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I want it to be a decision that the Player has to make with each game that has no obvious right-or-wrong answer. Always attaching an Arty brigade to every division is kind of boring, after all.

My view exactly. IMO a possible solution would be to abstract high velocity dual purpose guns ... IE to combine AA/AT brigades as a either a light or a heavy attachment. Currently, AT/AA brigades do a decent job of simulating smaller calibre cannon, and heavier weapons systems like the 88mm and 128mm high velocity guns are sort of ignored. So, if you can figure out how, you could convert AT brigades into heavy weapons attachments (lots of additional defensiveness, hard attack, air defense, air attack, would require oil for the prime movers), and AA brigades could be light weapon teams (some defensiveness and toughness, some HA, AD, AA, no speed malus).

Another thought: Panzer divisions don't require enough manpower IMO. Currently they are 10 MP... I think this should be upped to 15 or even 17-18.
 
Is there a ETA on Third Reich for 1,5?

Is really looking forward to try this after reading here.
 
Is there a ETA on Third Reich for 1,5?

Is really looking forward to try this after reading here.


I cannot update the mod untıl two major AoD 1.05 bugs are fıxed. Fırst, the AI spams ınfrastructure ın worthless provınces. Second, the AI uses any unıt (even armor and hq) for garrıson duty far behınd the lınes. It ıs not worth updatıng the Thırd Reıch AoD Mod untıl those ıssues are resolved. I have requested that the dev team put out a 1.051 hotfıx, but we wıll probably have to waıt untıl 1.06 ıs out.

My suggestıon ıs to play the Thırd Reıch Mod on AoD 1.04. You wıll have a far more enjoyable tıme playıng a sıngle player game as Germany runnıng the Thırd Reıch Mod on AoD v1.04 than you would have playıng as Germany wıth vanılla AoD 1.05
 
I got the Third Reich AoD Mod up-and-running on 1.05 but unfortunately it is not playable. I ran a handsoff playtest, and in the middle of 1943 while at war with Germany, the Soviet AI was only building two infantry divisions and one mountain division. All the rest of their IC was devoted to building infrastructure (meaning that almost 100 provinces had infrastructure under construction!) I modifed the industry tech file to make infrastructure non-buildable, but that did not help. I also verified that construction = 0 so that the AI was instructed to spend zero IC on provincial improvements, but the AI simply ignored that.


I tried to fix the v1.05 garrison bug by making the suppression value 0 for all land units except infantry, militia, garrisons, and police brigades. That seemed to help because I did not see very many HQ or armor divisions far behind the lines on antipartisan duty. But this was a workaround rather than a solution.


On the bright side, the USAAF and the RAF strategic bombed the crap out of Germany. Therefore the fix in v1.05 where the AI recognizes national vs. nonnational provinces in its targeting is working quite well. Also, the USA AI seemed more aggressive. It landed troops in Greece and it also conquered mainland Japan. I had never seen a US landing in mainland Japan before, so this is a good improvement. (Although maybe the USA landing only occurred because the Japanese defending army was very small, assuming the JAP AI built too much infrastructure and not enough units).


Bottom line, the Third Reich Mod cannot work with 1.05
 
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Damn. I just 'upgraded' (or was it 'downgraded') to 1.05 and flipped to this page, where I learn that 1.05 makes it impossible to install this mod. All the same, I'm going to re-use a lot of the files for my upcoming 'Two Fronts' AAR (especially the locked garrisons and extra troop events.
 
new version 0.81 for AoD 1.04

I gave up waiting for an AoD 1.05 hotfix and decided to release an updated Third Reich Mod for AoD 1.04. You can download the Mod at:

http://rapidshare.com/files/426933193/Third_Reich_Mod_0.81_for_AoD_1.04.rar

Checksum LHAL

The Third Reich Mod is NOT compatible with AoD 1.05; you can only run this Mod on 1.04

Change control v0.8 ==> v0.81

Map
• Further reduced infrastructure in the western Soviet Union. Most provinces now have 20.
• Added a road from Minsk through Smolensk to Moscow, and also added the Transiberian Railway. (This is simulated by giving the provinces along these paths higher infrastructure).
• Further reduced infrastructure in North Africa and made even more of the Sahara Desert impassible
• Removed a few blockable sea connections (canals). Land units in Port Said, Cherbourg, and Malta will no longer block any sea movement like they did in v0.8.
• Made parts of northern Canada impassible

AI
• Increased the invasion distance and maximum staging distance in the USA, ENG, and JAP ai files. Hopefully the AI will attempt more amphibious assaults with these revised settings.
• The Soviet ai might use more defense in depth at the outset of Barbarossa
• Added some Iberian beaches to the USA ai invasion priority list, just in case Spain or Portugal join the Axis

Tech
• The industry techs Vehicle Assembly line and Aircraft Assembly line now speed up the production of assault gun brigades and recon aircraft brigades, respectively.
• The Militia III division (Volkssturm) is now available with 1945 infantry technology instead of the 1947 infantry technology.
• Slightly reduced the output of synthetic rare plants
• The Me-163B is now a 1943 tech, not a 1944 tech.

