When I first played HOI2 Doomsday, I played with CORE but moved on to DAIM etc.. I'm now curious as to when, roughly, your next AI-enhanced version will come out.
Not for a couple of months... We still have to move towards Alpha phase, and given the changes to the AI and naval techs the Beta would take some time to complete I reckon. Ah well, more time to spend on the graphics for 0.40.CromCruachan said:When I first played HOI2 Doomsday, I played with CORE but moved on to DAIM etc.. I'm now curious as to when, roughly, your next AI-enhanced version will come out.
They are and will be fundamently different... For the upcoming release we're migrating to an AI for CORE which is based on that of TRP. So do expect a more challenging AI in 0.40.Tanesis said:How will the CORE improved AI compare with DAIM AI? Will the two be simimlar or will there be funadament differences due to events/tech tree etc.
Tanesis,
There is an ahistoric chance that Nomonhan won't occur, but instead SOV will go for a more total war.Beagá said:Damn, well guess I´ll have to live with it![]()
Following my game as Japan... Looking at the events for Japan I´ve noticed that if you had some land doctrines the outcome of Lake Chasan would be different (and aparently, Nomonhan´s too). So I´ve researched the techs. Ok... now it´s 1939, and I´ve had the increased tension event... followed always by a Sov DOW! The soviets get the increased tension event too.
There´s no Nomonhan victory (or defeat) event triggered, "Zhukov leads the attack" etc that I got while playing as Sov... Not that I really mind because I´m looking forward to kick the bolsheviks out of Vladivostock, but I was curious to know if this is the natural chain of events of a Japanese victory at Chasan.
For example; have the event chains for Anschluss and Munich start when Germany has influenced Austria ('influence' would then mean 'armed the austrian nazis') enough, this way you can start it earlier instead of just having it at a certain date (earlier might also mean the italians are more likely to intervene).but also note that stationing troops on a potential enemy‟s border might cause them to mobilize…
If you're basing the AI off TRP's, please make sure Britain and Japan garrison their beaches.Hagar said:For the upcoming release we're migrating to an AI for CORE which is based on that of TRP. So do expect a more challenging AI in 0.40.
If you really want to know MateDow's 'not work-related' 24-7 internet block of our forums while out on the rig threw a spanner in those works... They will be scrapped in 0.40 though, with a new naval and naval doctrine tech tree.zeekater said:1. I read somewhere that the torpedoboats would be removed, but they haven't yet?
The only downside I can come up with is the fact that the old install will still be listed in the 'add/remove programs' list, to be honest.zeekater said:2. can version 0.3.2 be installed over 0.3.0.14?
Though MateDow is the one to answer this one in depth, not all the 'old' models are necessarily the lesser choice. That depends on what you're aiming for.zeekater said:3. Why don't the naval unit techs make previous models obselete? This clutters up the build screen and makes it difficult to choose what to build. You only build the good ones anyway.
Well post it, I'd say. In any case the model names are listing the same AT-gun, with different projectile. Dec is the one who can answer you as to the how and why.zeekater said:5. The APCR and APDS (which don't make much sense if you don't know the abbreviationo ) are basically upgrades to the projectiles, so perhaps they shouldn't represent new models but changes in the stats of the existing models (if that's possible to do).
Also, because of the way they are regarded now, all techs need to follow each other, while the APCR and APDS 'upgrades' shouldn't be necessairy to get to a newer model (you don't need '41 APCR to get to '42 AT).
(I have an idea on how to fix that, that the APCR and APDS are still real models, but aren't necessairy to research, I'll post it if you want to)
No, as that would require changes to the EXE, which we consider as being 'off-limits'. Besides the amount of rework needed to realign to the 1935 OOB isn't worth the hassle IMHO.zeekater said:7. Ever thought about making a 1935 mod? (start of Germany openly disobeying the Versailles treaty)
Will be revamped in 0.40.zeekater said:8. Also, because of the torpedoboats there's no room left for more modern destroyers. All DD models are 1936, then one for 1939 and one for 1942. The same goes for the rest of the ships.
A little too good actually.zeekater said:10. How's the work on the longer battles going?
Well I certainly haven't... We are working on prolonged battles, but would opt for slower pace rather than faster to be honest. Vanilla unit speeds are already way over the top compared to real life.zeekater said:11. Have you guys had a look at the experience of WW2 mod? The battles last longer and units move faster, which makes for a totally different experience (although it's a bit overdone IMO).
