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Originally posted by MateDow
Didn't Russia (SU) actively support paritisan activity with supplies of weapons and advisors? Seems like they were able to "create" partisan units in the German occupied territories. That would be something useful to have. It would probably be to much to ask that a partisan unit only be able to be produced in enemy occupied territory. MDow

Yes, but for now I don't see partisans (in Europe) as full units (even as militia). Every unit occupies territory, and in Europe it was very rare. It looks good on map when we see territories under partisan influence, but in reality their presence resulted mainly on lost supplies, damaged infrastructure and manpower loses. We could add it as series of events (soviet "Battle for Rail" in 1943 or Allied support for Resistance in France for example). One event for decision (support guerillas or not?), second, pesistent for Germany (small, but annoing loses of supplies and manpower). But it's whole different matter than adding units...
 
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Copper Nicus, I tried out that tech tree a few times already and it looks great. Maybe a question: how about adding an event for every (yes every) nation with the trigger being nation= NOT ai-controlled with no options but as an effect an increase of a research time and cost (as there is no real benefit of building multi-turreted tanks)? I think it would give the AI an ability to come close to the player in research... I will also look at the times to research certain techs for every nation a bit more thoroughly starting tomorrow, then i can post my findings. Another (and the final) idea is to add a (unresearchable) positive effect for the russians, swedes,norwegians,finnish,... fighting in winter conditions, the same could be done for mountaineous or jungle nations.
 
Originally posted by emperor dennis
(...)Another (and the final) idea is to add a (unresearchable) positive effect for the russians, swedes,norwegians,finnish,... fighting in winter conditions, the same could be done for mountaineous or jungle nations.
Don't you think Winter Specialist trait is enough?
Cheers
 
I already added Winter War doctrine for starting Finland OOB. Futhermore, IF SOV win Winter War, then as an oucome they would get this doctrine also (corrected event).
I added some "unreasearchable" doctrines, but that are negative modifiers mostly, since I'm trying to recreate more accurate starting techs then in original HoI. In case of countires like Holland, Romania and Poland it's not a problem, but in case of France... They really need tweaking if they would get B1 heavies from the start. Same with Russians.
The only positive nonresearchable doctrine for now is Japanesse "Bushido Codex" +7 org to all land units and possibility to build Kamikaze (high naval attack, low defence, low org). They really needed that - somehow now they are much more resilent in China then usuall.

I don't want to boost nations with this doctrines, I rather want to use it as a main balance tool.

About research - I know about the problem, but I would rather use industry multiplyer, as in Worker's efficiency tech. For now, I'm trying to optimise tech preferences in AI's -and sometimes it even works. :D
 
Well, there should be more of these nation-specific techs. I just love the idea! I just got to the library and got a book wich tells the war from the eyes of different soldiers and compares food, morale, pay,training,... I'm gonna look in those tables and post the findings ASAP (I think Italy should have lowerg org and Japan higher defense).
 
Originally posted by Generalisimo
:D :D :D
yes, Italy is already too weak... don't help them increase their weakness... :D
A simple "The whole nation supplements to the retreat effort" event would do.
Cheers
 
Perhaps the US could get a special doctrine raising the supply-need of their units. To quote someone on this board (can't remember who) "the US troops were real supply-junkies". :)

Maybe this could balance them a bit aswell.
 
Originally posted by barrabas
Perhaps the US could get a special doctrine raising the supply-need of their units. To quote someone on this board (can't remember who) "the US troops were real supply-junkies". :)

Maybe this could balance them a bit aswell.

Heh, all technologically advanced units use much more supplies then their less advanced counterparts - that's (and overpowered tanks) the main feature of MKSheppard's mod. ;)
I lowered it a bit, but I assure you that supplies are now really important factor in game, not just the slider you never use. :D
 
Originally posted by Copper Nicus
Heh, all technologically advanced units use much more supplies then their less advanced counterparts - that's (and overpowered tanks) the main feature of MKSheppard's mod. ;)
I lowered it a bit, but I assure you that supplies are now really important factor in game, not just the slider you never use. :D
Ok, that sounds good. What about models (tanks etc.)for the new techtree. I could help with that if needed.
 
