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I will change the events to (hopefully) fix this problem.

But for now I present:
Code:
 THE GAGA TECH MOD 
 Version 1.3		
 May 2010			
 by GAGA Extrem

I have spend my whole free time on friday, saturday and sunday, but imo it was totally worth it. Just look at the huge list of items balanced and fixed:
(DL Link added on page one!)

Changelog 1.3:
+ Completly reworked all brigade stats.
(See "AoD GAGA Tech Mod Brigade Statistics 1.3.xls" for details)
+ New units, techs and models:
- Renamed Modern Synthetic Material Plant to Semi-Modern Synthetic Material Plant and added Modern Synthetic Material Plant tech.
+ Balance:
- Increased all unit cost by 20%.
- Coup events may now trigger if dissent is above 15%.
- Production Control and Production planning techs now grant +10% infrastructure, AAA and radar production bonus and +5% repair time modifier.
- Assembly Line tech now grants +10% repair modifier.
- Rear Area Repair, Deep Repair Organization, Frontline Repair and Semi-Modern Repair now grant +10% naval base production bonus.
- Semi-Modern Repair Tech moved from 1949 to 1947
- Reduced production bonus for forts from Improved and Advanced Construction Engineering by 25% each, but reduced general build time for forts by -50%.
- Reduced landfort IC cost by 1 and reduced build time by -100 (in addition to above 50%).
- Reduced production time for MTN, MAR and PAR by 30 days.
- Reduced production time for HQ to 180 days and reduced overall IC cost.
- Paratroopers: May now be equipped with ENG brigade.
- Marines: May now be equipped with AC brigade.
- Mountaineer: May now be equipped with R-ART brigade.
- Cavalry: May now be equipped with R-ART, SP-R-ART and POL brigade.
- Militia: May now be equipped with ENG brigade.
- Increased experience effect on combat to 0.30 (from 0.25).
- Decreased gearing loss for unsupported builds to 0.005/day (from 0.02/day).
- Decreased artillery bombardment supply cost modifier to 4.0 (from 6.0).
- Increased sea attack for early L-CAG by +1 and decreased sub attack by -1.
- Increased Advanced Camouflage visibility reduction to -50 (from -40).
- Increased heavy submarine sea attack a bit, but decreased convoy attack.
- Increased manpower requirement for CV, BB and BC and reduced manpower requirement for DD.
- Increased CV, BB and BC oil consumption and reduced SS oil consumption.
- Slightly increased range for Turbojet Strategic Bomber.
- Moved Advanced Material Science tech from 1948 to 1946.
- Changed Advanced Synthetic Oil Plant modifier to 0.18 (from 0.17) and Modern Synthetic Oil Plant modifier to 0.20 (from 0.19).
- Removed TC penalty for Artillery Motorisation / Mechanization.
- Moved Heavy Great War Artillery tech from 1932 to 1918 and moved Basic Artillery tech from 1936 to 1932.
- Added bonus stats to SP-ART.
- Submarines can no longer use spotter planes.
- Guerilla Warfare moved from 1944 to 1942, changed ORG reduction to -5% for all land units, but added +5% MOR bonus for all land units, added night, jungle and urban combat and move bonus for MIL, reduced ambush chance by -2.
- Volkssturm and Modern Blitzkrieg Doctrine will no longer deactivate each other.
- Reworked Volkssturm Doctrine, now slightly orientated on Guerilla Warfare, removed '46 HQ.
+ Blueprints:
- Air-Land Battle grants a blueprint for Air Cavalry Division.
- Mechanized Wave grants blueprints for Advanced, Semi-Modern, Modern and Elite Mechanized Infantry.
- Assault Concentration now grants blueprints for Advanced, Semi-Modern and Modern SP-ART and SP-R-ART.
- AAA and AA techs now grant blueprints for each other.
- Modern Blitzkrieg now grants blueprints for Semi-Modern Tank, Main Battle Tank, Advanced Main Battle Tank and Future Armor.
- Basic Artillery now grants blueprints for Early SP-ART.
- Improved Artillery now grants blueprints for Basic Rocket Artillery.
- Improved Rocket Artillery now grants blueprints for Basic SP-R-ART.
- Interceptor, Escort Fighter and Multi Role Fighter techs now grant blueprints for each other.
- Night Strikes, Night Strafing and Night Bombing now grant blueprints for each other.
- Light Armor and Armored Car techs now grant blueprints for each other.
- Submarine and Heavy Submarine techs now grant blueprints for each other.
- Rocket Engine Tech now grants blueprints for Rocket Interceptor and Improved Rocket Interceptor techs.
- Improved Rocket Interceptor now grants blueprints for Basic Turbojet Interceptor.
+ Rocket Interceptor and Early Turbojet Rework:
- Moved Turbojet Engine Tech from 1939 to 1942.
- Moved Practical Turbojet Engine tech from 1943 to 1944.
- Moved turbojet INT/ESC/MRF techs from 1944 to 1945.
- Moved Rocket Interceptor tech from 1941 to 1943 and Improved Rocket Interceptor tech from 1943 to 1944.
- Changed Rocket Interceptor and Improved Rocket Interceptor: range +100, increased oil consumption, slightly decreased cost.
- Basic Turbojet Interceptor will now activate and deactivate both rocket interceptor models (fix for upgrade problems without rocket interceptor tech).
 
