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It is possible...but needs hardcoding...

We can only pray that Zsar1 makes it possible one day!


yee, and more brigades and divisions.

In my mod, any brigades are modules for aircraft:

1 Torpedo launcher in 2 steps
(Without increasing the detection capability at sea. The high recognition ability is only the Navy bombers reserved for sent on a reconnaissance mission hunting
can be without seeing a particular enemy ship at the moment of the order.)
2 Improved armor of the cabin and engines against ground fire (better Ground combat support role)
3 Swoop ability
4 The combination of 2 and 3, to simulate a heavy single-engine attack aircraft
5 Improved climb performance => interceptor role
6 Maneuverability (= curves necessity) => air superiority fighter role
7 Armament for air combat in 2 steps
8 Improved load bearing capacity in 2 steps

in my mod tank divisions and brigades needs much more transport capacity as in all other mods, heavy supply (transport) problems if you build much tanks. but i dont see the tc needs of units in the production menu

I need space for dozens of new divisions and elite divisions.

we need more brigades for elite divisions,

the concept of basic divisions with multiple brigades (logistics, hq, hospital, engeneers, anti air...) is beautiful.

But we need 10+ brigades for an basic units (infantry, mech, tanks, mot, jaeger).
 
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We need MORE [...] provinces: 30.000 provinces in total and 10.000 naval provinces (for the future)
I'll see how the game will perform with the increased province counts you propose.
Update on this:

Currently increasing the maximal province count is not viable, as the game foolishly checks all provinces that could possibly rather than those that actually do exist.
It also always checks all the provinces, without caring to divide its targets into handier batches, e.g. by terrain type: all the land provinces are checked for ships, all the ocean provinces are checked for tanks, etc. .

I will try to get rid of the province maximum - slowdown would then only depend on actually existing provinces. Probably not for 1.11 though.

Eventually, in a distant hypothetical future, through clever filtering it should be pretty possible to support about twice the current maximum in actual provinces without slowdown compared to now. Good news is that I can work on that iteratively - e.g. A07 will sport faster calculation of valid provinces for player's air mission selection - so things will get better bit by bit.
 
Thanks for Testing,

>Good news is that I can work on that iteratively - e.g. A07 will sport faster calculation of valid provinces for player's air mission selection - so things will get better bit by bit.

yee. very good.

>I will try to get rid of the province maximum - slowdown would then only depend on actually existing provinces

very good!
 
There are too many things to be improved, but i found one, which i always missed in HoI series. That is customized type of land attack. Ironically, HoI 1 was the best in this area. Besides just an attack action, we had also feint and blitz. The fact is, that Hoi 1 used different combat mechanics (not that move equals attack), but that's not the thing.
In reality there is not just an attack no matter the situation. There is an attack focused on engaging the enemy forces, breaking through enemy forces or destroying enemy forces. And just like in Hoi 1 it would be enough to have these 3 types of attack like:
1. engage - focus on engaging the enemy with minimum losses
2. destroy - focus on defeating the enemy no matter the cost (either by draining strength or organization)
3. breakthrough - focus on desorganizing the enemy with possibly low losses
 
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It seems that germany took the long route around Afrika to assist its italian allies. (This is still with the 1.10 exe)

Afrikafahrt.png
 
Mmh. Eww.

I suspect Vichy France is granting access and still owns Madagascar, where there is a Naval Base providing the required range?

... Guess this is the first decent indicator for naval AI regressions from 1.08. They could have made it through dumb luck, of course.
Are there any large inactive fleets dumped in some harbour for the major naval powers?
Does the general amount of naval activity seem too low for the available number of ships?
 
I suspect Vichy France is granting access and still owns Madagascar, where there is a Naval Base providing the required range?

No Access to Vichy.

But with Suez and Tel Aviv taken by Italy a human player could have rebased a fleet to the later and thus avoid the range restrictions. As for AI i take it that range restrictions have not applied at all. Therefore in some cases germany might probably amphib Vladivostok.
 
