• 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.
UncleAlias said:
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!
Hi!
I will put up an new version soon. Hopefully to the end of the week.
The last version was way too experimental..
And after testing a lot, I'm going back to the old combat system.
Hope you could wait that long.
Greetings,
Chromos
 
Looks awfully interesting!
 
therev said:
I just tried to DL your very interesting looking MOD but I got the message that it had been deleted due to inactivity.

Will you be uploading it again soon?

Hi!
Please look up to my earlier post.Hopefully you could enjoy a new version this weekend.. :cool:

@Van der Gent
Hopefully you will have as much fun as it looks interesting.
:)

Greetings!
Chromos
 
Hello!
New Version is out!
You can find the download in the first post.
Also new prewvie pics of the tech tree are available...

Greetings!
Chromos
 
Awesome! Will test ASAP, I was going to continue testing the earlier version but it would have been fairly pointless as the leadership issue caused a fairly major bug all across the board (Although after understanding your system, I began to like its simple complexity. It's too bad the engine is unbending in that respect).
I will let you know how the tests go as soon as I can get some play in.
 
therev said:
You download site is very offputting. I have attempted to DL your MOD and so afr I have been told I have exceed my download limit. I have to wait 4 hours to try again. Four hours later I am told the same thing again.

Would it be possible to try another server?

This is really annoying...
I've added two other download locations now in the first post.
Hope it helps, otherwise tell me please another good free download server and I will put it there too..
Greetings!
Chromos
 
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 LM+,
at last, I can say, I tried.. :rolleyes:

Greetings,
Chromos
 
OK, I tested the mod a bit and I must say I like it. The best point is the new tech tree: lots of choices, there. The downside to this is that you really have to make tough decisions as to what to do and when. I'm not 100% sure the AI knows how to handle the changes, tho.

On the bad side, icons for brigades are quite ugly. Also, playing as France, I noticed some divisions starting in 36 with brigades that should not exist, such as SP AA (that happens to be early light tank attachments).
 
HI!
@UncleAlias
Fine that you like it. Besides ist still an ALPHA, so don't expect the Graphics/Icons to be the final Version.
I just make some quick Graphics/Icons for testing purposes.
Maybe there'll be a poll about what the look should be.
The AI has to be teached how to use the new techs. That will probably an ongoing task.. At the Moment it is going quite well.
Thanks for reporting! I'll put that with the SP-AA to my watchlist.
(I like now to play france a lot more than in vanilla, its still tough, but manageable, maybe I'll add an event for the British Forces, that would make it a little easier..but events will come until techtree runs well)

@therev
Thats bad. Have you still trouble? I also make a new install with vanilla and patch 1.2 before Ii install AHOI to check if it runs without chrashes. Here it runs well. I also use the most of the times counter.
I Hope that everything runs now correctly and you can enjoy playing.


Greetings,
Chromos
 
I'm liking it however I have one issue.
Land combat is waaaaaay too fast! Battles are lasting a matter of hours, three, four, five, and the participating forces are taking ridiculous casualties. In an infantry assault on Poznan or another Polish territory in September 1939, my 12 German infantry divisions took 25 - 50% strength losses against six Polish divisions. The Polish divisions were similarly reduced, but the reinforcement time took me until November to get those troops up to snuff to move to the western front. I've had entire armored corps demolished by just one attempted breakthrough-in-force, and if they're not totally destroyed they take horrible damage.
I would highly recommend looking into this. If it's WAD, it's not horrible, it takes time to get used to but it works, but it is certainly a shock to see half of a division absolutely wiped out in the course of three hours.
 
m_spencer said:
I'm liking it however I have one issue.
Land combat is waaaaaay too fast! Battles are lasting a matter of hours, three, four, five, and the participating forces are taking ridiculous casualties. In an infantry assault on Poznan or another Polish territory in September 1939, my 12 German infantry divisions took 25 - 50% strength losses against six Polish divisions. The Polish divisions were similarly reduced, but the reinforcement time took me until November to get those troops up to snuff to move to the western front. I've had entire armored corps demolished by just one attempted breakthrough-in-force, and if they're not totally destroyed they take horrible damage.
I would highly recommend looking into this. If it's WAD, it's not horrible, it takes time to get used to but it works, but it is certainly a shock to see half of a division absolutely wiped out in the course of three hours.


