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Those are the lines that my mind was working as well. It is kind of scary that there is another mind as twisted as mine out there :D If I did develop a way for it to work, it would mean the default build time would be doubled at least, and brought back to the current levels during a time of war. I feel that the times as they are now ar good for at war building, but unrealistic for peacetime. A side effect of lengthing the build time would be a decrease in cost as it was spread out. MDow
 
Fidgetting around with that new naval tech tree I got the impression you can start building carriers before you even develop a cruiser launched spotter plane... In vanilla HOI, Paradox assumes you've already developed spotters and should research naval aviation to get carriers. As you rolled back tech to turn of the century levels, I understand researching the spotters, but I'd say spotters should come before carriers...

Also, that you can start converting cruisers into aircraft carriers (Saratoga style) before you even build test versions with converted transports (like the Langley).

Did I just look at the tree wrong, didn't I get the full complxity of your work, wasn't I paying attention, what?
 
Catapult Launched Aircraft

You are reading the tech tree correctly.

At the end of the first world war, the standard for launching aircraft off of a surface ship was the flying off platform. This was also how the carriers worked at the end of the war. Post war developments in aircraft resulted in higher take off speeds, but carriers solved this problem with longer decks, and the British Furious and the other British conversions were made through deck to give a longer run out. The Americans were going to mount a hydraulic powered catapult to the stern of the Lexington class battlecruisers, but with the cancellation of those ships, the first catapults to go to sea were the Omaha class cruisers in the around 1923. That is close to the same time that the Lexington was being converted to an aircraft carrier. Catapults were added to US and UK battleships during the refits following the Washington Naval Treaty of 1922. They were made possible by the development of the catapult powered by gunpowder. This allowed the mounting of catapults on the top of turrets without cutting holes in the turret for hydraulic lines. MDow
 
MateDow, appreciate if you can take a look at the v0.53 release. There were some discrepancies between the files that you and C.N. sent me.

- I don't think anybody looked at the Italian naval model levels in the OOB (there might be other countries), I don't think I've seen a good explanation of what went wrong with this in the first place. I know the cutter was added, all levels were upped by one and now they are being reduced again...

- You and C.N. disagreed on models for units in build queue so appreciate if you can verify if they are right in v0.53

- Germany has Treaty BB but not the 406mm gun that's a pre-req (no big deal either way, but is it intended?)
 
Re: Attack of the Killer Mini Subs

Posted on seperate thread and pasted here
I don't know who is responsible for creating the new "Small Electro Submarine" sub class, but I strongly suggest that you reconsider its cost and effectiveness parameters.

In my copy of CORE, the small electro sub costs 4 IC and takes 60 days to produce, while the regular electro sub costs 6 IC and takes 150 days. So you can build 3.75 small subs for the price of one large one. The small sub has a sea attack of 4, while the large has a sea attack of 8. So right away the small sub is an attractive alternative, as you get more sea attack points for your buck.

But when things really get nasty is when you consider the effect of Ship Assembly Construction Process technology. This takes the cost of the small sub down to 3 IC and 25 days, while the large electro sub costs 5 IC and 115 days with the tech. So now you can buy nearly 8 (7.67, actually) small subs for the price of 1 large.

And it gets worse (or better, depending on your point of view). There are lots of techs that augment the sea attack values of subs, and it's not very hard to accumulate a total increase of +8 or more. At +8, the small sub now has an attack of 12, while the large sub has a 16. But considering that the small sub is so cheap and can be produced in under a month, it's an overwhelmingly effective weapon.

These small subs are overpowered, or alternatively too cheap. They're so cheap with construction tech that a nation can easily pump out hundreds of them and simply overwhelm enemy ASW with numbers.

When you consider how they're augmented with technology, small electro subs go from an interesting strategic alternative to a game-breaking superweapon. I recommend (at least) increasing the build time considerably to bring the game back in balance.

Subs have been given a temporary fix for 0.6 and will be given a complete overhaul for 0.7. We are in the process of writing a detailed submarine tech tree that interconnects and has the same detail as the naval tech tree and armor tech tree. As a part of that revision will be entirely new models of submarines, but they will be balanced through cost and capability. I will double check everything that I have done on that so far to ensure that no mistake like that has crept into the models. Thank you for the information and stay tuned for more information about submarine warfare. MDow
 
Originally posted by Steel
MateDow, appreciate if you can take a look at the v0.53 release. There were some discrepancies between the files that you and C.N. sent me.

- I don't think anybody looked at the Italian naval model levels in the OOB (there might be other countries), I don't think I've seen a good explanation of what went wrong with this in the first place. I know the cutter was added, all levels were upped by one and now they are being reduced again...

I have finished looking at most of the major maritime powers. I will go back and check my copies again. I don't have the 0.53 upgrade downloaded yet (too big for offshore system and download methods). If you could send me the .txt files for the countries that are problems, I will double check them and get them back to you.


