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MateDow, I'm working on the AI at the moment (building queues are a priority at the moment) and I think the best way to simulate pre-war shipbuilding of large ships (cruisers, battleships and carriers) is by using events; i'll post an example of it soon, okay?
 
Originally posted by emperor dennis
MateDow, I'm working on the AI at the moment (building queues are a priority at the moment) and I think the best way to simulate pre-war shipbuilding of large ships (cruisers, battleships and carriers) is by using events; i'll post an example of it soon, okay?

Go see my post in Naval Mods. I don't like the idea of forcing historical builds on the AI. Historical builds were based on a different reality. MDow
 
Graphics update

Since I'm still working on 0.25 version of basic pack, meanwhile you can download updated version of graphics pack .

Changes:
- graphics for new industrial techs added,
- graphics for new doctrines added,
- all techs pics are optimized (no single file bigger than 17 kB).

Aprox. size of the file - 2 MB.

Enjoy!
 
The tank techs activate the wrong tanks.
application = { # Basic Medium Tank (50+mm)
id = 2318
name = TECH_APP_ARMOR_4_18_NAME
desc = TECH_APP_ARMOR_4_18_DESC

required = { 2314 14206 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = new_model which = armor value = 21 }
command = { type = deactivate which = 2315 }
command = { type = deactivate which = 2316 }
command = { type = deactivate which = 2317 }
command = { type = deactivate which = 2319 }



this activate tank 21 ( improved medium tank 40mm) while it should activate tank 19.
 
Originally posted by hesp
The tank techs activate the wrong tanks.
(...)

It was corrected in version 0.23 - download the latest version of mod (0.25). :D

EDIT:

Ok, new release is ready - basic pack 0.25 .

Changes since 0.24:

- corrected Naval_tech file added (both missing techs and format of the descriptions),
- Far East AI's updated to CORE 0.21 (with a touch of tech priorities),
- another update to allies AI's (usa.ai, uk.ai),
- Post War tanks and MBT basic soft_attack reduced to 20,
- modified USSR_defence.ai (front AI),
- now triggering tech events is much more easy.
 
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some feedback

Germany still have forces in saarbrucken(not important, but very easy to fix)
Germany should have the following techlevels( IMO), 6600 6700 6800 6940, from start. And the the tech apps; 6918 6917 6916 6914 14258. This way they can research post treaty battleships(bismarck) from the start and start build it in 36, as IRL.
MAybe increasing hard attack would be a good idea, tanks are way to hard to destroy IMHO.
Maybe remove elite and 44 pattern completely?
About the supply cost increase: Most ppl arent used to that and many of them wont like it...how about having it as an add-on? We shouldnt force it upon them but give it to them as an option...just an idea. And have math guys mod supply problemsolver as another add on? just an idea
 
Re: some feedback

Originally posted by hesp
Germany still have forces in saarbrucken(not important, but very easy to fix)

Yes, I've corrected it in the next release, I'll post it in the next weekend. About German naval techs, I would have to ask MDow, I know that he was going to give germans some more tnaval techs from the start.

Tanks - I'm going to double hard attack of improved tube launchers (+2) and guided missiles (+4 ?), but basically I think AT brigades solve the problem. Early tanks (up to "basic") are easy prey for basic infantry divisions - later they are much more tough, but then AT brigades come handy.

In the next release Germany would get "Blitzkrieg" national doctrine, being the prerequsite for both elites and 44 pattern - it would solve "allies elites" problem.

About supplies... honestly, I don't know. I slashed supply increase to 20%-30% of Shepp's and I think that now it playable (but of course annoing, just like I expect it to be). I had not ime to make full tests of supply mod, maybe after that I'll decide how to implement than... but options in installer seems like a good idea.
 
Just wondering...
Is it possible to have two condition requirement for tech to activate? Something like this:
Flamethrower tech, that would only give Inf-E a bonus of say 30% for urban and/or fort fights.
On the other hand, you would need to research say Flamethrower halftrack for Arm-E to have bonus like that.
Also, is it possible to have more Arm units available? You know, just like you have inf, mar and paras for example, to have light, med and hvy(or elite) tank division units.
So, when you, for example, research Tiger I tanks, your hvy arm divisions get a +2 bonus on soft and hard attack for example.
When you research some advanced light tanks, only your light arm divisions get upgrades and so on.

It would be also cool if only hvy tanks would have a some kind of a huge disadvantage in mountains and jungle, while light tanks would be less disadvantaged thus people would actually use ther adv light tanks for the less hospitable terrain.

Infantry Engineers would need to be the most expensive unit in ICs with some huge bonuses for urban and fort battles, while mechanised or armour eng would be great for passing over obstacles like rivers or forrests.

Just some random thoughts ;)
 
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Originally posted by Snack
Is it possible to have two condition requirement for tech to activate? Something like this:
Flamethrower tech, that would only give Inf-E a bonus of say 30% for urban and/or fort fights.
On the other hand, you would need to research say Flamethrower halftrack for Arm-E to have bonus like that.

IFAIK, no. It's the matter of HoI mechanics - you can add bonus to the infantry OR brigade (any kind) OR tanks, but not to the specific combo of division and brigade. :(

Originally posted by Snack
Also, is it possible to have more Arm units available?

In generic tech tree you have multiple Arm (Armoured) divisions, and those are the kind you refer to. For example - you can have division of Pz I (light division) or later division of Tiger I (heavy div).

I my tree however I removed heavies as a separate unit - having researched heavy tanks means simple bonus (on upgrade) to the normal tank divison (it represents heavy tank battalion added).


Originally posted by Snack
It would be also cool if only hvy tanks would have a some kind of a huge disadvantage in mountains and jungle, while light tanks would be less disadvantaged thus people would actually use ther adv light tanks for the less hospitable terrain.

Heavy tanks got disadvantage - they are slow and costly. In my tech tree supertanks are probably total waste of IC (as in reality) - they are slow and extremely expensive. Tough, deadly - but basically stationary. :D
On the other hand, light tanks divs dissapeared when most of the countries invented fast medium tanks - light tanks were moved to recon work. I have no idea how to implement it in HoI terms... :(

Originally posted by Snack
Just some random thoughts ;)

No problem. :D
 
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On the other hand, light tanks divs dissapeared when most of the countries invented fast medium tanks - light tanks were moved to recon work. I have no idea how to implement it in HoI terms...

You could have a tech like recon brigade, which would provide a bonus on inteligence and maybe soft attack.
However, light tank divisions have not disappeared, not even today, they are usualy refered to as mech divisions ;)
(All this AFV like the Bradley are light tanks)
 
Originally posted by madner
You could have a tech like recon brigade, which would provide a bonus on inteligence and maybe soft attack.

Until HoI get more types of brigades it's probably impossible - as a division size recon units can't function properly.

Originally posted by madner
However, light tank divisions have not disappeared, not even today, they are usualy refered to as mech divisions ;)
(All this AFV like the Bradley are light tanks)

AFV are developed from a bit different doctrine - and US Army utilises Bradleys as light/recon tanks only by convenience (standardisation of equipment). Modern "mechanized" and "infantry" divisions are also very "heavy" in HoI terms - standard post-Warsaw Pact mechanized division consist of one tank regiment and 2 mechanized regiments, let alone US Army divisions. But it's whole different story (and thread)... :)
 
Update...

Ok, I just uploaded new basic pack 0.26 .

Changes since 0.25:

- fully updated to C.O.R.E. 0.21,
- naval tech bug (406mm gun) corrected,
- added Land Doctrine 11513 - Blitzkrieg (small bonus for speed of GER armour),
- Land Doctrine 11513 - Blitzkrieg is now prerequisite for Elites and 44' Pattern Land Doctrines),
- added Land Doctrine 11514 - deactivating "Partisan Attacks" (to avoid accidental invention of those by Allies),
- some of INC files corrected (added doctrines mentioned above),
- another update to USSR_defense.ai,
- added file text.csv (part of models names is added there),
- added models of tanks for France (first update) and UK,
- higher cost of types of all planes (2 IC on average),
- all river attack and shore attack bonuses lowered to 5% max.

Enjoy!
 
WOW, I just tried your Tech mod and I love it!
REALLY AN AWESOME JOB! ;)

Just a thing:
It seems that your mod brings back the old 1.03b bug that sometimes caused problems when merging units (sometimes it's impossible to split or manage(disband, strat. redeploy, upgrade, etc...) units in an army.
 
Originally posted by Pkunzipper
WOW, I just tried your Tech mod and I love it!
REALLY AN AWESOME JOB! ;)

I should start to collect posts like that... :D


Originally posted by Pkunzipper
It seems that your mod brings back the old 1.03b bug that sometimes caused problems when merging units (sometimes it's impossible to split or manage(disband, strat. redeploy, upgrade, etc...) units in an army.

Could you give me some more details? I've never encountered that before (but most of the time I just run "observer" games). :(
 
In 1.03/1.03b sometimes, usually after merging 2 or more armies, the new army became un-manageable. In the interface on the right the division scroll-bar get crazy (it moves by itself!!), divisions aren't shown correctly and you can't click on any of the division icons in order to disband, upgrade etc...)
I don't know what was the cause, but I never encountered it anymore in 1.04.

While trying your mod (I was Italy) it happened 3 times in 2 different games.
 
I have an autosave file in which it is 100% reproducible.

If you PM me your E-mail address I will send you the save file.

It seems also that if you save the game and reload it, the corrupted army begin to work correctly again.
 
Originally posted by Pkunzipper
I have an autosave file in which it is 100% reproducible.

If you PM me your E-mail address I will send you the save file.

It seems also that if you save the game and reload it, the corrupted army begin to work correctly again.

Ok, send it, it could be helpful.
 
Originally posted by Copper Nicus
Until HoI get more types of brigades it's probably impossible - as a division size recon units can't function properly.


I thought more like a tech, similar to the heavy brigade which gives bonus to certain stats. (You could make one deactivate other, to give the player the hard choice ;) )


AFV are developed from a bit different doctrine - and US Army utilises Bradleys as light/recon tanks only by convenience (standardisation of equipment). Modern "mechanized" and "infantry" divisions are also very "heavy" in HoI terms - standard post-Warsaw Pact mechanized division consist of one tank regiment and 2 mechanized regiments, let alone US Army divisions. But it's whole different story (and thread)... :)

Yes, but isn't that the point, a standard tank (armour) 3 regiments division has 2 tank regiments and 1 mech division. The same is also true for the panzer and panzergrandier divisions. (at least theoriticly :D )
The TO&E is quite similar, but the qvantity of the same changes the doctrine of the unit.
The French had a different 4 regiments divisional organisation, but they mech divisions had also 2 regiments of mechanized infantry.