Great! Is this version savegame compatible with 1.25?
You *can* continue an old 1.25 game, but many of the new changes will not take effect unless you start a new one (new modifiers to techs, unit stats, etc). Plus there is always the chance of strange side effects.
You can give it a try, but I would advice to start over. ;)

Thanks GaGa superwork !!!
No, thank you! :)
Because: I am of course expecting more feedback and suggestions! :D

This mod looks really fun, but I have a request : can you release a lite version that will only change the techs so the mod will work with other mods (like the Third Reich mod)?
Well, the problems of a "lite" version is the fact that I would have to "merge" some of my files with files from the mod. If the other mod changes any tech or unit model, my files would override these changes and completly negate them. Added text would also be a problem, I have tried to use a seperate file for my mod, but couldn't get it to work as I wanted.
I will add the "lite" version to the wishlist, but will set it on "low priority" for now.

However, if you can't wait, you can do-it-yourself:
Just copy the "tech", "units" and "config" folders from the GAGA Tech Mod into the other mod folder (and overwrite the old files), then copy "secret_weapon_events.txt" from db/events into the same subfolder from the mod - and voilá you should have some sort of lite version. :D
 
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For the record: Several people seem to have problems with the CHI surrender event, however, I did 3 hands-off games and one "serious" game today and every time the event triggered without any problem... :eek:o

Strange...
 
Well, after playing a new game as GER I am quite content with the changes.

The increased buildcost make the first years much less steamroller-like and force you to make more choises. I had to decide if I wanted my 3 SH-BB or instead get some additional INT squads (I started the war with only 8 INT wings, a new "low power" record!).

However, I have already found some (small) mistakes inside the tech tree - so: Whoever is the first one to report 3 errors in this thread will receive an exclusive
premium beta
of the next version! :D
 
I might have one: artillery now increases softness and decreases morale, shouldn't it be the other way around?
Nope, this is WAD. Softness increase should offset ART use for MOT and CAV units, while decreased MOR simulated coordination needed to organize artillery bombardment (and should make ART spam less favorable ;)).
 
Ok, thats understandable :). I found another: the 'basic air transport' tech decreases air supply efficiency although the following ones increase it (could be WAD too I suppose, I'm just taking a guess here :p).
This is - indeed - WAD. ;)
 
Pleased you like your game experience! :)
I want to add that my best HoI game ever was also one were I was beaten - badly. Back in HoI1, I had a game that worked out almost exactly as history, just with one year offset: I lost 30 panzer divisions in Stalingrad in 1942 and my whole frontline collapsed. I was able to re-establish it and could hold the soviets until 1944, but then the USA landed in France and my whole country imploded. By 1946 the war had come back to germany and in june Germany was split in two. Two American nukes were launched on Berlin and Hamburg, the southern army surrendered in December, while the north held out until early 1947, when the last remains had retreated to Denmark and were cornered with no hope left.
Oh yes, what a game...

But back to you!
What do we learn?
Don't mess in the Soviet sphere of influence! ;)
Cover your borders to the east.
Don't suggest that Finland can win alone (that event always triggers if they lose too much territory to the soviets).

Any other suggestions, bugs or balance issues you want to report from your game? ;)
 
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Sounds fantastic, but you will have to thank the AoD devs for that - my mod does not change anything regarding the AI. :)
 
I would like to request all players to keep an eye on the IC of ai countries with low ressources (GER, ITA and to som extend JAP and CHI). In a current game I encountered a strange bug that led to a problem with ressource allocation in Germany: Despite having enough rare materials, they were not allocated to IC, resulting in a continuous cylce from max to zero within several days. The problem seems to be related to damaged provinces, but I have not been able to reproduce the issue.

So, if you encounter any strange IC values that seem to alter within a high range during several days, please report this here and attach a savegame! Since this issue can completly devestate the AI economy, I consider this being of critical importance!!
 
