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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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Thank you for letting me know about this! Would you be able to create a bug report about it? ^^

Of course! Here you go:

 
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Actually, I think all designer icons are messed up, models as well. I not sure how the game chooses the best match but for certain it almost always defaults to the first one.
 
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The 'global initiative factor' now provided by the Engineering Schools spirit probably needs to be increased. I know each Spirit of the Academy only costs 20xp and the other doctrine-specific spirits don't provide any army stats bonuses, but if you feel Engineering Schools needed some kind of buff then it should be something meaningful rather than a bonus with essentially zero effect.

In the current open beta, it provides a 1.04x multiplier to division initiative. As such, divisions without a signals company receive precisely zero benefit, and divisions with a signals company receive only a miniscule one even with late game signals tech, given that initiative itself acts as a multiplier for other stats.

e.g. even with 1944 signals tech, a division with a signals company and the Engineering Schools bonus will have an initiative stat of 58.2% (vs. 56% without this bonus), equating to:

- An increase in daily planning speed of 0.044% (in game, this appears to round down to exactly 0%)
- An extra 0.55% chance to reinforce a battle per hour (compared to the 21% chance from radio tech + 1944 signals company, assuming this 0.55% difference doesn't simply get rounded down)
- An extra 0.22% damage done to a divisions primary target in combat (with 10% coordination from all of the radio/radar technology, again assuming that this difference doesn't simply get rounded down)


tl;dr The new global initiative factor provided by the Engineering Schools spirit is so small that even with 1944 Signals Company tech researched and equipped, its effects on a division's performance are effectively zero (and may be literally zero, depending on how the calculations are rounded). This bonus should be either be increased to a meaningful figure, replaced by an alternative kind of bonus or simply removed.
 
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Can the devs increase the initial factories and dockyard output bonus spirit for Canada from 2% to 5%? This would not break the balance, right?
 
This is already nice, but can the "Agrarian Society" malus be turned from a national spirit into a state modifier to represent it better on each states?

This way, the "Administrative Oversight" decisions which targets each states would be evenmore logical than before.

And for "Rural Intergration" decision, instead of only giving 1 building slot, should be upgrading the state category. Still can only taken once for each states.
 
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Please confirm this core bug!
The missions have to match. If the possible missions don't match between what you're building and what's in the squadron, they won't upgrade.

If you do a CAS with 1 small bomb bay + bomb locks, it won't upgrade into a squadron with 2 bomb locks, because the missions are different, iirc.

If the missions match, they work just fine, at least for me.
 
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OSS and MAGIC focuses should not be mutually exclusive for the USA, considering it used both in real life.
 
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The missions have to match. If the possible missions don't match between what you're building and what's in the squadron, they won't upgrade.

If you do a CAS with 1 small bomb bay + bomb locks, it won't upgrade into a squadron with 2 bomb locks, because the missions are different, iirc.

If the missions match, they work just fine, at least for me.
This is correct and known.
The bug is different here. Please read the linked discussion and reproduction steps:


How to reproduce:
1. start new 1936 game as Germany
2. use console command add_latest_equipment 1000 and let the game run for at least 2 days, so all fighter wings consist of 100% Bf 109 D fighters
3. use console commands: xp 300, research_on_icon_click -> unlock heavy machine guns for planes
4. edit Bf 109 D template in production menu
5. replace 4 x light machine guns to 4 x heavy machine guns, type Bf 109 E as name and save (D variant is automatically set deprecated)
6. produce or convert new E variant or use console command add_latest_equipment 1000
7. watch details of all your Bf 109 D fighter wings, they never get new variants until you create new Bf 109 E wings

The game engine seems to not rate the new and stronger E variant (with exactly the same mission set) to be better than the D variant, even if the E variant is set deprecated. You have to create new wings with the Bf 109 E variant to get them into use.

I've just tested and this bug still exists in the current 1.12.12 open beta patch!!!

TL;DR:
Better fighters with the same mission set do not upgrade fighter wings with deprecated and worse variants.
 
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This is correct and known.
The bug is different here. Please read the linked discussion and reproduction steps:


How to reproduce:
1. start new 1936 game as Germany
2. use console command add_latest_equipment 1000 and let the game run for at least 2 days, so all fighter wings consist of 100% Bf 109 D fighters
3. use console commands: xp 300, research_on_icon_click -> unlock heavy machine guns for planes
4. edit Bf 109 D template in production menu
5. replace 4 x light machine guns to 4 x heavy machine guns, type Bf 109 E as name and save (D variant is automatically set deprecated)
6. produce or convert new E variant or use console command add_latest_equipment 1000
7. watch details of all your Bf 109 D fighter wings, they never get new variants until you create new Bf 109 E wings

The game engine seems to not rate the new and stronger E variant (with exactly the same mission set) to be better than the D variant, even if the E variant is set deprecated. You have to create new wings with the Bf 109 E variant to get them into use.

