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To dev team, please do not consider players (and customers by the way) as part-time dev team.
A beta should be at minimum playable ans you should have done tests so that the game could run "normally".

It's not respectful to deliver this.
I begin to regret AoD purchase.
At the moment, since my purchase, no version was stable enough and with enough good AI to have really fun.
 
How do I now uninstall 1.06B1 back to 1.06A3? I would like to continue playing 1.06A3 since it seems that 1.06B1 is not playable at all. Unless there is a quick fix in 2 hours at the most coming along.
 
Just saw that there is a problem - i have taken down the link... will look into it now.
 
New 106 release with hotfix released.
Sorry for the inconvenience.
 
Is it intentional that the german manpower in the 1936 scenario has been raised from 850 to 1800?
 
Is it intentional that the german manpower in the 1936 scenario has been raised from 850 to 1800?

The rise in soviet manpower from 1600 to 2400 might be ok but the german increase is a little bit too generous. ;)
 
The rise in soviet manpower from 1600 to 2400 might be ok but the german increase is a little bit too generous. ;)

Alpha = we are adding new features - watch out for major issues.
Beta = feature freeze - now we finetune balance and polish the release. ( only minor features added like new script commands)

so in that sense, 106 will see some rebalancing.
USSR is still mopping the floor with GER as it pleases, now that the build AIs have gotten smarter and we revised some build shemes.
However it should be pretty fun right now :D

But generally we should aim for bit lower MP gain all over the world, and instead give the MP at scenario start or through events.
Total MP gain is 2-3 times higher than real life in vanilla, and we might need to reduce that to get a more serius loss representation and realistic amount of military forces.

Andy is trying to recreate real life OOB world situations, but i think the province efficiency gain is a bit too fast in this new misc.txt.
Any comments on that one?
 
Uhm, What happened on the production screen??!!!
On Auto settings with seemingly the right IC allocated by the Auto settings my production items constantly are not 100% funded. The IC allocated never seems to change but my items are at various times at 40% - 70% funded. I do not recall this with 1.04. It got so bad I decided to go manual and that was a total mess. I would allocate the correct amount and then the next day I would be underfunded by 2-4 IC. I would then refund and next day right back to underfunded. I then over funded by about 1-2 IC and the next day I would be over funded by 4-5 IC. I can not figure it out.

Also I find my civil expenses are changing from 0-20 dollars every day.

I am Playing US 1936. It it totally frustrating to the point I have stopped looking at the production screen.

Anyone know why this is happening?

Edit: using 106b1 with Hotfix
 
Andy is trying to recreate real life OOB world situations, but i think the province efficiency gain is a bit too fast in this new misc.txt.
Any comments on that one?
Yes, the 45 days are far too short for provinces taken from an enemy, 270 was OK for this. But if you get a province via event with a command like secedeprovince you'll see the same very long delay.
Maybe there's an option to alter the delay time for those provs given by event and/or decrease the delay if it's a national province of the current controller.
 
Impressions from my first playthrough:

- Germany now builds TOO MUCH armor, they had about 50 light and regular tank divisions as well as 25+ motorised divisions by late 1941, and less than 70 infantry, which meant that they were using MOT inf as garrisons in France while relying on puppet/ally infantry in Russia, and still never got very far past the Dniper; they're getting pushed by by the Russians who are looking like they'll be inside Poland by 1945, although their MP was down at 700 compared to the German 1400 when I last checked (but German troops were not reinforcing very well).

- Japan is still awfully bad, never advanced past Shaanxi, and by 1944 never took a single American Pacific island, only landed on Leyte in the Phillippenes, ignored Dutch territory, got quickly booted out of Burma and Siam by the Chinese and a small number of British commonwealth troops, but still somehow managed to build 23 carriers which outnumbers the combined British and American Carrier fleet.

- Nat China, even though they now don't get IC boosts through lend-lease, still manage to field well over 200 divisions, pushing 300 with their warlord allies.

- The Nat. Spanish now no longer spam endless militia. Most excellent.

- This has probably always been the case, but countries in the Americas need some work - once they've run their manpower down quite low, they just endlessly build Lv1 destroyers; loading up as El Salvador in 1942, they had 10 land divisions, with 18 Lv1 destroyers and more in the queue to be finished.

I'm accentuating the negative here, overall this is a good improvement over the Alpha, and with more balancing will easily be the best AoD yet.

(The above game only had a Limited Pact fire for the Molotov-Ribbentrop event, so there was no winter war, if that makes any difference)
 
tech team update

Hi, did you have time to include the new tech team update? Never the less we got other Turkis to shot first. :D I f you have the time browse my missing picture thread.

http://forum.paradoxplaza.com/forum/showthread.php?478389-missing-picture-thread

*But generally we should aim for bit lower MP gain all over the world, and instead give the MP at scenario start or through events. - hmmm well not sure I like it ,but very well and OK its realistic.
 
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- Japan is still awfully bad, never advanced past Shaanxi, and by 1944 never took a single American Pacific island, only landed on Leyte in the Phillippenes, ignored Dutch territory, got quickly booted out of Burma and Siam by the Chinese and a small number of British commonwealth troops, but still somehow managed to build 23 carriers which outnumbers the combined British and American Carrier fleet.
Japan seems to stack over 100 units in Haiphong (North Indochina) and just leave them there.
 