- You and C.N. disagreed on models for units in build queue so appreciate if you can verify if they are right in v0.53

I will double check.


- Germany has Treaty BB but not the 406mm gun that's a pre-req (no big deal either way, but is it intended?)

That is an oversight on my part. :eek: :( They have the technology to build that weapon. Sorry about this. MDow
 
German 0.53

OK, I have downloaded 0.53 (don't tell my company :D) and checked the German .inc file and found a couple of errors...

Code:
		division = {
        id = { type = 16001 id = 40 } 
			type = panzer
			model = 7
			strength  = 100
			organisation = 30
			name = "3. Panzer-Division"
		}

Not really my cup of tea, but shouldn't the type be armor?

Code:
development = {
	name = "Admiral Hipper"
	type = cruiser
	model = 6
	cost = 1
	id = { type = 17702 id = 3006 }
	date = { year = 1940 month = august day = 1 }
	}

development = {
	name = "Blücher"
	type = cruiser
	model = 6
	cost = 1
	id = { type = 17702 id = 3007 }
	date = { year = 1939 month = march day = 30 }
}

Both of these should be model 5 for Treaty Heavy Cruisers, not model 6 Pocket Battleships. MDow
 
Italian Naval OOB (v0.53)

I have checked the Italian OOB and it looks good to me. The only thing that I noticed was the ommision of the Armored Cruiser San Marco. Was this deliberate or can it get added back in? She was in there as a strength 10 warship. Other than that, I don't see any obvious problems with models. MDow
 
Originally posted by Steel
Thanks for the feedback, I'll make the changes tonight.

Not a problem

San Marco
Armored Cruiser (Model 2)
Strength = 10

Should probably be in the same unit as the San Georgio. MDow
 
Re: fuel usage

Originally posted by Ghost_dk
Hi MateDow

are you following this discussion. could lead to some necessary changes. :D

Link

Ghost_dk

I wasn't following that discussion, but I will be now. That could have some interesting repercussions and recreate some historical problems that oil starved countries had. MDow
 
More 0.6 Naval Stuff

Here is an update on what is happening with the naval mod for 0.6 with the extra time that we have....

France
Adding construction of light cruisers and battleships
Updating OOB to correct for construction

UK
Updating OOB to account for double ships that were on loan to commonwealth nations

USA
Adding construction of Yorktown and Enterprise

Denmark
Updating OOB

Finland
Updating OOB

Norway
updating OOB

Netherlands
Adding construction of Tromp
Updating OOB

New Zealand
Updating OOB

Yugoslavia
Updating OOB

Soviet Union
Updated and revised battleship events

That is a good start. We have managed to track down most of the changes for the German OOB and added construction for most of the major nations.

Things that are still in development...

Naval Construction Events for minor maritime powers
London Naval Treaty Events

If there is anything that would be simple to get done that you noticed (or something complex) let me know, and hopefully we can get it fixed before the next release. MDow
 
German navy OOB

So the German lighcruisers are now really lightcruisers and not AA cruisers. Are Prinz Eugen, Blucher and Hipper are Hipper class cruisers, Scharnhorst and G... are battlecruisers? Are Bismarck and T... from Bismarck class or are they treaty ships or H class?

Go ahead and adjust the fuel usage a notch higher.

Should the different torpedo techs affect also torpedo bombers and subs. Also the oxygen powered torpedoes could IMO be for japan only. Or they should start with the tech if they dont start already.

Could you modify the tech descriptions so that while researching forexample naval guns you can see what you benefit from researching it? What ship models it enables or does it give higher naval attack rating etc.
 
Re: German navy OOB

Originally posted by Icer
So the German lighcruisers are now really lightcruisers and not AA cruisers. Are Prinz Eugen, Blucher and Hipper are Hipper class cruisers, Scharnhorst and G... are battlecruisers? Are Bismarck and T... from Bismarck class or are they treaty ships or H class?

All of the German ships should be correct now. The Hippers are Treaty Heavy Cruisers. Scharnhorst and Gneisenau are Treaty Battleships. Bismarck and Tirpitz are Post-Treaty Battleships with the H-Class being the Super Battleships.


Go ahead and adjust the fuel usage a notch higher.

8 for battleships and carriers, 6 for cruisers, 4 for destroyers, and 2 for steam powered merchant vessels? Does that seem resonable?


Should the different torpedo techs affect also torpedo bombers and subs. Also the oxygen powered torpedoes could IMO be for japan only. Or they should start with the tech if they dont start already.

Only Japan starts with heavy torpedoes. Everyone else has to research three different techs in two seperate levels to have the heavy shipboard torpedoes. Submarines will have (when the new tech tree is finished) seperate torpedo techs that have surface torpedoes as the prerequisites.