Ah, I missed that from the look.
As for AI i take it that range restrictions have not applied at all.
I have not checked (because I cannot currently seem to find the responsible part of the code) but pretty much since release it was claimed that the game improves upon the complete lack of naval range for the AI found in HoI2:A by restricting it to the combined ranges of all its usable bases (regardless of base actually used).

So, if JAP is allied to GER, the latter would indeed be able to start an invasion of Vladivostok from Königsberg.

... As far as I can see, there is no mechanical fault here, then. The curious parts are AI behaviour:
  • Why invade there?
  • Why was no one in their way?
Of course, the issue that pure transport fleets tend to start at exceedingly high distance to attackers in naval combat does make their interception somewhat harder than it should be.

Do you have a few saves from a little time earlier?
Can you check for Allied naval activity / lack thereof?
 
Do you have a few saves from a little time earlier?

No. And the next one thereafter was from july 1943 when the soviets took Berlin and shortly after annexed germany. Dispatching 15 division to africa shortly before Barbarossa is no good idea.

In principle it should not be to hard to reproduce the situation. Vichy should have triggered and Italy must take Suez and Tel Aviv. In the save below that is the case, "unfortunatly" it was not followed by german invasion in east africa. It was however followed by a Barbarssa starting in April 1941. One day after the DoW soviet union had 353 land divisions compared to 156 german ones.
 

Attachments

  • save games.7z
    767,8 KB · Views: 14
A07 is up.

Includes some tricky AI fixes. Also, due to new compiler version and a very exhaustive warnings hunt, of especially high risk to have something broken.
Will be away for whole next week. Testing and detailed bug reports much appreciated.
 
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Set 2 is online. It uses the A06 exe.

Code:
\AODGame.exe
     file by Zsar1(A6)

\SDL2.dll
     file by Zsar1

\ai\ardennes_GER.ai
     infrastructure = 0.5000
     reinforcement = 0.5000
     upgrading = 0.3500

\ai\ire_1936.ai
     coastal_fort = no changed to yes, added 24, 27 and 28 to list

\ai\man_1936.ai
     new military building scheme

\ai\mex_1936.ai
     befriend = { SPR = 18 } added to file
     tech_sharing = { favored = { SPR = 20 }} added to file

\ai\por_1936.ai
     befriend = { SPA = 110 } added to file
     befriend = { ARG = 15 } added to file
     befriend = { U73 = 10 } added to file
     befriend = { CHI = 3 } added to file
     trade = { favored = { SPA = 120 }} added to file
     tech_sharing = { favored = { SPA = 110 }} added to file
     coastal_fort = no changed to yes, added 336 and 345 to list

\ai\spa_1939.ai
     infrastructure = 0.5000
     reinforcement = 0.5000
     upgrading = 0.3500
     copied construction-section from 1936-file

\ai\SPA_1941.ai
     infrastructure = 0.5000
     reinforcement = 0.5000
     upgrading = 0.3500
     copied construction-section from 1936-file

\ai\spa_1944.ai
     copied construction-section from 1936-file

\ai\spa_1945.ai
     copied construction-section from 1936-file

\ai\spr_1936.ai
     befriend = { MEX = 10 } added to file

\ai\switch\man_build_land.ai
     new military building scheme

\ai\switch\man_build_standard.ai
     new military building scheme

\config\Boostertext.csv
     file by Zsar1

\config\messages.csv
     SPYDNUCF_SETUP: changed german translation
     SPYDNUCF_1: changed english translation, changed german translation
     SPYDNUCF_LOG: changed german translation
     SPYDNUCS_SETUP: changed english translation, changed german translation
     SPYDNUCS_1: changed german translation
     SPYDNUCS_LOG: changed english translation, changed german translation

\config\new_text.csv
     NPERSONALITY_MACHIAVELLIAN_ARCHETYPE: New entry
     DPERSONALITY_MACHIAVELLIAN_ARCHETYPE: New entry

