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Chaim Kaufmann

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May 21, 2001
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Returning to AoD after 4+ years away, so I'm way behind (1.02 vs. 1.10). I'm having trouble finding these by searching the forums, so apologies if some of these have been covered. What I'm really asking for are links to forum posts or wikis that cover:

1. Is there a complete changelog for AoD versions, or a set of URLs to get them one by one? (Also, is 1.11 stable as of now?)

2. Is there a 1933 scenario for AoD?

3. I'm very interested in a GE game where I start the war at Munich. Afterwards will I be able to edit the save files to change the CZ provinces historically absorbed in March 1939 to native GE provinces? (I have an old HOI2 province list; will this still be valid for AoD?)

4. There used to be a HOI2 wiki that included analyses of things like brigade stats, but the links I find via Google searches are dead. Does it still exist, or an AoD wiki? Or, if not that, are there published attempts at analyses of various AoD systems, e.g. brigades, raw materials production/usage, or, well, anything?

5. I've seen posters refer to ability change experience gain and radar efficiency. Should I increase or decrease the values I find?
 
IIRC the patches for AOD do have a change log about their updates. The 1.11 is stable, but its development need more time to finish.

There is no 1933 scenario for AOD and I do not know of any mod.

There is no AODwiki. Have you taken a look at the AoD_Game_Manual_1.00c pdf file.

I know that the Iron cross new patches no longer supports AOD and darkest hour.

GE game where I start the war at Munich? you mean the battle scenario? you can edith INC files. If your going to mendel with this old HOI2 province list make sure to have a backup becuse its sound buggy.
 
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The manual contains much less than the Wiki did.

Re Munich, I meant DoWing CZ and having ENG and FR DoW me. More challenge if I have to go to war in 1938.

Got the game started and immediately noticed three odd things about trade:
1) Althouygh I was trading for 175 oil and all trades said 100% effective, had adequate convoys, using < 2 oil, daily increase was 135, not 178. Is there another factor not shown?
2) within 5 days about half my exisiting deals were cancelled.
3) When I offer deals, no one will meet anything close to to the relative prices in resource_values.csv. When others make offers to me, they offer better than standard (but unfortunately all those are cash for energy). Is this normal?
 
Also, is 1.11 stable as of now?
I made an attempt to annotate known issues as they were discovered. They should tell you reasonably well whether an Alpha build is adequate to your requirements.

A10 seems to work reasonably well, but A11 should only be used for testing purposes. A more stable A12, that should again be fit for regular play, will take some more time to arrive.
1) Althouygh I was trading for 175 oil and all trades said 100% effective, had adequate convoys, using < 2 oil, daily increase was 135, not 178. Is there another factor not shown?
There may be a bug in the display, see this post for details.
2) within 5 days about half my exisiting deals were cancelled.
That has been an issue for a couple of versions, I do not recall when it was introduced. No ETA on a fix. Workaround: Include Supplies in one side of the deal.[/quote]
3) When I offer deals, no one will meet anything close to to the relative prices in resource_values.csv. When others make offers to me, they offer better than standard (but unfortunately all those are cash for energy). Is this normal?
Relations affect price. Improve relations to attain better prices. Invisibly to the player, AI countries may also have modifiers in their AI files that make them more or less willing to trade with certain countries. AI countries offer and accept better deals when they benefit them, but the calculation of what exactly "benefit" means seems to be wonky at best.
 
2) within 5 days about half my exisiting deals were cancelled.

This is usually related to the other nation being too short on the resource it is trading away. They should always be left a small surpluss as repairs and other things cause fluktuations in resource consumption. Also transportation of resources from colonies to capital is relevant.

I had hoped to lessen the degree of such trade instabilities since 1.09.
 
There may be a bug in the display, see this post for details.
Ah, so I'm consuming more oil domestically than I think. That is consistent with what I'm seeing; the shortfall in change/day seems to be constant, not a percentage.
That has been an issue for a couple of versions, I do not recall when it was introduced. No ETA on a fix. Workaround: Include Supplies in one side of the deal.
I can't get anyone to accept supplies at all in trade for anything.

Q: If I want Munich to start the war, should the following work?
1) When Munich appears, pause. Choose an option as GER.
2) Switch to CZE, force the response event, choose war.
3) Switch to FRA and then ENG, each DoWing GER.
4) Switch to GEr and unpause.

Or would the switches let the AI make lots of bad decisions even while paused?
 
Mmh, I cannot quite recall whether event interception like this was possible (that is: whether a triggered-but-not-yet-accepted event will appear or, like in several Paradox games of the time, be disabled without any of its effects).

For switching between countries, I suggest to copy the player country's section in the original save game and paste it over that in the modified save game. Because the game has a long standing bug: One AI tick happens on load for the current hour, although that hour already had its AI tick before saving; the player country's OoB sometimes gets rather terribly messed up.
 
Q: If I want Munich to start the war, should the following work?
1) When Munich appears, pause. Choose an option as GER.
2) Switch to CZE, force the response event, choose war.
3) Switch to FRA and then ENG, each DoWing GER.
4) Switch to GEr and unpause.

Or would the switches let the AI make lots of bad decisions even while paused?

That will not work. The best way is to change the event file:

Instead of loading as CZE i find it more convenient to edit event 2200 CZE. I uploaded a file where the CZE AI will choose to refuse the german demands, also i removed the leave alliance command as this makes no sense if CZE is backed by your france. Just replace your /db/events/czechoslivakia.txt and enjoy.

So you play as germany and declare war because CZE will not fold. After that do load as ENG and invite CZE into the allies. That will cause ENG and FRA etc. to join the war.
 
Q about foreign IC/materials production. GER, 1.10. France was Vichyised three months ago. No repairs still to do. IC and materials production in FRA provinces with 0% dissent is 16%/37%. One of my ideas has -10% foreign IC use but none of my ministers do, so why am I 21% short? (Also, Metz, Strassbourg, and Mulhouse, which are national provinces, are 20% to 37% short. DK why that either. Did not happen with former CZE provinces.)
 
The daily increase is 1/135 of current maximum in national provinces and 1/270 of current maximum in nonnational provinces. So it takes slightly more than 9 months.
 
Thanks.

Need help with GER subs. First three months of campaign against ENG went well. 23 flots (mostly SS-4+mines) operating in 8 groups sank 219 convoys, plenty escorts, some warships including a CVL for no losses. Next 4 months only 70 convoys while losing lost 16 flots, about 10 to taller stacks of warships than before (maybe the AI learns?), the rest to port strikes by a stack of 3 CV-2s with 13-14 friends.

I've tried a group of 5 subs led by Donitz (got smashed), groups of 1 flot (have done better at evading detection but few kills), 10 TAC-3s on naval interdiction off Bordeaux (my only remaining port in use)--got smashed three times running, 4 Int-3s on air sup over the port--probably did nothing since they lost no strength or org; and AA (up to 3 so far). I have started production of NAV-1s but wirh naval attack 4 vs. 3 for TACs I don''t expect much. Advice?

The Brits are also landing at will in the Baltic and now in France with up to 4-7 divisions per province, sometimes two provinces at once. If I stop them on the beach do they all die, or is it better to let them land and then drive them into the sea? (I notice that Gib. prevents my subs from getting into the Med. Would Copenhagen do that for the Baltic?)