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Commander666

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Nov 24, 2010
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While I found these playing the Spanish Civil War Scenario, I am inclined to think you will find them in any/all scenarios:

1) Upon CTRL+ESC and re-opening game I noticed loss of 3 functions:
a) Units will no longer deploy from FORCE POOL
b) Unit stack and units in stack can no longer be renamed
c) The name of any saved game can be shortened by using the DELETE key, but inputting any letter results in that letter becoming other keyboard symbol.

Magically, all three problems end simultaneously anytime later. I am not sure what I am doing to fix it, but I think it has always been connected to some new unit entering FORCE POOL, and as I try to deploy it, it suddenly works. Now all remaining units previously locked in FORCE POOL will also deploy, unit renaming capability is restored, and SAVE GAME can be titled anyway one wishes.

2) Towards the end of game I was getting severe "IC bouncing". At the time IC was 34/36. However, every second day IC wouls shift to about 24/36. All provinces were 100% repaired.

3) There are huge decrepancies between base IC shown (top right corner) and the addition of total factories counted in all provinces. The two must be identical, correct? If all factories in your country add up to 36, then your base IC is 36, right? Well, my country's factories add up to 39, but base IC is displayed as only 36. That is a considerable error. I understand that the 34/36 as regards the first part 34 is the actual IC those 36 stated factories are putting out. While the first number will vary according to repair, techs, etc the second number (base IC) should be verifiable by simply counting all factories, I trust.

4) Statistics/ Territorial Info would be useful if it showed all provinces owned AND controlled. It only includes owned provinces. The abcense of all controlled/occupied provinces makes this listing "useless info".

5) Other quite useless statistics include:
a) four (4) graphs of "maintenance costs" as these facts are best learned by simply looking at consumption figures in the production orders, and one graph should be able to give an overall view quickly (and simply). Try again!
b) "Compare losses inflicted" is not nearly as important as "Compare losses". And adding a further "Compare losses chart" makes me realize that designers do not know what information players really do want. Your superfluous info is just cluttering the drop down box and preventing users from easily reaching what info is digestable.
c) "Naval battles summary" misses the point by omitting enemy ships sunk by aircraft, even though our forces had a joint naval/air operation that resulted in enemy ship loss. Even if we have only air units resulting in an enemy ship loss, that loss must still be shown in this summary because it was a "naval battle" - our air units against the enemy navy. You could simply insert the word "aircraft" in the "Our Size" column when we use airraft only to sink enemy navy. As is, the info presented is incomplete, incorrect (our navy's contribution to sinking enemy ships in the same multi force battle is not recorded) and, thereforee, useless. Who needs the clutter when "Sunk ships" is an excellent info source, and would be greatly improved if would include date (also zone if room).

QUESTION: Just how do you decide it was aircraft that sank the enemy ship when our fleet was hammering them at the same time? This is critical info. When a multi force sinks enemy ships perhaps - in "Sunk ships" you should use the term "multiforce" and reserve the term "aircraft" for when our aircraft were our only forces present in the battle that sank enemy navy.

CONCLUSION: I would pay 10 bucks to the guy whose signature (if I could find it) states something like "Any engineer can design things to complicate them, but it takes a true genius to simplfy them again". Compared to HoIDD, you have made AoD overstuffed with useless info. My real concern is how much is the extra needed computing power to record and track all that info daily affecting the AI? I hope the AI is not basing its build decisions on analysis of "maintenance costs charts". And hopefully not basing it strategy by digesting the differences between "Compare losses" and "Compare losses inflicted".

I am very disappointed that game designers will spend time on such wasteful things as I criticize above as long as they have NOT fixed the game's main development thrust - better AI. I find no difference in "furious" versus "aggressive" testing the game in a simple scenario to purposefully limit variables.

Hearts of Iron is a great game, but I will not excuse designers developing the game to inject useless new features because they feel they need to do something in the absence of not being able to perfect the AI. (Just read other's mention of what AI is doing in their 1.05) I don't see how introducing new useless statistics is helping you achieve in the area we are all praying you will succeed - an AI that truely is impressive.

In my experience the AI has gotten better, but mostly is still pretty passive. When it has a clear win opportunity it now takes it aggressively. But if there is risk to attacking it fails to attack, whereas the human player will marshall all forces to reduce the risk of that attack. Of course one easily losses if giving it any less than best. And the AI units next to a key province they are losing will do nothing, instead of using the AI forces in neighbouring provinces to counterattack (even at poor odds) to diminish the total attack directed at the key province, and so save the defense of that key province.

