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Pioniere

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May 29, 2006
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Well an 1.7 version would be something to wait a loong time for. perhaps a some adjustments maybe like a hot-fix of some sort.

- Cleanup
There would be an good idea to remove the double pictures of AUS Alexander Lohr,T_TRA_UralUniversity,Erwin_Schrodinger,Kurt_Godel,T_AUS_Technische_Universitat_Wien,T_RUS_VADegtyarevPlant and thee is many tec team pictures of tech teams that are not being used like T_GER_Walter_Model and T_GER_Werner_Molders why not just remove them? Many of the new Turkish and Uzbekistan tech teams have a lot double pictures and so on. Would not hurt if the aod team could make one more round of what they could use from the tech teams. A good cleanup would make it better for a fast downlaod and we could use the space for something else.
I dont want to sound ungreatfull but there is no need for all those leftover picture to be there.
 
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missing minister skills for Germany maybe due to spelling or registrations.

minx.png
[/URL] Uploaded with ImageShack.us[/IMG]

I checked the spelling its right, but the game dont read them...
 
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271;Chief of Army;Guenther Blumentritt;45;PA;Elastic Defence
276;Chief of Army;Walther Buhle;45;PA;Elastic Defence Doctrine;High;M_GER_Walther_Buhle;x
--------------
178;Chief of Army;Ferdinand Schoerner;45;NS;Elastic Defence Doctrine;Very High;Schoerner_Ferdinand1_ger;x

I found this in the latest 1.6 patch
---------------------------------------
 
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the strange naval sneak mode:
navelsneak.png
[/URL] Uploaded with ImageShack.us[/IMG]
You can move from navel to navel base and not be in the sea :cool:
 
A file cleanup is really needed.

Is it correct that you have moved back to numbered file names for the leader pictures? If so then all those other files could be removed.
I got 22758 files in the gfx\interface\pics folder...
 
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thanks Lennartos for hotfix and Denniss for testing.

it seems still has room to improve...
 
Yep - they need to find the black hole where all the res falls into.

Question from a non-programmer view: Wouldn't it be easier to use the calculation already done for available IC as a base/starting point for ressource consumption as it's assumed to be 100% of metal consumption?
Divide this by two for rares and double it for energy to have valid starting points for them. Then apply positives or negatives from offmap, trade, synth production and other factors like active gearing bonus.
 
This is a WAD that you're seeing.

If a build is in the retooling phase, its raw materials consumption is multiplied with the "# Retooling Resource Cost (of base IC)" value in misc.txt . Officially this value is 0.25, meaning that a retooling build consumes 1/4 raw materials of the base IC cost.

Since a carrier costs something like 5-6 IC, 25% equals ~1. Hence the roughly 5 'missing' metal you noticed, Denniss. Also the reason why the starting builds have correct consumption ( they aren't retooling ).

Still, eagle-eyed as always, Denniss :)

So no worries. Spread the word,spread the hotfix.
 
Thanks for the explanation Radu.

Playing as SOV 1938 I saw their metal consumption is about 2 units less than available IC. Any idea why ?
I made a similar observation in the current CORE public Beta - starting the scenario as GER I saw them use about 4 unit metals less than available IC.

A little complaint: The standard autosliders do not react in the way I want them to react - if I activate "prioritize upgrades", leaving the other options untouched, they do not reallocate IC from reinforce to Upgrade. With advanced sliders they even reallocate IC from production.

A small observation: In 1938 scenario SOV has a rare materials plant but does not have the proper industrial tech researched?!? - factory is there and you could set production but it won't produce anything nor does it consume anything.

A question: Are synth oi/rare plants still limited on the output side or has it changed in AoD ?
-> higher tech with better conversion rate just reduced res input but not oil/rare output.
If the behaviour has not changed then it's a surreal setup - in reality these factories were always limited by the amount of input they could process per day and by the technology (how much input becomes usable output).
 
Yugoslavia break the pact of steel

I have notice that when Yugoslavia break the pact of steel and you Germany choose prepare for invasion it has no effect later. Is that a new change?

By the way would you Lennartos and Radu accept a small pack for decoration to the Easter egg.

Here is the last suggestions for an update to France,Germany,Japan,U73 and Ukraine. CSV file for Egypt updated Those should do the trick

************
******
File Name: updated for later use min_lead.rar
http://www.sendspace.com/file/63cg84
*UPDATED*19.4.

I hope you accept this small pack
 
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Could you at least put in path names for those of us who aren't quite as knowledgeable???

271;Chief of Army;Guenther Blumentritt;45;PA;Elastic Defence
276;Chief of Army;Walther Buhle;45;PA;Elastic Defence Doctrine;High;M_GER_Walther_Buhle;x
--------------
178;Chief of Army;Ferdinand Schoerner;45;NS;Elastic Defence Doctrine;Very High;Schoerner_Ferdinand1_ger;x

I found this in the latest 1.6 patch
---------------------------------------
Here is an suggestions for an update to France,Germany,Japan and Ukraine. CSV file for Egypt updated Those should do the trick
*-
http://www.sendspace.com/file/sj6s5i
File Name: few.new min&leaders for aod.rar
*updated*-
 
Could you at least put in path names for those of us who aren't quite as knowledgeable???

Pictures in pic folder, ministers csv fils in minister folder and the leader file in the leader folder.
 
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Some small data fixes needed for the next version:
1) Province 80 is named Wilhelmshaven in reality, not Wilhelmshafen
2) 1945 and Fall Barbarossa scenario still uses KMS prefixes for german ships - all others have been adapted to the new naming wihout KMS/DKM prefixes.
3) Southern conquest scenario uses an incorrect IJN prefix for japanese ships - please remove
4) 1939, 1941 and Husky scenarios uses an incorrect RM prefix for italian ships - please change to RN
 
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Really devs could you confirm if the new naval behaviour is a bug ? It's not on any changelog that I know of and it's rather disturbing. Between two adjacents ports it could be justified but from Bristol to Portsmouth it's nonsense.
 
Yes, I hope the devs can help with mending from time to time. I think the naval behavior is a bug of some sort. Speaking of navel issues we can now embark from sea to land without being int the same sea-zone as the navel base is in.

here is my element for a patch.
http://www.sendspace.com/file/63cg84
 
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