\config\text.csv
     file by Zsar1

\db\province.csv
     800: Is now Hills
     1862: Has now 1 manpower

\db\events\AI_MAN.txt
     36574-36575: New event chain

\db\leaders\german.csv
     file by Pioniere

\db\leaders\leadersU73.csv
     file by Pioniere
     532052 to 532073 replaced by 9973030 to 9973056

\db\leaders\leadersU99.csv
     file by Pioniere

\db\leaders\soviet.csv
     file by Pioniere

\db\leaders\vichy.csv
     file by Pioniere

\db\ministers\minister_modifiers.txt
     personality_string = "machiavellian archetype": New entry

\db\ministers\ministers_egy.csv
     file by Pioniere

\db\ministers\ministers_fra.csv
     file by Pioniere

\db\ministers\ministers_ger.csv
     file by Pioniere

\db\ministers\ministers_jap.csv
     file by Pioniere

\db\ministers\ministers_spa.csv
     file by Pioniere

\db\ministers\ministers_usa.csv
     file by Pioniere

\db\ministers\ministers_vic.csv
     file by Pioniere

\db\tech\infantry_tech.txt
     1220: does no longer require 1200
     1230: does no longer require 1210

\db\tech\teams\teams_egy.csv
     file by Pioniere

\db\tech\teams\teams_ire.csv
     file by Pioniere

\db\tech\teams\teams_syr.csv
     file by Pioniere

\db\tech\teams\teams_u73.csv
     file by Pioniere

\db\tech\teams\teams_yug.csv
     file by Pioniere

\gfx\interface\ill_prov_28.bmp
     file by Pioniere

\gfx\interface\ill_prov_800.bmp
     file by Pioniere

\gfx\interface\ill_prov_1862.bmp
     file by Pioniere

\gfx\interface\models\Ill_div_afg_0_0.bmp
     file by Pioniere

\gfx\interface\models\Ill_div_afg_0_1.bmp
     file by Pioniere

\gfx\interface\models\Ill_div_afg_0_2.bmp
     file by Pioniere

\gfx\interface\models\Ill_div_afg_0_3.bmp
     file by Pioniere

\gfx\interface\models\Ill_div_mex_0_0.bmp
     file by Pioniere

\gfx\interface\models\Ill_div_mex_0_1.bmp
     file by Pioniere

\gfx\interface\models\Ill_div_mex_0_2.bmp
     file by Pioniere

\gfx\interface\models\Ill_div_mex_0_3.bmp
     file by Pioniere

\gfx\interface\models\Ill_div_mex_0_4.bmp
     file by Pioniere

\gfx\interface\models\Ill_div_mex_11_0.bmp
     file by Pioniere

\gfx\interface\pics\L_GER_Lehmann-Willenbrock.bmp
     file by Pioniere

\gfx\interface\pics\L_GER_Merten.bmp
     file by Pioniere

\gfx\interface\pics\L_SOV_Rodimov.bmp
     file by Pioniere

\gfx\interface\pics\L_Unknown.bmp
     file by Pioniere

\gfx\interface\pics\L_VIC_Agliany.bmp
     file by Pioniere

\gfx\interface\pics\L_VIC_Dubourdeau.bmp
     file by Pioniere

\gfx\interface\pics\M_GER_Ohlendorf.bmp
     file by Pioniere

\gfx\interface\pics\M_GER_Oskar_Munzel.bmp
     file by Pioniere

\gfx\interface\pics\M_JAP_Kenzo.bmp
     file by Pioniere

\gfx\interface\pics\M_SPA_Michelena.bmp
     file by Pioniere

\gfx\interface\pics\M_U17_Rochelle.bmp
     file by Pioniere

\gfx\interface\pics\M_USA_strauszHupe.bmp
     file by Pioniere

\gfx\interface\pics\M_VIC_Coston.bmp
     file by Pioniere

\gfx\interface\pics\M_VIC_Vignancour.bmp
     file by Pioniere

\gfx\interface\pics\M22054.bmp
     file by Pioniere

\gfx\interface\pics\T_IRE_Armory.bmp
     file by Pioniere

\gfx\interface\pics\T_SYR_Pasha.bmp
     file by Pioniere

\gfx\interface\pics\T_u15_Sadat.bmp
     file by Pioniere

\gfx\interface\pics\T_U73_Christopher_Cockerell.bmp
     file by Pioniere

\gfx\interface\pics\T_YUG_NavalYugoslavia.bmp
     file by Pioniere

\gfx\interface\pics\T3808.bmp
     file by Pioniere

\gfx\skins\tur\topbar.bmp
     file by Pioniere

