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I had a similar problem of difficulty with Germany taking too long to conquer France in the late days of HOI2-Arma and solved the problem by giving Belgium a peacetime IC mod. All combat is a little harder in AoD, and I wonder of the Belgians are overproducing and tipping the balance. And a mixed army serves Germany best.
Historically the Germans had a bit of luck in that the French blundered into the German plans, but as long as Germany wins by July or August that's OK--November is not OK.
 
Does the UK have a death wish now? I started two 1936 games to date and in both the UK does not seem to want to defend the British Isles. In the first, by mid 1942 the UK had NO -- repeat --NO divisions in the home island. They seem to have gotten away with it though. In the next game I was going about my normal rate of play as the US up to mid 1941 when I finally took a look at the situation in Europe. Germany held all the the British Isles including northern Ireland. Honestly, there really needs to be a world event newspaper pop up on the screen when something drastic like this happens to inform the human player WTF is going on in the world.

Anyway -- I edited the UK game start file to give them locked garrisons on all home beaches until you all figure out how to undue what you all did wrong here.
 
Does the UK have a death wish now? I started two 1936 games to date and in both the UK does not seem to want to defend the British Isles. In the first, by mid 1942 the UK had NO -- repeat --NO divisions in the home island. They seem to have gotten away with it though. In the next game I was going about my normal rate of play as the US up to mid 1941 when I finally took a look at the situation in Europe. Germany held all the the British Isles including northern Ireland. Honestly, there really needs to be a world event newspaper pop up on the screen when something drastic like this happens to inform the human player WTF is going on in the world.

Anyway -- I edited the UK game start file to give them locked garrisons on all home beaches until you all figure out how to undue what you all did wrong here.

I found the same problem with my USA game. UK sent most of the troops to Mediterranean. They even made an amphibious assault to Tripoli with about 20 INF and 8 ARM divisions :wacko:
 
There are still problems with prioritizing the autosliders. With classic autosliders prioritizing reinforcement or upgrade has no effect, it's not able to subtract IC from production and reallocate it to uprade or reinforce.
Using the advanced sliders prioritize reinforcement and upgrades is working.

EDIT: In CORE we have PHI mobilization events check for INO to be a puppet. Although INO does not exist, the trigger conditon "ispuppet = INO" received a "true" and the events fired.
How is this possble? Was the command syntax changed or is this a problem of the .exe how it handles inactive countries?
 
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I had a similar problem of difficulty with Germany taking too long to conquer France in the late days of HOI2-Arma and solved the problem by giving Belgium a peacetime IC mod. All combat is a little harder in AoD, and I wonder of the Belgians are overproducing and tipping the balance...
IMHO most countries need peacetime IC modifiers of between 25-50%, together with use of the national ideas and sliders. I have seen Denmark produce ridiculous amounts of destroyers (probably because it's build AI tells it not to produce infantry, not to disturb the German conquest:D). The amount of peacetime IC modifier and/or national ideas&sliders should as far as possible reflect IRL production changes when the war came closer (or a fair guess if the country in question never got to war). As it is many countries has a much better position than IRL wich makes world conquests Ridiculously easy. The almoust non-existent peacetime oil consumption makes this even worse - I have tried to use events to simulate it but it's difficult to get it close enough to reality (partly because of the very different needs IRL - think USA gas consumption vs Polands in 1936:eek:).

I use the NF-statistics (a beta version of the United Nations;)) as a quite good source för production-statistics - found here; http://digital.library.northwestern.edu/league/stat.html

... Anyway -- I edited the UK game start file to give them locked garrisons on all home beaches until you all figure out how to undue what you all did wrong here.
IMHO this is a quite good solution, and not to far from reality as the UK always maintained some sort of home-guard on the British isles.

This could perhaps be combined with a higher price for transports as IRL it takes LOTS of tonnage to transport a single division with men, equipment and supply (1 month of supply in the game). /Mattias
 
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Possible bug in 1.06b2

Some testing in the CORE group has produced the theory, that sleeping random leaders in an event may "overspill" the country receiving this event and sleep random leaders in other countries.

We cannot fully confirm this, but would suggest that

command = { type = sleepleader which = -1 }

is checked for possible malfunction.

Thanks

T.
 
Addition to Tegethoff: I discovered this while testing as GER, a JAP event fired which was supposed to sleep two randomly chosen japanese leaders. Instead I got two popups with the same content, one of my (yet inactive) leaders named Barenthin (leader #11) was slept two times. Loading an earlier save as JAP and firing the event manually showed the same - hovering over the event showed two times "the military leader Barenthin will no longer be available". There's something really wrong with this random command as it not even chooses two different leaders but always the same guy twice.

EDIT: The randomly chosen leader varies depending on the country calling an event with this command. If GER has such an even it deletes leader #4 Andersen, from SOV it's leader #7 Baade, from ENG it's leader #1 Abraham, from USA it's leader #49 Dietl, from ITA it's leader #6 Auleb, from Venezuela it's leader #36.
I assume there's an internal parameter not correctly forwarded. The chosen numbers sound like an internally used number for countries.
 
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Not sure if this has been mentioned. I´m playing as USSR 1936 GC. It´s early December 1939, I´m at war with FIN but there´s no snow, just "frozen". Furthermore any attacks on the Finnish troops no longer result in heavy strength or org losses, so it has been fairly easy conquering FIN. Another observation: there have been only a few leaders who died in the Purge, at least compared to earlier versions of the game.
 
