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HOI4 Dev Diary - 1.6.2 Update

Hiya everyone, I am now back from the San Francisco Game Developer Conference and in the sweet embrace of soulcrushing jetlag! Last week was very fun chatting to other game devs and learning stuff from lectures as well as american food (burgers!). While I was there the team have been continuing work on the 1.6.2 patch. So today will be about status there. Short and sweet, enjoy!

We have been fixing all sorts of stuff, but here are some highlights:
  • Increased research bonuses. We may have low-balled our estimates a bit on the new research impacts, where the idea was that it would be faster overall despite many of the new techs. To accommodate that research companies have been improved along with ministers and the computer techs have also increased buffs to make them more worth it (details in the patchnotes below).
  • Help Soviets mount a better defense. We have identified a few things, like a tendency to keep units back for the japanese front despite their main front not having enough units to man it (which causes all sorts of issues).
  • Get Allies more into the Africa game. Keeping Africa allied is quite difficult, but the AI should now prioritize fighting over it a lot more and Uk should be making smarter early choices for focuses and ministers etc
  • The invasion AI has been improved quite a bit, which left China being crushed by Japan a bit too fast and often so we have tuned down Japans strategy a bit unless facing a player to keep a more historical timeline.
  • airwing names are no longer lost on save load, and many other fixes...
The patchlog since last week looks like this, and should hopefully get into the open beta tonight. We then plan to leave it over weekend for testing with you guys and if all is fine it should be making it to everybody next week.
##################################
# Bugfix
##################################
- AI can now accept a fuel incoming lend lease.
- Fixed taken states not being colored properly during a peace conference
- Fixed some decisions on a revolter country disapearing after loading a save
- Correctly change leader trait icons in army badge when switching between leaders where one has exile leader traits and the other does not.
- fixed naval mission assignment not working correctly with taskforces on repairs
- fixed an issue where countries occupying Manchuria would get reports about finding communist sleeper cells while allied with communist china
- fixed anniversary pack not being loaded
- review fixes
- Fixed newly created ships teleporting to the task force set as their deployment target
- Fixed auto balance task force not working
- Fix fuel lend lease. It was full of minor bugs.
- Selecting a decolonized Asia in the game rules will now also grant independence to Malaya.
- Fixed new Maltese fascist flag not showing up properly.
- fixed two instances in US events giving incorrect amounts of party popularity
- fixed ai sending invalid commands with foreign templates
- Fixed Expose the Belly of the Bear events not being sent out, as well as having incorrect requirement triggers.
- fixed a way to create invalid paradrop orders and fixed a ctd that is caused by that
- Converted Battleship and Converted Cruiser Hulls use now the right 3D model as the best match in the Ship Designer.
- Fixed ships from reserve not reinforcing if the reserve task force has at least one ship repairing
- locked the Silver Legion special template gained during the Fascist US civil war
- fixed some localization issues with dynamic modifiers
- fixed stability & war support values not giving all bonuses in some cases
- fixed some scripted diplomatic action issued that broke actions that requires acceptance
- moved lights of Los Angeles to correct province position
- Abdicating after getting "King's Support Forms" will now correctly remove the beneficial spirit granted by that event.
- fixed a original_tag problem related to reusing of dynamic tags
- Now display correct naval supremacy in naval invasion tooltip.
- fixed a ctd while loading saves
- De Gaulle will no longer be incorrectly removed as Free France's leader.
- Added Halifax to the bypass conditions of Motion of No Confidence.
- Added certain stipulations for Coerce Spain and Coerce Greece focuses.
- Only one Rebuild the Nation decision will now be available if you switch ideology using a civil war.
- Alliance with Germany now requires Germany to be fascist only.
- The number of factories displayed in war overview is now consistent with the number in topbar.
- Fixed an effect that was deleting a division template without deleting all divisions using that template, specifically volunteers and expeditionary forces, leading to potential memory problems and crashes.
- Fixed the game generating a definition.csv file that would override the original in case the later was missing some entries
- Mexico without Man the Guns enabled (and therefore with no ability to nationalize the oil fields) will now have control over its own oil from the start of the game.
- Fixed airwing name not being loaded from save
- Fixed DOD unique motorized icons to correctly shop up in the production tab.
- Fixed reserve fleet getting merged on daily tick if in the same naval base
- Fixed ship name from history file not being taking into account in some circumstances when adding a production line for it
- Highlight now fit the size of dockyard grid.
- Fragmenting Yugoslavia in the game setup rules should no longer result in Yugoslav units permanently being present on the map with no possibility of getting rid of them.
- Selecting Asia Decolonized game rule will now correctly grant independence to the Philippines.

