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When there seems to be issues what the German AI is building I decided to start an USSR game and see how the AI is doing. I've now played until January 1940 and just finished Winter War. My notes so far are:

1. I, as a human player, have to make a lot of trades for metal. Building infra doesn't help much. AI USSR could have even bigger problems with metal. This is already mentioned quite some times here, but once more won't hurt ;)
2. Finland is now a pushover for human USSR. The Winter War started in November and was over in less than a month. There was only 2-4 division in each of the Finnish border provinces. This used to be much harder earlier so something has changed here.

BTW I use the Normal/Normal difficulty.

EDIT:
3. USSR also seems to have issues with energy. It falls steadily and will be on negative around 1940. I have to buy metal and energy for example from Germany and that feels a bit odd. So I have now modified the provinces.csv file to have slightly more metal and energy. On the other hand there are a lot of rares and oil available. Maybe the amount of oil could also be slightly lower.
 
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I haven't seen anyone post this but just in case here is a minor issue.

Pioniere actually found the issue. I just confirmed it. He posted it here: some minor stuff

The mouseover event in the Secret Weapons tech tree doesn't work anymore. 1.04 had it, 1.06 doesn't.
 
All air sprites still looks like minor country air sprites with every country.

I was also wondering earlier why is this now but this has happened because the devs have introduces sprites for NAV, STR, TAC and transport planes. Sadly they've restricted bomber to STR so that now all TAC in the game use the MIN bomber (=STR) sprite. Atm all these 4 types use the same minor STR sprite as their special sprite. A sprite for INT was never supllied by P'dox so that you have to add them by yourself, too. You might already find here in the forums quite a bunch of good sprites to fill these gaps. ;) A good start would be bebro's sprite packs.
 
There's a bug in some AI files regarding unit build priorities for germany, the division builds should always sum up to 100% but these fies have only 99% in total. This may have led to strange GER AI unit builds - spamming INF and having less or no armor. I have not checked the brigade build section of these files, I assume they have to be 100% in total as well (land, naval and the two single ones for escort fighters and CAGs).
Maybe one of the devs/betas should review all AI files with unit build priorities to have them match the 100% requirement.

The affected files are in ai/switch:
ger_build_land_ai
ger_build_mix.ai
ger_build_navy.ai
-> All three lack a percent in air builds, I assume it's an old problem from HOI2 which had escort fighters as divison.

I loked through some of the main AI files bu did not come very far, I've seen the file ardennes_ger.ai with a rather strange looking (old style?) format, still having escorts=1 string. The builds would have summed up to 100% if the escort fighters would have still been a fighter division.

BTW, it would really be nice if devs would fix all the errors in models.csv, lots of typos, wrong names and even a shifted line in the russian trnlations of several japanese models.
http://forum.paradoxplaza.com/forum/showthread.php?464633-Several-naming-issues
 
The ESE issue is done - radu is working on some last touch posishing for AI modders.
Beta 1 should be out soon

Hi Lennartos.

I know that 106B1 will be ''ready when it's ready'' but I will ask anyway..... Is there a chance that it will be released today or tomorrow so we can beta test it over the weekend?
 
(...) I've seen the file ardennes_ger.ai with a rather strange looking (old style?) format, still having escorts=1 string. The builds would have summed up to 100% if the escort fighters would have still been a fighter division.

That file is part of a battle scenario which shouldn't bother us now. ;) But there're several more ai files which have a strange format which might be leftovers from HOI 1. I've never found a file which details exactly which ai files are used by which scenario. That'd be rather helpful for modding purposes. I wouldn't be surprised if we could easily delete a few dozens of them. ;)
 
Hi Lennartos.

I know that 106B1 will be ''ready when it's ready'' but I will ask anyway..... Is there a chance that it will be released today or tomorrow so we can beta test it over the weekend?

Beta 1 is as good as complete...
Me and radu did some work on the production AI, and discovered the main reason why we saw the strange builds.
The Production AI really has gotten some love this week.
Overall the situation looks great, but we need to check if all the build scripts still give a good result now that the production AI behaves as intended.

If you are modding AI files, you are gonna love the new AI debug window. :D
 
Beta 1 is as good as complete...

Overall the situation looks great, but we need to check if all the build scripts still give a good result now that the production AI behaves as intended.

If you are modding AI files, you are gonna love the new AI debug window. :D

thanks for the job ! but release it ... we will do the check for you ^^
 
A small request for you testers out there. I would like you to play, hands-on or hands-off a 1.06 Alpha 2 game into at least Barbarossa and report any crashes that cannot be circumvented by reloading. Monthly autosave is highly recommended. Pay special attention to what happens around Vichy, give or take 3 months. Thank you.
 
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Beta 1 is as good as complete...
Me and radu did some work on the production AI, and discovered the main reason why we saw the strange builds.
The Production AI really has gotten some love this week.
Overall the situation looks great, but we need to check if all the build scripts still give a good result now that the production AI behaves as intended.

If you are modding AI files, you are gonna love the new AI debug window. :D

I hope Beta will include DB fixes reported in the bug section.
 
A small request for you testers out there. I would like you to play, hands-on or hands-off a 1.06 Alpha 2 game into at least Barbarossa and report any crashes that cannot be circumvented by reloading. Monthly autosave is highly recommended. Pay special attention to what happens around Vichy, give or take 3 months. Thank you.

My install (including Vichy events) runs fine with no recurring CTD. Very rarely I get a CTD, but never at the same place/time and not in every game. When I reload from autosave after a CTD I cannot reproduce the crash and the game runs great with no issues after that. Bottom line, 106A2 (or is it A3?) seems to be stable, but it obviously contains the bugs previously reported on this thread (like HQ supply efficiency bonus, etc.)
 
Something strange with building rocket test sites: Setting up a build of five rocket test sites I am able to decrease production and even idle it but later I'm only able to increase it back to one.
In CORE 0.50 I noticed that bombers with a somewhat higher air intercept value of 3 are able to conduct air superiority missions. Once at war I believe they are also able to to Intercept missions. Neither option should be available for bomber aircraft types (CAS/TAC/STR/NAV), not even to transports if someone mods them to accept escort fighters.
 
Beta 1 is as good as complete...
Me and radu did some work on the production AI, and discovered the main reason why we saw the strange builds.
The Production AI really has gotten some love this week.
Overall the situation looks great, but we need to check if all the build scripts still give a good result now that the production AI behaves as intended.

If you are modding AI files, you are gonna love the new AI debug window. :D

I'm curious. :)
 
I hope Beta will include DB fixes reported in the bug section.

If you are talking about the model names, they are in.
To you guys waiting patiently, I was hoping to release beta1 this weekend, but we discovered one bug related to vichy and yo its navel AI that was introduced in 106
I am gonne take my first week of holiday this week, so i hope that beta 1 is ready for release beginning of next week instead.