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Finally.........

Well - Finally got HIP to load up -- running ver 0.39 (yeah, I just found out you have released 0.40 :D ) ....

Decided to try JAPAN -- one thing I have noticed -- I can offer blueprints to Manchukuo (my puppet) , and they kindly accept them, but the ungrateful wretches in Menjiang (who are also my puppets) are not accepting any blueprints that I offer -- is this WAD, or some kind of backhanded insult??

Now I will download 0.40 and start all over again --- never mind, nice mod.... :p :p

Cheers
 
Parser Checker

It is no great problem for me -- thanks for the quick reply.....

On another note -- have you seen any reference to a parser checker that has been mentioned on the Stony Road site -- one of the posters there has used a parser checker on some of the 1.3 version HOI 2 files and found quite a few errors in the coding :eek: .....check thread here:

http://www.stonyroad.de/forum/showthread.php?t=5426

Perhaps you might like to have a look at this Panther in case it also has some effect on the HIP work....??..??

Cheers
 
Oh, I have found countless bugs and errors in the vanilla files, so this does not surprise me.
All HIP event files are checked at least 2-3 times, some more and the systematic restructuring of the events makes such mistakes unlikely. Thanks for the link. :)
 
Panther G said:
Oh, I have found countless bugs and errors in the vanilla files, so this does not surprise me.
All HIP event files are checked at least 2-3 times, some more and the systematic restructuring of the events makes such mistakes unlikely. Thanks for the link. :)

You're welcome -- it was just that I noticed that the HSR people did not appear to be aware of so many errors -- that would certainly pi$$ me off, spending lots of my time doing mod coding only to find that the foundations upon which I was 'building' had some serious flaws.....

Cheers
 
The Albatross said:
spending lots of my time doing mod coding only to find that the foundations upon which I was 'building' had some serious flaws.....
Exactly this is the point, adding events to HOI2 without taking care (correcting them) of the vanilla event files, makes no sense. This is the first task for every mod. ;)
 
I was playing the latest version of HIP as Japan. In 1944 I had an ic ration of around 400/200. I am not sure of the exact figure. I wondered if this WAD or a bug. The annual figure for defence spending implied 66% of GDP, but the figure I ended up with seemed to be higher than that.
 
Japan gets the highest industrial_modifier value in game in 1944, that's fine (twice the percentage of GDP). 76% of GDP spent on military (= 152 industrial_modifier in total), that's the highest major country value. The Japanese were a bit sleeping before, then they realized, that it is getting serious. It have reduced it a bit in 1945, because such a level would not be sustainable. Use it to provide a challenge for the US. :cool:

But 400/200 looks a bit too high, you are sure, it was not 300/200? In the save game you should have

industrial_modifier = 1.52

for Japan?

v0.40 installer version is also out
 
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Panther G said:
Japan gets the highest industrial_modifier value in game in 1944, that's fine (twice the percentage of GDP). 76% of GDP spent on military (= 152 industrial_modifier in total), that's the highest major country value. The Japanese were a bit sleeping before, then they realized, that it is getting serious. It have reduced it a bit in 1945, because such a level would not be sustainable. Use it to provide a challenge for the US. :cool:

But 400/200 looks a bit too high, you are sure, it was not 300/200? In the save game you should have

industrial_modifier = 1.52

for Japan?

v0.40 installer version is also out

If I remember correctly it was just four hundred to 280? I guess that is reasonable then. It was certainly a bit of a jump when playing as them!

I did also notice that Britain and the allies shipped a great many troops to India, enough to stop me part way through Burma. But in doing so left Africa and England unguarded.

Germany seemed to plough through Russia very quickly, perhaps too quickly, I have never seen Russia defeat Germany in HIP.
 
