Killer Bob, Brad1 Your requests for leader information has been logged at the bottom of my work file but, unfortunately, you may have something of a wait whilst the AAR catches up to the current position.
Ghostwriter Thank you for the correction (nice to see someone is paying proper attention) and I'm also impressed with your willingness to volunteer to be sunk. I won't of course be trying to get you sunk but you will be taking your chances along with everyone else.
dublish That's a valid point about the speeds except that it is actually too fast for some the ships involved but it does illustrate the fact that the closing rate is only slightly impossible. I think my approach to it is more fun. In reality one could easily construct an argument that the engagement ranges shown are combat estimates and the sudden change is due to the previous range "estimate" having been incorrect.
TheExecuter Not a bad scenario but for some reason the american admiral "the executer" hasn't turned up yet. If he does we may flee in horror at his level 8 skill and over all marvelousness. I haven't seen him yet but its only a matter of time.
noobermenschen You are of course correct that we cannot give in to fear but must fight anyway. The issue is that the AAR so far has been utterly one sided for naval combat. The original massive battle of Scapa Flow was a massive German victory and quite outrageously successful. Since then the focus on the mediterranean has maintained an unfair advantage. It is quite worrying to have to move towards giving this up and engaging the massive allied fleets in the Atlantic.
Medi You are probably right about the CVL and I have already made sure they have a decent priority in the US build scheme. It is hard to decide exactly what the factors are in naval combat since the actual positioning values presented do not give all the relevant information.
Say_my_name Your are correct that the 23 is the right count for the attacking divisions. My issue is that I am quite familiar with checking the total divisions present at Basrah but I have only saved images from attacks and hence none of the images has the true division count which you will appreciate is an awful lot more than those 23. The over all total is temporarily obscured.
Von Uber the obsession with the area around Basrah is a known feature of the AI after the Germans take it. I am assuming that hot spots will be much as they were in "Edge of Darkness". I should warn you all that despite being good at this game I don't actually play it that much (due to time shortage) and am therefore not that familiar with the AI priorities. I could look in the files but I like the odd surprise.
ALL I have a request to make of the audience. Currently the AI is running on completely standard settings making a few things quite predictable. I can't see any practical way of editting it a lot but some limited areas are worth some action. The issue is that if I change it then I know what I have set so the best I can come up with is the audience selects some province IDs.
1) The following two lines are from the US invasion AI and I presume define where troops are gathered (staging) and which provinces they try to invade. Can someone come up with an alternative province IDs (and I promise not to look up the IDs). I am assuming Belfast is one of the target IDs and that is why the AI keeps invading there.
staging_province = { 958 602 23 21 20 }
target = { 20 = 9000 17 = 9000 21 = 9000 23 = 9000 13 = 9000 28 = 9000 22 = 9000 14 = 9000 12 = 9000 11 = 9000 10 = 9000 9 = 9000 }
2) Japan
target = { 1309 = 10 1310 = 10 1258 = 10 1311 = 10 1312 = 10 1249 = 10
1248 = 10 1314 = 10 1313 = 10 1317 = 10 1318 = 10 1320 = 10
1321 = 10 1325 = 10 1319 = 10 1282 = 10 1281 = 10 1327 = 10
1305 = 10 1308 = 10 1362 = 10 1307 = 10 1293 = 10 1294 = 10
1206 = 10 1205 = 10 1204 = 10 1203 = 10 1210 = 10 1211 = 10
1212 = 10 1224 = 10 1215 = 10 1213 = 10 1216 = 10 1214 = 10
1207 = 10 1208 = 10 1272 = 10 1209 = 10 1225 = 10 1226 = 10
1442 = 10 1441 = 10 1273 = 10 1440 = 10 1443 = 10 1274 = 10
1444 = 10 1439 = 10 1270 = 10 1271 = 10 1435 = 10 1445 = 10
1447 = 10 1421 = 10 1432 = 10 1433 = 10 1446 = 10 1430 = 10
1431 = 10 1315 = 10 1316 = 10 }
3) If anyone wants to volunteer to look at any other AI stuff then drop me a PM with your e-mail address and I'll send you a save file to look at (895Kb in compressed "rar" format).
