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Yes, it is entirely compatible with SMEP for AoD. Originally there was separate version (converted by me) due changes involved in boostertext.csv however after figuring another way to do few things there's no need for such anymore ;)
 
Actually I should remove that line as it's not true anymore. Something I forgot to delete from the readme (where I copypasted the info). :rofl:

In short, SMEP and MMM ARE compatible. I triple checked it myself several times before I released the latest version, but it's my mistake that there are some unupdated lines in the readme as an oversight.
 
I have a technical question that relates perhaps more to installing several different versions (mods) of AOD on my computer at the same time.

First of all, I really want to try this mod since it seems to address many of the same issues that I have. I have been playing HOI isnce 2005 so I have quite a lot of experience with the gams as well as making mini mods (similiar to this one or at least for similiar purposes) to suit my own purposes.

In before there was AOD I used to simply creater a new folder on my computer and copy and paste intact an existing HOI2 version and then make my changes and play. That way I could have many HOI2 game available at the same time.

It strikes me now that AOD somewhat restricts doing this thru some copy protection system. Is this true? If so, can anybody suggest the best way to get around this so that I can keep my current AOD game and play this mini mod as well at the same time?

My real puropse here is to mod this mod to suit the custom features that I have already added for a specific human USA player versus the AI. I have done a lot so far to improve the Pacific war in my opinion in a way that reflects more realistically the USA problems in the Pacific theater.

By the way. I have experimented with longer construction times of ships and land divisions to make them more realistic (also cuts down on total divisions for all). The human can adapt much more easily to increased build times than the AI seems to be able to however.

Anyway -- sorry for such a long post here but my main question is how best do I have several versions of AOD running on my computer?
 
The human can adapt much more easily to increased build times than the AI seems to be able to however.

It really depends. There are certain things the AI does have some problems with longer buildtimes if you just increase them but you don't tweak some other things involved. Ultimately it still would boil down to the question of artificial difficulty vs player's own "mercy" against AI of not going completely overboard with stuff.

As for your question, you could always try using moddir option (doesn't work for multiplayer though). http://www.paradoxian.org/hoi2wiki/index.php/Moddir <--- here's a brief guide how to use moddir, just replace HoI2 references with AoD obviously.
 
Actually I should remove that line as it's not true anymore. Something I forgot to delete from the readme (where I copypasted the info). :rofl:

In short, SMEP and MMM ARE compatible. I triple checked it myself several times before I released the latest version, but it's my mistake that there are some unupdated lines in the readme as an oversight.

One more question to this thread. What is the install order or does it matter?
 
It shouldn't matter in which order you install. You can install MMM first and then SMEP or vice versa, but if you have E3 installed then you must obviously install E3 first, MMM then and the extra folder's content after that's done. However if you want to be on the safe side install MMM first and then SMEP.

I'll be sure to update the readme to be more clear about the subject at some point. Main post is updated to be more clear about SMEP\E3 installation :)
 
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Concerning Heavy CAG --

Does the regular CAG upgrade to heavy CAG?

I noticed too that when I had a class III CV line in production and had researched the class IV CV that when in the production que I clicked to upgrade the ship from a III to a IV that it seemed not to upgrade the CAG as well (at least not to a heavy). Yet if I started a new production line I could produce a class IV CV with the heavy CAG attached.

So -- will the regular CAG upgrade to a heavy? Or, do I have to produce unattached heavy CAG's and attach them to existing ships (that means scrapping existing regular CAG's as well)? Or perhams class III CV's and lower classes can only have regular CAG's attached? I could see this if it was a flight deck distance issue.
 
You can't upgrade CAG to heavy CAG as the game treates them as invidual units. Of course there is a way to make that happen theoretically speaking but practically it would be poor thing to do due the way the game cannot skip models regarding upgrades, so HCAG would only kick in once you would reach turbojet CAG and that would take quite some time to reach such production status. Your only bet is what you suspected - to disband the old CAG and replace it with manually produced HCAG or simply let the regular CAG be. The flight deck issue would be realistic but it can't be modded in AoD unless they would code the possibility to add new units in similiar way there are custom brigade slots. Somewhat more practical solution would be to keep your old CAGs but use them for secondary duties once you've reached to the point you have enough carriers with HCAGs avaible and eventually upgrade them aswell.

