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War Effort - Operation Cockpit [1.12.12 OPEN BETA]

Hello there Generals!

We have begun the final preparations for Operation Cockpit! Below you will find a set of patch notes that are now live on an open beta branch. Feel free to give us feedback on these planned changes in this thread, or in our Discord!


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# Balance
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- Canadian Focuses 'National Steel Car' and 'Send in the Zombies' are no longer mutually exclusive. If Great Depression has already been removed, the focus on "War Fuelled Economy" and "Reactivate the Farmers Unity League" will grant a significant temporary construction speed boost.
- Canadian focuses regarding the repatriation of Newfoundland are now available to the recently added Communist path
- Divisional Commanders: XP requirements for level thresholds and for gaining an aptitude trait have been reduced across the board by 20-50%
- Divisional Commanders: XP gain from combat increased by 33%
- decreased HIT_PROFILE_SPEED_FACTOR from 2 to 0.5 this will make ships speed affect hit profiles less
- Air accident base chance increased from 0.05 to 0.1, accident chance multiplier increased from 0.5 to 1, accident effect multiplier increased from 0.005 to 0.01 ace death chance increased from 0.003 to 0.005
- Air wing XP game from training per day increased from 3 to 7 since Air accidents are more common, air exercises xp adjusted to match
- increased supply per transport plane to 0.01 from 0.002

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# UI
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- Now the discord and the Instagram tooltips will have correct localization.
- Added link to Instagram and Discord to the in-game menu.

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# Bugfix
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- Fixed the Portuguese Great War tank not appearing in the tech tree without NSB.
- Re-introduced many tank icons for most countries that were screwed by No Step Back. Tank icons in the non-NSB generic tree will now appear in the Tank Designer with NSB.
- Improved the way country-specific tank icons appear in the tank designer, based on tech.
- Turkey will no longer be able to ask again for investment to a country until the country has accepted the portfolio and finishes the decision to invest in Turkey.
- Fixed issues with equipment bonuses to Carriers provided by Italian focus Refit Civilian Ships.
- Fixed issue with Italian focuses Standardization and Specialization so that they provide bonuses to aircraft as promised.
- Fixed issue in which Australian designer Cockatoo Docks and Engineer was not providing any real bonuses to Heavy Cruisers.
- Super Heavy Battleship armour now reduces Torpedo critical chance instead of increasing it
- Fix for Flying Tigers without BBA
- Remove duplicated delimiter in focus-tree tooltips
- Fixed wrong positioning of British focus "Embargo The Soviet Union" when hiding obsolete branches and Global Defense focus has been taken.
- Fixed disappearing icons in the division designer when NATO symbols are used
- Names in trade views are now updated when the country changes ideology
- Soviet Marti Class cruiser will now have the minelayer role.
- The Linguist trait should now work
- Fixed wrong naming of peace conference after load game during the peace conference.
- Fixed issues with misplaced focus branches in UK and USA focus trees when the Hide Obsolete Branches custom rule was set as "Show".
- Fixed a few Czech Designers having their icons broken when Death or Dishonor DLC was not active.
- Fixed a Dutch Designer having its icon broken when Man the Guns DLC was not active.
- removed erroneous leader trait XP stats from the engineering school's army spirit. It now grants a global initiative factor
- Fixed issues with dynamic textures on DX11 with older drivers / Windows releases
- Fixed handling of X1R5G5B5 and A1R5G5B5 textures on DX11 when not supported by graphics drivers or older Windows versions
- Added Black Sea cores missing from the Polish Fascist branch after selecting the national focus "Decide Post-War Borders".
- Added checks to Hungarian focus "Renew the Rome Protocols" to make sure Austria and Italy exist and are independent.
- Made it harder to do the Anschluss swap exploit.
- Fixed localization for poland.26 event.
- Series of bug fixes focused on Interface and Localization.

Thank you all for sending in bug reports & suggestions, there is more of this on the horizon, now have an amazing easter!

