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Pang Bingxun

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Nov 22, 2011
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Zsar1 has started working to improve the executable of AoD a while ago. I have started working on some softcoded changes and expect to upload a first set this weekend. This thread is meant to bundle those development effords towards 1.11 that donnot quite fit into the Bug Report Forum. Bug Reports should still happen there.

Edit: The final patch 1.11 is a complete patch. It should work relative to any older version including 1.02.

The estimated checksum is: RKPR
 

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  • AoD_Patch111_RC6.7z
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Interested, & thanks. I don't seem all that enthusiastic about HoI4 at present, bigger & newer is not always better.

Is Paradox likely to keep AoD / DH forums and development going?
 
Not right now, no.
It would help a lot if a save game reproducing the problem could be provided, but I do recognise that this is difficult to acquire.

----

In more uplifting news, I am probably going to start releasing preview executables within the next two, three days.
Provides people with a way to help speed development along by testing and reporting problems as they arise.

I even threw in a (very minor) new feature already.
 
"Is Paradox likely to keep AoD / DH forums and development going?" Paradox seem to have littel or no interest for AOD and AOD is now only sold via steam. Darkest hour is sold via steam and gogDOTcom. AOD is one of the few classic games that are not sold via gog :-( (sad) even europa universalis 1 from 2000 is at gog.
But as long there is activity on the forum and we work with AOD its the game is alive.

The overun-mechanic I have seen since 1.8 I think. Nice to see a 1.11 thread.
 
Put up a thread for 1.11 Alpha builds.

Unlike with 1.10 there is no buffer this time, things are coming as they are written.
Please refrain from use if you are looking for a stable product; by all means please use if you want to help testing.
 
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Set 1 is online. Full 80 kb. The abandoned queue rotation from 1.10 is a great improvement i hope to utilize.

Code:
\db\events\hoi2.txt
     919194: inverted options
     919195: inverted options

\scenarios\1936\alb_36.inc
     changed production sliders
     1: uses now double ic

\scenarios\1936\ast_36.inc
     1729: added 42 metal, reduced main depot accordingly
     adapted order of building queue to abandoned queue rotation

\scenarios\1936\aus_36.inc
     changed production sliders
     204: added factory to building queue

\scenarios\1936\bel_36.inc
     1095: added 134 metal, reduced main depot accordingly
     changed production sliders
     adapted order of building queue to abandoned queue rotation
     27: uses now double ic
     38: new line of infra
     39: new line of infra

\scenarios\1936\bra_36.inc
     changed production sliders
     adapted order of building queue to abandoned queue rotation
     31: new line of infra
     32: new line of infra

\scenarios\1936\can_36.inc
     changed production sliders
     adapted order of building queue to abandoned queue rotation
     23: uses now double ic
     24: new line of infra

\scenarios\1936\cgx_36.inc
     200: uses now double ic

\scenarios\1936\chi_36.inc
     adapted order of building queue to abandoned queue rotation

\scenarios\1936\csx_36.inc
     adapted order of building queue to abandoned queue rotation

\scenarios\1936\czh_36.inc
     adapted order of building queue to abandoned queue rotation

\scenarios\1936\finland.inc
     adapted order of building queue to abandoned queue rotation

\scenarios\1936\france.inc
     949: removed 400 supplies, increased main depot accordingly
     1337: added 30 rarematerials, reduced main depot accordingly
     1337: removed 80 supplies, increased main depot accordingly
     1692: added 9 rarematerials, reduced main depot accordingly
     1692: added 1 supplies, reduced main depot accordingly
     adapted order of building queue to abandoned queue rotation
     162: uses now single ic
     163: uses now single ic
     164: uses now single ic
     165: uses now single ic
     177: new line of infra
     178: new line of infra
     179: new line of infra
     180: new line of infra

\scenarios\1936\germany.inc
     adapted order of building queue to abandoned queue rotation
     205: uses now triple ic

\scenarios\1936\greece.inc
     396: removed 70 supplies, increased main depot accordingly

\scenarios\1936\holland.inc
     1359: added 7 rarematerials, reduced main depot accordingly
     1628: added 7 rarematerials, reduced main depot accordingly
     1641: added 30 oil, reduced main depot accordingly
     adapted order of building queue to abandoned queue rotation
     35: uses now single ic
     36: uses now single ic
     50: new line of infra
     51: new line of infra
     52: new line of infra
     53: new line of infra

\scenarios\1936\hungary.inc
     adapted order of building queue to abandoned queue rotation

\scenarios\1936\italy.inc
     534: added 38 metal, reduced main depot accordingly
     adapted order of building queue to abandoned queue rotation

\scenarios\1936\japan.inc
     1203: added 30 energy, reduced main depot accordingly
     adapted order of building queue to abandoned queue rotation
     1003: uses now triple ic
     1004: uses now single ic
     1005: uses now single ic

\scenarios\1936\newzealand.inc
     changed production sliders
     19: uses now double ic

\scenarios\1936\norway.inc
     adapted order of building queue to abandoned queue rotation

\scenarios\1936\persia.inc
     adapted order of building queue to abandoned queue rotation

\scenarios\1936\romania.inc
     adapted order of building queue to abandoned queue rotation

\scenarios\1936\soviet.inc
     adapted order of building queue to abandoned queue rotation

\scenarios\1936\spain.inc
     535: removed 40 supplies, increased main depot accordingly
     957: removed 35 supplies, increased main depot accordingly
     963: removed 30 supplies, increased main depot accordingly
     972: removed 45 supplies, increased main depot accordingly
     1091: removed 45 supplies, increased main depot accordingly
     changed production sliders
     adapted order of building queue to abandoned queue rotation

\scenarios\1936\turkey.inc
     adapted order of building queue to abandoned queue rotation

\scenarios\1936\uk.inc
     576: added 46 metal, reduced main depot accordingly
     576: added 1 supplies, reduced main depot accordingly
     873: added 46 metal, reduced main depot accordingly
     873: added 1 supplies, reduced main depot accordingly
     901: added 22 metal, reduced main depot accordingly
     1008: added 18 metal, reduced main depot accordingly
     adapted order of building queue to abandoned queue rotation

\scenarios\1936\usa.inc
     553: removed 990 supplies, increased main depot accordingly
     662: removed 90 supplies, increased main depot accordingly
     663: removed 990 supplies, increased main depot accordingly
     889: removed 65 supplies, increased main depot accordingly
     895: removed 45 supplies, increased main depot accordingly
     1408: removed 495 supplies, increased main depot accordingly
     1624: removed 90 supplies, increased main depot accordingly
     1756: removed 45 supplies, increased main depot accordingly
     1765: removed 45 supplies, increased main depot accordingly
     1786: removed 90 supplies, increased main depot accordingly
     changed production sliders
     adapted order of building queue to abandoned queue rotation

In a test run with Tibet i measured what had been achieved by AI after 1079 days at 1938/12/30. The following entries show base ic/effective ic/ic spend on upgrading, reinforcement and production minus infrastructure and factories.

USA: 369/231/16.72
GER: 243/340/166.37
SOV: 213/309/37.09
ENG: 201/226/67.95
JAP: 140/211/70.52
FRA: 124/133/42.51
ITA: 88/124/24.78
CHI: 70/94/18.75
POL: 42/59/13.72
BEL: 38/47/5.16
BRA: 38/42/6.33
HOL: 37/45/0
CAN: 35/81/5.32
HUN: 34/47/15.74
ROM: 33/42/0.42
CZE: 32/38/0
AST: 31/42/4.77
YUG: 30/45/4.57
SPR: 29/37/21.49
ARG: 29/37/5.12
SWE: 25/32/5.57
MAN: 25/23/3.52 (acute lack of rares)
BUL: 24/33/9.68
TUR: 22/33/2.43
MEX: 20/21/0
POR: 19/25/2.85
SCH: 18/22/2.21
GRE: 17/19/6.65
DEN: 16/20/6.72
FIN: 15/20/2.51
CHL: 14/18/2.97
SAF: 13/16/0.16
NOR: 13/15/6.43
COL: 13/14/1.48
IRE: 12/15/2.48
PRU: 11/14/2.39
SIA: 10/15/3.67
LIT: 10/13/2.60
SPA: 9/13/4.20
 
Unlike with 1.10 there is no buffer this time, things are coming as they are written.
Please refrain from use if you are looking for a stable product; by all means please use if you want to help testing.

Well, i will provide a bit of a buffer. The sets i upload in this thread are meant to be relatively stable(but of course much less tested than the final patch) which also means most of the time i will a be a few days or weeks behind the most current exe. Once i consider an exe sufficiently stable i will include it into my sets. Right now i still use the 1.10 exe.
 
I love AoD much more as DH. But we need for modding more files for new Units (Divisions) and Brigades, Can You make this please?

brigades: b_u21.txt, ..., b_u100.txt (or better 21 - 200)
divisions: d_u01.txt, ...., d_u100.txt (or better 1 - 200)

Ok? :)

Please!!!

We need much more units
ex. http://www.moddb.com/mods/mud/features/unit-list11
or like in the Black ICE MOD for HoI3

please help, it is very very very important for more fun!!!
 
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Fixed, thank you.

Zsar1, excuse me ....if it is neither the time and nor the place to ask you to consider these changes :

1. Make bases to actually host...service and resupply...a logical number of divisions according to their size ! In the game you can actually use a level one airbase to host 400 air divisions with no problem ! If you limit the number of units hosted OR add severe penalties in org regain and resupply for overstack units...this would be a huge improvement for the game...making it very important to build bases...capture strategically important provinces to build bases...or capture enemy bases...

2. Make it possible to decide how many brigades a land or air division can have...like we do for the naval divisions by just editing the misc file!
 
Mmh. 1) is supposed to work: every division beyond base level is supposed to hurt regeneration of ALL divisions present.
1 base level should allow 2 divisions without penalty.

Is that not the case?

Regarding 2): no timetable.

In other news: A02 has been uploaded. Take care not to replace files from @Pang Bingxun 's set with the placeholders in A02's archive.
 
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As for bases with [#divisions] > [current base size] the rate of reorg is [regular rate of reorg] x [current base size] / [#divisions]. So in terms of reorg it already works perfectly fine, does it not?

Resupplyment however does apparently not depend on overusage of base or the base size for that matter.
 
Mmh. 1) is supposed to work: every division beyond base level is supposed to hurt regeneration of ALL divisions present.
1 base level should allow 2 divisions without penalty.

Is that not the case?

Resupply is not hurt in any way!
And reorg may be hurt...but in most cases...it doesn't matter since all divisions can operate fine!

The reorg Should be eliminated...if limit to resupply is not possible...

Regarding 2): no timetable.

I hope you make it some time in the near future!
 
Mmh. I'll investigate. Might want to eliminate a cap, if it exists. Might want to extend to STR-regain. Might want to change to ESE-penalty (which would implicitely reduce ORG- and STR-regain).
 
After installing 1.11 on top of clean (EQPW) 1.10 AoD, I have negative oil day after unpressing pause in every scenario for me and AI. Also supplies not being distributed between divisions, air wings, navies.


I deleted game, reinstalled and patched to 1.10 only. All works perfectly.
 
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