• 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.
HMS Enterprize said:
@Chromos

Just have to say I love what you have done with the land doctrine research tree, the idea of mixing and matching doctrines is inspired.

I love how you can start in human wave and then think...hmm...I need a bit of mobility...and then further specialise with Jungle or Desert etc etc...grand ideas!

Im gonna try this mod very soon hopefully.

Thank you.

The idea behind was, that the nations start with a doctrin path, but adopted other doctrins during the war.
The The Red Army showed that in an impressive way.

In AHOI the Germans will still exel in moblile warfare but the russians can come close up.

It's all a matter how much effort you spend on that topic.

So the Germans can build a good Carrier Force now if they research all the needed doctrins.

etc. etc.
Nobody forgets to fight with submarines, because of only trying to learn how carriers fight best... And vice versa...

Hope you will enjoy it if you try it!

Next version has some more significant changes.. :cool:

Chromos
 
Hello,
next version ...

http://rapidshare.de/files/35027724/AHOIalpha1b.zip.html

I had many trouble implementing some events. So hopefully all works now as it should.
This version is not a really new one. Just to show you that I'm still working on it.
It is in English and has now a new infantry and air-doctrin tech-tree.
There're now more than 150 new techs inside.. (compared to vanilla DD)

I played something with the combat system and battles should now last even longer without too heavy casualities. At least I hope so.. :cool:

Greetings!
Chromos
 
m_spencer said:
Really, really like the new version, but why do most brigades, especially engineers, decrease defensiveness?

Hi!
Because i changed the combat system for testing.
Now you get bigger ground_defense when you run out of defense or toughness.
Better units have now less defense or toughness.

I read a thread about that way here in the forum and just wantedt to give it a try.
Maybe that makes units harder to destroy for bombers?

Greetings!
Chromos
 
Ahh! That makes sense.
Well I just finished removing the negative signs, now I'll overwrite the files again :D
Also, there's a bug with Early Interceptor and Early Light Tank, they take one day to build.
 
m_spencer said:
Ahh! That makes sense.
Well I just finished removing the negative signs, now I'll overwrite the files again :D
Also, there's a bug with Early Interceptor and Early Light Tank, they take one day to build.

Yes, thats right.
I used that for testing the automatic upgrade system.
I used the vatican-mod to periodically upgrade existing units with all available researched upgrades. Like in the HSR-Mod the Armament-Ministry.

It will be changed in the next version.
Also you might find the ground _defense a little big too high now.
Another user in a german forum reportet that his planes are now not able to destroy or even scratch units on the run.. :eek:

I will test this week long and maybe there will be an more balanced version soon.
This one is just some, hm, intermediate ALPHA, or something..
:cool:
I just started to learn how events work, and that gaves me a lot of headache.

Thanks again for the quick feedback! :)

Chromos
 
I will begin combat evaluations as soon as possible, although I would like to address a slight problem with the infantry. In the infantry tech screen, the progression of infantry techs is as follows.
Infantry '36
Infantry '42
Infantry '46
Infantry '51
At first, I thought with the addition of service rifle and machine gun technologies, additional models would be pointless, but then I discovered that Infantry '38 would be made obsolete with the research of Infantry '42. Any light you could shed on this would be greatly appreciated.
 
m_spencer said:
me = idiot.

I just got the AI_EVENT for upgrading the divisions. I assume this comes about every two years? 1938, 1940, 1944, 1948?

Yes,
thats new too.
I thought about that way long ago, and the first version should have had this system too. But due to a system crash I had to redo all the work. And so Ieft this out for the first release of AHOI.
Now, you got every to years between the researchable inf-techs an event that "invents" a new infantry tech.
That should compensate for the "free" boni you got now when researching, for example a new submachine gun.
The upgrade cost are, at the moment, half the price for a "normal" unit upgrade.
That should also simulate the attrtion a bit.
Thank you for ongoing testing!

Chromos
 
Chromos said:
Hi!
Because i changed the combat system for testing.
Now you get bigger ground_defense when you run out of defense or toughness.
Better units have now less defense or toughness.

I read a thread about that way here in the forum and just wantedt to give it a try.
Maybe that makes units harder to destroy for bombers?

Greetings!
Chromos
As the chap who may have written that thread, I'd like to recommend you change back to the vanilla combat system. The reason is that it is impossible to solve the problems with the hard-coded combat efficiency modifiers. Good leaders increase "defensiveness", and therefore cause units to take more casualties if "defensiveness" is changed to "vulnerability".
 
