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Sergeant
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Dec 10, 2008
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Justice-Mod V2.3 (Armageddon & Doomsday)

The Justice-Mod was mostly developed for multiplayer games, but i also decided that an AI which build like most humans in mp's would be very nice for testing...

The general intention was to make every unit and every brigade more distinguishable among themselves.

Installation Description:

During the installation choose either your Armageddon 1.3 or your Doomsday 1.3a folder.


Changelog:

Code:
Scenario-Files:

- all Scenariofiles has been changed because of the tech ids
- Holland has now more convois und escorts
- SU has now 190 instead of 171 base ic
- aircraft for minors has been removed or send to their major countries

Tech:

- infantry tree completly rewritten (now landunits)
- armor & artillery tree completly rewritten
- industry tree modified
- Air Doctrines modified
- Naval Doctrines modified (changed some research years in the USA/JAP way)
- Aircraft tree modified

Events:

- all events have new event ids
- some events have now 100% ai_chances for a "normal" war way
- Gearing Ups (USA) triggers now also atwar
- Annex event of the baltikum for the SU
- Addcore Events for Japan and Germany
- USA get now 10% peacetime_mod_ic if japan has won the china war

AI-Events:

- helpevents for nat. spain
- helpevents for Japan (Chinawar)
- new production events for ENG, FRA, ITA, JAP, SOV, GER, USA, CHI 
- Way of War for Germany ( MP-Like :D )
- Sliderevents for all nationen modified

AI-Files:

- all AI-Files modified in terms of espionage
- all AI-Files modified in terms of research and production

building_cost.txt:

- bases have now a lower buildtime, but need more ic

misc.txt:

- TC to IC modifier changed from 1.5 to 2.0
- Non-National Province IC modifier changed from 0.2 to 0.25
- TC Load from bases changed from 100 to 10
- Reinforce cost changed from 1.0 to 1.5
- Reinforce time changed from 0.5 to 0.25
- Nationalism starting value changed from 15 to 20
- Air/Naval Exceeding Max Command Limit Mod changed to -0.75
- Maximum sizes of air-stacks changed form 4 to 12
- Air Leader Command Limit changed to 16, 12, 8, 4

Units:

- changed all values for infantry, bergsjaeger, marines, paratroopers, motorized, mechanized, light armor, armor 
- cavalry removed
- New models:
01. Inf: 36, 38, 40, 42, 44, 47, 50
02. Geb: 37, 39, 41, 43, 45, 48, 51
03. Par: 39, 41, 43, 45, 48, 51
04. Mar: 39, 41, 43, 45, 48, 51
05. Mot: 36, 38, 40, 42, 44, 47, 50
06. Mech: 41, 43, 45, 48, 51
07. L.Armor: 36, 37, 39, 41, 43 
08. Armor: 36, 38, 40, 42, 44, 46, 48, 50 

Brigades:

- Brigades completly rewritten
- light and superheavy armor brigade removed
- New models:
01. Ari: 36, 37, 38, 40, 42, 44, 46, 48
02. antitank: 37, 39, 41, 43, 45, 47
03. SelfAri: 38, 40, 42, 44, 46, 48
04. Rocket-Ari: 41, 43, 45, 47
05. Rocket-SelfAri:  41, 43, 45, 47
06. heavyArmor: 39, 41, 43, 45
07. tankdestroyer: 39, 41, 43, 45
08. armoredcar: 36,39, 42, 45, 48
09. Antiair: 36, 39, 42, 45, 48
10. Pio: 36, 39, 42, 45, 48

Changelog 1.0 to 1.1:

- event Weserübung revised
- Freemarketslider event forrs DR revised
- Secret Weapon Techs revised
- Airtransporter models III revised
- events optimized in terms of offset 
- events optimized in terms of deathdate
- some ai improvements (ENG, DR, SOV, USA)
- annex event for a human nat. spain player

Changelog 1.1 to 1.2:

- Some ai improvements in terms of production and way of war
(ENG, USA, ITA, GER, SOV, JAP, HUN, ROM, CAN)
- modified some techteams
- 5% IC event for Germany, if germany steps towards free market
- 10% IC event + some ressources + 1 IC for Italy
- Alksins removed from the Great Officer Purge
- rovolt.txt modified
- spy-costs minimized for AI
- research year integrated in techtrees
- Bugs from 1.1 revised
- Holland convoi problem revised
- radar station buildtime changed
- radar tech skills changed

Changelog 1.2 to 2.0:

- AI improvements for ENG, DR, USA, JAP
- Bugs from 1.2 revised

Changelog 2.0 to 2.1:

- BUG with mechanized revised

Changelog 2.1 to 2.2:

