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thanks!


EDIT:
there's a province pic in events_pics

Salvatore;6367;ITA;1935;1990;1990;1990;3;4;2;1;0;5;0;L_ITA_NinoSalvatore;1935;1953;x

http://www.generals.dk/general/Villa_Santa/Nino_Salvatore/Italy.html
He's called Nino Salvatore Villa Santa and is already in

Villa Santa;6240;ITA;1930;1990;1990;1990;3;4;2;1;0;5;0;Villa_Santa_Nino_Salvatore_ita;1930;1943;x



Francesco;6366;ITA;1934;1990;1990;1990;3;4;1;1;0;5;0;M_ITA_Bertini_Francesco;1934;1990;x
he is called Francesco Bertini
http://www.generals.dk/general/Bertini/Francesco/Italy.html

Tanucci N.;6371;ITA;1945;1990;1990;1990;3;4;4;0;0;5;0;L_ITA_TanucciN;1945;1965;x
person is called Fernando Tanucci-Nannini
http://www.generals.dk/general/Tanucci-Nannini/Fernando/Italy.html
 
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Love being able to mod the combat events, just beautiful, this is now my favourite patch! A few suggestions (i know you got your hands full but still..) Allow the shore bombardment cap to be moddable, also all units really should be able to strategically redeploy (it takes so long to do and the AI can do it) and if you can (alhtough this might be too much for 1.8) modding the sliders would be great aswell. Again i know your this patch already does a lot but the first two should be quick enough.

Shore bombardment cap is easy and I will add it.

What do you mean by all units should be able to strat redeploy? Whant units can't you redeploy? You know that units at the front provinces are not allowed to redeploy by design...
 
LOL, yes, I just found out I have to hold ctrl + right click.

Anyway that's awesome about the shore bombardment, I always felt the coastal aspect of the game was lacking - coastal forts for example, as coastal guns played a significant role in the Scandinavian front, etc. Perhaps coastal forts could work like Anti-air guns against ships in bordering sea provinces, as radar affects adjacent provinces, or maybe creating a new mission type like artillery bombardment particularly to strike sea provinces for some kind coastal defense brigade? The former option may even go a ways to represent sea mines in the game, making crossing straits, raiding ports and bombarding the shore a more risky proposition - within reason of course, a large Pearl Harbour style raid could knock out coastal forts as bombers installation strike AA guns.

Interservice co-operation (or even interaction) is especially limited between the land and sea units, there is a sense that the naval aspect of the game is only for certain countries with certain strategies, rather than a more generally useful operational asset - as the Black Sea Fleet was deployed in the defense of the Crimean peninsula.

Of course, all this can wait for later patches, I just wanted to draw attention to this under-represented aspect of the game.
 
The UK and the USSR tend to build too much armour. Pretty much all mayor building schemes need to be adjusted to relative building schemes.

Actually, most all US divisions had a armour attachment in addition to artillery and engineers. The marines had 150 tanks with 3 marine divisions at Iwo! That is an armour division worth.

What I would like to see is the ability to add more than one brigade attachment if desired to ground units. They get expensive that way but that was the way of the US army/marines.

It is my understanding that the Soviet army had a lot of armour attached to infantry as well IRL.

Again -- would like to see an option in misc file that can add more than one brigade to ground troops like there is for ships in the misc. file.
 
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I am talking about 40 armoured divisions in 1940 and the UK has as much armour divisions as germany. So germany beats the royal reducing it to 6 battleships annd 1 battlecruiser but the german ai is too reluctant to start an invasion due to 11 armour awaiting it. Also the german ai seems to be too reluctant to use its paratroopers. While it uses them to invade north ireland they donnot dare to invade the 1 Gar in Dover with 4 Par-Art. :mad:
 
This is likely since the latest 1936 eng AI file has 10 armour versus 14 inf indicated whereas a 1936 eng AI file from a couple of years ago had 26 inf versus 0 armour. Change the AI file to adjust to this.

This game does not reflect well that fact that many earlier armies had all their tanks attached to inf divisions instead of in armour divisions. Adding more inf attachments to a division would help this.
 
The ai does never change its brigades. Anyway, here is a new set of changes.