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Antiochus V said:
I did also notice that Britain and the allies shipped a great many troops to India, enough to stop me part way through Burma. But in doing so left Africa and England unguarded.
I know that problem, but there is not much I can do about it. The UK has too many theatres to cover and the AI can not spread its troops wisely.
Antiochus V said:
Germany seemed to plough through Russia very quickly, perhaps too quickly, I have never seen Russia defeat Germany in HIP.
I am still working on this. I can make the Soviets stop Germany, but only with far more divisions than historic. They need about 1.5 times the German numbers. Currently I am trying to achieve this with less Soviet units. They are also a bit too strong in mid 1941, but I do not worry too much about that.
Currently the ideas are to add the Stalin line as level 1 forts and to give the "Great Patric War"-bonus earlier.
 
Soviets vs. Germany

Suggestions for problem.

No need for huge amounts of divisions for Soviets beyond historical levels!

1. Create more severe and wide-spread weather patterns to effect Germans more then the Soviets who are more used to the harsh weather and better mobility of the tanks at the time.
Blizzards, Snow, Frozen, Mud, Rain

2. 33 Siberian Divisions - Using the activate_division command to appear at full strength with high 'experiance' at the onset of a blizzard when the Germans approach Moscow.
Added to inc files.

3. Soviets should enjoy better advantages in terrain and weather.

4. Inside the ai files is one parameter that could be adjusted for Soviets and many others.
front = {
enemy_reinf_days = 7

This is telling the ai to look at every German division that can move within 7 days to the province that the Soviet ai wants to attack.If this was lowered to 1-3 days, you might see the ai counter-attack more often based upon odds calculations.

5. TC penalties reduced for Soviets if at war, there is still a problem with peace-time Strat redepolyment, but if they are at war this shouldnt be a problem.

6. Improve the Soviet leaders dramatically. Not that they deserve it for good officers, but for their ability to keep their troops in the front and always attacking.
All Soviet generals get DD,OD,LW, Winter Specialists traits
All Panzer leaders get same as above with Engineer and Winter Specialists.

After the Soviet-Finland war Stalin was very pissed that Soviet soldiers had died from frost-bite wich is 'forbidden' to happen because they were supposed to be trained to deal with it. So Stalin ordered all soldiers to immediately have refresher training so it wouldnt happen again.

7. To avoid exploits by human Soviet players, use the set_leader_skill command to adjust all Soviets officers points higher if Germany attacks first.

8. Soviets need more ai files & switch events to deal with it's specific situation.And based upon control of cities.

My two cents worth.
 
Excellent and thanks for your suggestions.
Bubba91873 said:
1. Create more severe and wide-spread weather patterns to effect Germans more then the Soviets who are more used to the harsh weather and better mobility of the tanks at the time.
Blizzards, Snow, Frozen, Mud, Rain
Good idea.
Bubba91873 said:
2. 33 Siberian Divisions - Using the activate_division command to appear at full strength with high 'experiance' at the onset of a blizzard when the Germans approach Moscow.
Added to inc files.
They would be additional ones and they already get enough. I will review the weather events.
Bubba91873 said:
3. Soviets should enjoy better advantages in terrain and weather.
Already in, just look at the many rivers, which were added or the bonuses they get.

command = { type = snow_attack which = infantry value = 10 }
command = { type = snow_attack which = cavalry value = 10 }
command = { type = snow_attack which = motorized value = 10 }
command = { type = snow_attack which = armor value = 10 }
command = { type = snow_attack which = light_armor value = 10 }
command = { type = snow_attack which = mechanized value = 10 }
command = { type = snow_attack which = bergsjaeger value = 10 }
command = { type = snow_attack which = marine value = 10 }
command = { type = snow_attack which = paratrooper value = 10 }
command = { type = snow_attack which = hq value = 10 }
command = { type = snow_attack which = militia value = 10 }
command = { type = snow_attack which = garrison value = 10 }
command = { type = snow_defense which = infantry value = 5 }
command = { type = snow_defense which = cavalry value = 5 }
command = { type = snow_defense which = motorized value = 5 }
command = { type = snow_defense which = armor value = 5 }
command = { type = snow_defense which = light_armor value = 5 }
command = { type = snow_defense which = mechanized value = 5 }
command = { type = snow_defense which = bergsjaeger value = 5 }
command = { type = snow_defense which = marine value = 5 }
command = { type = snow_defense which = paratrooper value = 5 }
command = { type = snow_defense which = hq value = 5 }
command = { type = snow_defense which = militia value = 5 }
command = { type = snow_defense which = garrison value = 5 }
command = { type = frozen_attack which = infantry value = 6 }
command = { type = frozen_attack which = cavalry value = 6 }
command = { type = frozen_attack which = motorized value = 6 }
command = { type = frozen_attack which = armor value = 6 }
command = { type = frozen_attack which = light_armor value = 6 }
command = { type = frozen_attack which = mechanized value = 6 }
command = { type = frozen_attack which = bergsjaeger value = 6 }
command = { type = frozen_attack which = marine value = 6 }
command = { type = frozen_attack which = paratrooper value = 6 }
command = { type = frozen_attack which = hq value = 6 }
command = { type = frozen_attack which = militia value = 6 }
command = { type = frozen_attack which = garrison value = 6 }
command = { type = frozen_defense which = infantry value = 5 }
command = { type = frozen_defense which = cavalry value = 5 }
command = { type = frozen_defense which = motorized value = 5 }
command = { type = frozen_defense which = armor value = 5 }
command = { type = frozen_defense which = light_armor value = 5 }
command = { type = frozen_defense which = mechanized value = 5 }
command = { type = frozen_defense which = bergsjaeger value = 5 }
command = { type = frozen_defense which = marine value = 5 }
command = { type = frozen_defense which = paratrooper value = 5 }
command = { type = frozen_defense which = hq value = 5 }
command = { type = frozen_defense which = militia value = 5 }
command = { type = frozen_defense which = garrison value = 5 }
command = { type = urban_defense which = infantry value = 5 }
command = { type = urban_defense which = cavalry value = 5 }
command = { type = urban_defense which = motorized value = 5 }
command = { type = urban_defense which = armor value = 5 }
command = { type = urban_defense which = light_armor value = 5 }
command = { type = urban_defense which = mechanized value = 5 }
command = { type = urban_defense which = bergsjaeger value = 5 }
command = { type = urban_defense which = marine value = 5 }
command = { type = urban_defense which = paratrooper value = 5 }
command = { type = urban_defense which = hq value = 5 }
command = { type = urban_defense which = militia value = 5 }
command = { type = urban_defense which = garrison value = 5 }
command = { type = snow_move which = infantry value = 5 }
command = { type = snow_move which = cavalry value = 5 }
command = { type = snow_move which = motorized value = 5 }
command = { type = snow_move which = armor value = 5 }
command = { type = snow_move which = light_armor value = 5 }
command = { type = snow_move which = mechanized value = 5 }
command = { type = snow_move which = bergsjaeger value = 5 }
command = { type = snow_move which = marine value = 5 }
command = { type = snow_move which = paratrooper value = 5 }
command = { type = snow_move which = hq value = 5 }
command = { type = snow_move which = militia value = 5 }
command = { type = snow_move which = garrison value = 5 }
command = { type = frozen_move which = infantry value = 5 }
command = { type = frozen_move which = cavalry value = 5 }
command = { type = frozen_move which = motorized value = 5 }
command = { type = frozen_move which = armor value = 5 }
command = { type = frozen_move which = light_armor value = 5 }
command = { type = frozen_move which = mechanized value = 5 }
command = { type = frozen_move which = bergsjaeger value = 5 }
command = { type = frozen_move which = marine value = 5 }
command = { type = frozen_move which = paratrooper value = 5 }
command = { type = frozen_move which = hq value = 5 }
command = { type = frozen_move which = militia value = 5 }
command = { type = frozen_move which = garrison value = 5 }
Bubba91873 said:
4. Inside the ai files is one parameter that could be adjusted for Soviets and many others.
front = {
enemy_reinf_days = 7
More counter attacks are one idea, but they need to be successful.
Bubba91873 said:
5. TC penalties reduced for Soviets if at war, there is still a problem with peace-time Strat redepolyment, but if they are at war this shouldnt be a problem.
I doubt, that they have a TC problem. Strat. redeployment takes too long and the AI does not use it wisely.
Bubba91873 said:
6. Improve the Soviet leaders dramatically. Not that they deserve it for good officers, but for their ability to keep their troops in the front and always attacking.
All Soviet generals get DD,OD,LW, Winter Specialists traits
All Panzer leaders get same as above with Engineer and Winter Specialists.
This would unbalance multiplayer, currently I am already worrying about human Soviet being too strong for human Germany.
Bubba91873 said:
7. To avoid exploits by human Soviet players, use the set_leader_skill command to adjust all Soviets officers points higher if Germany attacks first.
Set leader skill does not help much, because it can not check the rank and could be used for exploits.
Bubba91873 said:
8. Soviets need more ai files & switch events to deal with it's specific situation.And based upon control of cities.
I am sceptical about that, because control of the AI actions is limited. The main problem is to have a contingious frontline and no hole, where Panzers move through on and on and on.
 
