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Originally posted by Burris
Italy starts off with 4 transports throughout the country..

Great - but it's obviosly too low number too win with Albania. :)
Naval Infantry Training or even Marines techs should help. After all, Italy was not that bad when it come to use special forces (attack in Alexandria, operations on Crete).
 
Originally posted by Burris
Are you kidding? I declare war on Albania right away as Italy..


Yes, you do this. But AI aparently not. :D
There is no problem, when Italy is controlled by player, but AI is unable to win even with Albania. So we have to help it a bit.
 
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Originally posted by Burris
In all fact of the matter, Albania should actually be puppeted, not annexed.

Yes, but on the other hand Italian AI would never attack Greece from Albanian territory when Albania is just a puppet. Occupation is a better choice.
 
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Italian AI and Albania

Italian AI can conquer albania, even if it has 2 infantry divisions. At least I have an AI capable of doing so. Only problem is it uses up half the Italian divisions to do so. Thus after Albania is conquered, Italy has lost half its divisions -> not an option, it weakens italy too much.

The problem is not too little transport capacity, but the fact that Albania is very well defendable from sea invasions. 1 infantry division Italy can handle, though with severe losses, 2 is simply too much. Try it as a player, invade Albania by sea when it has 2 inf. divisions. You need a Normandy style invasion force (or slightly less + continous air support) to crack the Albanian troops. Must say, if the AI would support the landing with bombers operating from mainland Italy, the losses would be less severe as the AI does reinforce the landing as fast as it can. Don't know how to tell the AI that though.

Greece, like Copper Nicus said, is definately not a problem. I've seen Italy win on its own against Greece, before it joined the axis (thus no British interference, thus unopposed landings in crete and a second front in southern Greece, thus circumventing the fortifications. Quite impressive, although probably a random fluke). It even started the war on its own.
 
I can validate the Italian supply line problem (probably 1.03b, not CORE).

When I initiated support to Mussolini in NA, I created a supply route from Albania to Tripoli and the Italians were starving out their troops there.
As soon as I started up oil and supplies, their troops began to regain org.
So, it seems Germany can supply from Greece and Albania/Yugoslavia, although I always thought that supplies and oil needed to be traced back to a factory output province, but none of those are available in the med. for Germany, even after annexing Yugoslavia/Greece/Albania.
I selected Albania because it has a capital province that produces 5 oil daily, not sure though if this effects anything.

I am sure the Italian AI sets up supply to NA, but I guess when they get into a war and sent more troops, they do not increase the supplyline (add more cargo ships to the convoy)

Anyway, my DAK consisting of 2 motorized and 1 tank div under Rommel could move and had supplies, they drove Egypt and UK back to Tobruk:D :D
 
Hmm, germany shipping supplies from allied territory. If this is true, the oil is probably oil from Berlin stockpiles. In that case I should try if it is possible to send convoys from countries you have mil. access to and a land connection.

P.s. the italian convoy shipping oil back to Italy from NA is marked as a bug/faulty convoy, so should be fixed in 1.04.
 
When you take military control over Vichy, can't Germany ship from Marseille?

So you are saying that if I ask military access to Italy, I might be able to set up a convoy from an Italian Industrial port province to Tripoli and it would feed my German army there using purely German supplies and oil and convoy protect- and cargo ships??
 
I am doing a series of events that basically show the times in the world. They will have no effects, they will just keep you informed there is more going on besides the war and such.


#########################################################################
# Casablanca Debuts
# 852000
#########################################################################
event = {
id = XXXXXX
random = no
trigger = {
exists = VIC
}
}
name = "Media - Casablanca Debuts"
desc = "Considered one of the greatest movies of all, Casablanca, time was debuted in Hollywood on November 26th, 1942. Casablanca took place in Vichy North Africa. It starred a legendary cast featuring: Humphrey Bogart, Ingrid Bergman, and Claude Rains."
style = 0

date = { day = 26 month = november year = 1942 }
offset = 1

action_a = {
name = "Okay" # Ok
command = { }
}
}

I want the event to be shown to every nation, but can this be done by simply deleteing the country line?
 
Having a log entry for every nation for each flavour event in the game might be a bit excessive... Let it fire for one nation (USA in this case) and the player will see "Oh, there was a Casablanca event for US" as the log entry / pop-up appears.
 
Re: unable to continue playing.......

Originally posted by hendriks
BUT, all in vain as I can play now no more then 2 days, 48 hours EXACTLY, nothing weird happening, no alliances breaking, wars declared, nothing. 48 hours over and over again from my autosave file from yesterday................

I've sent you a fixed save-file which tested good repeatedly. The crash problem appears to have been related to the Egyptian navy being deployed in province #1101, which is a land-bound province with a port.

To fix this for your game, I've removed all Egyptian navy units (some transports, 2xDD, 1xCA) and stopped the Egyptian AI from building more ships. This shouldn't seriously affect game balance and I hope you will play on. We'll obviously fix the root cause in 0.2 release.

Thanks for reporting the problem
 
Re: Re: unable to continue playing.......

Originally posted by Steel
I've sent you a fixed save-file which tested good repeatedly. The crash problem appears to have been related to the Egyptian navy being deployed in province #1101, which is a land-bound province with a port.

To fix this for your game, I've removed all Egyptian navy units (some transports, 2xDD, 1xCA) and stopped the Egyptian AI from building more ships. This shouldn't seriously affect game balance and I hope you will play on. We'll obviously fix the root cause in 0.2 release.

Thanks for reporting the problem
i didn't know that, i will check that :D
 
As far as I can tell the permanent fix (for new games) is to edit province.csv and replace the existing line for Cairo with:

1101;Cairo;;;;Subtropical;clear;;;40;;;0;13;0;0;14;0;0;10957;2969;10957;2969;10957;2969;0;-100;-100;0;-100;-100;0;-100;-100;0;-100;-100;0;10959;2951;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;;

Test game running good so far and port is no longer shown on map.
 
Originally posted by Steel
As far as I can tell the permanent fix (for new games) is to edit province.csv and replace the existing line for Cairo with:

1101;Cairo;;;;Subtropical;clear;;;40;;;0;13;0;0;14;0;0;10957;2969;10957;2969;10957;2969;0;-100;-100;0;-100;-100;0;-100;-100;0;-100;-100;0;10959;2951;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;;

Test game running good so far and port is no longer shown on map.
ok, so the problem is that Cairo has a port...:eek:
 
Originally posted by Generalisimo
ok, so the problem is that Cairo has a port...:eek:

Oops...I must've gotten happy finger when I did Cairo's numbers when I wrote the Egypt mod...many apologies...now I will go flagellate myself with a wet paper bag :D