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Which focus am I supposed to do to unlock the Balance of Power mechanic? Its not showing up in the decisions although the tab does indicate certain decisions are available. I reverted back to DX9 but that only settled the launch issue.
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I'm getting the Il Duce missions and the War in Ethiopia sections but nothing about the Balance of Power or any of its associated decisions.

For once I am not running any mods at all - not even simple graphic ones.

I filed a bug report since people are more excited about airplane models [it is a cute Meteor]
 

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This update has broken my save game - crashes every time. If it is not backwards compatible with saves - and my save game has been weeks in creation - I wish the patch had not kicked in without option. Could you not have given the option not to patch until saves were over?
 
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This update has broken my save game - crashes every time. If it is not backwards compatible with saves - and my save game has been weeks in creation - I wish the patch had not kicked in without option. Could you not have given the option not to patch until saves were over?
You can revert to an older version
 
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Which focus am I supposed to do to unlock the Balance of Power mechanic? Its not showing up in the decisions although the tab does indicate certain decisions are available. I reverted back to DX9 but that only settled the launch issue.
View attachment 882345
I'm getting the Il Duce missions and the War in Ethiopia sections but nothing about the Balance of Power or any of its associated decisions.
I'm having this same issue
 
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Lovely stuff.
 
Gotta say I'm a little bit disappointed that the UK is missing a lot of aircraft models, I can't imagine why the iconic Meteor wasn't modeled while the P-80 Shooting Star that had little to no role in WW2 was modeled for the US.
 
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you mean like this one?
View attachment 882369
Actually now that I'm checking again I still don't see it under any of the airframe option previews with the Blood Alone expansion. I guess I could try verifying integrity, where do you see it? For me there are only 7 options under the modern airframe and all of them are propeller planes. Are you sure the expansion didn't disable it for some reason? I remember it used to be in the game but it looks like the expansion removed it unless I'm missing something.
 
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- AI should again be able to reprioritize equipment production lines
If this is the bug affecting the first production line in AI countries, then this should greatly improve the performance of the AI for the USSR and many other AIs. Great!
- Significant rebalance of many aspects of the naval module
As someone most interested in the naval side, I was happy with the large number of naval techs introduced by MTG. But the overwhelming majority of players did not agree and it's great to see the devs responding to player feedback and continuing to develop the naval side even in an air-focused patch.
- Convoys no longer counted as carriers when computing screening efficiency
- Added carrier night traffic modifier +50% to CAG night fighting air spirit
Staying on naval matters, this and some other changes look like carriers and naval airpower have got a buff. I'm curious to see how that will change naval warfare.
- Reduced base supply of ports from 15 to 5
- Reduced supply per level of port from 5 to 3
This is not something I remember being announced in the dev diaries. Has the cost of ports been reduced in proportion as well? I worry that this is going to make playing in less developed parts of the world much more difficult. In 1.11 it was really difficult to get sufficient supply for the Allies in Africa even with the ability to build ports for forces on the coast.

Since this change makes all countries even more dependent on Supply Hubs, it is also going to exacerbate the serious bug that means Supply Hubs stop working if four or more countries enable motorization. I am very disappointed that this bug does not seem to have been fixed. If you are play as certain countries (e.g. the USSR on the Eastern Front or Italy in Ethiopia), you will never see it. But if you play as the Allies, Chinese United Front or Commonwealth it is infuriating because the more you invest in supply, the worse your supply gets until it disappears together. The Border Avoidance Tool mod is a workaround, but it means regular manual interventions, when the underlying problem is a mathematical error in the code stopping a great game design reaching its full potential.
- Fixed wrong breakthrough bonus calculation for Forts on the attacker's side
- Fixed ships getting stuck when the last naval base is captured
I am hoping that these fixes cover the bug affecting engineer companies defending forts and the bug where Polish and sometimes Danish ships get stuck in the Baltic after capitulation. They have been in the game since launch and are good bellwethers on whether the dev team is either getting on top of the bug backlog or changing the UI so it reflects how the game actually works, not how it's intended to work.