Impressions from my first playthrough:

- Germany now builds TOO MUCH armor, they had about 50 light and regular tank divisions as well as 25+ motorised divisions by late 1941, and less than 70 infantry, which meant that they were using MOT inf as garrisons in France while relying on puppet/ally infantry in Russia, and still never got very far past the Dniper; they're getting pushed by by the Russians who are looking like they'll be inside Poland by 1945, although their MP was down at 700 compared to the German 1400 when I last checked (but German troops were not reinforcing very well).

Germany's build is performing as we intended. Gamey. Sadly,this is because the HOI2 values (which AoD inherited) are gamey. Far too many resources available far too soon at far too low costs.

However, Germany's high armored div count is not the reason for its sluggish advance into USSR. The reason is USSR's own armored divisions. Open the savegame and look at USSR, that's why Germany gets bogged down and inevitably beaten.

And about MOT divisions, these, along with ARM and MECH, are perfectly ok to be present in France. It's only a problem if these units are present both at full-strength and in large numbers. Having German-occupied France bare of any motorized or mechanized units is something that is not desireable at all.
 
Overall new patch seems a lot better than before, but of course there4 are still difficult issues yet to be resolved -- like AI Japan. MY personal fix for AI Japan is to recreate early island taking with events while restricting USA garrisons in certain Pacific Islands, and this is still needed IMHO until somebody figures out how to get the AI to understand island hopping etc. The ground game in Europe is a lot easier to resolve as everybody is seeing.

A few issues:

1. I have not seen in AOD for at least 6 months or maybe longer (can't remember for sure) that the Japanese suprise attack event ever fires. In event ID = 17 are the following lines:

trigger = {
war = { country = JAP country = USA }
#under_attack = USA

If you place the # as shown above before under_attack the surprise event fires. Perhaps somebody changed the main exe file that made this event not work. Anyway, the # make it work!

2. By fall of 1942 AI Germany has advanced in Russia very much like historic. I am impressed! However, they are out of rares and oil! Now, oil was an issue IRL but not to such an extreme in 1942. And rares, that is another matter.

3. Has anybody ever seen ever seen the Torch events ever fire for the AI USA in this game -- any least within one year of the historic NOV 1942 date? As I read it, 120 ground divisions are required for the USA to fire! No wonder! How about reducing it to perhaps 50-75?

4. I have griped in the past to no avail -- put a lock garrison in Ulster for the AI British for crissake! It may only happen one game in 10 but every time I see it I go balistic when I see 2 German divisions sitting in North Ireland.

5. A number of people have been griping about the auto production not working. I think it works OK but it is not perfect. There are certain things that have to be done to get the desired results with it but it is too dificult for me to explain to anybody how it works. Can anybody give an auto production tutorial? Again, I can get it to work OK.

6. Back to Japan, somebody needs to teach the AI that it is pointless to take a Pacific Island unless you are going to build an airfield or port on it. Guadalcanal only became a battle because of the airfield.
 
Japan seems to stack over 100 units in Haiphong (North Indochina) and just leave them there.
They had an awful lot of divisions in North Vietnam in my game as well, and then didn't garrison the south so the Americans landed and strolled right up behind them.
Germany's build is performing as we intended. Gamey. Sadly,this is because the HOI2 values (which AoD inherited) are gamey. Far too many resources available far too soon at far too low costs.

However, Germany's high armored div count is not the reason for its sluggish advance into USSR. The reason is USSR's own armored divisions. Open the savegame and look at USSR, that's why Germany gets bogged down and inevitably beaten.

And about MOT divisions, these, along with ARM and MECH, are perfectly ok to be present in France. It's only a problem if these units are present both at full-strength and in large numbers. Having German-occupied France bare of any motorized or mechanized units is something that is not desireable at all.
Makes sense I suppose.
 
Overall new patch seems a lot better than before, but of course there4 are still difficult issues yet to be resolved -- like AI Japan. MY personal fix for AI Japan is to recreate early island taking with events while restricting USA garrisons in certain Pacific Islands, and this is still needed IMHO until somebody figures out how to get the AI to understand island hopping etc. The ground game in Europe is a lot easier to resolve as everybody is seeing.

A few issues:

1. I have not seen in AOD for at least 6 months or maybe longer (can't remember for sure) that the Japanese suprise attack event ever fires. In event ID = 17 are the following lines:

trigger = {
war = { country = JAP country = USA }
#under_attack = USA

If you place the # as shown above before under_attack the surprise event fires. Perhaps somebody changed the main exe file that made this event not work. Anyway, the # make it work!

2. By fall of 1942 AI Germany has advanced in Russia very much like historic. I am impressed! However, they are out of rares and oil! Now, oil was an issue IRL but not to such an extreme in 1942. And rares, that is another matter.

3. Has anybody ever seen ever seen the Torch events ever fire for the AI USA in this game -- any least within one year of the historic NOV 1942 date? As I read it, 120 ground divisions are required for the USA to fire! No wonder! How about reducing it to perhaps 50-75?

4. I have griped in the past to no avail -- put a lock garrison in Ulster for the AI British for crissake! It may only happen one game in 10 but every time I see it I go balistic when I see 2 German divisions sitting in North Ireland.

5. A number of people have been griping about the auto production not working. I think it works OK but it is not perfect. There are certain things that have to be done to get the desired results with it but it is too dificult for me to explain to anybody how it works. Can anybody give an auto production tutorial? Again, I can get it to work OK.

6. Back to Japan, somebody needs to teach the AI that it is pointless to take a Pacific Island unless you are going to build an airfield or port on it. Guadalcanal only became a battle because of the airfield.

These are some good catches. We'll try to get some kind of documentation up. And we'll see what we can do about the naval AI in a new patch. It definitely deserves scrutiny.