- nat. spain ai-events revised
- Addcoreevent for YUG revised
- Revolt.txt revised

Changelog 2.2 to 2.3:
- fixed a tech problem with turbojet fighters
- fixed 39 anti tank brigade

Only for the Doomsday-Version:

- 6 beaches removed (Glasgow, Edinburgh, Dax, Bordeaux, Amami, Jeju)
- Invasions are only from sea provinces possible when there is a port or beach
- invasions_mod imported from Armageddon

Here are some Screenshots:

jm-landtech.png


jm-brigadetech.png


jm-industrytech.png


jm-airdoctech.png


jm-airtech.png


jm-land40.png


jm-land41.png


jm-france40.png


jm-sov41.png


Excel Table with the current unit values

Justice-Mod-V2.3 for Armageddon [SCWL]

Justice-Mod-V2.3 for Doomsday [GVZM]
 
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Seems nice.. Are these shots from multiplayer or modified AI? I think I'll test it soon.
 
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Looks promising: I especially like the premise of moving all Unit and brigade techs under seperate roofs. Just a couple of initial comments/feedback for consideration for subsequent versions.

The German AI built 61 Armoured Divisions by itself? Mind you, I suppose it needs them against the beefed up USSR. I just hope it has the oil to support them.

Also, the British AI build scheme seems a little off: it seems to have almost only built infantry (at least in terms of land units): might be worth tweaking the build priorities a tiny bit more in favour of Arm/Mot, etc. Inf are generally the moast cost effective unit, but the UK, with its high IC/TC/Oil can afford a more diverse force (and generally needs it, given its low manpower)/

Increasing the size of air stacks may also require balancing Air Combat in other areas. I say this, as the GRound Attack mission is considered by many an exploitative tactic in Multiplayer: although it is next to useless against stationary/entrenched forces, it is very effective against moving forces, especially when they are retreating. A lot of games have 'House Rules' against this, so you may want to think about how these (potentially) killer airstacks can be reigned in.

As I said, just a couple of initial thoughts offered in the hope of being constructive. But otherwise looking very good!
 
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The cavalry is integrated into the motorized, which gives you the possibility to upgrade your cavalry units during the whole war ( cavalry II = motorized I, cavalry IV = motorized II). The idea is, that you have no longer starting units which are only good for fighting in the first 4 years.

Looks promising: I especially like the premise of moving all Unit and brigade techs under seperate roofs. Just a couple of initial comments/feedback for consideration for subsequent versions.

The German AI built 61 Armoured Divisions by itself? Mind you, I suppose it needs them against the beefed up USSR. I just hope it has the oil to support them.

Also, the British AI build scheme seems a little off: it seems to have almost only built infantry (at least in terms of land units): might be worth tweaking the build priorities a tiny bit more in favour of Arm/Mot, etc. Inf are generally the moast cost effective unit, but the UK, with its high IC/TC/Oil can afford a more diverse force (and generally needs it, given its low manpower)/

Increasing the size of air stacks may also require balancing Air Combat in other areas. I say this, as the GRound Attack mission is considered by many an exploitative tactic in Multiplayer: although it is next to useless against stationary/entrenched forces, it is very effective against moving forces, especially when they are retreating. A lot of games have 'House Rules' against this, so you may want to think about how these (potentially) killer airstacks can be reigned in.

As I said, just a couple of initial thoughts offered in the hope of being constructive. But otherwise looking very good!

Thanks for your feedback :)

The AI of England is a little tricky, i don't know why, but sometimes, especially when there are under attack in Africa they seem to switch "build only infantry". The defined way is, that this ai only build infantry to a certain date, i think it was june/july 1939, after that the ai should build armor units instead of infantry. If they have researched marines, then they should build armor, bergsjaeger and marines...but I will look into it, maybe i have something forgotten.

The Oil could be a problem for the germany ai, thats right, i only thought about the buildup compared with multiplayer buildups.

The increase of the airstack size to 12 is more or less the standard size in the german multiplayer community. The reason for that is, the you cannot give one airmission to multiple airstacks...if you have more than 150 air divisions, which is the case for germany or england and you have these 4-airunits stack, than you often have to pause the game.
Another reason is the way how airmissions work in hoi2, bomber have only one target province in a airregion, this gives you the possibility to attack with 24 airunits maybe there are some fighters within. As a defender you only have a chance that the 4-units stack fly together and intercept these bombers otherwise they will be killed stack after stack...

I say this, as the GRound Attack mission is considered by many an exploitative tactic in Multiplayer

Why or what is the exploid?
 
Does anyone know where I can find a copy of this mod?
 
I have an own Forum on a Server i own...

if someone could provide the files of this mod, i can upload it and you don´t have to upload it on rapidshare or ths kind of sites ;)