FINALLY, I would like to tell developers just how badly they bungled the new button for "Traits" in Leaders - Available Replacements. The button, to easily list leaders by trait, was badly needed and is appreciated by all - including myself. But it soon became evident that one still ends up having to scroll thru the whole long list looking for every leader with any specific trait BECAUSE leaders with several traits will only be listed by one trait (probably not the one a player is searching for). The only way to make this "finding all leaders with a certain specific trait" easier is to use a search box that has every trait of every leader registered. Perhaps typing in the first 3 letters of a trait (eg. to find Engineer, just type eng) would then list every leader who has that trait from the top down in order of highest skill first.

Good luck developing AoD not so it is different, not so it does more things, not so it looks different, but just so it plays better. IMO this game falls very short of HoI2 - especially the redundancy of the new financial sliders. I"m looking for a strategic war game - not economics. Sorry,
 
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My oh my you have a lot on your heart.

To the actual bug reports:
1) sounds like a stuck CTL key.
2) lack of resources? Sounds like something to look at 107, where we review some of the scenarios.
3) hover mouse over IC icon to read detailed math, also note that IC in a province is dependant on the current province efficiency and dissent.

4+5 really are improvement suggestions and not bugs.
And i will try to check 4+5c with radu on 106
But i would note that I very much like to know how much damage i inflicted.
It adds to the role playing aspect to know just how good an efficiency you are keeping up. ;)

" I"m looking for a strategic war game - not economics. Sorry"
Well we all have our disctinct tastes. In cases of historical games, I would prefer a strategic game that shows me some of the limitations that affected real life decisions.
Economy or money as a resource was one of those issues that was ignored in the HOI series, and i actually would prefer a more detailed economy, compared to some prefixed resources and IC.
 
1) After re-entering he from CTRL+ESC you need to hit CTRL again to reactivate it for use in AoD. Happens with any other Hoi series game, even Victoria 2. I assume that's a Windows funtion to hold control of this key unless it's pressed in-game, transferring full control back to the game.
2) Sounds very much like a lack of resource
3) The IC issue is probably a rounding issue in provs with low IC and rather low province efficiency. Radu is looking into it.
 
My oh my you have a lot on your heart.

THANK YOU for an excellent and comprehensive answer. Here is additional info regarding some points:

You answered: "2) lack of resources? Sounds like something to look at 107, where we review some of the scenarios."
I was playing the end of the Spanish Civil War scenario and was purposefully trying to prolong the game by not annexing the defeated Republicans. I was just attacking his newly built troops in his last province every time they appeared so Franco's forces gained lost of extra experience. Actually I was testing XP gain. This occurred for several months (1937-38) and then the IC bouncing started. Perhaps AI did not appreciate me still kicking the opponent when he was obviously down and out and decided to insert its own "human testing". Anyway, I am playing the 1936 Scenario now (again as N. Spain) I have not found any cases of any IC bouncing (but some other strange things I'll detail later).

You answered: "4+5 really are improvement suggestions and not bugs. And i will try to check 4+5c with radu on 106".
Thank you for passing my improvement suggestions #4 and #5c on to the proper person." radu?

You answered; "But i would note that I very much like to know how much damage i inflicted."
What you mean? At most, I guess I owe you 10 bucks because of your really great signature quote which is what I was looking to find. > "Any third-rate engineer or researcher can increase complexity; but it takes a certain flair of real insight to make things simple again." - E.F.Schumacher< That would be the famous thinker Ernst Friedrich "Fritz" Schumacher, whose principles I should probably apply to my prose. ;)

NEW BUG - AoD 1.05, playing 1936 as National Spain. I have noticed very strange fleet engagements between a British carrier fleet (trapped in the Mediterranean with all sea exits and NAVAL ports in enemy hands). Upon engagement, the Spanish fleet is immediately retreated. While I saw that as a normal "battle result" betweeen my pathetic Great War Spanish navy (13 units) whenever it met the modern UK fleet (13 modern units, includes 2 carriers), I tested it by switching game and playing Italy. I assembled an Italian Navy from Taranto of the best 30 ships (14/16) all 100% strength/org and led by a Skill 2 Superior Tactician. Italy total sea attack value was 249 while UK only 122. Engaging the UK fleet, the battle display showed the attacking Italian fleet winning by a great margin -but, in less than a second, the Italian fleet was also retreated. WTF?

I also noticed that there was another Italian fleet (just a few ships) that - for a long time while I was playing Spain- was also suffering the same impedemance that my Spanish fleet was enduring. We have both been trapped by the UK fleet, the Italian fleet in Rhodes and Spanish in Tanta (next to Alexandria). Every time we try to exit our ports, the UK fleet instantly sends us back. And that clever UK fleet seems to know to instantly shift its blocking of both the Sea of Crete (to block the Italians) and the Coast of Alexandria (to block my fleet).