##################################
# Balance
##################################
- naval mission efficiency will now go even lower if you don't have enough ships/taskforces for the assigned regions
- Nationalist Spain will not lose the "recovering from the Civil War" national spirit in historical focus mode, thus preventing them from joining the war
- Atlantic Fleet Designer now adds 10% HP to Carriers
- Armor upgrade for Carriers now adds 1% HP per level (non-MtG only)
- research companies research bonus 10% to 15%
- doctrine ministers research bonus 7% to 10% and 10% to 15%
- electron mechanical engineering research bonus 2% to 3%
- mechanical computer research bonus 3% to 4%
- computing machine research bonus 3% to 5%
- improved computing machine research bonus 5% to 8%
- advanced computing machine research bonus 5 to 8%
- focus: give refuge to scientist research bonus 3% to 5%

##################################
# UI
##################################
- Fixed Benelux formation news event properly referring to Netherlands' original name, rather than the new Benelux name.
- It is now possible to select a theater as a deployment target which will put the newly created ships in that theater's reserve fleet
- Now showing the task force insignia when selecting a task force as deployment target
- Finnish neutrality party was renamed
- Task forces created through the Move Ships Window now copy the insignia from the original task force
- Fixed timed decision showing 999 instead of a progressbar
- Dive bomber trait in admiral skill tree now correctly identifies bonus as only applying to carrier planes
- Minor loc fix to Dutch Trade Neutrality news event option text.
- Added list of required module slots that are empty to the save button tooltip when designing a ship
- Fixed invalid 'no mission set' warning on a task force with a mission but currently refitting or repairing

##################################
# AI
##################################
- Britain should now care more about Africa as well as other area prio tweaks
- ENG will avoid channel if it is at war with GER
- British AI should now pick ministers better to make use of Stanley Baldwin (a first in British history)
- British AI should no longer take early mobilization if it has better use of the political power
- British AI should no longer waste pp on resource prospecting if it has better things to do
- British AI should no longer offer refuge to German scientist until a certain amount of time has passed
- Italy alternate fascist plan will now result in Italy First, rather than Pact of Steel
- Both sides of the Suez Canal are now considered part of Africa for the purpose of AI calculations (still separate for all other purposes)
- blocked ai from creating naval missions in blocked regions
- naval_avoid_region >= 600 will disable regions for missions as well now. Germany disables the channel if ENG is still a threat
- historical Yugoslavian AI will no longer take Greater Yugoslavia
- added an AI strategy to Hungary to prevent them from joining the axis before it is historical if historical focuses are on
- ai is now less reluctant/random about upgrading its ship designs
- fixed a bug preventing the Soviet AI from researching Fighters II
- the Soviet union will no longer pick the War with Japan focus while fighting with Germany
- ai will care more about home fronts that have actual enemies if surrender process is >0 and less about other non dangerous fronts
- ai won't care about guarantees that are guaranteeing an enemy that has offensive war against us or a war that started long ago
- Improved UK historical focus selection order
- Japan will now avoid too aggressive early invasions

##################################
# Stability & Performance
##################################
- Protected against a buffer overflow.
- Detected and skipped a certain type of invalid mipmap data in dds files.
- Fixed CTD when reordering pinned strategic regions

##################################
# Modding
##################################
- added target_root_trigger trigger for targeted decision. this is checked before checking all targets and if false, will skip that targeted decision completely
- added game variables fuel_k & max_fuel_k
- fixed example of scripted diplo actions & fixed some string problems

