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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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I can't design a modern operational tank, only a frame What's the problem with it?
You can select any icon by clicking on it. The defaults are not always the best - but this is mostly an AI problem since you can usually pick whatever 2D and 3D model you like for a vehicle or aircraft. You don't have to keep the one showing the chassis (frame?) unless you like it...
 
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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.
I could not duplicate his error. Maybe he's got a mod in the way? Don't know. Works perfectly for me, on the open beta, using his instructions. Now, if you change the available missions, like with bomb racks, then they won't upgrade, and, as has been said, that's known.
 
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.
I can't duplicate that, either. Change General Dookie's instructions by replacing 4 lmg with cannon, in 1st slot, and they upgrade fine for me. Have mods loaded?
 
This is correct and known.
The bug is different here. Please read the linked discussion and reproduction steps:
<SNIP>
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)
<SNIP>
This is your problem. The 4 x HMG adds to the Log Strike stat (even if not adding a new mission), so a plane upgradeing from LMG to 4 x HMG (or 2 x Cannon, but not 2 x HMG or 1 x Cannon) will not replace existing fighters.
 
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Sorry, but this is not true. Just look in the file I posted earlier showing the rather significant issue with Poland (and the delayed Churchill speeches). There you will see 1940 fighters with all 4xHMG reinforcing squadrons with inter-war fighters that do not have any logistics strike bonus. There is no need to speculate. It is better that Paradox can focus on fixing the serious issues.
 
This is your problem. The 4 x HMG adds to the Log Strike stat (even if not adding a new mission), so a plane upgradeing from LMG to 4 x HMG (or 2 x Cannon, but not 2 x HMG or 1 x Cannon) will not replace existing fighters.
That only applies to fighter-bombers with HMG and a CAS module. Fighters with only fighter weapons will only have Air Superioriity or Intercept as mission choices; i.e. a CAS module + HMG will give a logistics attack boost.

And I can't duplicate Doctor Dookie's results, even using his instructions as written. They just upgrade right in.
 
That only applies to fighter-bombers with HMG and a CAS module. Fighters with only fighter weapons will only have Air Superioriity or Intercept as mission choices; i.e. a CAS module + HMG will give a logistics attack boost.

And I can't duplicate Doctor Dookie's results, even using his instructions as written. They just upgrade right in.
AFAIK it doesn't matter what missions. If you mouse over the 4xHMG or 2xCannon I, then you will see something like +25% on Log Strike. Since this is a stat that the LMG-only fighter doesn't have, it will prevent those from upgrading a wing that contains them.
 
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AFAIK it doesn't matter what missions. If you mouse over the 4xHMG or 2xCannon I, then you will see something like +25% on Log Strike. Since this is a stat that the LMG-only fighter doesn't have, it will prevent those from upgrading a wing that contains them.
No, I can upgrade right into them, HMG and all.
 
How signifiant change is this? A final nail in the coffin of heavy cruisers?
What? No, I think it's quite the opposite, now batteries will hit their enemy more so I suppose gun ships will become way stronger, at least in relation to their carrier counterparts. Also, naval battles should take way, way less and casualties will pile up.
 
- 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%
How are these two supposed to work? I cannot see any difference in-game, both general levels and their traits take the same amount of XP to obtain. The second one I haven't tried yet but I hope it is not borked as well.
 
You can select any icon by clicking on it. The defaults are not always the best - but this is mostly an AI problem since you can usually pick whatever 2D and 3D model you like for a vehicle or aircraft. You don't have to keep the one showing the chassis (frame?) unless you like it...
But this design is really just a frame. There are considered as frames in stockpile, but can't be used as tanks.
 
How are these two supposed to work? I cannot see any difference in-game, both general levels and their traits take the same amount of XP to obtain. The second one I haven't tried yet but I hope it is not borked as well.

Level thresholds are display-only, the main change for this is the XP gain
 
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But this design is really just a frame. There are considered as frames in stockpile, but can't be used as tanks.
I am not sure what you mean by "frames" exactly. Your screen shot is in French, and some of the choices look a bit odd for a modern tank, but there is nothing that immediately jumps out as non-functional. Perhaps you are just overlooking the fact that modern tanks do not reinforce medium tank battalions and that you need to make a new division template?
 
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.

`
Thanks for testing. But that's weird, since a lot of people confirmed the problem in the bug report thread.
For me I can easily replicate the bug using those instructions.
I don't use any mods. All DLC enabled. German game version. Current 1.12.12 open beta patch.

If I replace 4xLMG with 4xHMG (Bf 109 E in the screenshot) and add 1000 fighters to the stack, nothing happens (He51 has to be replaced by Bf 109 D before).
I also tested it with replacing 4xLGM with 2xHMG (Bf 109 F in the screenshot), because it doesn't bring a modifier, and it also doesn't work.
Important: you have to only replace the main weapon slot.

No upgrades of Bf 109 D ever for me:

1681319095399.png
 
Are you sure you didn't overlook something trivial? For instance, in order to use the earlier model (Bf109D) for upgrades, it has to be flagged as obsolete.

Since this is not an issue for most players (you can clearly see it in the save I posted earlier if you download it), and is not related to the beta patch, perhaps you could start a separate thread in the forum to discuss your specific problems, where you could post more information, including saves, etc?
 
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I can do the same for CAS, if I add a second weapon module, everything gets upgraded fine. But if I remove it again, nothing happens.

In short: ACTIVE designs should ALWAYS replace DEPRECATED designs.

But this is not working as shown above, at least for some people.

And ideally if both designs are active (or old), the design with better stats should ALWAYS replace the worse design if possible. At least if only 1 stat differ.
Now this is not trivial, if multiple stats differ (e.g. stat 1 is better and stat 2 is worse). In this case newest/last design created design could be prioritized.
 
Are you sure you didn't overlook something trivial? For instance, in order to use the earlier model (Bf109D) for upgrades, it has to be flagged as obsolete.

Since this is not an issue for most players (you can clearly see it in the save I posted earlier if you download it), and is not related to the beta patch, perhaps you could start a separate thread in the forum to discuss your specific problems, where you could post more information, including saves, etc?
I exactly do the reproduction steps I wrote.
And the Bf 109 D is marked obsolete, yes. (which happens automatically if you click on create variant on a design in use, change main weapon and save).
1681320677033.png


Sorry didn't want to hijack this thread, I also asked Paradox for confirmation. There is a bug report and a separate discussion about this.

But tbh, I only write about prevalent issues I have with the current open beta patch.
If everyone is affected and what prio it gets for bugfixing is a different story out of my scope.
 
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I can do the same for CAS, if I add a second weapon module, everything gets upgraded fine. But if I remove it again, nothing happens.

In short: ACTIVE designs should ALWAYS replace DEPRECATED designs.

But this is not working as shown above, at least for some people.

And ideally if both designs are active (or old), the design with better stats should ALWAYS replace the worse design if possible. At least if only 1 stat differ.
Now this is not trivial, if multiple stats differ (e.g. stat 1 is better and stat 2 is worse). In this case newest/last design created design could be prioritized.
I would love to see a save of this. I simply cannot replicate this 'bug' in any way, shape. or form.