If basing might be affecting this bug, the UK fleet is based on Portsmouth even though both Gibralter Straits and Suez Canal are controlled by the enemy. Of course the UK fleet is not suffering any adverse affects at all because it is "Super Fleet".

SECOND PROBLEM: Upon returning to play Spain again I see Spain's AI has to decided to deploy back to Spain all Garrisons I had worked so hard and long to place in occupied France, Portugal and the Middle East. Maybe this game is just screwed up because Spain invaded France same time Hitler did. Or maybe it is the fact that to play National Spain I opened as Luxemboerg and switched to N. Spain when the civil war started because I did not want to influence the positioning of forces in Spain prior to war.

There appear to be some otrher problems, but I don't know the game well enough to decide if it's a bug or just a very radical change from HoI DD. Anyway, all provinces I conquered in France, Portugal and Middle East have about 25 - 30% partisan activityy. Side-by-side Garrisons in every province (all with attached MPs) does not always get them green (and may still need an extra Militia). That is NUTS! Top slider shows +3% partisan activity. But there is really very little I can do in 1941 about Franco wanting a fully closed society. I know that "Fully Closed Society gives +50% partisan activity". Sounds about right to give 20-30% partisans where I mentioned, and Africa seems OK with no partisans in the desert south of Alexandria except for the normal exception of As Suwayz (27%). Well, if all this occupied province dissent is game coding (and not a bug) it is very nasty coding; and this will be a game improvement suggestion: "NUTS again!" The occupied province dissent is way too high. Firstly, I get not one IC from any occupied province until after dissent is reduced, but pouring ICs for province repair into occupied provinces with high dissent seems to have no effect until after they are first garrisoned to get them green. Then ICs to repair province do give good response to increasing total IC.

But you have coded a quadruple penalty into the game. One, when one occupies any enemy province, they incur a repair bill. Two, mostly they also get very high dissent which shots up TC and all its negative effects . Three, one has to next garrison nearly every province. And four, one does not get any new IC increase from advancing until the previous penalties have been paid. It is a situation that guarantees to grind any army to a stand still if they advance far enough because one can not keep up with garrison building (or the needed manpower) and also repair province ICs as that figure goes astronomical.

Other problem: Playing Spain, it is mid-1941 and I still have not got all of my 1936 INF upgraded even though I started in late 1939 at 50% and went full IC for upgrading about a year ago. How many years does it take to upgrade only 32 divisions to INF'39? So far 26 divisions are still not upgraded but are variously from 10-90%. I see that daily gain (at 100% upgrading) is only 0.14% THAT IS NUTS! If not a bug, then your coding will drive Spain back to the dark ages as time progresses!

I expect my problems playing Spain is mostly not bugs but rather hard-coded increased difficulties. Well designers, you out did yourself. You have indeed proven that peace is better than war. Still, I enjoyed playing the "economic under dog" that Spain is as an Axis partner. And was proud to say that Franco closed the Gibralter Straits, defended successfully against a really badly planned AI invasion of Spanish-held Casablanca, bravely sailed into certain peril to amphib Gaza to take the Suez Canal, and saved Mussolini's ass in North Africa where we eliminated the whole British Army as we rolled past Alexandria. I know, not Bug Report but AAR.
 
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2) Sounds very much like a lack of resource.
Not sure I understand. How can Spain run out of resources in 1937? They they were still on sustainable development. Oh, maybe the game coding has a "lack of resources" problem?
 
More info on Allied fleets trapped in Med

Since I wrote last report I noticed that it is not just the UK fleets that got this bug, but all Allied fleets. After the Med got closed I noticed a CDN transport (in the Med) based on Hallifax, and various French, Netherland and Australian naval units in Med all based on Massaua (Red Sea). But because these are much smaller fleets they don't present the same problem a modern UK fleet with some CVs does, and the smaller fleets do actually take strength losses if successfully attacked.

What is interesting is that all this illegal Allied basing occurred when Greece had joined the Allies, and the fleets could easily have rebased themselves legally on either Athens or Crete. In fact, I did open as UK (illegally based on Portsmouth) to rebase its fleet on Athens, and re-opening again as UK later, I noticed the UK fleet preferred to change its basing to again become illegal (this time it choose Massaua).

Pending a Patch Fix, my solution will be to disband all Allied fleets trapped in the Med without any legal basing possible after 2 months from the time the last Allied Naval Port in the Med is lost. I'm not sure if 2 months is about right for a naval unit to die from lack of supplies, but they are enjoying hugh unfair advantages all the time until disbanded. However, the countdown can not start until all Allied Mediterranean Naval Bases are lost - meaning Malta, Gibralter, Alexandria, Tel Aviv, Beirut (if no Lebanon yet), and also the Greek Naval Bases of Athens and Crete if Greece has joined the Allies.