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I was playing France. Trying to see if Germany could be stopped. I managed to hold the line in Belgium (Ghent and Mons). The germans kept attacking over and over again, suffering huge losses. I checked their units and many were severely understrength (Just a few strength point left), yet the AI kept attacking while mixing these skeleton divisions with normal strength divisions. Apparently the AI is not smart enough to exclude these understrenth divs from the attacks. THese divs should be withdrawn from the front and retrofitted. THat is what a human player would do in such a case.
 
Actually that's normally true. A handsoff game should show, for example, Germany divisions held behind the lines or sent to France to refit. It's possible the AI script instructs Germany to push hard so units that would normally be pulled back are kept on the front. It's also likely these units are infantry divisions which makes them more likely to fall in the 'expendable' section,particularly if the AI is determined to achieve a breakthrough.

In any case, the whole issue of AI scripts will remain a work in progress for quite a while.
 
hi, radu. thx for attention.

That crash always happens to you when you save a game with any nation?
a: not always, just this time. i didn't meet this ctd when previous version such as 106a3 and i only play as chi. so i don't know if other nations will meet this.

What can you tell us about the crash?
a: i goto saved game(successfully)->then i goto surrender to mainmenu->ctd happened and didn't see the mainmenu->after that i load the save and found save was broken.
after load the save, i choose chi and other nation such as jap, both will meet Database Mismatch, and i goto check the autosave, found that autosave also broken.
so i think the save was broken not due to this ctd, just i found the save was broken after ctd.

Is it for a specific country or a specific sequence of steps beyond what you mentioned?
a: i only play as chi, don't know if other nations will meet this. but i think my save steps is normal. pause game->save game->surrender to mainmenu->quit game to windows , and ingame steps were not special, i can remember is just attack/support attack/move my army.

Did you modify your installation in any way? If there doesn't seem to be a particular cause in either the sequence of actions or context, it's likely your installation is corrupt and you should reinstall.
a: i did not modify any files in aod directory except settings.cfg for resolution 1280*1024. so the checksum is LKPW and i use cdcheck to compare with a clean installation, no files are mismatched.

i uploaded my save in my previous thread, u can check for problems.
http://forum.paradoxplaza.com/forum...106-Beta-1&p=11949375&viewfull=1#post11949375


and another ctd, but i can't reproduce, if u didn't see, u can check too:
http://forum.paradoxplaza.com/forum...106-Beta-1&p=11937054&viewfull=1#post11937054


these two type of ctd, i didn't meet in 106a3.
 
Some thoughts based on c. 10 hands-off games:

I know that the developers have extensively improved the invasion AI, but it still needs some polishing to give the player a challenge. The AI should always move its transports with escorts, preferably as a part of major fleet. This is very important, as currently the transport losses still seem excessive and hinder the AI's ability of launching invasions. This seems to be especially the case with the UK.

After capturing a coastal province, the AI should send in additional divisions with greater speed and volume. I don't know what is the best way to program the AI to recognize an established beachhead, and rapidly reinforce it with available divisions and transports, but some kind of mechanism is needed. Currently the AI's invasion efforts seem to often be too minuscule, and are easily repulsed by the player. For some reason, though, the Italians seem quite successful in their invasion schemes compared to the USA or the UK. The latters' invasion forces often consist of 1-2 divisions, which then get massacred almost immediately.

Now that the AI has learned to use paratroopers and is able to pull out an impressive invasion of Norway, more work should be done to get Operation Torch, the invasion of Italy and D-Day to resemble their historical counterparts.

I don't think these are AI script issues, so modding doesn't probably help. I hope I'm not asking too much or complaining about something the developers are already working on.
 
I notice that the British don't send any help to France in 1940 at all. Or to Norway. Or to anybody for that matter. WAD?

You're new around here aren't you? :D Seriously though this is yet another ooold issue and one that unfortunately is tied to the engine's deeper problems. See Manfred's post about the AI's sluggishness when it comes to hopping ponds. No guarantees for 1.06 on this one I'm afraid.
 
I am not exactly new. I come here quite often and play AOD regularly. I have seen incarnations of Hoi2 (was it TRP mod?) where UK did send some sort of BEF to France. So it is possible. Maybe an event can do the trick. It's just that I was curious if the passiveness of the UK in 1940 was WAD. You say it is more because of an engine limitation.
 
Was referring to the post of "manfred1126" directly above yours.

As for TRP pulling this off... I don't know. Don't get me wrong,I'd love to get this one done through scripts only, but I wouldn't bet the house on it.
 
Those builds are WAD. You can check out the files in the "ai" folder to see for yourself. For Denmark :

battleship = 1
carrier = 0
escort_carrier = 0
destroyer = 27
light_cruiser = 10
heavy_cruiser = 5
battlecruiser = 0
submarine = 11
nuclear_submarine = 0
transports = 20
# 74 %

So yeah...

All countries will have their build and research scripts revisited one day. Right now the major powers are our focus for obvious reasons. Minors will get their turn eventually.

Ok, this Danish Monster Fleet sunk my Kriegsmarine in Störebalt and Norway was not invaded, so I had to rework my strategy.
If I correctly remember, in Armageddon and previous AoD-patches: Denmark build more Bombers than ships, anyway. It was a nice moment.

By the way, what means "WAD" ?
 
Ok, this Danish Monster Fleet sunk my Kriegsmarine in Störebalt and Norway was not invaded, so I had to rework my strategy.
If I correctly remember, in Armageddon and previous AoD-patches: Denmark build more Bombers than ships, anyway. It was a nice moment.