/Katten
 
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What is that?
This is my reading:
Anschluss_exploit_fix.PNG
Basically, you can't just dump out 500K soldiers into the field w/o guns. If you don't have some guns in the stockpile (i.e. the divisions have enough guns, positive number of guns in stockpile, not just re-templated and short of equipment) you can't start Anschluss before 1 Jul 1937. So, if you have 500K troops in the field, and they are full up on guns, you can pull the trigger on Anschluss, otherwise you'll have to wait till 7/1/37.

That's how I interpret it. And yes, should slow the 'start training a bunch of small divisions, dump them into the field and then re-template to a bigger division to hit 500K quickly' trick.

EDIT: And, yes, I know someone found a way to exploit around it again. People who just game the game, and have no interest in history or actual war, I guess.
 
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- Divisional Commanders: XP requirements for level thresholds and for gaining an aptitude trait have been reduced across the board by 20-50%
- Divisional Commanders: XP gain from combat increased by 33%
Unexpected, but a great change :) I always thought that it took a bit long to reach the exp level needed for an aptitude trait; this will especially help minors starting without a lot of generals. One question though: What does that "by 20-50%" mean? I noticed that in my continued game as France the needed points dropped from 600 to 500. Aside from this being less then 20% reduction (not complaining, I still take it gladly ;) ), in which case/scenario a higher discount gets applied?

- decreased HIT_PROFILE_SPEED_FACTOR from 2 to 0.5 this will make ships speed affect hit profiles less
- Super Heavy Battleship armour now reduces Torpedo critical chance instead of increasing it
Sounds like a good reason to invest in bigger ships again :)
I hoped for a chance to refit ships seized in peace conferences as well, but I know you are on this...so looking forward to a future patch here.

- Air accident base chance increased from 0.05 to 0.1, accident chance multiplier increased from 0.5 to 1, accident effect multiplier increased from 0.005 to 0.01 ace death chance increased from 0.003 to 0.005
- Air wing XP game from training per day increased from 3 to 7 since Air accidents are more common, air exercises xp adjusted to match
- increased supply per transport plane to 0.01 from 0.002
Glad that you looked into air supply again; it hardly felt worth lately when you took in account what you had to invest and what you get out of it (aside from the MM involved, I tend to forget those planes...)

For the other changes related to accidents, I'm curious what the intention behind and how it plays out. I guess that it strengthens a spirit like a "Air Crew Surveys" and advisors helping you with accidents/bad weather, but I'm e.g. not sure how to take that in account when desiging planes - maybe I'm missing something, but all of them seem to have 80% reliability and there are no modules to affect this?

Also a note on air experience...I understand that modified it as compensation, but I would like to share as an impression from all of my games that air experience is the exp type which piles up fastest and is least used. I think it is a result of army (division design, very expensive out-of-designer upgrading of armored cars and infantry carriers) and naval experience (boosting research times) having additional sinks. Ideally for air experience there would be another fancy way of spending it, too.

- Re-introduced many tank icons for most countries that were screwed by No Step Back. Tank icons in the non-NSB generic tree will now appear in the Tank Designer with NSB.
- Improved the way country-specific tank icons appear in the tank designer, based on tech.
I'm usually not so much into purely graphical stuff...but this is really appreaciated! :)
 
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I think the German approach to the annexation txecolosvaquia should be modified would already have to unlock an improved variant of its own light combat tank of 36, such as the Panzer 38 T and also have an event to create or a decision on the creation in that region of a collaborative government of Bohemia and Moravian
 
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This is my reading:
View attachment 964968
Basically, you can't just dump out 500K soldiers into the field w/o guns. If you don't have some guns in the stockpile (i.e. the divisions have enough guns, positive number of guns in stockpile, not just re-templated and short of equipment) you can't start Anschluss before 1 Jul 1937. So, if you have 500K troops in the field, and they are full up on guns, you can pull the trigger on Anschluss, otherwise you'll have to wait till 7/1/37.

