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Pang Bingxun

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Nov 22, 2011
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You can find the Patch here: www.bl-logic.dk//community/AoD_Patch109.rar

The checksum is: ZMMV

The most important changes are:
-reworked Lend Lease mechanics
-reworked initial trades in the 1936 Grand Campaign
-reworked initial production queues for AI in the 1936 Grand Campaign
-reworked military building schemes for AI in the 1936 Grand Campaign
-reworked research priorities for AI in the 1936 Grand Campaign
-increased the effect of division experience to 50%.
-increased the command limit of the lower ranks at land to 3 and 6 divisions.
-increased the dissent effect of Victory or Valhalla to 1% per 10 lost manpower.
-changed the tech tree for basic mechanized infantry and basic medium tank in favour of earlier availability
-doubled the after historical date modifier
-repaired upgrading of ship production serials
-many new leaders, ministers and tech teams
-many new unit models
-some new events for china and other countries
-reworked country relations
-many minor fixes

A more complete but also rather redundant changelog of more than 10k lines can be found attached to this post.

Thanks to Denniss, Hagar, Titan79, Mr_B0narparte, Lord Jarski, Mrdie, Zamensis, Commander666 and all who contributed.
 

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Many thanks to Pang & team. I got the impression that Pioniere made contributions too ?

The most contentious issue appears to be the large infrastructure & small factory building program undertaken by the AI controlled countries. The AI ignores province terrain & has much higher infrastructure gearing bonus. I'm still working on a infrastructure/factory building spreadsheet to analyse this. In order to obtain the correct infrastructure completion dates, my spreadsheet has to carry over the extra time (to round up to completion at the start of the next day) into the next infrastructure build step.

Pang, can you confirm that the AoD program does this?

Example: Starting USA 36_01_01, building infrastructure in New York takes 86.40 days (x1 speed, no slider/nat idea changes), so I add 87 days to Day 1 = Day 88 = 28 Mar 1936. I then carry over a -0.6 days head start for the second infrastructure build. With 5% gearing bonus, this construction takes 82.08 days. The completion date is Day 88 + 82.08 - 0.6 = 169.48, or Day 170 = 20 Jun 1936. For the third infrastructure build I carry over a -0.52 day head start. It all goes wrong about Mar/April 1937 where my spreadsheet starts calculating completion dates too slowly. In Jan 37, I move slider to Standing and get Adv Machine tools completed. My error appears to be very close to 1% too slow. Will likely discuss this in a new thread as I am running out of causes for the discrepancy.
 
Many thanks to Pang & team. I got the impression that Pioniere made contributions too ?

Yes, probably in a similar magnitude as myself. This patch is mainly a 2 men job.

In order to obtain the correct infrastructure completion dates, my spreadsheet has to carry over the extra time (to round up to completion at the start of the next day) into the next infrastructure build step.

Pang, can you confirm that the AoD program does this?

It might be helpful to discuss this in terms used within a savegame file for easy reference. This also means that the game starts at day = 0 and Danzig happens at day = 29, the last day of the month.

Now what we need to do first is to differ between calculating the progress of the building in the production queue and what happens on the map. In the building queue there is something called "total_progress". At day x this value reaches and most likely exceeds 1. At day x+1 this value is reduced by 1 and one unit of the provincial building is added to the map. So unlike units and convoys there is a one day delay for putting provincial buildings onto the map or at least to the deployment queue. But "total_progress" is not effected by this delay. It is reduced by 1 but it is also increased by the value it has to get from the production of day x. So at day x it might be "total_progress = 1.0121" and at day x+1 "total_progress = 0.0332". The increment i used here should equal the daily progress of Infra at Plains or urban at initial USA settings, 5% gearing bonus and triple ic usage.


Edit: A test showed that only provincial buildings that are to be deployed directly to the map are affected by this delay rule. If you build airbases for the deployment queue instead of for a specific province, than it will be available once "total_progress = 1.0121" is either reached or exceeded.
 
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I hope this release is shown on the main AoD forum page as '1.09 patch released'
 
Thanks for the hard work. It is the game to play until HOI4 is done. DH is quite a mess in some aspects.

Question, but how is France handled in the current version? I mean in the case you keep playing as them even after Vichy.
 
It continues as free france which technically is the same country. Initially free france has no resources and no ic, but it keeps the manpower pool(Please note that the force disbanding counts as losing the divisions, therefore 45% of manpower is regained and hospital techs increase that amount slightly) and the building queue of france. The UK is presented with the choice to help free france. This comes at the cost of negative offmap ic and negative offmap resources for the UK. France gets the same but with plus-sign there.
 
Ok giving a try to it. As usual my first game is as soviets because they are critical for balance and allow to see the wolrd unfold.