\gfx\skins\vic\topbar.bmp
     file by Pioniere

\scenarios\1936\finland.inc
     33: size = 12 changed to 32

\scenarios\1936\uk.inc
     285: size = 12 changed to 18
     286: size = 12 changed to 18
     287: size = 12 changed to 18
     288: size = 12 changed to 18
     289: size = 12 changed to 18

\scenarios\data\propaganda_nzl.bmp
     file by Pioniere
 
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How to install?

files from
AOD_111_changes02.7z

then files from
AoD_Patch1.11_A07.zip

That is right. My sets however are meant to be played without upgrading to the very latest exe, so some people may want to skip the unneeded second step. But if you want to try A7 that is perfectly fine.
 
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\config\new_text.csv
NPERSONALITY_MACHIAVELLIAN_ARCHETYPE: New entry
DPERSONALITY_MACHIAVELLIAN_ARCHETYPE: New entry

\db\ministers\minister_modifiers.txt
personality_string = "machiavellian archetype": New entry


no entry like this in db\ minister effects.txt?
X_PERSONALITY_MACHIAVELLIAN_ARCHETYPE Dissent growth rate -20%; Wartime Belligerence +0.1 per month; counter espionage chance +10%.
 
There are too many things to be improved, but i found one, which i always missed in HoI series. That is customized type of land attack. Ironically, HoI 1 was the best in this area. Besides just an attack action, we had also feint and blitz. The fact is, that Hoi 1 used different combat mechanics (not that move equals attack), but that's not the thing.
In reality there is not just an attack no matter the situation. There is an attack focused on engaging the enemy forces, breaking through enemy forces or destroying enemy forces. And just like in Hoi 1 it would be enough to have these 3 types of attack like:
1. engage - focus on engaging the enemy with minimum losses
2. destroy - focus on defeating the enemy no matter the cost (either by draining strength or organization)
3. breakthrough - focus on desorganizing the enemy with possibly low losses

Full suggestions list:

1) customized type of land attack:
1. engage - focus on engaging the enemy with minimum losses
2. destroy - focus on defeating the enemy no matter the cost (either by draining strength or organization)
3. breakthrough - focus on desorganizing the enemy with possibly low losses[

2) more brigades: b_u01.txt, ..., b_u100.txt (or better 1 - 200)
3) more divisions: d_u01.txt, ...., d_u100.txt (or better 1 - 200)

4) the possibility to add more brigades to land and air divisions.
5) more different ressouces species in provinces (iron, cool, oil, rubber, aluminium, molybdenum, ...)
6) more different buildings (special factories) in provinces (aircraft factories , tank faktories, shipyards, equipment factories, transportation industry, Mining industriy, power plants (and/or heavy industry, light industy, chemistry industry, electonic industry, ...?), and implement shipyards, tanks and aircraft factory max. capacity : the player can only use some IC (in %) to build ships, tanks and air craft

7) implement that the high Infrastructure level (not (only) the terrain) reduce time construction of forts, infra and industry
8) IC upper limit in provinces (misc.txt)
9) one infrastruktur factor in misc.txt for increases the industrial output of the province, and on another infrastructur factor for construktion sped bonus in the province
10) displaying of transportweight, max_supply_stock, max_oil_stock of units in production menu