I've just tested and this bug still exists in the current 1.12.12 open beta patch!!!

TL;DR:
Better fighters with the same mission set do not upgrade fighter wings with deprecated and worse variants.

Didn't have time for much testing, but it seems this is only a problem if you swap the main weapon. If you upgrade or add any other module, they seem to auto reinforce the existing wings just fine.
So yes, I could find a problem with Fighter not auto reinforcing after the main weapon was changed.
 
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If you change the design in a way that changes the capabilities of the aircraft rather than just its stats, then they will not reinforce. For instance, if you add bomb racks to a fighter, or fighter weapons to CAS, they will not mix with the models that don't have them. This is a feature, not, a bug. ;)

EDIT: But it would be nice if this was explained somewhere because it is a significant change from how things used to be, and people are faced with the (potentially interesting) choice whether to make new planes matching legacy aircraft or not.

The tricky part is lend-lease, since unless you match the aircraft used by the recipient, they will usually not set up new squadron for the lend-lease aircraft, which just go into storage. And there is no easy way of knowing the details of the aircraft that the recipients already use. But then, lend-lease is currently not a major part of the game, so maybe this would matter more if it were.
 
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If you change the design in a way that changes the capabilities of the aircraft rather than just its stats, then they will not reinforce. For instance, if you add bomb racks to a fighter, or fighter weapons to CAS, they will not mix with the models that don't have them. This is a feature, not, bug. ;)
The change is light mg to heavy mg. Does that change capability?
 
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In all my games using the recent air designer system all upper-slot MGs and air-air cannons mix. I have not seen any irregularities. Perhaps there is some other reason this does not work for you?
 
Does HMG allow a new mission? Maybe I am thinking of a mod, but it seemed like HMG allowed more than just air superiority. Logistic strike? Again, could be a mod I played.
It gives a bonus to logistics strike, but it does not enable the mission. You still need a CAS module for that. However, keep in mind that fighters with CAS modules can be preferable to CAS with fighter modules or vive versa depending on doctrine and manufacturer bonuses.
 
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It gives a bonus to logistics strike, but it does not enable the mission. You still need a CAS module for that. However, keep in mind that fighters with CAS modules can be preferable to CAS with fighter modules or vive versa depending on doctrine and manufacturer bonuses.
Thank you. That was going to bug me for the rest of the day.
 
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I can't design a modern operational tank, only a frame What's the problem with it?
 

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This is correct and known.
The bug is different here. Please read the linked discussion and reproduction steps:


How to reproduce:
1. start new 1936 game as Germany
2. use console command add_latest_equipment 1000 and let the game run for at least 2 days, so all fighter wings consist of 100% Bf 109 D fighters
3. use console commands: xp 300, research_on_icon_click -> unlock heavy machine guns for planes
4. edit Bf 109 D template in production menu
5. replace 4 x light machine guns to 4 x heavy machine guns, type Bf 109 E as name and save (D variant is automatically set deprecated)
6. produce or convert new E variant or use console command add_latest_equipment 1000
7. watch details of all your Bf 109 D fighter wings, they never get new variants until you create new Bf 109 E wings

The game engine seems to not rate the new and stronger E variant (with exactly the same mission set) to be better than the D variant, even if the E variant is set deprecated. You have to create new wings with the Bf 109 E variant to get them into use.

I've just tested and this bug still exists in the current 1.12.12 open beta patch!!!

TL;DR:
Better fighters with the same mission set do not upgrade fighter wings with deprecated and worse variants.

This is correct and known.
The bug is different here. Please read the linked discussion and reproduction steps:


How to reproduce:
1. start new 1936 game as Germany
2. use console command add_latest_equipment 1000 and let the game run for at least 2 days, so all fighter wings consist of 100% Bf 109 D fighters
3. use console commands: xp 300, research_on_icon_click -> unlock heavy machine guns for planes
4. edit Bf 109 D template in production menu
5. replace 4 x light machine guns to 4 x heavy machine guns, type Bf 109 E as name and save (D variant is automatically set deprecated)
6. produce or convert new E variant or use console command add_latest_equipment 1000
7. watch details of all your Bf 109 D fighter wings, they never get new variants until you create new Bf 109 E wings

The game engine seems to not rate the new and stronger E variant (with exactly the same mission set) to be better than the D variant, even if the E variant is set deprecated. You have to create new wings with the Bf 109 E variant to get them into use.

I've just tested and this bug still exists in the current 1.12.12 open beta patch!!!

TL;DR:
Better fighters with the same mission set do not upgrade fighter wings with deprecated and worse variants.
Cannot duplicate. They update the Bf109D wings just fine. Sure you don't have a mod in the way somewhere?
I followed your instructions to replicate...and they upgrade just fine.

`
 
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