1- Not doing the purge gives 50 dissent o_O OUCH! Didn´t choose the option nevertheless because I like playing Nice Stalin, got rif of all of it by july 1939.
2- Republicans were winning the war... and joined Allies o_O which then finished the nationalists. They still are in the allies
3- France elected right in 1938 and proceeded to immediatedly DOW Germany o_O (so I reloaded to have a more standard game)
4- Czechs joined Axis o_O (yeah WTF, everything bizarre happened lol. reloaded and then usual Munich happened, but saved that date to play maybe in the future)
5- Got only one event to raise tech team skill. Dunno if should be more frequent, or more rare.
6- Japan doing very well and building a crapton of carriers- they have 8 o_O (that is actually some big praise - it means playing as US will be fun)

So overall congrats on the good joob, question - which mod can I download for better graphics?
 
Beaga, was historical outcomes selected? Tech team skill changes seem more frequent, but I haven't looked up the change log to see if this was changed.

Thanks Pang, I'll start a new thread on this. I have replicated 0.021102 progress/day (close to yours), but not the 1.0121. At least I realised that build progress is continuous.
 
This is version one point zero nine; not version one hundred and nine.

I have no idea why Lennartos could not be bothered to type the full stop, but it is just completely wrong.
 
Beaga, was historical outcomes selected? Tech team skill changes seem more frequent, but I haven't looked up the change log to see if this was changed.

Thanks Pang, I'll start a new thread on this. I have replicated 0.021102 progress/day (close to yours), but not the 1.0121. At least I realised that build progress is continuous.

I put historical outcomes off, because sometimes I like to see crazy stuff happening.

I´d say the skill gain event is too inconsistent and rare, should double the ratio at which skill is gained (I´m fine if chance to lose skill is doubled to compensate).

Question - is there event to make Japan sign peace if any of the incidents with SU like Khalkin Gol escalate? Because perpetual war will break the game. Since Japan can´t make SU surrender, and vice versa.

Other than that, everything is fine. France surrendered in 9 june 1940 so Germany ok. Japan doing well too.
 
There is only the bitter peace. With japan at war with soviet union the bitter peace may trigger so that japan gets a good chunk of soviet union in the peace treaty. It is actually of very low value, but the peace might be of worth. Short of BP there i no peace event between soviet union and japan. It also might be better that way. Japan going to war with soviet union in 1939 is supposed to be a huge mistake. A human japan may puppet China, Siberia and Kazakhstan. In the end a human japan may annex the soviet union.

As for AI ahistorical wars like this are pretty much the reason why historical outcome of events was introduced.
 
And yet... it still breaks the game.

Make Japan or SU ask for peace just like Finland asks for peace in the Winter war. If you think it´s harmless to let Japan DOW SU in 1939, by all means do a hands-off game and see what happens in the next years. It will lead to a crap, broken outcome. And if option Z breaks the game, then don´t make multiple choice event.

I seriously doubt a human player will be able to beat soviets in a one front war. When Germany DOWs, maybe - because by then soviets will put all their army in the east and Germany will drive to Moscow in 2 months...
 
A human japan can beat soviet union. IRL Japan did beat russia a few decades earlier. It is a long walk to moscow, though.

As for AI it cannot handle it, so i doubt it is harmlss for AI. Therefore i strongly advise to use historical outcomes at least till Danzig. If Germany is AI then using hitorical outcomes till Barbarossa is the proper choice.
 
It's best to view multiple choice events as being solely for the human to utilise. There is a strong argument to be made for removing them for the AI's sake, but not for removing them completely. Anyway, I know a mod where the Japan AI will attack the USSR if: USA and/or UK are human controlled while the USSR is AI controlled.
 
Not a big issue, as reloading is an option too. I do hope that HOI4 finally makes limited wars a possibility.
 
Just another little update:

Trying US until 1940 to see what they can build, didn´t get (it´s october 1940) a single event to raise skill of TT, got one event to decrease skill (IBM, which was idle).

I wonder how you programmed the frequency, but considering how expensive it is to keep 10 slots busy, I´d say it´s acceptable to have the Increase skill event one every 2, maybe 1.5 years (when 10 team are busy, naturally with less, a little less often). You can double maybe the chance of loss of skill to compensate.
 
Just ran a SP hands off game. Some problems. GER surrendered 15 Sep 44, with SOV doing most of the work, okay.

Then played through to Aug 1949. ITA & JAP still survive. ITA has neutral countries adjacent in the north (countries created after GER surrender). The USA didn't do the Vichy event, no operation Torch in north Africa. Vichy still exists as well as mainland France. USA is doing nothing, not even any nukes. JAP holds the northern half of Australia. SOV has taken Korea & Manchuria. The game is now running very slowly; my impression is worse than I have ever seen. ENG tried a mainland ITA invasion but got annihilated, then took part of Indochina a couple of years later.
Loaded up as USA; just starting to build level 1 reactor. USA has 145 divs stacked on mainland coastal provinces. USA has no interest to retake Wake & Guam.
 
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Well, invasion AI in hOI2 based games was never very brilliant, to be honest. That is certainly one thing HOI3 does better, and I hope 4 will do even more.
 
Question but when is Italy supposed to surrender? Occupied almost all of mainland Italy and nothing. They still have the strip of Yugoslavia and Greece.