Could you modify the tech descriptions so that while researching forexample naval guns you can see what you benefit from researching it? What ship models it enables or does it give higher naval attack rating etc.

All of that information is already in the page where you select the tech. In the upper right hand corner is the new designs or technologies that are opened up by the tech, and in the lower left hand corner are the effects (if any) of the tech. Many of the techs in the naval tree don't give a specific bonus, but are required for more advanced designs which are more powerful. This is especially true for technologies like engines and guns which are a part of design for it's entire life. MDow
 
I posted this in another thread, but wanted to throw these ideas out here for the consideration of the naval mod community.

I guess I'm just saying I think we should try to come to some sort of conclusion. This point has kind of been argued to death. I'd rather see improvements in the game than watch similar arguments go back and forth on this forum.

Satcho is right, it has been a fun argument, but a consensus on some improvements would be productive. There have been many good suggestions in this thread. My two cents worth:

1. Revise the tech trees to better reflect the reality of the logistics needed to undertake an invasion. This would include:

A. Remove the ability of regular merchant shipping to transport units and drop them off on beaches. They should only be available to transport units from friendly controlled port to friendly controlled port or be added to convoys. These are CARGO ships, not ships designed to put troops ashore in an opposed landing.

B. Adding two new techs, landing craft infantry and landing ship tank to the naval tech tree (per Mediator's suggestion). These techs would then activate higher cost, very short range units with very slow movement rates -- the LCI and LST, which would allow Infantry and Tanks to make shore attacks. The short range would preclude transoceanic attacks, and the very slow movement rate would necessitate a player having sea and air superiority in the invasion area lest his troops be destoyed en route by repeated air and naval attacks. The tech availability should be linked to the naval doctrines and not be available until Early War Experience Analysis and Maritime Invasion Organization are completed. Once again, these should be short range, reflecting the ability of nations to do short range invasions, which would allow a player to do cross channel, trans Baltic, trans South China Sea, trans Mediterranean, and other short range invasions. This also would serve to better simulate the need for island hopping in the pacific to acquire new bases for the next invasion.

C. Add a new Naval Doctrine called Overseas invasion logistics, which would be researchable after Late War Experience Analysis is completed. This tech would in turn open up a new tech in the Naval tree, available only with the Advanced shipbuilding technologies, that would activate advanced LCI and LST units with significantly higher range and and better speeds, representing improved ability to project force overseas. This would enable transoceanic invasions. To get this technology, a player would have to invest quite heavily in naval doctrines and shipbuilding doctrines, meaning it is likely that only the US, UK and Japan will get it during the course of the game, and if Germany or Italy wants it, they will have to make a conscious choice to invest heavily in naval techs at the expense of other priorities.

Admittedly, as Mediator has pointed out, these changes may be problematic for the AI. However, they would put an end to many of the explots that human players are using with ahistorical invasions. And, with the ongoing work of modders, the priorities for these techs could be worked into the AI.

In the end, I think they would make a much better game. A german player with transoceanic ambitions would have to plan ahead and invest heavily in building the capabilities and infrastructure necessary for success, rather than the current system which allows 2 civilian freighters and 2 36 infantry divisions to give the Germans all of South America's resources.
 
Re: German 0.53

Originally posted by MateDow
OK, I have downloaded 0.53 (don't tell my company :D) and checked the German .inc file and found a couple of errors...

Code:
		division = {
        id = { type = 16001 id = 40 } 
			type = panzer
			model = 7
			strength  = 100
			organisation = 30
			name = "3. Panzer-Division"
		}

Not really my cup of tea, but shouldn't the type be armor?
Actually it should be panzer here and in units (panzer.txt). In the tech files it is armor just to be confusing (armor_tech.txt and which = armor in the commands).
 
Originally posted by Marlborough
My two cents worth:

1. Revise the tech trees to better reflect the reality of the logistics needed to undertake an invasion. This would include:

A. Remove the ability of regular merchant shipping to transport units and drop them off on beaches. They should only be available to transport units from friendly controlled port to friendly controlled port or be added to convoys. These are CARGO ships, not ships designed to put troops ashore in an opposed landing.

Until the loading limits are recognised by the program, it will be impossible to include this in the game. Right now, any transport unit in the game can carry one division. The game doesn't recognise the different loading abilities of the transports that are already in the models file. Historically merchant ships were used to land armor and supplies over the beach after the initial beachhead was established. The Liberty Ship Jeramiah O'Brian landed elements of the 3rd Army across the beach at Normandy within days of the initial landings. Landings with transports are possible, just not efficient.