Hi m_spencer.
The higher losses are wanted (but not that much). And that short battles are not.
I'll watch the battles more next time.
After all I know now about comabt in HOI is, that it is a hell of work to balance it out.
The hole thing about strength loss and org loss...
Not to mention the upgrades the Division gets over the time.

My final goal is that the outcome should depend more on the Org and the combat events of the doctrine-path you choose. So combat should most time last a little bit longer as in vanilla and you maybe have heavy casualties.
You may have to reinforce the battle with new divisions.
Hopefully the engine let me do this (in time..).
That is still al long way to go.

Once again, thank you for your time using this mod.
Maybe you cant tell me what forces exactly were in that battles on both sides. Did you youse Brigades? The enemy? Terrain? Starting Org and ending Org?
That would help a lot.

It would be nice if any other can help on this issue too.
In most of the games now the AI vs AI the caualties are VERY high. So Japan is out of manpower after china or even loose while having not enough manpower to fight the chinese masses. Even USSR is out of manpower after some years... :eek:
I'll go into this and maybe adjust the manpower system.

Oh, and please don't forget, its still an ALPHA...

Greetings,
Andreas
 
Oh I do know what you're trying to do, it's very very difficult because one typo will sink it, and if you tweak the modifiers and say, put in 15% thinking that would be better instead of 25%, the impact can be profound on the strategic scale. It's certainly not easy but you've done an excellent job so far.
The conditions were essentially as follows:
1 "Artillery Division" (MOT '39 with Siege Artillery)
10 Infantry Divisions (INF '39, 9 in corps with one independent unit)
1 Headquarters
With air support, a few CAS units.
The Polish had about six or seven divisions.
IIRC, I brigaded a few of the infantry, maybe three or four units had artillery, antitank, or engineering. HQ unit was unbrigaded.
Starting org was either 100% or near 100% for German doctrines up to Blitzkrieg. I do not remember what the specific number was though (But I did notice ORG has a much greater effect later in the game, specifically in the invasion of Russia. The invasion of France, which followed in November after an aborted French attack, was also a blood bath).
Polish org was near 100 I think.
The result was the decimation of almost every division in my attacking force. My siege artillery unit survived fine, and the headquarters took no losses, but the infantry forces were chewed up by Polish infantry in nearly totally open terrain.

I'm thinking one way to reduce manpower losses is to play with the hospital system and make it a bit more advantageous to develop hospital techs. Attrition modifiers are also likely killing off a lot more people than they should.
 
Chromos,

A few days ago I downloaded the TRP mod and discovered that its combat system does what you want the one in your mod to do ... or, at least, what I think you want yours to do. :) To spare you the 100+ Meg download, here are the relevant #s from /db/misc.txt:

Code:
# How effective is ground-def efficiency when applied to defence chance rolls.
	1.5
# Base chance to avoid hit if defences left.
	0.90
# Base chance to avoid hit if no defences left.
	0.7

These changes, along with a major increase in Defensiveness and Toughness values for land units (often 4x their attack values) and roughly 50% higher attack values for sea and air units 1) make for slower, longer land battles, 2) don't make straffing, naval battles, or air battles any more tedious, and 3) don't accidentally turn Defensiveness and Toughness into Vulnerability.

Hope this is found helpful (or at least friendly!) :)
 
@m_spencer
Thank you.
And yes, hospital techs and support techs are much more imprortent now.

@LM+
Again, thank you for your thoughts. Useful comments are everytime welcome!
I dropped that way (like in TRP with high ground-def efficiency when applied to defence chance rolls) because the Airforce was therefore nearly useless in strafing and bringing down the org in comabt.
But maybe I just have to raise their softattack/hardattack too and everything will be fine. :rolleyes:
I have also another system for the attack values of divisions and therfore now a much higher base attack value.
(I wanted that you can see in the tech description when an upgrade gives you a bonus on attack and not shows a 0, because its just a 0.5 bonus.)
I hope I'm through with this with the next release. :cool:

Greetings and nice weekend,
Chromos
:)