Originally posted by Copper Nicus
I added some "unreasearchable" doctrines, but that are negative modifiers mostly, since I'm trying to recreate more accurate starting techs then in original HoI. in case of France... They really need tweaking if they would get B1 heavies from the start. Same with Russians.
The only positive nonresearchable doctrine for now is Japanesse "Bushido Codex" +7 org to all land units and possibility to build Kamikaze (high naval attack, low defence, low org).

I don't want to boost nations with this doctrines, I rather want to use it as a main balance tool.

Historically accurate, (hopefully) balanced, ambitious and original... IT SOUNDS GREAT!!, good idea Copper Nicus!! I like it!
:D
 
New Infantry Tech Tree

Hello all;

I'm interested in doing an entirely new Infantry tech tree, with changes to the Land Doctrines, Artillery, and Armor tech trees where they affect the Infantry.

I'd like to change it because the arrangement of techs is, to me, more than a little awkward and unrealistic. Many of the techs overstate the effect of some weapon innovations and understate others. (Examples, the flamethrower for overstated and the semi-auto rifle for understated.) The affects of many techs seem totally arbitrary. (Example, why dont improvements affect Cavalry? Is there any reason why Cavalrymen cant use an improved rifle or submachine gun?) I know our friend, MKSheppard, addressed this particular issue but I think it still needs work.

Another problem of the tech tree is that it doesn't accurately reflect the substantial differences in small arms quality and the profound impact that had on unit firepower. -Example- the Italians and the Japanese both had submachine guns, light MGs and GPMGs at the begining of 1936, but they were so bad that they added very little to the firepower of the units employing them. Italy's main battle rifle was the Mannlicher-Carcanno (sp) for Christ's sake!! How does that equal the British Lee-Enfield or the German K-98, or the Russian Moissan-Nagant (sp)? Not to mention that the US had the M1919 LMG, M2 HMG, M1917 BAR, Thompson SMG, .45 Auto Pistol, M1 Garand rifle, all by 1936.

The point I'm trying to make by highlighting these differences, is that a unit's ability both to attack and destroy the enemy, as well as its ability to defeat an attack is directly proportional to the accuracy, lethality, and volume of firepower that it can direct at the enemy. Period. True then - true now. However, if you're Italy or Japan and you have the 'Service Rifle' innovation, then you get the same benefit as another nation that has a much more technically competent small arms industry. Its seems that production quality played a role here too, but thats beyond the scope.

I need help. I need some way to address this and other issues with the Infantry tech tree that aren't too cumbersome. I'm thinking of expanding the 'Early Weapons' heading to include some of these inferior infantry, and infantry support weapons.

What do you think? Am I even on the right track? Please, post your thoughts. I really have a high regard for much of what I see posted and I am really looking forward to the feed back.
 
Partisans

Just read the discussion about partisans in this thread. Hope it's not to late to enter the discussion.

Some of the suggestions are to treat partisans as a new unit that is event driven (for example a new unbuildable militia model). Unfortunately, every time I've gone down that road I am completely stopped by the following Catch-22:

The add_division command will only add the highest model of any unit (there's no way to specify model number) so the partisan model must be the highest. On the other hand, the AI will always try to build the highest model of any unit so if the "partisan" is the highest militia model the AI will try to build it instead of "real" militia.

Am I missing something? Or is the idea not currently feasible?
 
I think we could always use the "none" file in the units file...
 
Re: New Infantry Tech Tree

Originally posted by ArmyRanger
I'm interested in doing an entirely new Infantry tech tree, with changes to the Land Doctrines, Artillery, and Armor tech trees where they affect the Infantry.
(...) The point I'm trying to make by highlighting these differences, is that a unit's ability both to attack and destroy the enemy, as well as its ability to defeat an attack is directly proportional to the accuracy, lethality, and volume of firepower that it can direct at the enemy. Period. True then - true now. However, if you're Italy or Japan and you have the 'Service Rifle' innovation, then you get the same benefit as another nation that has a much more technically competent small arms industry. Its seems that production quality played a role here too, but thats beyond the scope.
What do you think? Am I even on the right track? Please, post your thoughts. I really have a high regard for much of what I see posted and I am really looking forward to the feed back.

Hmmm, what can I say? If you got any ideas how to improve MKSheppard's tree, they post it here. CORE tree would be basically the same as Shepp's, but with tweaks to values, supply use, statistics and so on - oh, navy would be totally changed, but it's different topic. The main problem with this tree is keeping balance of game and ability of AI to keep up with the player.