Units
• Armored divisions now require 14 MP instead of 11
• Light armored divisions now require 12 MP instead of 10
• The supply and oil stock carried by armored divisions was reduced by 20%
• Anti-Tank brigades now require 2.7 MP rather than 3 MP
• Battlecruisers and subs have slightly less visibility to make it more difficult for the enemy to spot them

Visual / User Interface
• The German 1937 CAS icon now has a Stuka picture instead of a biplane picture (I ripped off the new icon from WiF by Fernando Torres).
• The German 1937 Interceptor icon now shows an Me-109 rather than a biplane
• The German 1943 infantry division model is now called Grenadiers ’43 instead of Infantry ‘43

Events
• Added new event path giving the Player the option to upgun the Scharnhorst and Gneisenau, converting them from BCIV to BBIII
• Three new events will create Volkssturm militia units if the Soviets invade eastern Germany.
• Added new event to create the submarine U-48
• Updated the trigger in the events creating the “free” Soviet 70th Army and the Soviet 2nd Tank Army.

Other
• Minor tweaks to the misc file
• Difficulty file human player on normal now has -13 resource penalty instead of -12
• Gneisenau and Scharnhorst in the production queue at the start of the Scenario now have attached camouflage brigades rather than spotter aircraft brigades
• ENG starting cash balance increased by 100 Pounds Sterling so the AI does not have a negative treasury balance in January 1936
• Replaced 6 of the locked homeguard militia units in the British Isles with 3 locked mountain divisions and 3 locked infantry divisions. Also, England gets a few more free supplies for these troops.
• Increased free Soviet output (rares, metal, energy, IC) to compensate for the reduction associated with less infrastructure
 
Hello Gringo,

I have a little problem, only the new navaldoctrin are shown as unkown string wanted, the new airdoctrin and landdoctrin like "desert warfare etc." are ok.
 
Hello Gringo,

I have a little problem, only the new navaldoctrin are shown as unkown string wanted, the new airdoctrin and landdoctrin like "desert warfare etc." are ok.

I did not add any new naval doctrines; they are the same as vanilla AoD. Unfortunately, I used the graphics for the GAGA Tech Mod naval doctrines page, so you will see a bunch of blank space at the bottom of the screen.

I just fired up my game and did not see any unknown string wanted. Where did you see that? Did your checksum match, and did you install this over a clean copy of 1.04?
 
ok, thx, then I have a fine mix, GAGA Tech Mod + 3rd Reich Mod. It works fine.

1.04 ok, but I'm working on divisions with new brigades, i.e. subs with fire control, so the checksum did't match.
 
I´m thinking of trying this mod, but I also want to know if playing as SU or Allies is harder too, even if just a bit more.
 
I´m thinking of trying this mod, but I also want to know if playing as SU or Allies is harder too, even if just a bit more.

The Mod is only playable as Germany. It gives lots of bonuses and free units to the Soviets and the Allies to make the game more difficult while playing single player as Human Germany. Also, most of the "flavor" events are set up for Germany so you would miss out on the full experience if you try to play another nation.
 
I bought mine at Gamers Gate and I can download the full original release 1.02, and also download the 1.03 patch, and also download the 1.04 patch. Three separate downloads. (And v1.05 patch too, but I went back to 1.04 after briefly trying 1.05).

If Steam only allows you to download the latest version fully patched to 1.05, then I guess you'll have to wait for the 1.06 release, if there is one....
 
can't remember exactly, but isn't there a line in the AI files to specify whether the AI can build infra or not?

No, unfortunately not....

I cannot understand why this was not included in 1.05. It is a vital component of the ai files in the construction section, where you can instruct the AI whether or not it should build provincial improvements, what percent of its IC should it devote to the construction, and which province the improvement should be built in. This works for IC, provincial AA, land forts, coastal forts, and nuclear plants. It was a major design flaw in 1.05 to give the ai the ability to build infrastructure without giving it any idea of where or when to build it and how much to build. I tried updating Third Reich Mod for 1.05 but in a handsoff playtest the Soviet ai was building something like 3 infantry divisions and 100 provincial infrastructure in 1942 while at war with Germany.