##################################
# Database
##################################
- Tweaked Chamberlain resigns event to now require Poland to have fallen, and slightly increased the required surrender progress required for Denmark, Norway, the Low Countries, or France.
- The US now correctly starts with 2 Yorktown Carriers under construction in 1936 (MtG only due to balance concerns)
- Italy now correctly has two Littoria-Class Battleships under construction in 1936 (MtG only)
- changed some starting technologies for Italy
- France now starts with 1 Richelieu Class Battleship under construction in 1936 (Richelieu) and two more under construction in 1939 (Jean Bart and Clemenceau) (MtG only)
- added HMS Aurora to British starting construction (MtG only)
- moved Town Class Light Cruiser template to 1936 start, added 5 ships to British starting construction in 1936
- Added Marines division template to HOL
- Added portrait for Ataturk
- added and tweaked a number of division name lists for various countries
- Commonwealth Ties can now be taken if UK is overlord of Dominion civil war factions, as well (and applies the relationship boost to those countries).
- Adjusted requirement for Imperial Conference to no longer be impossible if UK accepts Destroyers for Bases offer from USA.
- removed the claim Romania gets on Bulgaria from the relevant event
- Reach out to the Ware Group is now available for both democratic and communist governments
- Removed Atatürk as a starting field marshal and instead added a decision to recruit him if Turkey is in a defensive war, also assigned to him his new field marshal portrait
- Added foreign language loc and an on_action trigger for Turkish civil wars.
- Added Admiral Hipper to German starting construction (MtG only)
- Added two Kirov-Class Cruisers to Soviet starting construction (MtG only)
- Added USS Vincennes and USS Wichita to US starting production (MtG only)
- Added two light cruisers to Italian starting construction (MtG only)
- Central Powers will now invite Bulgaria if they exist, are AI, and are non-aligned.
- Adjusted Vojvodina state population, and added cores to it in the Hungarian focus tree.
- Central Powers focus now sends event invites to the various potential nations, giving them a choice rather than automatically adding them to the faction.
For the full 1.6.2 log (its huge), or if you want to help test go check out the 1.6.2 beta page.

See you all next week again!
 
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@podcat

- ENG will avoid channel if it is at war with GER

What exactly is the justification for this? It's weird, and it sounds like something that might mess up the British AI and possibly even stop Overlord from happening.

The Channel was Britain's lifeline, and it was both heavily mined and patrolled by sea and air. It was the Germans that avoided the Channel in general, with the notable exception of Operation Cerberus.

Wouldn't it make more sense for GER to avoid the Channel if at war with ENG, and instead focus on the North Sea and Norwegian/Arctic Sea?

I'm just not really understanding what is to be gained by the British choosing to ignore the Channel. It makes no sense historically and it's bound to hinder their naval and air AI. Was there a particular reason you wanted to do this? o_O
 
@podcat



What exactly is the justification for this? It's weird, and it sounds like something that might mess up the British AI and possibly even stop Overlord from happening.

The Channel was Britain's lifeline, and it was both heavily mined and patrolled by sea and air. It was the Germans that avoided the Channel in general, with the notable exception of Operation Cerberus.

Wouldn't it make more sense for GER to avoid the Channel if at war with ENG, and instead focus on the North Sea and Norwegian/Arctic Sea?

I'm just not really understanding what is to be gained by the British choosing to ignore the Channel. It makes no sense historically and it's bound to hinder their naval and air AI. Was there a particular reason you wanted to do this? o_O

My guess is that ships and troop convoys in the Channel were decimated by GER planes from France.
 
Really both should avoid the Channel. The Royal Navy was stationed in Scapa Flow for a reason. They wanted to be as far away from German bombers as possible. Yeah later in the war when the Luftwaffe didn't really exist it was safer for the Royal Navy, but still no reason to risk it.
 
