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Nov 8, 2007
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  • Arsenal of Democracy
108 Beta 4 - updated 22.05

To be installed over 108 Beta (this package includes Beta 2 and Beta 3 changes)
A fresh install would be vanilla AoD -> 108 Beta -> 108 Beta 4
Checksum: BGKQ

Changelog:
-------------
Added Create Supply Dump function
Added Return Stockpile function
Improved method of returning resources from overseas puppets
Increased reinforcements IC allocation for AI when needed
Hostile front attrition only if enemy land units nearby
Trade convoys are automatically merged if more than five with the same country
Flak firing animation no longer displayed in Fog of War
Tweaked building orders for majors so they build less armor
Romanian tweaks and corrections to teams, ministers, national ideas, VP allocation
Mirrored the vertical USA flag
Reviewed tech teams, ministers and pics by Pioniere
Event and scenario fixes by Denniss
Typos correction
fixed parameter "size" for "province_building" trigger
"max_AA_level" from AI files is now properly used
when a country is puppeted, remove embargos with the master and new allies
unit names are no longer truncated at production, resulting in duplicate unit names
new game option "Enable historical leaders deaths" : every ten days the death date of a leader is checked against the current year and if it coincides there is a probability of death, chance being a linear formula from 0% on first day to 100% in the last day of the year
new game option "Historical events outcome" : when AI is presented an event with multiple options, the option with the highest probability is selected automatically
new filters in trade screen: allow to filter countries by resources
AI and event tweaks by Pang



Hotfix: new exe released to remove a cause of potential crash

Changes in Beta 4 are marked in green colour
 
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Congratulations on moving this along!

If you are at it, can you please fix the ghost fleets? This was done for HOI2 ARM in 1.03b2, it should be possible for AoD.

I do believe that in addition to being "ugly", the ghost fleets throw off the naval AI.

AND is it possible to do something about unescorted transports on invasion duty?

Thanks!

Tegetthoff
 
Back in 1938 the IC was around 36/30. I did not save to find out what is spend on reinforcements. By now it is 1942 and the IC has fallen down to 8/6. So japan is likely to finish china soon. Later i will try to use for all nations these max values:
infrastructure = 0.5000
reinforcement = 0.5000
upgrading = 0.3500

My expierence from earlier versions tells me that this leads to a much better performance of most nations and especially of china. China has a low IC and needs to utilize it in the most effective way. As the ICD needed for reinforcements is proportional to (max strength - current strength)^2 a high allocation for reinforcements in the first place saves a lot of IC.
 
Thank you so much guys, this is great! I'm especially looking forward to these changes:
Added Create Supply Dump function
Added Return Stockpile function
Improved method of returning resources from overseas puppets
Increased reinforcements IC allocation for AI when needed
Hostile front attrition only if enemy land units nearby
Trade convoys are automatically merged if more than five with the same country
Typos correction
Now a question - would CORE mod work on top of beta 3?
 
Back in 1938 the IC was around 36/30. I did not save to find out what is spend on reinforcements. By now it is 1942 and the IC has fallen down to 8/6. So japan is likely to finish china soon.

At least you should no longer see 0 IC on reinforcements and extra IC in production once IC needed for reinforcements reaches a certain value.
 
Now a question - would CORE mod work on top of beta 3?

I see no reason why it wouldn´t, and in any case we need fearless test pilots to find this out. And now let´s not hijack this thread any longer.
 
Wow, great job, congratulations! And also a big thanks for having fixed this:

Hostile front attrition only if enemy land units nearby
 
I can't seem to get the right checksum.

I started with AOD 1.02, which was patched with AOD 1.08 alpha, then patched with AOD 1.08 beta2, then patched with AOD 1.08 beta 3 and the checksum is wrong.

Is the problem that the 1.08 alpha should not be in there?
 

I had in fact used this file on top of AOD 1.08 alpha followed by AOD 1.08 beta 3 and that is what gives me the wrong checksum.

I'll bet the problem is the 108 alpha file that changes something that is not overwritten by either beta files.