B. Adding two new techs, landing craft infantry and landing ship tank to the naval tech tree (per Mediator's suggestion). These techs would then activate higher cost, very short range units with very slow movement rates -- the LCI and LST, which would allow Infantry and Tanks to make shore attacks. The short range would preclude transoceanic attacks, and the very slow movement rate would necessitate a player having sea and air superiority in the invasion area lest his troops be destoyed en route by repeated air and naval attacks. The tech availability should be linked to the naval doctrines and not be available until Early War Experience Analysis and Maritime Invasion Organization are completed. Once again, these should be short range, reflecting the ability of nations to do short range invasions, which would allow a player to do cross channel, trans Baltic, trans South China Sea, trans Mediterranean, and other short range invasions. This also would serve to better simulate the need for island hopping in the pacific to acquire new bases for the next invasion.

There already is a tech in there for LCI and LST type craft. As they are currently set up the give a bonus to invading troops rather than allow attacks. I don't know of a way to eliminate the ablilty of a unit to make a shore attack. Transports are already vulnerable to air and sea attack. Don't forget that the Germans had a plan to invade across the English Channel using barges and other equipment that wasn't designed specifically for use in amphibious operations. The Japanese also very little specialized amphibious equipment and they managed to attack islands across the Pacific.



C. Add a new Naval Doctrine called Overseas invasion logistics, which would be researchable after Late War Experience Analysis is completed. This tech would in turn open up a new tech in the Naval tree, available only with the Advanced shipbuilding technologies, that would activate advanced LCI and LST units with significantly higher range and and better speeds, representing improved ability to project force overseas. This would enable transoceanic invasions. To get this technology, a player would have to invest quite heavily in naval doctrines and shipbuilding doctrines, meaning it is likely that only the US, UK and Japan will get it during the course of the game, and if Germany or Italy wants it, they will have to make a conscious choice to invest heavily in naval techs at the expense of other priorities.

There already is a section of the tech tree for Specialized Amphibious Equipment. Most of that is based on developing amphibious tanks in the armor tree. In my games as the US, I have been able to get those technologies in around 1941-42. Minor naval powers will find it very difficult to get to that level of technology because it is half way down the tech tree. A doctrine could be instated if people feel that it will be benifitial.


In the end, I think they would make a much better game. A german player with transoceanic ambitions would have to plan ahead and invest heavily in building the capabilities and infrastructure necessary for success, rather than the current system which allows 2 civilian freighters and 2 36 infantry divisions to give the Germans all of South America's resources.

Any player with transoceanic ambitions will have to plan ahead. It is easier to conduct a campaign than historically, but you still have to control the sea lanes to ensure victory. There have been no unsuccessful amphibious invasions historically to date. There have been some that succeeded in landing the troops and establishing a beachhead that later had to withdraw because of lack of support or tactical reasons (British at Narvik), but the initial invasions were successful. If there becomes a way to make the changes to transports effective than I think that a whole scale change of the models used for amphibious attacks are a great idea, but until then I don't think there is a solution. MDow
 
Re: Re: German navy OOB

Originally posted by MateDow
All of the German ships should be correct now. The Hippers are Treaty Heavy Cruisers. Scharnhorst and Gneisenau are Treaty Battleships. Bismarck and Tirpitz are Post-Treaty Battleships with the H-Class being the Super Battleships.
OK. Great!

Originally posted by MateDow
8 for battleships and carriers, 6 for cruisers, 4 for destroyers, and 2 for steam powered merchant vessels? Does that seem resonable?

No no. I was thinking about only modest increases. There is discussion going about this issue in bug forum. Check that out. We can play with the fractions too so why not do something like: BB 2.5 , CV 2, CA/CL 1.8, DD 1.3, and 1 for transports. Those would be the fuelconsumption figures for the pre-war or the 1st models you get to build/have already. You have to keep in mind that this taxes especially UK and other countries with big navies. Also you need to balance between different unit types. While BB uses lot of fuel it maybe does not consume as much as one panzer division. These changes would also lead into necessary testing to see the how they work.

Originally posted by MateDow
Only Japan starts with heavy torpedoes. Everyone else has to research three different techs in two seperate levels to have the heavy shipboard torpedoes. Submarines will have (when the new tech tree is finished) seperate torpedo techs that have surface torpedoes as the prerequisites.

So the naval tree and sub tree have connections? Wicked! :D


Originally posted by MateDow
All of that information is already in the page where you select the tech. In the upper right hand corner is the new designs or technologies that are opened up by the tech, and in the lower left hand corner are the effects (if any) of the tech. Many of the techs in the naval tree don't give a specific bonus, but are required for more advanced designs which are more powerful. This is especially true for technologies like engines and guns which are a part of design for it's entire life. MDow
OK. No problem.
 
Last edited:
Re: Re: Re: German navy OOB

Originally posted by Icer
OK. Great!


So the naval tree and sub tree have connections? Wicked! :D

Not quite yet, but they will be :D It is something that is mainly living in my head instead of my laptop at the moment. :( MDow