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I still like your mod, hehe. But a comment of your new release

-Air-land battle doctrine still got a bugged name
-What are the requirements for improved transports? Cant find them myself.

That was it for now :)
 
I'll fix the naming bug for the next version.

To be able to research improved transports you need more advanced naval doctrine techs. But it depends on what path you follow:

The first tech requires either '38 BS, '38 FiB, or '44 Mahanian.
The second requires either '38 BS, '40 Naval Attrition, or '44 Mahanian.
Third: '40 Indirect Strike, '44 Maritime Power, or '47 Combined Fleet.

So I fear your early Sealion in '40 may be a tad difficult. :)
Still doable, though. You can either use para's to capture a port, or build some new naval bases on the French coast within 200km range of an English beach.

p.s. If you choose a new naval doctrine, and you don't absolutely need long range TP's, consider FiB as well as BS. Its bonusses are very much comparable, more so than in Vanilla.
 
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btw in my german game with 0.2 it is quite possible to invade noway from Aalborg, so Fall Weseberung is no problem actually.
 
That's true, but historically the Germans did land at Narvik. Perhaps I'll cap the Weserübung Flotilla at 10% strength, so that you can invade Norway historically but making it much harder to use for anything else.
 
I was just starting a US campaign, but I found out they have no CAG researches at all! Maybe some other countrys dont have them as well?(Japan, UK)
 
You're right, I need to add those. The '38 tech for Japan and the US, a '36 tech for UK. I don't think any of the other countries should have CAG research in 1936.
 
What a great mod this is! I just started a game using the .20 build as Brazil, the country I like to "wring out " a mod with. I want to built a huge infantry/mechanized force, and use my air force and navy primarily for coastal defense and invasion (by the USA) protection. Any ideas of techs, doctrines, etc? Should I wait and restart with version .21?
 
Bigh RI Joe said:
What a great mod this is! I just started a game using the .20 build as Brazil, the country I like to "wring out " a mod with. I want to built a huge infantry/mechanized force, and use my air force and navy primarily for coastal defense and invasion (by the USA) protection. Any ideas of techs, doctrines, etc? Should I wait and restart with version .21?
Thx! :)
Most of what I did for land and air only affects the Doomsday period, so there isn't much difference during the early years. You may want to use the "Armoured Cavalry" branch, they have higher speed and hardness compared to Motorised, but weaker attack and defense.
I don't know what navy you usually build, perhaps the CVL branch is useful. CVL's carry CAGs, they are just cheaper and weaker carriers compared to normal CV's. You may want to build some AA-Cruisers too, just don't expect them to pound surface ships with those puny AA guns. :)

Just try 0.20, the changes in 0.21 are mostly cosmetic - fixed naming errors, and added additional tech-pictures. Or you can install 0.21 and simply continue your savegame, I don't expect any issues.

anti-commi said:
add super-early motorized, they had trucks in WWI, even if they didn't use them much
They had far too few trucks per division to make the unit move faster, which is how Motorised is modelled. So I don't see the need for that.
 
egslim said:
They had far too few trucks per division to make the unit move faster, which is how Motorised is modelled. So I don't see the need for that.
that is in 1919, what about 1936, like a early motorization, or make it a brigade, speed plus one, or just make it give +1 speed and +1 fuel
 
Trucks were first used to move supplies and such. Soldiers still had to march on foot. The British divisions of the BEF used trucks instead of horses, but they still had to march all the way. That was in 1940.

Can't make it a brigade, and I see both little reason and a lot of work to make it a division. I would have to modify every scenario to move existing Mot divisions one model forward.

The most realistic way to model this would be to make every ordinary infantry division consume a little fuel, without adding any further benefits. But that would unrealistically hurt countries which kept relying on horses because of fuel shortage.
 
egslim said:
...
That's true. You can't have everything, and historically those Pocket BB's did operate alone. I'm not sure wether they'll do no damage at all, or how such combat goes. They have a longer engagement distance compared to CA's, so they may escape unharmed.

Probably I'll boost their convoy raiding ability in the next version, so they'll at least outperform subs. I haven't paid much attention to convoy raiding stats, some feedback would be appreciated.

Since the AI has nofog it can (and perhaps will) always track you down with a large force. But if you play against a human player, he will have a hard time finding you.

Please try some Pocket BB tactics and let me know how it goes.
...

Results:
So, did some trials.

The Pocket BB compare to Subs level 4 concerning convoy raiding.
When playing against the AI, the usually get tracked down quite quick by a force with CVs/CVLs and are blown out of the water before they can retreat.
Even when they encounter CAs and CLs, they usually suffer, as they have no screens.

It seams, that is not really possible to model the Pocket BB in the game so they are both historical and playable (historically) against the AI.
 
How come some of the units end up getting names like SOV, ENG, USA, GER, etc in this mod? I couldn't see a problem in the unit name file, but it can't really be a doomsday bug, as it didn't happen to me in vanilla. :confused: It's 'slightly' annoying having to rename all your ships, etc, into having proper names. It'd be a bit strange if Germany had its most effective destroyer squadron named USA.

This 'bug' seems to only apply to ship flotilla units (DD, TP, SS) and land divisions (at least Inf and Arm). It didn't apply to single ships or airplanes, AFAIK. Or maybe I just didn't notice planes and big ships like that. Strange...
 
Stoppelhopser said:
It seams, that is not really possible to model the Pocket BB in the game so they are both historical and playable (historically) against the AI.
I think you're right. I have increased PocketBB's effectiveness against convoys in the new version, may decrease their visbility some too. It won't solve these issues, but it will hopefully improve them a little.

HJV said:
How come some of the units end up getting names like SOV, ENG, USA, GER, etc in this mod?
I have no idea. I tried to replicate it building a few inf in 1936, but they were named correctly.
What scenario did you use?
Has anyone else experienced this problem too?
Did you patch Doomsday to version 1.1, before installing this mod? I think I recognise this issue from DD 1.0...

I'll probably release version 0.30 sometime this week, with some bugfixes, additional tech-pictures, model pictures and some-country specific names, plus 20 additional air doctrine techs. :)
 
20 :eek: , I hope they get researched really quick. In my games I'm always lagging behind in doctrines. May be fun to have different paths of air doctrins, just like naval and land doctrines too.