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When you promote generals their skill doesn't go down. I'm not sure if this has already been stated so sorry if it has.
 
I completely surrounded Leningrad, and even took the provinces on the eastern shore of Lake Lagoda. However, Leningrad was still being supplied by convoys even though Finland was in the Axis and I owned Copenhagen thereby blocking sea access to the Atlantic. I had to move subs to the sea province just west of Leningrad to do convoy raiding missions. This may have been a bug way back in HOI2, but it is annoying.


The original AoD manual says that factories in surrounded provinces will continue to function as long as the province has IC, rares, enery, and metal. However, as far as I could tell while playing the game, I don't think this functionality worked in 1.04 or previous. However, it seems to be working now. For example, I have Moscow completely surrounded but its supply stockpile is growing rather than shrinking. Did this get changed in 1.05 or 1.06A3?
 
I'm also experiencing the AI failing to protect its transports.

Playing as the UK I have managed to halt Japans advance in Burma, occupy italy and some of Southern Germany - but now I'm stuck because the USA has lost vast numbers of loaded transports to the IJN. Its 1946, and the USA has exhausted its manpower - and only has around 15 land divisions in existence. Even with the Canadian Army under my control I can't advance any further into germany without exposing myself to an encirclement.

AI needs to prioritise escorting its transports usings screens and older capitals such as BBII/BBIIIs.
 
I'm also experiencing the AI failing to protect its transports.
...
AI needs to prioritise escorting its transports usings screens and older capitals such as BBII/BBIIIs.

+1 yes, it is a most annoying problem. maybe it would really work to make transports capitals so the AI assigns DD & CL to protect them
it seems reasonable (in game terms at least) and easier than to tell the AI to have battle-fleets to patrol the transport-routes
 
+1 yes, it is a most annoying problem. maybe it would really work to make transports capitals so the AI assigns DD & CL to protect them
it seems reasonable (in game terms at least) and easier than to tell the AI to have battle-fleets to patrol the transport-routes

That´s a good solution. At least the AI should use destroyers. No one sent transports without escorts, in any theather.
 
re map-modding

I'd like to remind the devs of their plan to add several more areas/regions to the world_names.csv file or even to make adding those free.
 
Hey guys i am going to start a new multiplayer game with aod soon after a few months off. Is this version the most stable compared to the other patches or is it a specific patch we should play with? (also i can just download this current patch and add it without any previous patches right?) Thanks for all the help and i will definitely post any bugs or fixes if I find them.
 
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.
Thanks for this observation - the German ai events file did indeed have a logic flaw that led it to get "stuck" at the naval ai build file. Should be fixed in next version of the alpha.

Manpower is a more tricky problem; I think I have a solution, but it's not as good as I would like...
 
Has anyone been able to implement the "switch allegiance" command, which supposedly works now? I tried and nothing happened. If anyone succeeds in using it please be so kind to post the command line for me. Thankos muchos

Observation : "switch_allegiance" ( "switch<underscore>allegiance", "switch<space>allegiance" is not correct ).

The event commands.txt has been updated with the current syntax, make sure you check it out. I believe it's also explained in the changelog how it works it some detail.

Now, if you're feeling lazy, backup you UK.txt event file and copy this over the spanish intervention event :

event = {
id = 3400
random = no
country = ENG

trigger = {
ai = no
}

name = "EVT_3400_NAME"
desc = "EVT_3400_DESC"
style = 0
picture = "SCW"

date = { day = 1 month = january year = 1936 }
offset = 1
deathdate = { day = 30 month = december year = 1999 }

action_a = {
name = "ACTIONNAME3400A" # Why support anarchist rabble?
ai_chance = 90
command = { type = dissent value = 1 }
command = { type = relation which = SPR value = -15 }
command = { type = relation which = SPA value = 10 }
command = { type = relation which = SOV value = -5 }
command = { type = relation which = FRA value = 5 }
command = { type = relation which = GER value = 5 }
command = { type = relation which = ITA value = 10 }
command = { type = relation which = POR value = 10 }
command = { type = domestic which = interventionism value = -1 }
}
action_b = {
name = "ACTIONNAME3400B" # Send materiel and volunteers
ai_chance = 10
command = { type = money value = -600 }
command = { type = manpowerpool value = -20 }
command = { type = resource which = supplies value = -1000 } # % of max daily income
command = { type = dissent value = 2 }
command = { type = relation which = SPR value = 15 }
command = { type = relation which = SPA value = -10 }
command = { type = relation which = SOV value = 5 }
command = { type = relation which = FRA value = -5 }
command = { type = relation which = GER value = -5 }
command = { type = relation which = ITA value = -10 }
command = { type = relation which = POR value = -10 }
command = { type = domestic which = interventionism value = 1 }
command = { type = domestic which = political_left value = 1 }
command = { type = trigger which = 3103 } #SPR
command = { type = trigger which = 3722 } #USA
command = { type = setflag which = SCW_allied_intervention }