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HIP SMEP Question

Hi

Just wondering if its possible to combine the goodness of HIP with SMEP. Once playing HIP you just cant go back to vanilla but SMEP has some pretty cool peace agreement options.

Thanks for the reply in advance.
 
Le Adder Noir said:
Just wondering if its possible to combine the goodness of HIP with SMEP. Once playing HIP you just cant go back to vanilla but SMEP has some pretty cool peace agreement options.
Which are you missing most?

You can use event numbers 750 to 799 and copy these events in any HIP event file to make them work, but you are acting on your own risk ;) . And the text will only work, when included in the event or you need to add that to "event_text.csv", pictures might also be a problem.
 
For those of you who like sexxycolors.. I modified that color mod to fit with our new countries and changed a few colors (only which country uses which, not the colors themselves)
It might be worth a try if you don't like the vanilla colors. All the credit goes to the makers of Sexxycolors of course. I made only minor adjustments:

www.wcrevival.de/joker/Sexxicolors_for_HIP.rar

And here a small preview of what I am working on right now:

AI-Sichelschnitt:

Sichelschnitt4.jpg
 
Have been playings some HIP 0.374 recently. In my opinion, HIP is such a good mod that it really deserves its own sub-forum. If ordinary user "squeaking" can get HIP such a thing, I'll be happy to post or PM some admin.


After playing Japan up to '42, and France up to '43 (so far), both Hard/Normal, here are the comments and criticisms I've come up with so far:


------------------------------------------------------------------


- Japan is very powerful when played by a human. With a decent industry, cheap resources, very low build costs, and early and strong mobilization, I found playing Japan HIP to be much easier than in any other mod I've tried. The sheer number of '36 carriers and light cruisers I cranked out made global naval domination a very real possibility, and China wasn't too difficult to conquer (12 months to annexation) even though I built precious few land or air units. Stopped and decided to look for challenge elsewhere when the USA and UK had lost most of their capital ships.

- I also found France to be a powerhouse compared to its position in most other mods. Smashed Germany and her three allies by early '40, and am now crushing Japan with no great difficulty. What keeps me playing is the anticipation of DOWing the USSR and her 425-division army. :eek:

--------------------------------------------------------

- I love the extended timeframe of land warfare. However, you might consider lowing GDE efficiency to 0.96 / 0.92 and dropping various attack/defence values.

- I'm a huge fan of the easier and more important experience increases. A little voice in my head is trying to tell me that the +80 combat mod makes my gallic tank divisions outrageous instead of merely super-powerful, but I assure you that I can ignore it. ;)

- I don't know whether I agree with the increase of speed for foot troops in later versions of HIP. Yes, a speed of 2 is SLOW. No, I didn't find that it reduced my rate of conquest (using alpini) overly much.

--------------------------------------------------------

Unit balance needs some attention.

Armour divisions are tremendously powerful in most situations (mountains and amphibious assaults being the big exceptions) compared to infantry. The earlier versions are surprisingly inexpensive to build and field. Greatly superior speed is also a huge advantage (somewhat lessened in the latest HIP release, so I understand).

Mech infantry are even more cost-effective, and are clearly the obvious choice later on. Their low hard attack further encourages the continued use of armour (which, I assure you, needs no encouragement).

Alpini, unlike infantry, are an excellent choice in the mountains, in the snow, across rivers, and even in light amphibous assaults. They are cheaper to field than infantry (in this mod, this fact is of cardinal importance), cost fewer manpower to build and replenish after battle, and need not be upgraded so often. Despite their lower attack values, they seem the better choice. I therefore build lots of alpini, and no infantry.

Marines are also very good value for money ... for nations with enough IC and tech. Japan can get huge mileage from marines in China.

Cavalry I've never bothered with. Ditto motorized; by the time they get fast enough to keep up with the armour, mech has arrived. So how do I tap into those lovely combined arms bonuses? HQs, of course!

- Light tank divisons seem greatly underpowered.

- The low cost to field brigades is very nice, and their bonuses are generally tempting, but there are precisely two (in practice, only one) brigades that I use for everything: engineers and (eventually) SP rocket arty.

- The reason why I don't pay very much attention to brigades that raise hardness is twofold: infantry have fairly good hard attack, and armour is so powerful already that it doesn't need the help. Recommend that many units (inf, cav, alpini, marine) get their hard attack rating reduced (along with a serious rebalance of armour unit power).

- You might consider either 1) raising the hard attack of various AT brigades, or 2) lowering the hard attack of middle and late-model armour.

- Kudos on the solid balance of the surface capital ships in HIP. First time I've ever built battlecruisers and been glad I did. Light cruisers, heavy cruisers, battlecruisers, and battleships all feel "right".

- However, submarines, at least for nations other than Germany, are not much use. They are, granted, highly effective at convoy raiding, but they roll over and die when surface ships find them. As France, I had 30 model IV subs, all full strength and org, gathered in two fleets of 15. A large surface fleet with about 12 mixed light cruisers and destroyers (mixed models from I to IV) found one of these fleet and sent it packing with the loss of six subs and no surface ships. This general result occured over and over again to both fleets, despite my consistent use of more modern ships in greater numbers, at night and in bad weather. In another game, Japanese subs had slightly more success, but only because other forces were leaving them only badly weakened foes to finish off.

- Destroyers are about twice as costly to build as they should be, given their relative combat power. They are also way too expensive to field - they are, in fact, so expensive that I immediately scrap every destroyer in any fleet I own. If subs were more dangerous, then my opinion might change, but for now, it's light cruisers all the way.

- Carriers also need some help. They do acceptable combat damage, but heavy surface combatants only need to close the range once to devastate them. This comment applies at daytime in good weather; at night or in bad weather, carriers are good only for target practice.

- Air versus sea battles are massacres - there's no kinder way to describe it. I use CAS (who needs naval bombers?) to rule the oceans; they kill carriers and battleships so quickly, at sea or in port, that as France I destroyed every capital ship in the Japanese inventory in 45 days. Osawa's 10 CV armada lasted 11 days from the morning I caught it cruising off Saigon. Germany's fleet took even less time; my flyboys found 1 BB, 5 BCs, and 3 CAs in Koniegsberg port and wiped them and their many escorts out inside of a week. And that was with port_strike_effectiveness = 50%... Just to drive the point home: There is no point to well-balanced naval units if airplanes come equpped with Exocet missiles!

- CAS also do nasty, nasty things to land units. How am I going to handle 55 soviet tank divisions? Airpower, man, airpower. :D

------------------------------------------------------------

Unit costs are sometimes problematic.

- The most serious problem is the rapidly rising time to build for many modern versions of many units. Time to build is critical. Increases really hurt. It just isn't worth researching any ship other than carriers past '41. Carriers are iffy; you need modern CAG groups, but the time to build carriers rises far, far too quickly. If you can, it's better to build huge numbers of '36 (or perhaps '38) -model carriers, and then supply them with CAGs as needed. As Japan, I cranked more than 15 '36-model carriers by late 1938. Air units sometimes have the same problem; turbojet CAs and TAC increase in cost/time faster than they do in power, a very dissapointing thing, and one which I'm glad I found out before researching them.

- The fuel usage of tanks rises very quickly as well; this makes me think long and hard about advancing this tech past '41. Early tanks lack hard attack and speed, true, but can be fielded in great numbers, perfect for crushing infantry. Mech infantry, in contrast, keep their low fuel usage throughout, making them very attractive indeed.


------------------------------------------------------------

- "Minor" nations seem shortchanged with high build costs and low mobilization values. In particular, relatively powerful second-rank powers such as Canada, Australia, Hungary, and Romania should not be so crippled.

- Unlike as in some mods, I found manpower in the nations I played to be fairly well balanced. Good show on that!

- 1 vote for more graphical unit pictures. Crudely-drawn NATO icons really are ugly.

- Money seems over-valued. As France, I'm trading away enough excess gold that my friends and puppets are giving in excess of 140 supplies per day. This essentially means 70 free IC.

- Oil is definately under-valued. My standard practice is to trade for virtually every drop of oil available on the world market. As Japan, I amassed 302,000 units of oil by the time I hit Pearl Harbor in 7-Dec-41.

- Consider making "hard" and "very hard" settings, well, harder. The lack of an industrial penalty is important.

- Consider making India a British puppet state under British playr military control, and explicitely encouraging the British player to use that military control. Adjust IC/manpower as appropriate.

- Speaking of puppets: When I release a puppet, it has a much higher modified IC than it did before; effectively, it's devoting 100% of GNP to warfare.

------------------------------------------------------------

Again: superb job on this mod. Love it.
 
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This is really comprehensive feedback, excellent. :)

We would not complain about a subforum :D .
LM+ said:
- Japan is very powerful when played by a human. With a decent industry, cheap resources, very low build costs, and early and strong mobilization, I found playing Japan HIP to be much easier than in any other mod I've tried.
Other mods miss the huge price advantage of Japan. They could build ships way cheaper than Germany or the US.
LM+ said:
The sheer number of '36 carriers and light cruisers I cranked out made global naval domination a very real possibility, and China wasn't too difficult to conquer (12 months to annexation) even though I built precious few land or air units. Stopped and decided to look for challenge elsewhere when the USA and UK had lost most of their capital ships.
Yes, but against human UK and US, it would look different. AI versus AI Japan is well balanced, I would say. You are lacking the China front and can fully focus on ships.
LM+ said:
- I also found France to be a powerhouse compared to its position in most other mods. Smashed Germany and her three allies by early '40, and am now crushing Japan with no great difficulty.
France got a huge increase in division numbers, because they really had that many, but their quality probably needs to be lowered a bit.
LM+ said:
- I love the extended timeframe of land warfare. However, you might consider lowing GDE efficiency to 0.96 / 0.92 and dropping various attack/defence values.
This is linked to the combat stats of units and especially the soft attack values for infantry are exactly, where I want them to be (10-28 area).
LM+ said:
- I'm a huge fan of the easier and more important experience increases. A little voice in my head is trying to tell me that the +80 combat mod makes my gallic tank divisions outrageous instead of merely super-powerful, but I assure you that I can ignore it. ;)
Experience is undervalued by far in vanilla.
LM+ said:
- I don't know whether I agree with the increase of speed for foot troops in later versions of HIP. Yes, a speed of 2 is SLOW. No, I didn't find that it reduced my rate of conquest (using alpini) overly much.
The old speed values were perfect for 100% infra, but at 40-60% infra they were far too low for infantry. Now they are better in this middle range and too high for 100%. The link of infantry speed to infrastructure in general makes no sense, because they hardly care. German infantry was still able to move 50 km per day through the steppes North of the caucasus.
LM+ said:
Armour divisions are tremendously powerful in most situations (mountains and amphibious assaults being the big exceptions) compared to infantry.
They should be powerful.
LM+ said:
The earlier versions are surprisingly inexpensive to build and field.
This backed by their real world build cost.
LM+ said:
Greatly superior speed is also a huge advantage (somewhat lessened in the latest HIP release, so I understand).
Yes, 11 should be the absolute maximum speed, everything above that would unbalance the game and could be used for exploits. And mobile units should be affected by infrastructure.
LM+ said:
Mech infantry are even more cost-effective, and are clearly the obvious choice later on. Their low hard attack further encourages the continued use of armour (which, I assure you, needs no encouragement).
Supply consumption for armor is quite high, losses are expensive to replace and upgrade costs a lot. So I would not build more armor than needed and make sure, that it is protected by infantry.
LM+ said:
Alpini, unlike infantry, are an excellent choice in the mountains, in the snow, across rivers, and even in light amphibous assaults. They are cheaper to field than infantry (in this mod, this fact is of cardinal importance), cost fewer manpower to build and replenish after battle, and need not be upgraded so often. Despite their lower attack values, they seem the better choice. I therefore build lots of alpini, and no infantry.
They are cheaper, because they represent less men and so also less combat power. I would not see them as overpowered, as infantry is clearly superior in the open field and I would limit mountain troops to the mountains.
LM+ said:
Marines are also very good value for money ... for nations with enough IC and tech. Japan can get huge mileage from marines in China.
As Japan you need them.
LM+ said:
Cavalry I've never bothered with.
Yes, their good times were over.
LM+ said:
Ditto motorized; by the time they get fast enough to keep up with the armour, mech has arrived.
They have exactly the same stats like inf, but less models. There is nothing else to support your tanks in the early war. The degree of motorization was too low for the early models to make them faster.
LM+ said:
- Light tank divisons seem greatly underpowered.
Still overpowered in my opinion for the '42;'44;'46 models. Later medium tanks are so superior in terms of firepower, range, penetration capability.
LM+ said:
Recommend that many units (inf, cav, alpini, marine) get their hard attack rating reduced
This intentionaly high to damage armor.
LM+ said:
(along with a serious rebalance of armour unit power).
In which direction? Armor should slice through infantry (high SA value), but take serious losses during longer combat (low defensiveness) and defending, so you need infantry protection for your expensive "sword".
LM+ said:
- You might consider either 1) raising the hard attack of various AT brigades,
I might test that.
LM+ said:
or 2) lowering the hard attack of middle and late-model armour.
http://www.panzerplatte.de/Technik.html

This basically states, that the HA values of late war armor is still quite low compared to lower models.
LM+ said:
- However, submarines, at least for nations other than Germany, are not much use.
Germany gets this well deserved 50% price discount.
LM+ said:
They are, granted, highly effective at convoy raiding, but they roll over and die when surface ships find them.
Yes, in the early war, they take too much damage and are too easy to wipe out, we are working on that. But we might also wait for Doomsday on this issue.
LM+ said:
As France, I had 30 model IV subs, all full strength and org, gathered in two fleets of 15. A large surface fleet with about 12 mixed light cruisers and destroyers (mixed models from I to IV) found one of these fleet and sent it packing with the loss of six subs and no surface ships.
Subattack of CL was reduced at some point, I don't remember when exactly, but in general should SS have to retreat once the DDs go out for them. They can't stay and challenge them, so SS should not be able to make more than a few shots versus a fleet with sufficient DD protection.
LM+ said:
This general result occured over and over again to both fleets, despite my consistent use of more modern ships in greater numbers, at night and in bad weather.
I see no problem there, the SS were succesful versus unprotected fleets or single ships and convoys of course.
LM+ said:
- Destroyers are about twice as costly to build as they should be, given their relative combat power. They are also way too expensive to field - they are, in fact, so expensive that I immediately scrap every destroyer in any fleet I own. If subs were more dangerous, then my opinion might change, but for now, it's light cruisers all the way.
See above, CL subattack was too high. If I have real world prices, like for DDs, I will use them and relative combat power is no argument. You are probably used to the low vanilla DD cost, which has to multiplied by 5 to get to half way realistic values. Real world cost:

1 Bismarck = 14.94 Z23 DDs = 2.98 DD units in game
1 Iowa = 12.77 Somers DDs = 2.54 DD units in game
LM+ said:
- Carriers also need some help. They do acceptable combat damage, but heavy surface combatants only need to close the range once to devastate them. This comment applies at daytime in good weather; at night or in bad weather, carriers are good only for target practice.
Which help?
LM+ said:
- Air versus sea battles are massacres - there's no kinder way to describe it.
This was changed intentional (AD of sea units down, NA of air units, especially CAS up). It is realistic, the Japanese carriers at Midway were sunk by CAS. A ship might still avoid an incoming torpedo, but it can not avoid an attacking CAS. CAS is the units, that can deliver the bombs most precisely versus ships. TAC and STR fly too high to do more than lucky hits. And in general should a decent air force at land with good reconnaissance be able sink any fleet (e.g. Norway operations). With carriers you always try to avoid big air fields with land based planes. For the AI this might be painful, but just imagine the damage 100 attacking CAS would do to a small surface fleet.
LM+ said:
- CAS also do nasty, nasty things to land units. How am I going to handle 55 soviet tank divisions? Airpower, man, airpower. :D
Realistic, German late war tanks in the West were destroyed by air forces. Moving tanks are an easy target, dug-in this is quite different.
LM+ said:
- The most serious problem is the rapidly rising time to build for many modern versions of many units. Time to build is critical. Increases really hurt.
The same cost for all models does only make it possible to make build time for one model realistic (mostly the last or second last model).
LM+ said:
- The fuel usage of tanks rises very quickly as well; this makes me think long and hard about advancing this tech past '41. Early tanks lack hard attack and speed, true, but can be fielded in great numbers, perfect for crushing infantry.
One more good argument to limit your armor.
LM+ said:
- "Minor" nations seem shortchanged with high build costs and low mobilization values. In particular, relatively powerful second-rank powers such as Canada, Australia, Hungary, and Romania should not be so crippled.
Hmm, AI Canada is building many units, I always worry, that they build too many. Mobilization is generous for HUN and ROM, but their discounts are limited to the units, they could build on their own. ROM bought armor from Germany, so they get no bonus on it, overall is their -62% build_cost bonus quite huge and applies to many units.
LM+ said:
- 1 vote for more graphical unit pictures. Crudely-drawn NATO icons really are ugly.
It is not hard to create your own graphic mod, that you then simply copy over the HIP files.
LM+ said:
- Oil is definately under-valued. My standard practice is to trade for virtually every drop of oil available on the world market. As Japan, I amassed 302,000 units of oil by the time I hit Pearl Harbor in 7-Dec-41.
The world total amount of oil is nearly exactly vanilla, the different gear up for war system, should lead to less oil available for trade :confused:
LM+ said:
- Consider making India a British puppet state under British playr military control, and explicitely encouraging the British player to use that military control. Adjust IC/manpower as appropriate.
This is under consideration, but not a clear thing, like Egypt.
LM+ said:
- Speaking of puppets: When I release a puppet, it has a much higher modified IC than it did before; effectively, it's devoting 100% of GNP to warfare.
This is a weak point, you would need an event for every possible revolter to tune his IC, so HIP will only focus on the most important ones. Not 100% of GDP, that would be industrial_modifier = 200, 50% of GDP equals industrial_modifier = 100.
 
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Panther,

I've just moved and got my cable modem up, I love all the changes to the mod. This is by far the most advanced and stable mod out there!


P.S. I do like the idea of having India as a pupet state as serval ppl have sujested.

Rook
 
Regarding Air Doctrine

I note with the Air Doctrine page, that it is still based upon the vanilla style elements -- specifically lacking any detail as to improved CV and CAG developments during the war --

When you examine the development of the CAS role in supporting Land Forces, I would think that CAG developed in a similar manner for Naval Ops.

Given that WW II saw the end of the BB as the "Queen of the Seas" and the pre-emmince of the CV, I consider that this should be a major focus especially for Pacific Theatre Naval Ops.

Other mods have introduced CAG specific milestones, are you guys planning something similar (or at the very least, something a little different from the standard vanilla doctrinal tree)????

Cheers