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If it is possible I would suggest that U73-England would build a small navy and air-force like in DH. Also a few coastalbattery would be good vs USA and other invaders.
+1 It would be great if most/all AIs with coastal provinces started building coastal forts once they had run out of manpower, or usable land forts if they don't have any beaches.
 
For the German ministers: Ludwig Fulda has the wrong pic (he doesn't even remotely look like Brüning):
Code:
45;Head of Government;Ludwig Fulda;36;PA;Silent Workhorse;High;Bruening_Heinrich_ger;x
Here's a better one:
Fulda_Ludwig_ger.bmp
 
For the German ministers: Ludwig Fulda has the wrong pic (he doesn't even remotely look like Brüning):
Code:
45;Head of Government;Ludwig Fulda;36;PA;Silent Workhorse;High;Bruening_Heinrich_ger;x
Here's a better one:
noted*
 
Hello

I'm just very down. Only best die early.
First von Kleist, dann von Manstein and now my best Guderian at skill 7 exp 35.
Why don't die Ernie Himmler etc. ? Is there an chance for better random. ?

Greetings, I will try the autosave.
 
Code:
# Chance of leaders dying while in combat per day
	0.0003

You are refering to this part of \db\misc.txt. Since you will use your best leaders in battle chances to lose them are rather high. Use a leader in 1800 days of battle in a row and chances of losing him are 41.73%. If you think the value is too high feel free to change it.
 
Ok, my misc is from TRM 1.08.1 by Gringoesteban


# Chance of leaders dying while in combat per day
0.00015 #gringo cut in half from 0.0003

Germany has > 1000 leaders, why must the topgun die.
Take ten oldguards skill zero, not the best skilled Leader.
It was a lot of work to bring Guderian to 7 - 35.

but is ok, using autosave he is still driving east.
 
Also note that deathdate for leaders works somewhat differently IIRC. They don't die immediately, but have a massively increased chance to die in combat. Once the leader has "expired", no amount of savegame-whoring will help you in the long run.
 
It is much more efficient to edit savegame. Set startyear to something in the past and endyear to something in the very future. Afaik this even allows dead leaders to be reborn again without losing skill.

They don't die immediately, but have a massively increased chance to die in combat.

Afaik this chance does not depend on combat.
 
Endibear brings up an interesting topic, maybe there should be a feature that decreases the chances of death for leaders with higher skill and experience levels.
 
What if leaders with skill doctrines like commando and Defense are given a 0.0001- not to die in battle? maybe a bit difficult to change to.

Pang will there be a new set in may?
 
Is it plausible that better leaders die less often? One might on the contrary expect them to take higher personal risks.

Pang will there be a new set in may?

I would guess so. It is hard to make statements regarding the future and in the last weeks i had other priorities. But the extensive reworking of research AI is something i would like to finish in the "foreseeable" future.
 
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What does AO stand for?
 
Ah ok, I would also like to see the extensive reworking of research AI. But I would really like to see an extensive reworking of combat AI; no matter how many units it produces, or what type, or whether they are upgraded or not, if the AI cannot use them properly none of this really matters IMO.
 
Ah ok, I would also like to see the extensive reworking of research AI. But I would really like to see an extensive reworking of combat AI; no matter how many units it produces, or what type, or whether they are upgraded or not, if the AI cannot use them properly none of this really matters IMO.
I find the hardcoded part of the AI not too bad, as long the settings in the AI files are well-adjusted to the units it uses. Effective use of armor needs high recklessness (never below 2) and the "offensive" setting, but use the same settings for an infantry-based army and it will die horribly (0-1 and "even" or "defensive" work best for that, IMHO). Defense with mobile units does quite well with "reactive" and "op_defensive" (use the latter when it has more room to play with). If it uses high-morale doctrines, don't be afraid of starting losing battles (i.e. min chance at 1.0 or even 0.9). They might still win with their higher ORG regain, and will otherwise be way too passive against high-org armies.
In general, I think a lot of AIs are set way too passive. I find that setting recklessness to 2 for one participant of the SCW will almost guarantee that faction to win (but it also depends a lot on who gets the armor division Spain has initially).
 
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What I have noticed consistently is that a leader is killed in combat very soon after my country first goes to war. Then it is quite a while before the next leader is killed in combat. It is almost like the program needs to kill off one leader very quickly in order to set the clock. Anyone else noticed this ?
 
What I have noticed consistently is that a leader is killed in combat very soon after my country first goes to war. Then it is quite a while before the next leader is killed in combat. It is almost like the program needs to kill off one leader very quickly in order to set the clock. Anyone else noticed this ?
IIRC i didn't experienced this specific phenomena, but some other things (like events) make me believe, that it would be good, to take a look at some randomization formulas in the engine. It looks like some of them are not really random, at least on some computers.