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subs should take much damage when fighting good escorted convois
I agree completely, but as far as I know there is no practical way to implement this through modding.

when modern or nuclear subs are developed, the should be very deadly
I'm not so sure about that. The first nuclear powered subs were very noisy, and of course all subs suffer from poor communications. There is really very little precedent to predict how such a confrontation would proceed.
I've already given modern subs an improved naval attack, may be worth it to boost that a little more.

The biggest issue is that because subs in general suffer poor communications compared to surface ships, they really should receive a higher stacking penalty. But only Paradox can do that, which leaves us with two options: Underpower individual subs to have realistically powered large substacks, or power individual subs correctly and suffer overpowered superstacks.
 
incredible looking stuff, great job. I'm looking forward to seeing what my new navies can do.
 
Really nice mod, but a few comments. Because of all the extra reserarches isnt it justified to make the difficulties a bit lower. For example carrier research, normally CAG research is within the carrier tech so with those divided shouldnt they combined take the same time to research. Also there is a small typo for the nuclair sub. But this mod sure feels good to me.

Also the last german land doctine gives 4% delay chance two times. It would be nice too see historical dates for the air doctrines two.
 
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humallor said:
incredible looking stuff, great job. I'm looking forward to seeing what my new navies can do.
Good luck! Please let me know how it goes. :)

Mo-jo said:
Because of all the extra reserarches isnt it justified to make the difficulties a bit lower.
Actually, no. I began this mod because of disappointment with the small number of additional DD techs. After several handsoff tesruns I found that the AI of a major power has no problem researching most of the techs by 1953 - including the ones I added!

Also note that you don't have to research every ship of a branch to build the most advanced model. Researching the "Modern Destroyer" unlocks for example the "Semi-Modern Light Cruiser" tech.

Also there is a small typo for the nuclair sub.
I've made a note, will check that out.

But this mod sure feels good to me.
Please let me know any bugs you encounter, (hopefully none :) ) I plan to keep this mod fairly simple - personally I prefer a bug-free game over a more feature rich, but buggy one.
 
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There is a problem with naval doctrines, e.g., you can't abandon certain naval doctrines. As Germany I wanted to choose other than sealane interdiciton. I abandoned all its doctrines up to the basic sealane interdiction which I couldn't. Any idea why? Maybe the pocket BBs are the reason...
 
egslim said:
You're right, it's because of the pocket battleship. I think I'll move that tech to the Naval Doctrine tree, so you can abandon it too.

great! Any ETA of the new verison?
 
A quick bug notice: The 1938 hospital tech seems to have some problems. The name when researching and the different components says: TECH_COMPblabla. Looking forward for the new version.
 
Hehe :)

Changelog:
Added several tech-pictures
Fixed some tech-naming bugs
Added some additional unit names for CVL's
In the '36 scenario Germany now begins with one long range TP, to invade Narvik
Moved the Pocket Battleship tech from Naval to Naval Doctrine, to allow the German player to switch doctrines.
Once you have researched the TP techs switching is no longer possible. On the upside, Sealane Interdiction becomes quite strong with its additional techs.
 
Maybe you could also add new unit names for majors for the more advaned units like improved tubo-jet etc. Would be a good addition to your mod.
 
Two questions concerning the Pocket BB.
The range is good for raiding in the South Atlantic, but with no screens to match that range, it will be a lame duck in any surface action against Allied forces, as the efficiency will be 0% (i.e. no screen attached)

1.) Correct?
2.) Also, will it be effective against convoys?
 
Maybe you could also add new unit names for majors for the more advaned units like improved tubo-jet etc. Would be a good addition to your mod.
I plan to do so. Any suggestions are appreciated, but first I'll do some other stuf - add Air Doctrines, add the other scenario files, improve the AI and add tech-pictures.

The range is good for raiding in the South Atlantic, but with no screens to match that range, it will be a lame duck in any surface action against Allied forces, as the efficiency will be 0% (i.e. no screen attached
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.

Installed the new 0.21, but can't abandon the Naval Doctrines?
The Pocket BB tech requires Sealane Interdiction. You need to abandon the former to be allowed to abandon the latter. Also note that once you have researched TP's with improved range you'll be stuck with you current Naval Doctrine Path.
On the upside, by 1947 Sealane Interdiction practically equals Base Strike and FiB in all possible ways.
 
this mod is crap ships still have ranges equal to that of a rowing boat and the transports are useless people could swim further than the first transports can go.

the tech screens look a mess and make no sense.
 
If you'd like to row for 2000km, please do. And I hear the weather in the Bermuda Triangle is positively lovely, this time of year.

The fact is that it took until '43 before anyone figured out to perform a succesful, long range amphibious assault versus a defended coast. The proposed Sealion was an exercise in wishful thinking, Torch and Guadalcanal owed their succes mostly to the defenders' lack of resistance.

I appreciate well-argued criticism, which allows me to make improvements. Hyperbolic claims without any logical support are useless, if those are all you can contribute your presence doesn't add anything remotely useful to anyone. Please leave this thread, then.