Do you imply we actually have room to spare for those?zeekater said:12. some more arrows and text on the tech screens would be nice, to make things a bit easier to understand
(especially some of the earlier pre-1936 techs)
That will be something to watch out for during the Beta, I reckon. Thanks for the heads-up!dublish said:If you're basing the AI off TRP's, please make sure Britain and Japan garrison their beaches.
0.4 sounds like fun, is there an ETA?Hagar said:If you really want to know MateDow's 'not work-related' 24-7 internet block of our forums while out on the rig threw a spanner in those works... They will be scrapped in 0.40 though, with a new naval and naval doctrine tech tree.
Some models are clearly worse in all ways then others, nobody's going to build any WW1 type battleships or destroyers anymore in 1938.Though MateDow is the one to answer this one in depth, not all the 'old' models are necessarily the lesser choice. That depends on what you're aiming for.
You could view the different projectiles as cheap upgrades, which also become available with the next tech, along with the newer model (so you can 'skip' the tech). This means that you get two new models, so you have to upgrade twice, so you can make the upgrade from pak41 to pak41 apdc very cheap.Well post it, I'd say. In any case the model names are listing the same AT-gun, with different projectile. Dec is the one who can answer you as to the how and why.
If implemented correctly it makes the game a lot more fun, but those gridlocks can be a bitch, especially when it's 6 to 1 on plains in clear weather and you're still not winning..A little too good actually.The last test results had some major gridlocks - obviously we do need to scale it down a bit.
Faster unit speeds mean that the AI can respond better to attacks, too much means breakthroughs are near impossible. Unless you attack the other units on the frontline too, to keep them occupied while you force a breakthrough, which is kinda realistic I guess.Well I certainly haven't... We are working on prolonged battles, but would opt for slower pace rather than faster to be honest. Vanilla unit speeds are already way over the top compared to real life.
For some of the older techs perhaps, which are now considered more as 'given from start', like the bottom of the land doctrine tech tree.Do you imply we actually have room to spare for those?![]()
Unfortunately no... The main problem is that MateDow is (and can be) incommunicado for weeks if not more than a month... All part of having to work on an oil rig. As his naval changes directly interlock with Dec's work on the AI we can set a realistic ETA once Dec actually has the chance to review MateDow's work.zeekater said:0.4 sounds like fun, is there an ETA?
We were aiming for a 3-1 ratio, actually. But it needs some further tweaking.zeekater said:If implemented correctly it makes the game a lot more fun, but those gridlocks can be a bitch, especially when it's 6 to 1 on plains in clear weather and you're still not winning..
Well, units are presented on a division (if not corps) level in-game. Getting those on the move for a counterattack is not something which happens at lightning speed... The current unit speed in Vanilla is more out of gamey aspects than historical accuracy. Increasing this speed makes this imbalance even worse. With an increase in battle duration the AI gains more time to respond, so it shouldn't be a problem. Far from it, based on the initial test results...zeekater said:Faster unit speeds mean that the AI can respond better to attacks, too much means breakthroughs are near impossible. Unless you attack the other units on the frontline too, to keep them occupied while you force a breakthrough, which is kinda realistic I guess.
Just out of curiosity, have you ever played TRP? You seem to be looking for a very different approach to the same solution that they came up with.Hagar said:Well, units are presented on a division (if not corps) level in-game. Getting those on the move for a counterattack is not something which happens at lightning speed... The current unit speed in Vanilla is more out of gamey aspects than historical accuracy. Increasing this speed makes this imbalance even worse. With an increase in battle duration the AI gains more time to respond, so it shouldn't be a problem. Far from it, based on the initial test results...![]()
Just a wee bit - and I didn't really liked their overall approach. So in depth the answer is no, but I did get a general impression. Dec knows the ins and outs of HSR though from past experience.dublish said:Just out of curiosity, have you ever played TRP? You seem to be looking for a very different approach to the same solution that they came up with.
Not really, as we haven't reached Alpha stage as of yet. I'll probably do some more 'propaganda postering' once the Beta is rolling though. But do expect the Alpha and Beta stage to last a couple of months...zeekater said:Any teaser screens for 0.40?
I'd look on the terranova website but it keeps referring to surftown (apparently something with firefox, cause with IE it works).