By the way, what means "WAD" ?

WAD= working as designed
 
Sure, here we go. I did rewrite the Spanish CW event chain completely, so SPR releases SPA and then SPA declares war (to work around the "civil war" order). Of course this leaves the entire Spanish army with the Republic, so some land units are dissolved for them and for ships and planes I wanted to use the "switch allegiance" order as below. The event fires and works fine (which it did before) but it simply ignores the switch allegiance lines....

#########################################################################
# Disloyal Units
#########################################################################
event = {
id = 300019
random = no
country = SPR

name = "Disloyal Units"
desc = "text"
style = 0
picture = "SCW"

trigger = {
exists = SPA
}

date = { day = 19 month = july year = 1936 }
offset = 1
deathdate = { day = 3 month = june year = 1937 }

action_a = {
name = "OK"
command = { type = secedeprovince which = SPA value = 965 } # Canary Isl.
command = { type = secedeprovince which = SPA value = 964 } #
command = { type = secedeprovince which = SPA value = 963 } #
command = { type = secedeprovince which = SPA value = 962 } #
command = { type = secedeprovince which = SPA value = 961 } #
command = { type = secedeprovince which = SPA value = 537 } # Baleares
command = { type = secedeprovince which = SPA value = 535 } #
command = { type = secedeprovince which = SPA value = 536 } #
command = { type = remove_division which = "Circunscripción Oriental" value = SPR }
command = { type = remove_division which = "Circunscripción Occidental" value = SPR }
command = { type = remove_division which = "Comandancia de Canarias" value = SPR }
command = { type = remove_division which = "Comandancia de Baleares" value = SPR }
command = { type = remove_division which = "Legión del Sahara" value = SPR }
command = { type = remove_division which = "Guardias Coloniales" value = SPR }
command = { type = remove_division which = "1a División de Infantería" value = SPR }
command = { type = remove_division which = "2a División de Infantería" value = SPR }
command = { type = remove_division which = "3a División de Infantería" value = SPR }
command = { type = switch_allegiance which = -3 where = SPA when = 50 }
command = { type = switch_allegiance which = -2 where = SPA when = 35 }
command = { type = sleepleader which = 3040 } #Gomez Morato imprisoned
command = { type = sleepleader which = 3006 } #Batet Mestres shot
command = { type = capital which = 354 } #Govt. moves to Valencia
}
}
 
I notice that the British don't send any help to France in 1940 at all. Or to Norway. Or to anybody for that matter. WAD?

Making the UK land troops on France is almost a sure way of making them be destroyed... The AI isn´t smart enough to retreat properly. The other option would be to create a BEF by event so that even if it´s gone, it won´t impact the brits too much. It´s tough to do a decent simulation of real situations... does HOI 3 have a BEF or british help to Norway?
 
@AdmiralSolo

It appears I can't reproduce your problem. I have introduced your exact switch_allegiance commands in both existing and newly-made test events during the Spanish Civil War and there were no problems.

Are you sure you have updated to the 1.06 Beta 1 Hotfix?
 
Hi, All,

Sorry to have been absent over Christmas, but I'm hitting a busy patch with non-AoD stuff (shocking, I know ;)).

Yes, the 45 days are far too short for provinces taken from an enemy, 270 was OK for this.
The problem with 270 was that it holds back ESE for too long and breakthrough attacks by GER are no longer possible in USSR. Especially in the North, this was neutering Germany's 1941 advance badly. 45 days may be too short, but we are still in Beta... It goes in tandem, by the way, with increasing the "Distance Effect on ESE" - long, inland supply lines get hit by this, which limits penetration both by Germany in the USSR and by Japan in China.

- Germany now builds TOO MUCH armor, they had about 50 light and regular tank divisions as well as 25+ motorised divisions by late 1941, and less than 70 infantry, which meant that they were using MOT inf as garrisons in France while relying on puppet/ally infantry in Russia, and still never got very far past the Dniper; they're getting pushed by by the Russians who are looking like they'll be inside Poland by 1945, although their MP was down at 700 compared to the German 1400 when I last checked (but German troops were not reinforcing very well).

- Japan is still awfully bad, never advanced past Shaanxi, and by 1944 never took a single American Pacific island, only landed on Leyte in the Phillippenes, ignored Dutch territory, got quickly booted out of Burma and Siam by the Chinese and a small number of British commonwealth troops, but still somehow managed to build 23 carriers which outnumbers the combined British and American Carrier fleet.
Both of these effects are pretty much as (I) expected. The old build files were tweaked for the code when INF was spammed whenever the AI was asked for something it had not researched, so that a fair bit of INF was produced in any situation. This means that, now, GER and JAP (and probably many others) get too little INF and too much of everything else. Rebalancing the build files should fix this.

- Nat China, even though they now don't get IC boosts through lend-lease, still manage to field well over 200 divisions, pushing 300 with their warlord allies.
With the new changes it probably needs to be pushed further from MIL to INF; obsolete INF is still no match for the JAP forces, but represents the CHI units better and takes more to build. Even so, CHI getting lots of (crappy) divisions is WAD (and historical).

- This has probably always been the case, but countries in the Americas need some work - once they've run their manpower down quite low, they just endlessly build Lv1 destroyers; loading up as El Salvador in 1942, they had 10 land divisions, with 18 Lv1 destroyers and more in the queue to be finished.
Same issue as the one above - now that producing INF doesn't happen "by default", pretty much all nations will need to be told to produce more of them.