Code:
\ai\eng_1936.ai
		infantry = 14 changed to 19
		armor = 10 changed to 5

\ai\ger_1936.ai
		rare_materials 	= -1 changed to 6
		oil = -1 changed to 4

\ai\sov_1936.ai
		infantry = 19 changed to 30
		motorized = 10 changed to 14
		light_armor = 8 changed to 0
		armor = 12 changed to 8
		hq = 5 changed to 2

\ai\switch\ger_build_land.ai
		motorized = 10 changed to 8
		cas = 4 changed to 5
		tactical_bomber = 5 changed to 6

\ai\switch\ger_build_mix.ai
		motorized = 13 changed to 8
		armor = 9 changed to 5
		garrison = 6 changed to 12
		interceptor = 4 changed to 6
		multi_role = 4 changed to 3
		cas = 4 changed to 5
		tactical_bomber = 5 changed to 6
		destroyer = 4 changed to 2

\ai\switch\ger_build_navy.ai
		infantry = 23 changed to 11
		mechanized = 2 changed to 4
		armor = 6 changed to 4
		marine = 0 changed to 2
		interceptor = 4 changed to 3
		multi_role = 3 changed to 4
		tactical_bomber = 4 changed to 3
		naval_bomber = 2 changed to 3
		light_cruiser = 6 changed to 10
		battlecruiser = 0 changed to 6
		
\ai\switch\ger_build_sp_art.ai
		motorized = 13 changed to 12
		cas = 4 changed to 5
		
\ai\switch\ger_build_standard.ai
		motorized = 11 changed to 7
		mechanized = 11 changed to 9
		armor = 10 changed to 4
		marine = 0 changed to 1
		garrison = 1 changed to 8
		hq = 4 changed to 2
		interceptor = 3 changed to 4
		multi_role = 2 changed to 4
		cas = 4 changed to 5
		tactical_bomber = 6 changed to 5
		destroyer = 5 changed to 4
		light_cruiser = 3 changed to 4
		battlecruiser = 0 changed to 3
		
\ai\switch\sov_build_land.ai
		infantry = 56 changed to 57
		motorized = 10 changed to 12
		armor = 10 changed to 8
		hq = 3 changed to 2

\ai\switch\sov_build_panic.ai
		motorized = 5 changed to 6
		armor = 5 changed to 4

\ai\switch\sov_build_standard.ai
		infantry = 40 changed to 47
		motorized = 10 changed to 12
		light_armor = 5 changed to 0
		armor = 10 changed to 8
		hq = 4 changed 2

\db\misc.txt
		_CV_SCORCH_DAMAGE_ = 0.0002 changed to 0.0003

\db\events\ai_ger.txt
		20554-20555: Reduced impact of events, changed trigger to lower the random element

\db\events\ai_sov.txt
		25552-25553: outcommented events

\db\events\romania.txt
		2711: Bulgaria's Response delayed by one day

\db\events\USSR.ai
		2627: End of the Finnish Winter War can now happen earlier for an soviet AI
		2653-2656: gpw events adapted to higher german GAR numbers
 
In 2 out of two games now with the latest patch it has taken AI Germany 2-4 months longer than normal to defeat AI France. If this is because of a change made to France AI or builds, then excellent! Now make Germany better. If it is because of something done to Germany, then it needs to be undone.

Note: AI was given +20% IC, res., and MP across the board in my game.
 
The archive has been updated with Pang's latest modifications and softcoded shore bombardment cap. The new checksum is SKVR.

Dennis, can you test to see if there are any more crashes with CORE?
 
Just did a quick test and the Shore bombardment cap in misc is not working, I changed the cap to 0.98 and in game it was still capped at 0.25.

Also +1 for allowing land units to have a moddable amount of brigades.
 
LOL, sorry I meant +1 to the idea of allowing it, sorry for giving the wrong impression there.
 
I have been experimenting with CHI starting with blueprints for human wave doctrine. This is plausible as many soviet advisors were teaching at the huangpu academy. The doctrine will be researched before the war and this increases the chinese resistance significantly. It will slow down the japanese advances, increases their losses and their chances to be pocketed, but after all their advances are only slowed down.

Code:
\db\events\bulgaria.txt
		2712: added peace commands
		
\scenarios\1936\chi_36.inc
		new blueprint 6300