To be honest, I didn´t have the slightest idea what you were talking about :D. But now I know. Anyway, there´s still the issue regarding weather. There isn´t a single province with snow on the whole map, and it´s early December.
 
Not sure if this has been mentioned. I´m playing as USSR 1936 GC. It´s early December 1939, I´m at war with FIN but there´s no snow, just "frozen". Furthermore any attacks on the Finnish troops no longer result in heavy strength or org losses, so it has been fairly easy conquering FIN. Another observation: there have been only a few leaders who died in the Purge, at least compared to earlier versions of the game.

I can confirm the Russian/Finnish war issue as well. I saw the Finns surrender in ~3 weeks. NEVER saw that happen before -- ever! And I've been playing HOI2 since March 2005.

It would really be nice if all the exact changes were truely documented (chapter, line and verse) with each patch so that those among us who are somewhat expert in understanding what the hell these changes may affect can debug some of these newly created problems in the game that seem to appear after each and every new patch. So -- please document ALL changes!!! Instead , each new patch seems to be nothing more than a random stagger. -- a voice in the wilderness
 
I can confirm the Russian/Finnish war issue as well. I saw the Finns surrender in ~3 weeks. NEVER saw that happen before -- ever! And I've been playing HOI2 since March 2005.

It would really be nice if all the exact changes were truely documented (chapter, line and verse) with each patch so that those among us who are somewhat expert in understanding what the hell these changes may affect can debug some of these newly created problems in the game that seem to appear after each and every new patch. So -- please document ALL changes!!! Instead , each new patch seems to be nothing more than a random stagger. -- a voice in the wilderness

Changelog:
USSR's handicap removed from GDE to morale

USSR's GDE started at 0.2 as opposed to 0.8 for everybody else, present, as you said, since day 1 in HOI2. A particularly ugly hack. We've removed the GDE penalty and transferred the penalty to Morale instead.

Looks like we need to tighten the screws on USSR further.

P.S. : Froglegs, I understand it can be frustrating when trying to actually "play" something that isn't yet finished, but this is what you're signing up for these Betas. You're a crash test dummy, that's the honest truth. Your job is to have the game throw you WTF moments so others don't have to suffer the same. Your post was exactly what we're hoping for, venting aside.

P.S.S : Blecky, we haven't touched anything relating to in-game weather, so it might just be a random occurrence.
 
There's still a problem with delayed events, it may be not the function itself but how it's stored inside the savegame.
In Core we have a german event starting in ~mid january set with a delay of 360 days.
Code:
command = { type = trigger which = 370028 value = 360 }
Looking at the various savegames it seems to counts downwards correctly. savegame from January 13 1936:
Code:
delayed_events = { event = { id = 370028 country = 3 delay = 358 } }
Somewhere inbetween something must have happened as a savegame from March 1936 has this:
Code:
delayed_events = { event = { id = 370028 country = 3 delay = 302 } event = { id = 370028 country = 3 delay = 302 } }
An early June savegame looks similar, just the days were counted backwards. A later June savegame showed this:
Code:
delayed_events = { 
	event = { id = 370028 country = 3 delay = 196 } 
	event = { id = 370028 country = 3 delay = 196 } 
	event = { id = 370028 country = 3 delay = 196 } 
	event = { id = 370028 country = 3 delay = 196 } 
	}
No further changes in other savegames from 1936. But the autosave from January 1 1937 showed a duplication:
Code:
delayed_events = { 
	event = { id = 370028 country = 3 delay = 10 } 
	event = { id = 370028 country = 3 delay = 10 } 
	event = { id = 370028 country = 3 delay = 10 } 
	event = { id = 370028 country = 3 delay = 10 } 
	event = { id = 370028 country = 3 delay = 10 } 
	event = { id = 370028 country = 3 delay = 10 } 
	event = { id = 370028 country = 3 delay = 10 } 
	event = { id = 370028 country = 3 delay = 10 } 
	}
The event fired with the correct delay but I got four popups with the same message (all effects like manpower or supplies were given only one time as intended.)
 
The Great War Demonstration and Rhineland,Germany

Can it be possible that we can have the Great War Demonstration be triggered for Germany after March 7, 1936 for the human player instead of before? Or at last not during January 36 maybe some time in February 36.
:cool:
I never see what has been done; I only see what remains to be done.
Buddha
:cool:
 
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I can't seem to download this beta or even bring up the site. Is anyone else having the same problem? Is the patch hosted anywhere else that I could get it from?

Cheers,
Sword
Try again after restaring the pC - I have tried and have no problems. Dunno if it might be uploaded somewhere else, sorry.
 
This may be WAD or a bug - I really don't know:
In combat while viewing the combat modifiers I see an "out of supply" modifier for each and every unit. This seems to increase if the units looses org and if the province was just captured before.
Wasn't this supposed to be supply efficiency or supply distance in older AoD versions?
 
IIRC, the "out of supply" modifier works whenever a unit has less than 100% of its supply capacity. When near 100% it is small, but it gets gradually worse as supply runs down. It also slows supply usage. This is to represent units economising and having less efficient logistical flow as they gradually run out of supplies. Does that explain what you are seeing?
 
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