I have already corrected relations between the power blocks so that the "expected" Axis nations, the main allied powers and SU all like each other. The biggest worry in this area is garrisoning of the Soviet - Japanese/Chinese border which could prove a massive waste of AI resources.
p.s. If anyone thinks I may have missed adding them to the game then please post a reminder. Because of the break I fear I may have missed someone and forgetten about it. If you are a volunteer non-german commander then it may be worth reposting anyway as I am feeling like giving out some major promotions (like the executer being skill 8)
Ghostwriter Thank you for the correction (nice to see someone is paying proper attention) and I'm also impressed with your willingness to volunteer to be sunk. I won't of course be trying to get you sunk but you will be taking your chances along with everyone else.
dublish That's a valid point about the speeds except that it is actually too fast for some the ships involved but it does illustrate the fact that the closing rate is only slightly impossible. I think my approach to it is more fun. In reality one could easily construct an argument that the engagement ranges shown are combat estimates and the sudden change is due to the previous range "estimate" having been incorrect.
TheExecuter Not a bad scenario but for some reason the american admiral "the executer" hasn't turned up yet. If he does we may flee in horror at his level 8 skill and over all marvelousness. I haven't seen him yet but its only a matter of time.
noobermenschen You are of course correct that we cannot give in to fear but must fight anyway. The issue is that the AAR so far has been utterly one sided for naval combat. The original massive battle of Scapa Flow was a massive German victory and quite outrageously successful. Since then the focus on the mediterranean has maintained an unfair advantage. It is quite worrying to have to move towards giving this up and engaging the massive allied fleets in the Atlantic.
Medi You are probably right about the CVL and I have already made sure they have a decent priority in the US build scheme. It is hard to decide exactly what the factors are in naval combat since the actual positioning values presented do not give all the relevant information.
Say_my_name Your are correct that the 23 is the right count for the attacking divisions. My issue is that I am quite familiar with checking the total divisions present at Basrah but I have only saved images from attacks and hence none of the images has the true division count which you will appreciate is an awful lot more than those 23. The over all total is temporarily obscured.
Von Uber the obsession with the area around Basrah is a known feature of the AI after the Germans take it. I am assuming that hot spots will be much as they were in "Edge of Darkness". I should warn you all that despite being good at this game I don't actually play it that much (due to time shortage) and am therefore not that familiar with the AI priorities. I could look in the files but I like the odd surprise.
ALL I have a request to make of the audience. Currently the AI is running on completely standard settings making a few things quite predictable. I can't see any practical way of editting it a lot but some limited areas are worth some action. The issue is that if I change it then I know what I have set so the best I can come up with is the audience selects some province IDs.
1) The following two lines are from the US invasion AI and I presume define where troops are gathered (staging) and which provinces they try to invade. Can someone come up with an alternative province IDs (and I promise not to look up the IDs). I am assuming Belfast is one of the target IDs and that is why the AI keeps invading there.
staging_province = { 958 602 23 21 20 }
target = { 20 = 9000 17 = 9000 21 = 9000 23 = 9000 13 = 9000 28 = 9000 22 = 9000 14 = 9000 12 = 9000 11 = 9000 10 = 9000 9 = 9000 }
2) Japan
target = { 1309 = 10 1310 = 10 1258 = 10 1311 = 10 1312 = 10 1249 = 10
1248 = 10 1314 = 10 1313 = 10 1317 = 10 1318 = 10 1320 = 10
1321 = 10 1325 = 10 1319 = 10 1282 = 10 1281 = 10 1327 = 10
1305 = 10 1308 = 10 1362 = 10 1307 = 10 1293 = 10 1294 = 10
1206 = 10 1205 = 10 1204 = 10 1203 = 10 1210 = 10 1211 = 10
1212 = 10 1224 = 10 1215 = 10 1213 = 10 1216 = 10 1214 = 10
1207 = 10 1208 = 10 1272 = 10 1209 = 10 1225 = 10 1226 = 10
1442 = 10 1441 = 10 1273 = 10 1440 = 10 1443 = 10 1274 = 10
1444 = 10 1439 = 10 1270 = 10 1271 = 10 1435 = 10 1445 = 10
1447 = 10 1421 = 10 1432 = 10 1433 = 10 1446 = 10 1430 = 10
1431 = 10 1315 = 10 1316 = 10 }
3) If anyone wants to volunteer to look at any other AI stuff then drop me a PM with your e-mail address and I'll send you a save file to look at (895Kb in compressed "rar" format).
I have already corrected relations between the power blocks so that the "expected" Axis nations, the main allied powers and SU all like each other. The biggest worry in this area is garrisoning of the Soviet - Japanese/Chinese border which could prove a massive waste of AI resources.
p.s. If anyone thinks I may have missed adding them to the game then please post a reminder. Because of the break I fear I may have missed someone and forgetten about it. If you are a volunteer non-german commander then it may be worth reposting anyway as I am feeling like giving out some major promotions (like the executer being skill 8)
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