LM+ said:
As the chap who may have written that thread, I'd like to recommend you change back to the vanilla combat system. The reason is that it is impossible to solve the problems with the hard-coded combat efficiency modifiers. Good leaders increase "defensiveness", and therefore cause units to take more casualties if "defensiveness" is changed to "vulnerability".
Hi!
I allways thought that leaders only improve combat efficiency and not ground_defense or defense of a unit.
Also I thought the defense value of a unit determines only how much rounds it can use the first ground_defense value. So the leader bonus would only increase the chance of a unit to avoid hits if still defense rolls are left.?
Or am I wrong about the combat system?

Hm, I'll keep what you wrote in mind while testing the new system.
Thank you!

Chromos

Ps: could you direct me to the discussion you started about that topic?
 
Air power has been re-nerfed. I can't destroy retreating divisions with 0 Org, reduced strength, on unfriendly territory, with four CAS Level 2s.

Mmm... stopped testing after, in the course of one week, England landed seventeen divisions in France and overwhelmed my substantial garrison, seemingly invincible to air attacks and able to compeltely chew up infantry without a second thought. Balancing needed with regards to air desperately.
 
Last edited:
Chromos said:
I allways thought that leaders only improve combat efficiency and not ground_defense or defense of a unit.
Also I thought the defense value of a unit determines only how much rounds it can use the first ground_defense value. So the leader bonus would only increase the chance of a unit to avoid hits if still defense rolls are left.?
Or am I wrong about the combat system?
You are quite right that leaders (and unit experience, etc.) improve the combat efficiency of a unit. However, combat efficiency acts as a modifier to naval attack, sub attack, air attack, soft attack, hard attack, toughness (when unit is attacking), defensiveness (when unit is defending), air defence, and naval defence.

Combat efficiency has *no* effect on the actual values for GDE before or after defensiveness/toughness/airdefence are used up.

So, if you change "defensiveness" into "vulnerability" by reversing the chance to hit ratios, good leaders, high experience, and everything else that improves combat efficiency increases the rate at which the unit will take losses and be disorganized in combat.

If you are reading this, please spread the word around. I'm noticing several mods making this mistake, of which the otherwise excellent Francophone project "MOD 33" was probably the first. I figured this out after I noticed some very strange combat behavior in my test game in that mod.

Ps: could you direct me to the discussion you started about that topic?
Here it is: http://forum.paradoxplaza.com/forum/showthread.php?t=265632

Note especially my explanatory comments in the "misc.txt" snippet posted.
 
Last edited:
m_spencer said:
Air power has been re-nerfed. I can't destroy retreating divisions with 0 Org, reduced strength, on unfriendly territory, with four CAS Level 2s.

Mmm... stopped testing after, in the course of one week, England landed seventeen divisions in France and overwhelmed my substantial garrison, seemingly invincible to air attacks and able to compeltely chew up infantry without a second thought. Balancing needed with regards to air desperately.


Yes, that comes from the new values of ground_defense.
Try this settings in the misc.txt:
# How effective is ground-def efficiency when applied to defence chance rolls.
# (Clarification: applicable to attacks on ground units only)
1.01
# Base chance to avoid hit if defences left.
# (Correction: not applicable to attacks on ground units)
0.9
# Base chance to avoid hit if no defences left.
# (Note: this value always applies)
0.98

That might help.
Also the user form the German forum tried this:

# How effective is ground-def efficiency when applied to defence chance rolls.
1.15
# Base chance to avoid hit if defences left.
0.9
# Base chance to avoid hit if no defences left.
0.9

Aircraft (CAS) values:
SA 50
HA 40

and reported that this works actually too.

Regarding to the post of LM+ I'll do now much testing on the combat system!
I'll prove every way possible I can imagine.


Hopefully we can run this new system soon or go back to the old one quick!
Greetings,
Chromos
 
Regarding to the post of LM+ I'll do now much testing on the combat system!
I'll prove every way possible I can imagine.
Testing this stuff ain't easy. The reason is that, although a higher combat efficiency will cause a unit to have a higher "vulnerability", and therefore take losses faster, a higher C.E. will also boost the unit's attack stats, and therefore allow it to deal damage faster. So you end up with very roughly equivalent win-loss results, but shorter battles.

