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axxey

Sergeant
2 Badges
Aug 4, 2015
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  • Darkest Hour
  • For The Glory
One is Arm+Mot another is 3Inf after transportation on same transport unit, showing daily <+0.5, with similiar units nearby showing OK: (27/74 +3.16 per day)

wth happens? can it be cured?

looking into save I was stumbled upon cryptic format of division parameters:

all = { 100 100 21.6642 71 41.4000 0 0 1.4000 6.8000 27 7 3 9 0 -0.2000 0.6600 0.4500 }
land = { 18 24 80 7 14 3 30 0 0 0 0 0 0 }

can someone provide me with key to this sequence?
 
roughly the same:

3am 8nov Giza inf=23.8
21/68 0.35

1am 9nov
22/68 0.35

altough morale and ESE showed same as normal

---
Upd: new unit with divisions separated from "sick" one is cured instantly, but former unit with at least one division can't. Changing leaders, assiging high ranking officer to new unit then merging, can't too.

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Strat. redeploy do the job to remove this "sickness".

But question about coded division statistic still actual.
 
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Can you provide more details/steps on the problem, preferable with screenshots and/or a saved game?

C++:
all = {
    100         // Strength
    100         // Max Strength
    21.6642     // Current Org
    71          // Max Org
    41.4000     // Morale
    0           // Experience
    0           // Upgrade Progress
    1.4000      // Supply Consumption
    6.8000      // Fuel Consumption
    27          // Speed
    7           // Air Defense
    3           // Air Attack
    9           // Out of fuel speed
    0           // Out fuel combat mod
    -0.2000     // Out supplies combat mod
    0.6600      // Upgrade cost mod
    0.4500      // Upgrade time mod
}

land = {
    18  // Defensiveness
    24  // Toughness
    80  // Softness
    7   // Suppression
    14  // Soft Attack
    3   // Hard Attack
    30  // Transport Weight
    0   // Speed Cap - Art
    0   // Speed Cap - Eng
    0   // Speed Cap - AA
    0   // Speed Cap - AT
    0   // Speed Cap - Brigade
    0   // Has Engineer
}
 
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So, same campaign, it is 44 now and my Jap doing invasion on west US coast.

Here are few examples of that drop. Pay attention about one of two armor units in Elko and mot unit in San Diego. Probably mots in Salt Lake and San George are affected too.

PS This issue actually is very common for this Jap game, and, as I assume, in any game there is a lot of transportation micromanagement present. It is especially annoying in case of isolated islands, where no strat redeployment possible - so org regaining of some important marine units can took MONTHS.
 

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The reason for the slow ORG regain is the distance to the last home province (owned by JAP or an allied country) where the transported unit was located. As units come from different home provinces, this can result in differences in ORG regain even if everything else is equal. When you redeploy or merge/split units, the home province of the new unit is recalculated to the closest friendly province, but this could be considered an exploit or side effect, so I would advice you to do the following:
The weight of that distance in ORG regain is controlled by a modifier in misc.txt. Open "Mods\Darkest Hour Full\db\misc.txt" and search for these lines:

Code:
# Modifier on distance between current and closest friendly province which is used for supply distance mod calculation (modifier on ORG regain, reinforce and upgrade speed of units).
#    Higher this is, higher the distance penalty would be. 0.0 - ignore distance (effectively disables supply distance mod), 1.0 - no modification on distance between provinces
    1.0 # 1.0

Change the value to 0.0 to disable distance, or play with it (0.2, 0.5 etc) until you're satisfied with the result. Note that you have to close and reopen the game after each saved change to misc.txt for it to be applied.
 
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Thanks for clear explanation! But "the last home province" (= i.e. last deployment province) is quite obscure thing indeed.

I think it will be better to calculate such penalties for distance to current supply depot. In such way, if we take e.g. Jap conquest of USA, Jap logistical troubles will increase in way more logical way by their advance on the looong way to east coast.

When you redeploy or merge/split units, the home province of the new unit is recalculated to the closest friendly province, this could be considered an exploit or side effect
So for sake of purity player should not do strat redeploy at all?
 
I think it will be better to calculate such penalties for distance to current supply depot. In such way, if we take e.g. Jap conquest of USA, Jap logistical troubles will increase in way more logical way by their advance on the looong way to east coast.
That's the way it is going to be addressed in 1.06, but for now you have to use the misc.txt setting from above.

So for sake of purity player should not do strat redeploy at all?
That's not what I said. :)
Doing Strategic Redeploy just to force home prov. recalculation and thus better ORG regain could be considered as exploit, particularly in MP games, but for SP games you're free to do whatever brings you satisfaction. Changing the misc.txt setting to 0.0 (or 0.2/0.5) fixes this for everyone (including the AI) and that's why I am recommending it.
 
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