That's how I interpret it. And yes, should slow the 'start training a bunch of small divisions, dump them into the field and then re-template to a bigger division to hit 500K quickly' trick.
Oh yeah so no more cavalry divisions into infantry divisions:(
 
- decreased HIT_PROFILE_SPEED_FACTOR from 2 to 0.5 this will make ships speed affect hit profiles less

I've summarized my findings over the past few weeks in video form here:


I tested without advisors, identical lvl 1 admirals, full Base Strike Doctrine and balanced ships / fleets with 1936 tech.


Overall battle length:

Average battle length for a mid-sized fleet engagements went from ~100+ days to ~20 days.

This should allow for more decisive naval battles while not being over in a flash. All seems fine here


Technology:

Tested BB1 with engine 1 vs equal IC BB3 with engine 3 (otherwise identical designs)

Resulted in the BB1s dealing approximately 50% damage to the BB3s before being destroyed both before and after update

Naval tech still seems impactful, no problems from that worry.


Light Attack Spam vs Balanced Fleet

Tested equal IC light attack spam vs equal IC in a balanced fleet with lots of Secondary Batteries.

The Light Attack fleet lost decisively vs Carriers, but won vs no Carriers.

Given Carriers are very limited, massive stacks of Light Cruisers could be difficult to beat.

Recommend tuning down Light Cruiser organisation or remove HP bonus from Light Cruiser Batteries.


Carrier Worth

Tested equal IC Carrier vs non-Carrier balanced fleets. The non carrier fleet had equal planes as land-based air cover

Carrier fleet won decisively across multiple tests.

With light and heavy guns essentially doing damage 5x faster, I was worried that Carriers would no longer be worthwhile. That's not the case - Carriers still are very worthwhile, at least up to the Carrier Overstack threshold.



Surface Raid Retreat

Tested a raiding stack of 10 Light Cruisers vs a larger fleet of 60 ships.

The CL fleet took almost no damage prior to the update per retreated engagement, but around 25% damage after update

Retreat/raid spam seems to have been fixed. This is very positive!


Deathstack vs Air Supremacy

Tested Deathstacked and AA refit UK fleet vs Italian fleet with 4k Naval Bombers supporting.

UK fleet killed entire Italian fleet far faster than previously, and if kept together, shot down all navs with minimal losses.

Deathstacking is now even more of a problem due to not being countered by air supremacy.

Surface raiding after annihilating the enemy fleet could be far too strong and bring entire theatres to a standstill.

Recommend making positional penalties from larger fleets relative to static value not enemy fleet size, and increasing the penalties (particularly to AA)

AND/OR

Improving damage on Naval Bombers so surface raiding under red air with outdated AA tech is less viable
 
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I hope it's not too late for some more Canadian tweaks, but while pondering to give the reworked nation a playthrough I stumbled over a few minor balance issues in the starting setup:


None of these is gamebreaking, but they all unnecessarily narrow your assortment of possible choices by just making picks unattractive or redundant. Also I consider this as pretty low-hanging fruit for a another potential fix as simply some numerical changes (or in case of the advisor a different bonus) could do the trick.
 
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- The Linguist trait should now work

Mene mene tekel upharsin. You have give me hope as i read this but your bugslayer have fail again. I have search what you have fix and i found that you have delete the line in 05 lar on action text. But this was the old fix. But you have set a new bug of this fix with one of the last dlc. I have checked what can it be but i am not a professional software ingeneer. I am not even rooky. So i would ask you what have you fix more? But before i do this i would check first of if it works. And i see you have failed again. Welcome in Year 4 of linugist bug. Hope is really the first step on the road to disappointment.

Test:

Take france
ai off
Agency.Autocomplete - take 5 upgrades
pp -take espionage advisor
Agency.InstantSlotUnlock - take agents with linugist -save

modifer 05 lar on action
- change from 20/ 80 to
random_list = {
80 = { add_nationality = FROM }
20 = {}

save load
Intelnetwork.instant
Operation.instant
and run run run and you will never see that you get nationality
-10 runs without change lar 20/ 80
-10 runs with change 80/ 20
 
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The changes sound nice! But perhaps one could also increase trait gain rate for admirals? As the UK, I have never been able to level up an admiral above 7 even after sinking all axis navies, including Japan, and one is lucky if one gets one new trait...
 