I appreciate that the patch fixes many bugs, no doubt including some are particularly annoying for players with different playstyles from me. But for the past year every time I start a HoI4 game I never finish it because I realize my strategy has been based on something that doesn't work in the way that I was promised (in the UI, the dev diaries or the wiki). The game still has too many systems with great design but buggy implementations.
Many existing states and strategic regions have been altered
Saudi-Arabian ... Quebec ... Northern Canada ... Siam .... Australian states ... South-East Asia ...and South India .... Manchurian & Chinese Airzones ... Iran Airzone .... Canadian Airzones .... Arabian peninsula
This is great to see! Many strategic regions outside Europe were previously so large that even twin-engined aircraft were fairly useless until well into the 1940s. This was a particularly issue for those of us who play a lot in Africa and Asia. I am a little bit concerned about how the new strategic regions will interact with the 100-aircraft wings though. I welcome the introduction of set sizes because it's a sensible way to improve the AI's allocation of wings to bases, which has been a consistent player complaint. But 100 aircraft is a lot if you are (for example) Nationalist China, with a limited production capability and several strategic regions to defend.

Hopefully these changes will also correct some of the quirks with the interaction of base co-ordinates and range, like aircraft based in Newfoundland not being able to cover Newfoundland itself....
- Added a new AI strategy to upgrade the strategic air importance of a region. German AI should now begin the battle of britain/london blitz once France has fallen, and they are not at war with SOV
Ohh, interesting... Not only is this a nice bit of role-playing for historical mode, but AI strategies are accessible to modders so hopefully the Expert AI team can make effective use of this. IMHO the AI can be improved a lot for us single-players by using AI strategies to teach it more geography (in this case, try to get air supremacy over England while you are preparing to invade).
EDIT
Hotfix
Day 1 hotfix? Good to see that the team are on the ball responding to issues.
 
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This is not something I remember being announced in the dev diaries. Has the cost of ports been reduced in proportion as well? I worry that this is going to make playing in less developed parts of the world much more difficult. In 1.11 it was really difficult to get sufficient supply for the Allies in Africa even with the ability to build ports for forces on the coast.
Building cost is still the same. I hope it gets changed back to the old 3000 per level, at the moment naval bases are too expensive for what they offer (even before the BBA supply nerf).
 
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No, in the interests of performance, divisional commanders are not explicitly set up as characters until you promote them to an army general. As such, giving them specific portraits is also not possible at the moment.
I'm very pleased to see that you can - as far as I've tested and seen in the unit history files - give division commanders specific portraits. Thank you!

Some Generals and Marshals that we have at the beginning of the Game historically had medals before 1936. Will these be implemented ? (For example Gamelin had the Legion d'Honneur since 1913, etc...)
No, as these would have no effect on army generals.
Would you consider giving modders the ability to add medals to existing corps commander and field marshal characters even though they wouldn't have any effects? I think that would make for some great flavor in a lot of mods.

Will some historical starting generals be demoted to division commanders?
We thought about doing this, but decided it would materially effect players' expectations at game start, as well as changing quite a lot of starting balance.

@Arheo Does the new medal mechanics affect the way general can be grinded to obtain traits? If so, how does it impact the current known subsystem? :)
Not really, though this can be modded in, to an extent.
If at all practical, I'd love to see division commander attributes allowing modders to add traits and nonzero experience levels to division commanders in the country OOB files.

For instance, I might define Erwin Rommel as a tank division commander instead of a general, give him the Trickster trait, and define his starting experience as 300 instead of 0. If I've understood the new defines and mechanics correctly, that would mean he'd be ready to promote to a Level 4 general twice as fast and would have the Trickster trait in addition to either Panzer Leader or Engineer, roughly what his current in-game traits are.
 
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So far as aircraft are concerned, I like most of the new changes except for the static 100 plane squadrons. For me the previous squadron creation system is better because it allowed me to adjust squadron sizes to a situation. For instance, I could put a 100-plane squadron on an airbase in an important province but use a 12-plane squadron on some remote island which might not have the logistics to support a large number of aircraft. This new change is forcing me to build, supply, and maintain more aircraft than I want or need. Also, I could set up several airbases with single plane squadrons, adjust the total number of planes to whatever and let the AI fill them up and build as needed while I do other things. I can't do that now. I have to make one squadron of a hundred planes, and then split that squadron up into how many I need. Once the planes have arrived at the airbase, I can then relocate them to other airbases. This requires micromanaging and pre-planning that wasn't required before. If we could have that missing flexibility with squadron creation again...that would be nice.
 
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