The opposite will happen if you apply a penalty to the enemy. Try giving some ship a ridiculously high shore bombardment value (5000 will do), and using it to support your test attack. You will notice that the enemy has a combat effectiveness of 1%, and therefore a 0 vulnerability, and therefore will take casualties much more slowly. They'll still lose -- because they have no attacks -- but it'll be a tedious fight.
 
LM+ said:
You are quite right that leaders (and unit experience, etc.) improve the combat efficiency of a unit. However, combat efficiency acts as a modifier to naval attack, sub attack, air attack, soft attack, hard attack, toughness (when unit is attacking), defensiveness (when unit is defending), air defence, and naval defence.

Combat efficiency has *no* effect on the actual values for GDE before or after defensiveness/toughness/airdefence are used up.

So, if you change "defensiveness" into "vulnerability" by reversing the chance to hit ratios, good leaders, high experience, and everything else that improves combat efficiency increases the rate at which the unit will take losses and be disorganized in combat.

If you are reading this, please spread the word around. I'm noticing several mods making this mistake, of which the otherwise excellent Francophone project "MOD 33" was probably the first. I figured this out after I noticed some very strange combat behavior in my test game in that mod.

Here it is: http://forum.paradoxplaza.com/forum/showthread.php?t=265632

Note especially my explanatory comments in the "misc.txt" snippet posted.


Hi LM+

You're right. I incease the chance of losses. Thats why I increase both values!
# Base chance to avoid hit if defences left.
AND
# Base chance to avoid hit if no defences left.

That way every unit now gets easier losses on the beginning of the battle and it is much harder to inflict casualitys when it run out of defense or toughness.
Also, better units run out of defense or toughness earlier and are therfore harder to destroy.
Thats why the values are now higher than normal. That should also make the battles last longer.
Additional, newer units also have lower defense and toughness, so they even get earlier the bonus.
The Mod33 did only this:
# How effective is ground-def efficiency when applied to defence chance rolls.
1.4
# Base chance to avoid hit if defences left.
0.8
# Base chance to avoid hit if no defences left.
0.95
And leave the defense/toughness system untouched.

But I just recognized some other thing I have to prove. :eek:

Here is how I understand combat now(vanilla):

A attacking B:
A attacks so long with a strengh of A's attack value(SA or HA...) as A has toughness points left.
B is defending, with a strengh of B's attack value(SA or HA...) as B has defense points left.
If A is rolling a "hit", B can avoid this hit with a;
# Base chance to avoid hit if defences left.
0.8
And;
# Base chance to avoid hit if no defences left.
0.6
The same happens to the attacker if the defender rolls a hit..

Every expierience or leader boni counts on the chance to inflict a hit, or to avoid a hit.
So, for example, if:
# How effective is ground-def efficiency when applied to defence chance rolls.
1.0
The chance of avoiding a hit would be 1 if a hit is achieved from the combat system.
With a unit experience of 10 and Leader boni of 10 it would be easier to avoid a hit.

If I remeber right, thoughness/defensiveness determines also how often a unit can try to inflict a hit.
So a elite unit would be hard to destroy, but has also only few shots per round..

Am I totaly nuts about this topic now, or is there still ligt at the end of the tunnel?
I hope I don't miss anything.
Maybe i would be good to open a new thread on this topic again, to get some other views too?
Also it might be hellpful than to update the wiki for hoi?

Greetings from a confused Chromos
 
LM+ said:
Testing this stuff ain't easy. The reason is that, although a higher combat efficiency will cause a unit to have a higher "vulnerability", and therefore take losses faster, a higher C.E. will also boost the unit's attack stats, and therefore allow it to deal damage faster. So you end up with very roughly equivalent win-loss results, but shorter battles.

The opposite will happen if you apply a penalty to the enemy. Try giving some ship a ridiculously high shore bombardment value (5000 will do), and using it to support your test attack. You will notice that the enemy has a combat effectiveness of 1%, and therefore a 0 vulnerability, and therefore will take casualties much more slowly. They'll still lose -- because they have no attacks -- but it'll be a tedious fight.

Ups,
now you replied earlier than me.
I need a cup of coffe and a break before thinking again on this issue!
Maybe we need even a test scenario to check this comabt system..
I find it hard to verify battles in a standard szenario..
Once again, greetings an thank you for your time enhencing this mod!
Chromos
 
Now that I have DD, I wish I could try your mod, but it has been removed from Rapidshare. Any chance of reporting it?

Thanks in advance!