Guess I'll just have to get my old AOD102 off the external drive in my safe and try again with 102 -- 108 beta -- 108 beta3.

Follow up --

The checksum is now correct without the 108 alpha game in the install order -- so note -- If 108 alpha has been installed, you will not get to the correct checksum ever!
 
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If 108 alpha has been installed, you will not get to the correct checksum ever!

I had 108 alpha and now i have the correct checksum. So maybe the question ist which version of 108 you had or were there any changes in other files like events.txt? That will influence the checksum.
 
There still problems with autosliders and province repair, in a test using the 1939 campaign as germany I have ~289 effective IC of ~193 base IC with 94IC required for repairs but only 7.22IC allocated to Province repair. Despite no priority for others have been set, production runs at full capacity. If I reduce some other IC costs by setting research payments lower, no additional IC is spent on province repairs - it first goes to reinforcements and then to upgrades.
Tooltip of province repair claims province repair is running at 7.69% with 7.22 IC allocated

Difference to advanced sliders: even less IC allocated to prov repair + some allocation moved from upgrade/reinforce to supply as it tries to keep a higher supply level than standard sliders.


Suggestions:
1) investigate into standard/advanced sliders and make sure they behave the same regarding the target supply level.
2) with standard sliders neither prioritize upgrades nor reinforcements work, supply comes first (if below or at target supply level), then an obvious minimum setting for province repair (in my test 7.22IC out of 193 base/289 effective IC) and then production. Please fix the priority function.
3) with advanced sliders prioritize upgrades and reinforcement works at the cost of production AND province repair (no minimum setting here). With no priority supplies comes first (if below or at target supply level), then production. Please ensure province repairs get at least the same treatment as with standard autosliders with a minimum setting applied.
4) investigate how to improve auto/advanced sliders regarding province repairs, if no slider priority is set then province repair should get a bigger allocation than the current ~4% of base IC or less than 2.5% of effective IC.
 
Some data file updates, they should prevent provinces in southern France be kept as FRA upon VIC creation (if prov was FRA capital). Another change should improve Iraq coup events to prevent strange multiple wars.

Code:
\db\events\hoi2.txt
	8: end_access commands moved upwards

\db\events\vichy_new.txt
	100003: separate peace for some Axis minors added to prevent strange separate war situations

\db\events\vichy_france.txt
	2103: secede southern france provs to VIC, just if one was FRA capital during VIC creation (was kept as FRA then)

EDIT: updated vichy_new.txt, again modification to Iraq coup event 100003 as ENG didn't declare war on IRQ although instructed to do so. Resolved by delaying the DOW event by one day.
 

Attachments

  • Files for Aod 108 beta3 v1.rar
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  • vichy_new.zip
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At least you should no longer see 0 IC on reinforcements and extra IC in production once IC needed for reinforcements reaches a certain value.

So the reinforcement bug is solved. :)

Later i will try to use for all nations these max values:
infrastructure = 0.5000
reinforcement = 0.5000
upgrading = 0.3500

While modifying the ai files i also changed the building priorities. The production of Gar and Mil of many minors has been changed to Inf. Japan and its puppets now produce Inf-Art and research the needed Art Techs. Germany will no longer ignore the artillery techs. China and the Warloards are made to build no more militia but INF without brigade instead. CHI will also produce some Mtn-Art as soon as the prioritised research makes Mtn available.
This leads to an initial breaktrough of japanese troops in shanxi but the 4 warlords are annexed via the modified united front event. This is essential to make china use the elseway unused troops of the warlords and also increases the IC of china. The lowness on supplies is a big problem. China can hardly sustain its troops. Even 36 IC are much too less to supply 100-150 divisions in combat. japan can simply beat china by increasing the supply consumption above the supply production of 36 IC. Under those circumstances it is no sursprise that china cannot reinforce its troops. Using 4 Mil with 50% strenght instead of 1 Inf with 100% strenght is then probably a better solution to stall an enemy.
 
Just a note to 1.8 beta 3 devs that CORE mod (latest internal version) does not work with it - CTD happens on the first day at 23.00. I know it's a beta on beta but you might be able to put this info to some good use.