command = { type = switch_allegiance which = -1 where = FRA when = 100 }
}
}

Select the second command, you'll give all your army corps to France. If you leave "when" out then it is just one formation like meant for vanilla. One command, mass effect ( great game,btw ;) ). Ideal for those events that required innumerarable "switch_allegiace"/"delete_unit" commands.
 
Yep - the files I posted last night for the next test version use this for the Vichy events navy split. No more duplicate ships!
 
Thanks for the reply, though this is exactly as far as I got... I did check the eventcommands file and wanted to edit my Spanish CW outbreak. To make the fleet desert to the nationalists I entered the following line
command = { type = switch_allegiance which = -2 where = SPA when = 25 }
Now I'd expect a quarter of the Republicans navy to appear in the Nationalists forces. But not a single ship is transferred. Is it because they are at war? Does the switch command only work for nations at peace?

Also, I was wondering how it is possible to transfer a certain/defined ship - in the eventcommand it says "unit id type" or random as in our example. What is unit id type? Maybe I did get an outdated eventcommands file cause it says something about gas attacks in it as well :)
 
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Thanks for the reply, though this is exactly as far as I got... I did check the eventcommands file and wanted to edit my Spanish CW outbreak. To make the fleet desert to the nationalists I entered the following line
command = { type = switch_allegiance which = -2 where = SPA when = 25 }
Now I'd expect a quarter of the Republicans navy to appear in the Nationalists forces. But not a single ship is transferred. Is it because they are at war? Does the switch command only work for nations at peace?

Also, I was wondering how it is possible to transfer a certain/defined ship - in the eventcommand it says "unit id type" or random as in our example. What is unit id type? Maybe I did get an outdated eventcommands file cause it says something about gas attacks in it as well :)

If you put the line in Republican Spains' file then it should have worked. Peace/war can't affect the command. Can you show me exactly where you put the line? I'll see if something's up.

Regarding the "unit id type", that's my bad. It should say " unit type id", -1 for land,-2 for navy, -3 for air,the standard stuff.

Because both the AI and human are perfectly capable of changing the names and compositions of corps ( nothing stops you from calling an infantry corps "mechanized" ), specifying exactly which corps defects or is deleted can't work. Note I'm talking about corps, that's the level the switch_allegiance/delete_unit were always meant to work at. Now a switch_allegiance version for individual divisions... that's an interesting thought. Although here too changing names can mess the system.

And yeah,the event commands file was never really properly cleaned up of never-implemented HOI2 relics.
 
Well, Radu, here we go. I have to say in advance that my game is heavily modded eventwise. As far as Spain is concerned I did delete the outbreak of CW it had ("civilwar" command with a random split of units) and let Nationalist Spain declare independence instead. Then they declare war. Effect is the same, but you get the historic territories at the beginning of the war in any case. However, I'd need to split the Republican army. Before 1.06 I did delete a fixed part of the Rep. Army and granted the same amount to Franco (you still see in the event below). That worked fine. The "switch_alliegiance" thing would be smoother of course, particularly for airforce and fleet, which I tried to implement. The event below (taken from the Republican Spain file) it did work before and still it does fire in 1.06, however the switch command does not seem to have any effect. The rest works fine, as before. I dunno what may cause this


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

name = "Disloyal Units"
desc = "A significant part of our officers and units have joined the Junta of General Sanjurjo."
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
}
}
 
Ah,yes,found the mistake. Your syntax is correct so you can continue to rely on the script. A fix will be included in the next alpha with properly working percentages.
 
Hey guys i am going to start a new multiplayer game with aod soon after a few months off. Is this version the most stable compared to the other patches or is it a specific patch we should play with? (also i can just download this current patch and add it without any previous patches right?) Thanks for all the help and i will definitely post any bugs or fixes if I find them.
106 Alpha 3 is very stable, without crashes. I recommend it.