• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
In HIP Norway has mountain terrain, that alone is a huge defence bonus. There were certainly reasons, why those forts were built, but again, in HOI2 you do not see their real world capabilies getting active. They can not sink ships in HOI2, they make life harder for amphibious assaults, nothing else.

v0.41 is out
 
Last edited:
Sera said:
I understand your reasoning, but it bares the mark of a layman or armchair general (;)). Logistics, terrain defensibility and mines does not seem to factor in it. Ask yourself this, if such fortresses were so useless why would they be built in the first place? Any how, you are talking in terms of historical determinism. There was a lot of factors into the operational role of Norwegian defenses. Starting an early campaign, MUCH could have been different.

Also, given the special nature of fjords, your stringent requirements on what to coin a fort would indeed negate the possibility any coastal fortresses in Norway at all. Hardangerfjorden alone is 183 kms...to cover both sides and all crooks and nannies would be an impossible task. Historically, I believe 300 out of about 1200 or so German coastal installations were located in Norway.

Now lets talk hard numbers. Operation Weserübung (invasion of Norway) cost Germany 3 cruisers, 10 motortorpedoboats, 6 submarines, 1 artillery acadamyship and 10 lesser vessels. 5 other cruisers sustained heavy damages. The sinking of DKM Blücher by several coastal batteries alone repelled the German attack for several hours, allowing the Norwegian government and royalty to escape. Moreover, the losses are said to have made operation Sealion (invasion of England) impossible.

I doubt a few low level coastal forts could come even close to making such an impact. But removing them entirely seems nonsensical to me I'm afraid.

Objections noted. We're currently discussing this matter. I don't like the current situation myself, nor did I like the situation before 100% better. We'll work on this and try to find a way to find a solution in between that satisfies both you and us :)

Installer Version of Patch v0.40 to v0.41 is online
 
Last edited:
thanks for the new version.
i've read the release note, and would like to know what is the reason for reducing air stack from 4 to 3 ?
 
Sorry for the checksum, I will try to provide one for the next version.

Actually the best thing in my opinion would be 1 as limit, meaning no possible combination. The problem is, that the AI is not respecting the limit at any level from 1 to 4. It often has 5 to 9 stacks. 3 as limit should enable you to counter that ignorance. Air forces in general should be spread out across all bases and more units in the air with more small confrontations would make air combat more realistic. The problem with a certain limit is, that once your opponent comes with an X stack, you also have to react with an X stack without taking the risk of huge losses.

This change is not linked, so if you prefer 4, simply change it back.
 
thanks for the explanation. you may want also to change the air leader command limit to reflect this change in air stack. what about something like 2, 3, 6 and 9.
on command limit, i would be very pleased to see HIP adopt Starfire limit on land leader :rolleyes: any views ?
 
Starfire has only changed the lowest 3 land leaders, all +1. We might discuss this.

I see no need to change air limits, as combat remains exactly the same in terms of the stacking penalty. When several small stacks meet during combat, they need the appropriate leader to command all of them.
 
Panther,

Some quick comments on my current game, V39 playing as the CW in 1942.

· Japan DoW the US in November of 1939 and the USA joined the allies then.

· I never saw as the CW, the DD for bases. I’m not sure if the US did not go with this option or if (as I’m guessing) this event does not fire if the US is at war. If it is the latter I think the event should still fire as the CW needs those DDs (very important for the AI).

· There has been no lead lease. I’m not sure if the US did not go with this option or if (as I’m guessing) the US being active messed-up the lead lease event chain.

· Yugoslavia never entered or broke out of the Axis alliance. In Feb of 1942 they joined the allies and with some help form the CW and US are still around (down to about ½ the starting size).

· The Soviets still hold Moscow and are fighting around Stalingrad.

· Greece is still neutral.

It’s a tough game right now without any lend lease, I’ve managed to clean out Africa, take Sardinia and Sicily. There is a strategic bombing campaign I’m running against Italy and I’m gearing up to land on boot and take them out next.

I love this mod.

-Rook
 
rook749 said:
·Japan DoW the US in November of 1939 and the USA joined the allies then.
A bit early. There were already some changes done to the oil embargo trigger after your version, which is crucial here.
rook749 said:
· I never saw as the CW, the DD for bases. I’m not sure if the US did not go with this option or if (as I’m guessing) this event does not fire if the US is at war. If it is the latter I think the event should still fire as the CW needs those DDs (very important for the AI).
Yes, USA has to be at peace. I will ask, if we should change that.
rook749 said:
· There has been no lead lease. I’m not sure if the US did not go with this option or if (as I’m guessing) the US being active messed-up the lead lease event chain.
Yes, there might be problems, when the USA is at war very early. I will fix this.
rook749 said:
· Yugoslavia never entered or broke out of the Axis alliance. In Feb of 1942 they joined the allies and with some help form the CW and US are still around (down to about ½ the starting size).
Might happen, the coup series works quite relyable, but there is a small chance for such ahistoric outcomes.
rook749 said:
· The Soviets still hold Moscow and are fighting around Stalingrad.
Sounds great, the Soviet performance is looking promising for the next version.
rook749 said:
· Greece is still neutral.
Yes, if Italy does not dow, then Germany will not care about them.
rook749 said:
I love this mod.
Excellent.
 