Can you update small thinks for Poland.
1) If Poland conqer zaolzie it should trigger event about climing zaolzie even if munch conference never appel.
2) If Czechoslovakia reject Munch agreement Poland should still reqest Zaolzie from Czechoslavakia by a decizion.
3) Old areas of salesia uprisings (there where three of them) should be core for Poland or could by climed as souch by a decizion. The border with germany and Czechoslovakia where never set in stone. Specialy on Zaolzie and salesia area.
4) If Germany are in alaience with Poland before end of czechoslavakia German AI should always go with Danzig for Slovakia.
5) Change restored Polish-lithuanian comonwelfe flag (for comunist and fasict variation) now it is a russian flag ! It meake no sens.
6) Add decizion of exploatation Lviv oil. And add an oil in Lviv. It whas a strategic region for USSR and Germany.
 
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With Axis country (played NL) when I won against the Allies, while Vichy France had been created, just after the peace conference, an event fired fired : Liberation - France has been freed from German occupation.
Vichy France now owns the whole country, right, but it's a bit weird, as it's still a Reichsprotektorat.
 
With Axis country (played NL) when I won against the Allies, while Vichy France had been created, just after the peace conference, an event fired fired : Liberation - France has been freed from German occupation.
Vichy France now owns the whole country, right, but it's a bit weird, as it's still a Reichsprotektorat.
Puppets come in all sizes...
 
It looks like Dev.team doing UI improvement, so I post an idea.
Could you implement Stop/Start training all air wings and/or navy button?
Maybe only the U.S. can do such full training at the view of fuel, but now many players play the U.S. and it is tiresome to start/stop all training air wings
in other countries too.
 
@podcat

I don't know whether you've already considered this, but I think a good incentive for players to upgrade ships would be if the conversion techs (in the industry tree) also affected ship conversion speed. You need not grant huge bonuses with them, but it would give the player more incentive to research them, and also to convert/rebuild ships (which, from a gameplay perspective, is often not worthwhile compared to the time/cost of building a new one).

2 thumbs up on this suggestion.

Make Conversion Tech Useful (MCTU)
 
Make China Great Again!

I really hope they put up a better fight.
 
- research companies research bonus 10% to 15%
- doctrine ministers research bonus 7% to 10% and 10% to 15%
- electron mechanical engineering research bonus 2% to 3%
- mechanical computer research bonus 3% to 4%
- computing machine research bonus 3% to 5%
- improved computing machine research bonus 5% to 8%
- advanced computing machine research bonus 5 to 8%
- focus: give refuge to scientist research bonus 3% to 5%


- It is now possible to select a theater as a deployment target which will put the newly created ships in that theater's reserve fleet
- Now showing the task force insignia when selecting a task force as deployment target
- Task forces created through the Move Ships Window now copy the insignia from the original task force

Thanks for that !

I really like how nearly all the small annoying issues have been corrected in the last month (only thing left I can think off is the refit cost of sonar/dept charge/AA and the admiral skill experience gain which is useless for anything other than convoy raiding).
 
Please Edit the ship design more close to historical main battery amount....
upload_2019-3-29_15-35-13.png

300px-Yamato1945.png
 
Please Edit the ship design more close to historical main battery amount....
It’s probably not going to happen. To achieve this what you’d need to do is redo all the graphics such that the placement of various turrets actually gives you more than one. Using your example, placing a turret in the fixed turret slot would actually give you graphical turrets in the #1/#2 positions. Placing a turret in the rear1 slot would give you a single graphical turret in the #3 position (aka: Yamato). Placing a turret in the rear2 slot would again give you two graphical turrets in the #3/#4 slots (aka: Montana).

You then then need to do this for all ship hulls (at least for heavy, super heavy and possibly cruiser). Then you also have to factor in dual vs. triple vs. quad turrets (USA ran in sets of 3, Britain in sets of 2, 3 and 4, Japan sets of 2 or 3 depending on hull, France sets of 4, etc,)

Then you need to work out the new relative (down to the pixel) positions in the Equipment Designer so everything looks correct. It might be something I’ll tackle at a later date. We’ll have to see.
 
It’s probably not going to happen. To achieve this what you’d need to do is redo all the graphics such that the placement of various turrets actually gives you more than one. Using your example, placing a turret in the fixed turret slot would actually give you graphical turrets in the #1/#2 positions. Placing a turret in the rear1 slot would give you a single graphical turret in the #3 position (aka: Yamato).

I mean this:
upload_2019-3-29_21-14-33.png

3 turret plz...
 