It should be worth noting that while certain things are more aimed for common realism, some stuff that is done is also made balanced in some way regarding gameplay and hence HCAG only becomes avaible after improved aircraft carrier is researched. HCAG is after all only marginal improvement over CAG if you look at the stats, but due other tweaks involved in the mod regarding CAG vs CAG or ground based aircraft vs navy combat even marginal improvement may occasionally make quite a diffrence between a disaster and only moderate loss, especially with the ship repairtimes being quite long (over a year is not that uncommon if it's barely floating) if they really get battered badly.

I'll be sure to include either additional text file or add at the end of the readme how custom brigades upgrades and which techs activates them for the next version to save some confusion :)
 
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Thanks for the info!

I think that what I will do since I am playing as USA and other nations are not expected to build HCAG's is to simply edit the save game file to attach them.

I am up to mid 1939 in my game. Biggest change seen yet is the faster research speed. I believe that their latest patch from several months ago really slowed down research too much. I like the changed research years as well. Also noted that the effects for assembly lines has been reduced -- especially for ships. Only thing so far that I would change is to change the assembly line benefit for convoy transports from 20 to say 50 or more. I know that the US Liberty Ship production led by Henry Kaiser got the time down to probably a month average. Record was just 6 days. Basically they pre-assembled the parts from different locations, shipped it by rail to the dry dock, and welded the parts together and launched. The key was dry dock space -- move the out as fast as you can.

I am currently using a number my own changes in the game having edited the ai_jap file to add a number of events and ratio of inf to CV build tweeking for Japan that makes them quite a bit tougher. I researched Fernando Torrez's changes from his WIF-gold mod from August 2008 to be a guide. In my opinion it (WIF-gold) was the best mod ever. Don't confuse it with the later platinum and titanium WIF mods though.

One note that you might want t keep in mind for the future is that if you want the AI, expecially USA and JAP to make amphibious landings you have to give them at whole lot of transports -- like near 100 (by several events is best). You would be surprised what effect that has on the AI's actions in the game. The AI isn't quite smart enough to plan ahead otherwise.

It that realistic? No. But it works!

All these tweekings can be done by event so that they are for AI = YES as not to interfere with human-human play.

Anyway -- it's your mod so do what you please. I'm just making some random comments. I do thinke though that nobody has yet spent enough effort improving the Pacific war aspects of the game. But, having been on these boards for 5 years, I get the impression that most of the players/developers care mainly about the Germany/USSR war so I understand.
 
Anyway -- it's your mod so do what you please. I'm just making some random comments.

I'll keep my ears open for suggestions and see if I can do them reasonably in. One reason why I haven't really touched the AI yet is that most AI related stuff requires alot of testing and finding plenty of time for it might be bit of a problem, even though based on few SP gameplays and several multiplayer games and observing the AI it's doable in it's default state. Another reason is that SMEP does improve certain AI related stuff via events, and since this mod is SMEP compatible it might not be worth to do it unless I want to make this major total conversion or so :)

froglegs said:
Only thing so far that I would change is to change the assembly line benefit for convoy transports from 20 to say 50 or more. I know that the US Liberty Ship production led by Henry Kaiser got the time down to probably a month average.

The 20% bonus is mostly there to keep it somewhat more reasonable for every nation and avoid too much national bias with most of the content and to keep it more balanced with all slider settings. Full drafted army (higher max gearing bonus) + free market + hawk lobby (the effects stack regarding buildtime reductions) + full gearing bonus by long production and I think you can produce a single convoy group within 25-35 days. That's pretty damm fast if you ask me :p
 
I'm OK with that. I got up to mid 1940 in my game a decided to reload and check out the Japanese progress. I should have looked sooner. One of you changed files overwrote one of mine so I lost most of my intended Japanese changes.

It is tricky blending 3 different mods into one (yours, mine, and parts of WIF Gold).

This is gonna take awhile. A whole lotta while!

After thinking about this some more, I will likely load your virgin mod and try it out, then use it as the basis to add further stuff.

I can tell already though that your mod is a lot better then vanilla. It changes a lot of things that I have already wanted done and it is good for me to see another person's perspective as well. My buddies won't play HOI networked anymore so we have moved on to other games for my once a week networked session.
 
1.12 out with ninjafix (aka no more plethora of unknown strings wanted). Basically small tweaks and 1.05 compability.

However I wouldn't recommend using SMEP until new version of SMEP comes out as it's somewhat incompatible with 1.05.
 
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1.13 released. The usual set of tweaks and fixes.

Since 1.05 had now been released, is your 1.13 mini mod now current?