Hey Guys,

I just started the new version as the UK and I noticed that right off the bat that Vatican City declared its independence.

Also I'm not sure what the changes in the birdgade models do? I say the comment “Completely reshaped brigade-modell: Brigade Techs now give Boni and are
needed to bring division values to full strength” but can you explain this in some more detail so I give you better comments.

Rook
 
Guys,

I'm also a little confused about the Uk production, do you make any changes to it in this version?

My total IC reads "0/40/361"n June of 1936. I need 6.5 to run the production that starts in the que, 13.92 for my consumer goods and between 47 and 86 to supply my troops.

There no way I can supply the amy even when I dump eveything in supplies. Right now I've shipping the extra supplies from around the empire back to the UK as well as using the "Open Negotiations" option to trade for supplies but it is very hard to keep up and soon I fear I won't be able to keep up.

Rook
 
The Vatican action is WAD, follow the recommendations and you will hardly notice.

From the combat stats points were moved to the brigade techs, so to have the best available units, you need the current brigade techs. Makes a lot of sense, if you think about it.

I will look into the UK issue. Yes, there is a fix necessary.
 
Last edited:
Panther,

Thanks for the fast reply. I'm not sure what happened with UK's production.

I noticed that I had music but no sound effects so I exited the game and copied the \SFX\WAVE folder into the HIP directory and then my sound effect were there. When I re-loaded my game I not only had the SFX but I also now only needed 11 or 30 (when I was convoying stuff overseas) to supply my forces. I don't think the SFX had anything to do with this but the save and re-load might have.

Has anyone else had issues with the SFX when the use the installer?

Rook
 
Panther,

I also noticed all of the Uk's carries except the Eagle started with the 1938 Carrier Air Wing of Sea Galadiator / Sword Fish while the Eagle had the 1936 Nimrod / Sword Fish. Was this what you meant?

Rook
 
Ok, I should probably say something about the brigades, since that idea has grown in my crazy head anyway:

If you click on the brigade techs now, you'll see that they'll add certain boni to your units. E.g. Artillery will give soft attack boni, anti-air-regiment will give air attack boni and so on...
The reason for this is, that we said to ourselves... why don't I profit from research in artillery if I don't build and attach artillery brigades. Does that mean my divisions don't have any artillery? Of course not. Every infantry or tank division has artillery. Those brigades are only additional forces that I can assign to a unit to make it even stronger for a special attack mission or something. But if that is so, then why don't I notice any changes when I research artillery from '18 to '45 level?
A logical question so we changed that.
We reduced the stats of all land divisions. Now the stats are lower than the ones you're used to. If you want your infantry '42 division to have the stats it had before, you must research artillery '42, anti-tank '42 and so on...
If you let your highly trained soldiers run around wit '45 gear and small-arms but give them '18 artillery and '36 anti-air at the same time... well guess what... they won't be as effective as they could be.
It also works the other way around. if you have '36 infantry and your opponent has '39 infantry, that doesn't necessarily mean that he's got the better unit. If you can equip your forces with '45 artillery and '42 tank-hunters, then things will look different.
But don't worry, the boni are not high enough to make brigade techs more important than division techs. But now you need to put your focus on all weapon techs, not just on the divisions, because being behind in artillery technology can really make a difference...
The recon tech now also gives you reconnaissance boni, so if you have better recon units, you have better recon.. makes sense doesn't it?
The motorized brigades make your motorized divisions (and Cavallery) go faster. But ONLY motorized divisions. Infantry is slow all by itself, but tanks are slowed down by non-motorized artillery, so if you research SP-Artillery.. guess what.. they'll be able to advance faster (and use more fuel, but don't worry - the non-motorized units still don't use fuel. The motorized brigades only affect also motorized divisions).

The Vatican was not just entered as a new country for events and stuff but also works as our "Update-Ghost". Once a month the Vatican will make "its twin" independent and immediately annex it again. This is WAD and shouldn't bother you. It is necessary since the boni are not updated by the game engine if you build new units. But an annexation updates all units stats around the world, so we needed this little strange hack to ensure our boni system works. If you follow our recommendation and turn of the "new country" and "country annexed" message boxes, you'll hardly notice anything. And even if you want the boxes in the game, it happens only once a month.

We hope you feel, like we do, that this boni system makes the way the unit-research works a lot more realistic and challenging.

As I said before.. comments and critics are welcome and wanted/needed :)
 
rook749,

cancel the convoy to Port Said, this is the bug fix.

In vanilla the carriers, except the Eagle, also have the CAG two models higher, I simply did not change that. Do you think it should be changed?

v0.43 is out (solves the problem)
 
Last edited: