burning energy.
So I did so much trying to improve this full campaign, still a long way to go until I am finish with it. The interesting parts I manage to fix Force Z that will arrive in the combat zone by the 10th of December. There a good chance for Prince of Wales and Repluse see some actions before something bad happen.
On the Allied side would have to work with their problems too, transporting their goods as well resources. At the beginning, the USA didn't have full capacity of their industries might. It will take time to build up, such as repair, etc. Even add new base as Midwestern USA that will cover Oklahoma and Texas too. While USA is growing strong in the industry sectors and Japan will starts to decline due to lack of resources that been hampered by submarines.
I need to make a topic under custom scenario about this.
Yes, the people in the mods forum will give the best answers to this but I can answer the question of the AI deficiency in the Stock game scenarios:
- the game does not have a true AI with reactive routines to respond appropriately to enemy moves. It has a game engine that carries out the orders it has and calculates results (with lots of randoms)
- the "computer enemy" operates off scripts that tell it what targets to take, and sets some date parameters for when to give up on taking them. There is also a bit of raiding script, which does not go after specific targets but sends TFs meandering into likely shipping lanes looking for convoys.
- the computer enemy must grab whatever ships are available at the time it has to execute a script to carry out a new attack on a target, so the mix of ships in a TF is often not ideal, and often the covering forces are usually totally inadequate to the threat.
- if the computer's forces fail to take the target it will keep trying until the expiry date on that script. A human player can concentrate his forces knowing the AI will send in ships piecemeal to their doom.
- the scripts do not have an adequate resupply algorithm so the islands it conquers often run out of supply and are too easy for the player to retake. The Ironman scenarios address this by giving the LCUs a daily supply amount without any logistic pipeline to feed them.
Good luck with trying to design a more challenging scenario. Your ideas about changing industrial inputs are interesting. You could also consider giving each base a small daily supply to reflect food grown on the land or harvested from the sea.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth