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Here are the significant exe changes that should be tested for WAD:

- Overseas puppets should supply their master with resources. Production when a stock reaches 1000 should be shipped to controlling country by convoys, and a big boost in a resource, over 1000, should be stockpiled in the main harbor, and gradually shipped by controlling country's convoys.

- Added the function Create Supply Dump available via right click menu over a province. This should be active in controlled provinces, allied provinces and puppet provinces. It will attempt to create a Supply Convoy to the target province. It will only work if there are units in the target area that are lacking supplies. The main reasons for this was to solve the situation when rebased units in allied provinces were out of supply because the ally was not shipping oil in the area.

- Added the function Return Stockpile available via right click menu over a province. This should be active in controlled provinces and puppet provinces. It creates convoys attempting to get the resources in the target province back to the capital.

That's my part, for now... :)
 
Nice to see someone is still working on 1.08.
It would even better if I'd find some time to work through the last 1.07 fixpack data files so you could include them in 1.08.

Do you have a list of additional bugs fixed in this release?
Like the separate brigades reverting to the oldest model as their model is not stored in the savegame or the strange savegame format of naval/sea/air divs under construction if they are not using all brigade slots, see below
Code:
		type = carrier 
		extra = cag 
		extra = cag 
		extra1 = none 
		extra2 = none 
		extra3 = none 
		extra4 = none 
		model = 7 
		brigade_model = 7 
		brigade_model1 = 0 
		brigade_model2 = 0 
		brigade_model3 = 0 
		brigade_model4 = 0
Code:
		type = heavy_cruiser 
		extra = none 
		extra = none 
		extra1 = naval_sa_l 
		extra2 = naval_fire_controll_l 
		extra3 = naval_anti_air_l 
		extra4 = none 
		model = 5 
		brigade_model = 0 
		brigade_model1 = 2 
		brigade_model2 = 3 
		brigade_model3 = 6 
		brigade_model4 = 0
Code:
		type = infantry 
		extra = engineer 
		extra = engineer 
		extra1 = none 
		extra2 = none 
		extra3 = none 
		extra4 = none 
		model = 2 
		brigade_model = 1 
		brigade_model1 = -1 
		brigade_model2 = -1 
		brigade_model3 = -1 
		brigade_model4 = -1
Code:
		type = battleship 
		extra = naval_anti_air_l 
		extra = naval_anti_air_l 
		extra1 = naval_radar_l 
		extra2 = naval_fire_controll_l 
		extra3 = naval_sa_l 
		extra4 = naval_spotter_l 
		model = 3 
		brigade_model = 1 
		brigade_model1 = 0 
		brigade_model2 = 0 
		brigade_model3 = 1 
		brigade_model4 = 0
Notice the common extra duplicate but different behaviour/placement of the brigade models

If you have some spare programming time you may want to improve the mod folder functionality, currently we need an ai file of the same file in the main ai or switch ai folder in order to get the file in the mod folder loaded.

Checksum = ?
 
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Will there be a complete change log?
Is there some progress on the reinforcement bug?
What is about the drafting events? In the last version they triggered most often when more manpower was not needed but the loss of IC was a significant disadvantage.

Here are the significant exe changes that should be tested for WAD:

- Overseas puppets should supply their master with resources. Production when a stock reaches 1000 should be shipped to controlling country by convoys, and a big boost in a resource, over 1000, should be stockpiled in the main harbor, and gradually shipped by controlling country's convoys.

I am confused about this. Where is the change to versions before Beta2? There you could creaty a resource convoy from a puppets harbour to your own mainland and it worked quite exactly as you mention it now.
 
Is there some progress on the reinforcement bug?
That is about AI not allocating IC to reinforcement and building new units instead?

I am confused about this. Where is the change to versions before Beta2? There you could creaty a resource convoy from a puppets harbour to your own mainland and it worked quite exactly as you mention it now.
If a puppet has a stockpile of more than 1000 and if it is connected by land with the master, the difference is added directly to master's stockpile. Before, the oversea puppets were supplying the master only with the current production of a resource if it exceeded 1000, but if by some reasons it keep accumulating it (for example the master did not have enough convoys to take the resource continuously), it didn't return the entire difference up to 1000 like a land puppet would have. With this version, any production that is not immediately shipped to master and exceeds 1000 it is deployed in a stockpile waiting to be picked up later. Also the resource convoys from puppets are now correctly marked as from puppets in the tool tip texts and statistics screen.
 
Here are the significant exe changes that should be tested for WAD:
...

Many thanks for releasing a beta patch which only contains files which have actually been changed in the meantime. :)

- Added the function Create Supply Dump available via right click menu over a province. This should be active in controlled provinces, allied provinces and puppet provinces. It will attempt to create a Supply Convoy to the target province. It will only work if there are units in the target area that are lacking supplies. The main reasons for this was to solve the situation when rebased units in allied provinces were out of supply because the ally was not shipping oil in the area.

Can I - as Germany - use this new suplly depot feature to create several major supply hubs along the GER-SOV border to be better prepared for Barbarossa? The amount of the daily transported supplies should be based upon the actual infrastructure and supply efficiency of the trepassed provinces. The same can be said with regard to major air and naval bases: units returning from a mission suddenly need a huge amount of supplies which does - shortly - influence your entire industrial production. Having purposely set up supply hubs at your bases would mitigate this and allow your country to run more smoothly.
 
That is about AI not allocating IC to reinforcement and building new units instead?

The AI stops to reinforce and stops buildung new units. As all existing units in the building queue are finished first this can take quite some years. Let me quote myself:

I started a handsoff game as Cuba. After the Sovietunion liberated most of europe on 1st of july 1945 i saved the game and loaded as soviet union. What i saw is unbelievable. Out from 442 IC 257.2 IC were used for production. The only project in the "queue" was one rocket test for 20 IC. 237.2 IC were used on nothing. And zero IC were used on reinforcements. 1065.1 IC were needed for reinforcements and a total of 2162.11 manpower were required to fill all divisions up to 100% strenght. 1689 manpower were unused in the pool.
For some very weird reason the AI stops reinforcing its troops as soon as the needed manpower exceedes the (currently) availble manpower. It is necessary to change that completely. If high amounts of manpower are required to full up all divisions then reinforcements must be a top priority. This malfunction of the AI is the most important thing to fix with a future patch.

In some cases the AI does reinforce when the unused manpower is lower than the total need for reinforcements. However in those cases the sum of manpower unused+manpower used for current units in production was above the manpower need to fully reinforce all troops. I donnot know the exact triggers of this bug but it can be reproduced pretty easy.
 
The AI stops to reinforce and stops buildung new units. As all existing units in the building queue are finished first this can take quite some years. Let me quote myself:



In some cases the AI does reinforce when the unused manpower is lower than the total need for reinforcements. However in those cases the sum of manpower unused+manpower used for current units in production was above the manpower need to fully reinforce all troops. I donnot know the exact triggers of this bug but it can be reproduced pretty easy.

I can change that in order to prioritize reinforcements, but are you sure it will not have side effects such as some countries running out of manpower early in the war, which could be even worse that stop building late war ?
 
I can change that in order to prioritize reinforcements, but are you sure it will not have side effects such as some countries running out of manpower early in the war, which could be even worse that stop building late war ?

Reinforcement are always a cheaper way to increase the total strength of an army than building new units. As the AI does never disband its units reinforcents may be wasted on militia, so there are a few down sides. But that is practicaly relevant for china only and even there a higher priority on reinforcemnt would probably strenghten china more than harming it.
However, the main problem is that on some occasion the AI does no longer reinforce at all although the unused manpower is much much higher than the daily reinforcements.
 
Hi all,

Just 2 questions:
1. With this beta 2 1.08 patch, is the bug about the soviet gde in scenario 38 and 41 is resolved?

2. In mp game, is this version is ok or we have yet the issue with save game ?
Thanks in advance.
Wstein.
 
Reinforcement are always a cheaper way to increase the total strength of an army than building new units. As the AI does never disband its units reinforcents may be wasted on militia, so there are a few down sides. But that is practicaly relevant for china only and even there a higher priority on reinforcemnt would probably strenghten china more than harming it.
However, the main problem is that on some occasion the AI does no longer reinforce at all although the unused manpower is much much higher than the daily reinforcements.

If you can provide a save with this situation in the current version (Beta 2) it would speed things up.
 
If you can provide a save with this situation in the current version (Beta 2) it would speed things up.

I will try to do that. I started a new handsoff game as Cuba. Now i am in january 1944 and neither germany nor the soviet union suffer from the reinforcement bug, yet. Both have a high need for reinforcements and the soviet union needs to reinforce more than 770 IC and over 1373 manpower with 1091 manpower available. Maybe germany will even win the war for once as they only need to reinforce 401 IC and 217 manpower with 384 manpower available.
Republik china seems to suffer from the reinforcement bug in an relatively early stage, but still produces more divisions.
 
This is also a general observation from 1.07 - AI stockpiles a huge amount of reinforcement needs and is not always using the permitted max setting on reinforcements. Another observation was by far not enough IC allocated to province repairs but that should have been fixed in 1.08 as far as I remember the dev comments.
 
When I go to the download site there are two places marked download.

If I click on one I download a file named ilividsetupv1 at 505kb

and if I click on the other I download a file named downloadsetup at 284 kb.

Which one is the patch?
 
"My" AoD108Beta2.zip had 3480 kb.

That is what I would have expected and exactly why I asked the question.

I have been downloading patches for 15 years now. Why suddenly has it become so complicated?

Finally got it now --- after being led to download an unwanted media player I went back and sudden up-popped the file name and a place to click.

Thanks!

Post Script -- Be careful of viruses at the download site. I got one there that my antivirus program caught about an hour after I was on that site. I very seldom get crap like that because I don't go to strange web pages.
 
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