I'm sorry to say it does not appear to have worked... In this game I've tried to play as UK, on historical mode. I've been lend leasing SU like crazy to keep him in the fight. Currently around 35% of all Artillery, 40% of all Trucks 20% of all Light tanks, 50% of all support equipment and 40% of all anti-tank in the red army have been produced in The British Empire and around 2k planes and 1k Convoys have been lend leased . Furthermore I've been giving them roughly 30 - 45 civ factories through trade since the war began.
I've also kept the Luftwaffe busy over the English Channel, UK, North Africa and Greece, downing in total more than 6k aircraft.
The Axis has been beaten out of Africa, more than 1 million Italians have died and a few german panzer divisions. The Axis Navy is more or less completly obliterated, and they are cut off from trading with South America and Asia.

Yet by November 1942, Leningrad is gone, Stalingrad is gone, the oil fields are gone and Moscow has fallen - And the Red army is doing this....
View attachment 466694

It doesn't matter what you give them because they won't stop shuffling around. I gave the Soviet Union 8,000 of the most modern medium tanks which they quickly turned into armored divisions... and they still lost by 1942 in the same way you mentioned. I would be satisfied with the state of the game if this was fixed. It just totally breaks everything when the Soviet Union is beaten by 1942. At this point they are little more than a speed bump for the Germans. They inflict almost no casualties on Germany so they are essentially almost 100% useless.
 
It doesn't matter what you give them because they won't stop shuffling around. I gave the Soviet Union 8,000 of the most modern medium tanks which they quickly turned into armored divisions... and they still lost by 1942 in the same way you mentioned. I would be satisfied with the state of the game if this was fixed. It just totally breaks everything when the Soviet Union is beaten by 1942. At this point they are little more than a speed bump for the Germans. They inflict almost no casualties on Germany so they are essentially almost 100% useless.

It's also entirely ahistorical the soviets withdrew from the Japanese front after the non-aggression pact. I think the issue is that non-aggression pacts don't seem to flag "don't guard this border", while losing the war against Germany provokes them to want to pull units off the Japanese/Chinese borders, but then they realize that they don't have one unit a province in Mongolia anymore so they send them back.

Also moving all those units back and forth the Pacific front has to absolutely wreck their attrition, I imagine half of those medium tanks just rusted in the middle of Siberia.
 
I mean this:
View attachment 466916
3 turret plz...
Yes, I know what you mean. The “real” Yamato (at least insofar as HOI4 is concerned) has two battery slots - otherwise you’ll never achieve the historical speed, etc. The problem is that two battery slots = 2 turrets displayed when you desire 3. Hence what I was trying to explain is that to retain the in-game setups for balance you need to redo the graphics. It’s a bit convoluted to explain, but suffice it to say it is possible (although I’m not sure if it’s worth the effort).

The graphics are easy enough to do - it’s the line-by-line manual coding editing that’s a PITA. I’m somewhat inclined to overhaul the whole hull display aspect so that it more accurately reflects the actual ships for each nation (at least the major powers, anyway).
 
It’s a bit convoluted to explain, but suffice it to say it is possible (although I’m not sure if it’s worth the effort).
With the greatest respect to Paradox (who make amazing games and content), convoluted is very much the word I'd use describe some of their design processes. Look at the way they handle DLC for example, with the infinite variables which cause overlap and therefore bugs. It's still the case that portraits from previous DLCs and the Anniversary Pack don't work, because their weird portrait path system (combined with it being case sensitive) means they're not being referenced by the game. I feel sorry for the artists assigned with making all these portraits that people never actually get to see.

And as for the new MtG vs. Legacy naval stuff... wow. I bet that one caused some arguments among the devs and beta testers. :D
 
I’m pretty much giving up on the legacy stuff going forward (modding) There’s too much of a discrepancy between non-MtG and MtG ship variants to try and balance (especially with the new MtG technology that isn’t available without the DLC). I spent over an hour just going through the beta files to incorporate the new changes into my work, and I’ll probably end up doing it again next week with the official release. It would be great if there was a way to apply mod changes without having to completely overwrite an entire file, but I digress.