1.05 was released almost two months ago. I am not sure why it has been so hard to put out a hotfix. But we can always hope for 1.06 (or Darkest Hour).
 
in 1.05 UK produces a lot convoys which are already in the 1936 country .inc, arent similar things possible with infra or other province buildings?
 
new version 0.84 for AoD 106A2

This version of the Mod is designed for patch 106A2 but it should run fine with 106A3 as well. The Third Reich Mod is NOT compatible with AoD 1.05.


Before you install the Mod, you must unzip the 106A2 patch (or the 106A3 patch) over a clean copy of 1.05. You can get the AoD 106A2 patch at:
http://forum.paradoxplaza.com/forum/showthread.php?506909-106-Alpha
Note that even after you install 106A2, the version number will still say “1.05” and the checksum will remain unchanged at CNRO.
If you install 106A3 then the version number will properly read as 1.06 Alpha but I am not sure what the checksum will be.

You can download the Mod here:

http://www.filefront.com/17525627/TRM 084 for AoD 106A2.rar

http://rapidshare.com/files/431401895/TRM_084_for_AoD_106A2.rar


Checksum YOKF for 106A2
I am not sure what the checksum is for 106A3 but the Third Reich AoD Mod should run fine on that version, too.


Change control v0.81 ==> v0.84
• Made the Mod compatible with 106A2 (and hopefully with 106A3, too).
• Revised the stats of the “Guns and Butter” Chief of Army. This guy might come in handy if you are deep inside Russia and experiencing supply problems.
• Converted all starting Garrison divisions into Militia II divisions. This is a workaround for a 106A2 bug whereby the AI does not assign leaders to garrison divisions. This bug will be fixed in the A3 release, at which time I will change the units back to Garrisons again.
• Increased Axis combat penalty at normal difficulty level from -5 to -7 because your leaders will no longer lose a skill level when you manually promote them.
• Lowered ship build time by 20% and raised IC cost by 25%. There was no net change to the IC-days required to construct ships compared to v0.81. The ship build times are now approximately 60% longer than in vanilla, but the IC cost is roughly 40% less, resulting in a net impact to IC-days of zero.
• Tweaked the misc file. For example, reverted to vanilla values for the provincial damage inflicted by strategic bombing. This was necessary because the AI now properly targets the enemy’s national provinces.
• Slightly reduced how much Italy’s manpower, morale, and organization get nerfed.
• Most of the Vichy French navy will be scuttled when VIC is created.
• If ENG surrenders, the entire British military will be disbanded.
• If JAP surrenders, the entire JAP military will be disbanded.
• The unit deletion associated with the Italy surrender events and USSR surrender events will now work properly.
• Lowered transport visibility so they will not be so easy to spot.
• The AI airborne raid events can only occur once for any specific province.
• Made the research dates for about 16 technologies one year earlier than they had been before. This mainly impacts the Naval category because, for example, the 1945 models are now 1944 tech. With this change, you should have time to research and construct these ship models prior to December 1946 when the Mod ends.
• The improved assault gun is now a 1943 tech rather than a 1942 tech because historically the StuG IV design was proposed in February 1943.
• The Deep Logistics and Frontline Supply techs now provide +5 more bonuses than they did previously (raised effects from 10 to 15, or from 15 to 20).
• The arctic, jungle, and desert warfare land doctrine techs now provide some attrition bonuses.
• The HQ supply efficiency bonus for the 1941 Kamfgruppe Tech is now +2 instead of +1. A similar change was made for the Soviet land doctrine Large Formation 1941.
• The free merchant ship events for ITA, USA, ENG, and JAP will fire less frequently
• Deleted a few ships from the production queue in the USA events to build the USN. This was necessary because ships now cost more IC than they did previously.
• Added three new events to ensure that SOV annexes the Baltic States.
• Added a couple more “flavor” events.
• Raised the manpower cost of armored divisions by 1 or 2 compared to v0.81
• Edited the SOV AI files to devote more IC to reinforcements and upgrades. This was necessary because the infrastructure level in most Soviet provinces is only 20.


I changed the HQ supply efficiency values, the “Guns & Butter” minister bonuses, and attrition modifiers after a horrible Barbarossa campaign that I waged in v0.81. I chose the “Bring ‘em on!” option to make the game more difficult, and I was doing pretty well at first, capturing Leningrad, Murmansk, Archangelsk, and Moscow. But then I ran out of manpower and my units were too weak to advance any further. The situation stalemated for about a year and then the Soviets began driving me back. I disbanded a couple dozen infantry divisions that were below 30 percent strength, but that did not help my manpower situation much. My units on the front were not upgrading, men were dying from attrition, my units were regaining their organization very slowly, etc., probably because of the low 20 infrastructure level in Russian provinces. Oh, and I was out of rare materials, too. But then luckily I noticed that the 106A2 patch had been released, so that was a good excuse to quit my game before I embarrassed myself further.
 
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