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The changes sound nice! But perhaps one could also increase trait gain rate for admirals? As the UK, I have never been able to level up an admiral above 7 even after sinking all axis navies, including Japan, and one is lucky if one gets one new trait...

No idea for a good japan admiral trait, for korea i know it but have fun:

JAP_samurai_lineage = {
type = all
trait_type = personality_trait
gain_xp = {
always = no # not gainable
}
allowed = {
FROM = {
tag = JAP
}
}
modifier = {
army_infantry_attack_factor = 0.10
}

ai_will_do = {
factor = 1
}
new_commander_weight = {
factor = 0
}
}
 
You don't pick the traits. They are unlocked through relevant experience - but already did so much more slowly for admirals than for generals. Some traits cannot be gained through experience also for admirals - but you almost never get unlock the other ones either. ;)
 
This is my reading:
View attachment 964968
Basically, you can't just dump out 500K soldiers into the field w/o guns. If you don't have some guns in the stockpile (i.e. the divisions have enough guns, positive number of guns in stockpile, not just re-templated and short of equipment) you can't start Anschluss before 1 Jul 1937. So, if you have 500K troops in the field, and they are full up on guns, you can pull the trigger on Anschluss, otherwise you'll have to wait till 7/1/37.

That's how I interpret it. And yes, should slow the 'start training a bunch of small divisions, dump them into the field and then re-template to a bigger division to hit 500K quickly' trick.
That's the correct interpretation. It doesn't remove it fully but should slow it down at least
 
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The changes sound nice! But perhaps one could also increase trait gain rate for admirals? As the UK, I have never been able to level up an admiral above 7 even after sinking all axis navies, including Japan, and one is lucky if one gets one new trait...
Unfortunately, the game is designed around mandatory submarine grinding. Those get you traits super fast compared to surface actions. I.e. it's just two months into the Atlantic campaign (USA (+ENG+ITA) declared on my ally in March 1940), and I'm already getting these dudes:

ZeoMYhM.jpg

lD1FEKn.jpg
 
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- increased supply per transport plane to 0.01 from 0.002
This is great, but can we also fix that supply mode actually works from allied airfields?
I often have to hack/yesman my ally to give an occupied state just so my air supply works.
I also want an option to enable giving supplies to allies (but not on by default!)
 
Please make detailed bug reports for these in the bug forum.
Hi @C0RAX - there is a detailed bug report for the planes art bugs here:


This has been an issue since the release of BBA. @ImaginedPanda has recently confirmed it. Based on my understanding of the research efforts of @White Warg who tried to develop a mod to work around this bug, and my reading of these patch notes,it may very well be that the same bug that you fixed with the tanks in this patch shares the same root cause as the BBA airplane art bugs.

Thank you as always.
 
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I think the German approach to the annexation txecolosvaquia should be modified would already have to unlock an improved variant of its own light combat tank of 36, such as the Panzer 38 T and also have an event to create or a decision on the creation in that region of a collaborative government of Bohemia and Moravian
I think a gouvernment-in-exile path should be added to Czechoslovakia
 
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I am most pleased with the transport planes boost. Hopefully they will be worth building again. I am also pleased to see continued investment into bug-fixing: progress is being made but there's still a long way to go (see my signature).

I dislike the Canadian changes but I know I'm in a very small minority so at least it's good to see the devs listening to the players.



Germany has a vanilla focus tree and had a major rework in WTT and partner patch. Meanwhile, many nations (Finland, Scandinavia, South East Asia, the Middle East, and the whole of South America) still have practically no official content almost seven years after release... I'd be disappointed if the devs were allocating any time to German content except for bug-fixes.
Still Germany is the most played nation in the game and the center arround the war so i woudnt be surprised if germany gets a 2nd rework but even small changes like the ones in this war effort patchers would be nice
 
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