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Deutschland class BC aka "Pocketbattleship" or "Panzerkreuzer", range 8000 can go to 16000km under convoey raiding order wich brings the ships to malaya at max range
Hmm, I'll make it 6000 miles - they did enter the Indian Ocean.

btw i had better positioning(about 5-8 min/max more then the uk fleet) and the better leader:p
Yeah, but you were outnumbered - quantity is a quality by itself. ;) 13 capital ships vs 8, I think?

I've had some similar encounters playing as UK. You probably would have fared better with some more CA's (of course with additional screens). Which makes sense, a powerful fleet needs to be balanced.
 
the editor

I dont know why I a cant use the scenario editor when i am using this mod(that has a lot of tech that i have been missing). I dont know if apply this mod wron or what. I just use the files in rare.file for this mod and extract it to the installation directory for domsday and overwrites files when needed to.
 
Egslim, have you considered putting your mod forward as a modder's resource? Your tech tree, and this goes without saying, is infinitely better and gives so much more variety than DD's original. Yet so many great mods in development (Stony Road, EMKEIEN, HIP, Starfire) are using tech trees that are basically tweaked vanilla. Why not let them use your mod as a base to tweak on? It'd improve everyone's lot -other mod developers, players- while you'd still retain your freedom (and get more exposure to boot).

What do you say?

My interest in this: I like your mod, but I also like events; so I end up playing mods with substandard tech trees.

Also have you considered setting up a Stony Road system where researching brigade techs improves your basic units as well? e.g. you research basic field artillery, it gives your inf units +0.5 soft attack. This'd be more realistic, since getting better guns/tank destroyers would impact the whole army (I mean all divs have artillery with them anyway, not just those with brigades).
 
Just summarizing my last post: what I'm envisaging is your tech tree becoming a standard for the HOI2 modding community.
 
The one complaint I have about that system (Not this mod, the adding of soft attack/hard attack etc. values) is that sometimes people underestimate it a lot...
If you develop an entirely new artillery system, you should expect to have a significant difference in your artillery strikes than the enemy. Soft attack shouldn't go up by like... .25, it should go up by something noticeable like 2. It's an added bonus when it's 2, but if it's .25... you really don't have the motivation to go on researching that tree until you have to because it's such a miniscule bonus.
 
All my work is entirely free for everyone to copy/use as they please. But I think most large mods prefer to use their own techtrees. In any case, the mod is available to download for everyone, so I don't know what else I could do to put it forward as a modding resource.

Oh, and thanks for the compliment! :)

By the way, for extra events you can also use DD-SMEP, it contains all the SMEP 4.5 events plus some new ones.

Also have you considered setting up a Stony Road system where researching brigade techs improves your basic units as well? e.g. you research basic field artillery, it gives your inf units +0.5 soft attack.
The problem with that system is there needs to be an annexation event before the changes are applied to every unit. Until Paradox fixes this I feel it is too much of a hack. An alternative would be for each infantry tech to require one or more appropriate brigade units (since they are supposed to include these types of weapons anyway), and for the marines/mountaineers/airborne to require a previous infantry tech.
 
egslim said:
The problem with that system is there needs to be an annexation event before the changes are applied to every unit. Until Paradox fixes this I feel it is too much of a hack.

Stony Road got around that problem. They set up an offscreen nation (military establishment I think it's called) that periodically releases a puppet then annexes it. I always wondered why it was happening during my games.
 
Oh, that's a pitty...Any plans for 1944 scenario. I plan to play as germany, try to beat back the USSR and the Allies and contest USA on the seas..
 
Great work Egslim!!

I've used the mod in my last three games as USA. In the current game, its Feb. 1 1944 and I haven't been able to launch an amphibious invasion yet. The Japanese have a 30-ship carrier task force that has been stopping any attempt to control sea areas sufficiently to allow the marines to attempt an attack. They have even ambushed transport TF's bringing troops to the staging area. My air power and carrier task forces (2) are starting to wear down that IJN TF with Saipan port strikes (where it went after I retreated my prime CTF (which had two severaly damaged lvl5 carriers) in the last engagement.

Two of these games had Germany respect the Munich agreement. Which I found strange as that choice was never taken in any games I have previously played as USA.

My build and research strategies still need tinkering as when war did break out (Feb 42), I was not prepared for maintaining sea lane control (which was easy in Vanilla).

Again, excellent work. I plan on using your scheme when I get back to modding as it forces more strategic choices.
 
egslim said:
Yeah, I plan to convert the '44 scenario first, then the '45. After that, the small scenarios.

Hello egslim, I just wated to congratulate you on the excellent mod. I hope that you are able to continue tweaking and bigfixing it.
 
egslim: this looks like a really cool mod, and thank you for your effort - I intend to start a game w/ it this evening. I have a question regarding your AI changes: are they specifically for the AI to use your mod, or did you throw some AI tweaks in there as well?
 
Most of them are for the AI to work correctly with my mod. That includes changes in the research AI, and more aggressive Allied navies to take advantage of the different naval stats.
 
Ok, I installed it last night, and have a few questions:
1) I don't see an obvious path / dependency for the Night Combat / Efficient Ship / Master Decrypt techs. How can you research them? Also, being '46 techs eliminates their utility during the brunt of the war (Japan's from '41 - '42, US from '42) - am I missing something?
2) Same question about the '44 Mahanian tech - how do you get there? And what are you trying to convey w/ this tech?
3) TPs: since all of them are marked as '36 tech, how is this a real impediment to long(er) distance amphib ops? And am I missing a separate troopship-type transport, for long distance port-to-port moves?

Overall, great ideas and a great mod! I'm looking forward to my Pacific War.
 
1) They are starter-techs for Japan, UK and the US respectively - to reflect those nations had a competent naval tradition. One tech per nation.

2) Mahanian is a continuation for the Sealane Interdiction path, allowing countries with Sealane Interdiction to compete more directly with Base Strike and FiB through improved carrier positioning and such.

3) Because while they themselves are all '36 techs, they require certain Naval Doctrine techs to be researched. Base Strike unlocks all TP's quickly, Sealane Interdiction takes longest.
You need to use the "Rebase" command to move TP's with troops over long distances, but this is only possible between naval bases - that's a WAD.