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Lennartos

BL-Logic
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May 9, 2005
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Hi there

For those eager to check the progress of 106 out, here is a current build.
link


Changelog:
Version string fixed to 106 A2
Fixed AI leader assignment to garrisons
Further GER AI tweaks
Organisation and Default Organisation specified in "*.inc" files is now correctly taken into account and no longer replaced by the standard values.
AI will now build infra in limited amounts in key resource/IC provinces
AI will now refrain from assigning higher skill commanders to GAR
AI will now avoid assigning ARM/MEC/MOT to garrison duty
The "delete_unit" and "switch_allegiance" commands now work properly. Added "when = [percent]" clause
for automated deletion or switching of set percent of nations' land/naval/air corps.
Added extra texts for "delete_unit" and "switch_allegiance" commands with extra "when" clause
Updated "delete_unit" and "switch_allegiance" commands in "event commands".txt
Hungary now becomes a puppet of USSR when it surrenders to it
A Lend Lease event now correctly gives rather than takes metal from USSR
Fixed an error in loading moddir savegames
Fixed an error when attempting to host a multiplayer game from a savefile
Corrected received sum of money by UK in Lend Lease event
Countries annexed will no longer count towards espionage priorities
Treaties with start date set after the scenario date will be ignored
Fixed misaligned "send to escorts" button for destroyers if they have a modded attachment limit higher than 1
Further AI leader assignment improvements
Leader promotion is now FREE!
AI now properly promotes leaders on the spot when needed
Germany AI places more emphasis on mobile units
Naval AI now only selects Destroyers and Escort Carriers for ASW missions

As always, please report any bugs or issues so we can give you the best support.
 
Last edited by a moderator:
Sweet, will try it later. Change logs looks similar, what exactly changed from the other alpha?
 
Oh well... doing test game as SU (hoping that somehow Germany would be challenge...). Fine everything is historical, then in march 1939 I load as Germany to see what´s happening.

64 MP, no ARM, same INF spam. Sorry, I love the game but it is FUBAR. Guess I´ll go back to Magna mundi...
 
don't dare to tell (it's not in the changelog - but in my eyes still a major issue)
but USA, UK, JAP,... are still sending transports across the ocean without any DD or CL as escorts.
And they still have no fleets patroling their transport routes to avoid obliteration of those unescorted transports
 
I see that the AI is using the GER Navy build in 1940 while the game is going historically. Navy build mainly consists of infantry and destroyers etc and this is what Germany is in fact building and it has depleted all its MP, lol.

So I suggest you guys find out why the AI is switching to Navy build when it should not and/or update the navy build to have armor and other motorized forces, too. You have updated the other German build files but not the naval one.
 
....USA, UK, JAP,... are still sending transports across the ocean without any DD or CL as escorts....


I suggest making the following change to db/units/divisions/transport. You can do this manually if the devs do not want to include the change in 106.

The lowered visibility makes it harder for the enemy to spot a transport ship. If you can't see it, then you can't attack it.

The change in Sea Defense and Air Defense from 0 to 1 gives the transport ship slightly better survivability.

I gave the ship one air attack just so it will not be a total 'sitting duck' for enemy bombers.

The changes to the supply/fuelconsumption and max_oil/supply_stock are designed to prevent amphibious assault bouncing. This might be unnecessary in 106, but nevertheless transport ships carry more supplies and fuel, and burn less supplies and fuel, so they can sustain amphibious assaults for a longer period of time before being forced to return to port.

_____________________
naval_unit_type = 1
# 0 - General Purpose
model = {
cost = 3.1
buildtime = 144
defaultorganisation = 30
morale = 30
manpower = 1
maxspeed = 12
surfacedetectioncapability = 0
airdetectioncapability = 0
subdetectioncapability = 0
visibility = 50 # was ninety
seadefence = 1 # was zero
airdefence = 1 # was zero
seaattack = 0
convoyattack = 0
airattack = 1 # was zero
subattack = 0
shorebombardment = 0
transportcapability = 40
range = 3000
supplyconsumption = 0.15 # was 0.3
fuelconsumption = 0.5 # was 1
distance = 0.1
max_supply_stock = 40 # new line increase 50 percent from vanilla default 27
max_oil_stock = 45 # new line increase 50 percent from vanilla default 30

}
 
don't dare to tell (it's not in the changelog - but in my eyes still a major issue)
but USA, UK, JAP,... are still sending transports across the ocean without any DD or CL as escorts.

I was always wondering why they don't simply make transports capitals. This workaround should alleviate the issue. ;)
 
For those eager to check the progress of 106 out, here is a current build.
(...)
Further GER AI tweaks
Further AI leader assignment improvements
Germany AI places more emphasis on mobile units

Hopefully I'll have the time this weekend to start with the update of the ai files. I'm quite curious how you've tweaked these files. ;)
 
I see that the AI is using the GER Navy build in 1940 while the game is going historically. Navy build mainly consists of infantry and destroyers etc and this is what Germany is in fact building and it has depleted all its MP, lol.

So I suggest you guys find out why the AI is switching to Navy build when it should not and/or update the navy build to have armor and other motorized forces, too. You have updated the other German build files but not the naval one.

Good to know I´m not the only one having (and bothered by) this issue.

Also I´ll say again, Germany out of MP by 1942, maybe ok, out of MP in 1940, BS.
 
I see that the AI is using the GER Navy build in 1940 while the game is going historically. Navy build mainly consists of infantry and destroyers etc and this is what Germany is in fact building and it has depleted all its MP, lol.

So I suggest you guys find out why the AI is switching to Navy build when it should not and/or update the navy build to have armor and other motorized forces, too. You have updated the other German build files but not the naval one.

Good to know I´m not the only one having (and bothered by) this issue.

Also I´ll say again, Germany out of MP by 1942, maybe ok, out of MP in 1940, BS.

There might also be a problem with the german ai events if the ai doesn't switch to a 'better' build file. I'll look more closely at this issue when I have the time.
 
I see that the AI is using the GER Navy build in 1940 while the game is going historically. Navy build mainly consists of infantry and destroyers etc and this is what Germany is in fact building and it has depleted all its MP, lol.

So I suggest you guys find out why the AI is switching to Navy build when it should not and/or update the navy build to have armor and other motorized forces, too. You have updated the other German build files but not the naval one.

The devs have indeed forgotten to fix the (or to add the fixed) ger_build_navy.ai, too. But I'm quite confident that they'll add the fixed file in the next beta. ;)