Version 1.35 is out, download as usual on first page. Since Semper Fi for HoI3 has come out I will spend the next few weeks on updating my HoI3 modification, so this will be the current version for quite some time. :)

Changelog 1.35:
+ New techs and units:
- Added 4 air-to-air armament techs.
- Added 4 air-to-ground armament techs.
- Added 5 Naval Logistics techs.
- Added 1 Field Modification tech.
- Added 1 Super Heavy Battleship tech.
- Added a long range raider brigade to Commerce Raider Doctrine (can be used by BC only).
+ Balance:
- Decreased upgrade cost factor from 0.5 to 0.33.
- Decreased reinforce time from 0.5 to 0.4 and decreased reinforce cost from 1.5 to 1.25.
- Reduced basic penalty for amphibious attacks by 5% and reduced bonus from Basic Marine Division Tech by 5%.
- Increased attack penalty for frozen, snow and frozen by 5%.
- Added 1% research bonus to industrial nuclear techs.
- Reduced Great War Static AAA efficency by 5%.
- Removed blueprints between Mid Range Submarine and Early Heavy Submarine.
- Moved Improved SH-BB from 1945->1942.
- Removed convoy attack bonus from 1938 sub tech and removed sea attack bonus from 1941 sub tech.
- Doubled scorched earth efficiency modifier from 0.0005 to 0.001.
- Increased max tech speed bonus for being after historical date from 1.5 to 2.0.
- Critical hits during naval combat now deal 15 times more damage (instead of 10 times).
- Decreased multliplier for sucessful hard attacks from x6 to x3.
- Fixed a bug with armored CAV tech requirements.
- Reduced fort damage from combat multiplier from 1.0 to 0.25.
- Decreased night combat bonus from Infilitration In Deep from +30% to +25%.
- Changed Deceisive Battle, Naval Firepower, Fleet Aux Carrier, Fleet Aux Submarine and Convoy Sailing Doctrines to 1918.
- Changed Fleet-In-Beein, Base Strike and Sealane Interdiction Doctrines from 1938 to 1936.
- Reduced MOR bonus from Decentralized Air Command from +7.5% to +5%.
- Decreased historical year for all Air Recce techs by 1 and added some air defence to 38 and 41 techs.
- Field Modifications: Added Basic Field Modification tech (1941), moved other Field Modification techs to 39, 43 and 45 and added +1 air defence.
+ Unit changes:
- Infantry: May now be equipped with POL and AG.
- Cavalry: May now be equipped with AG, increased cost for motorized CAV by +1 IC and +5 days and increased cost for mechanized CAV by +1 IC and +15 days.
- Militia: Increased soft attack by +1 and increased build cost by +0.5 IC.
- L-ARM: Increased soft attack for 38 and 39 models by +1 and increased total L-ARM cost by 30 ICd.
- Transport: Decreased supply and oil consumption and increased supply and oil storage.
- Assault gun: Reduced toughness by 1 and increased cost by +1 IC.
- Mechanized: May now be equipped with SH-ARM.
- Motorized: May now be equipped with H-ARM and SH-ARM.
- Heavy armor: Increased soft attack, hard attack, defensiveness and toughness for 1938 and 1941 models by +1 and increased cost by +1 IC.
- Anti-tank: Increased cost by +0.5 IC, made cost increase from models more linear and increased supply consumption.
- Anti-air: Added +3% ORG bonus, increased supply consumption.
- Tank destroyer: Added +3% ORG bonus.
- Artillery: Increased cost for Basic Artillery by +0.5 IC and decreased cost for Great War Medium Field Artillery by -1 IC.
- Recce plane: Increased air defence, ORG and MOR bonus.
- Increased oil consumption for brigades: SH-ARM, SP-ART, SP-R-ART, AC, ENG +50%, H-ARM, TD, AG +100% and L-ARM, A-ARM +33%.
- All improved supersonic plane techs moved to 1958.
- Moved supersonic escort fighter from 51->50.
+ Events:
- Japan may now DOW Vichy if denied Indochina.
- Chinese surrender event now only reduces Japanese bellingerence by -20 (from -50).
- Added an event to assist China ("The Chinese Struggle") and an event to turn off assistance after the wat with Japan.
- Increased dissent ftom puppet release option of the Scandinavian surrender events, but deactivate the corresponding colonial dissent events.
+ Ideas:
- Revolutionary Outlook: Added -10% upgrade cost.
- Frustrated Expansionist Outlook: added +2.5% ressource bonus.
- Parchoial World View: Added -5% upgrade cost.
- Conciliatory World View: Added -5% dissent growth.
- Militaristic Focus: Increased upgrade cost reduction from -5% to -10%.
- Ethnic Focus: Increased MOR bonus from +5% to +10%.
- Welfare Focus: Added +10% MP growth.
- Religious Focus: Added +5% ORG bonus and -5% dissent growth.
- Culture Of Absolute Duty: Added +5% MOR bonus.
+ Bugfixes:
- Fixed some duplicate entries for mountaineer tech bonus.
- Fixed some tech tree background image issues.
- Deactivated (vanilla!) random coup events due to CTD issues.
+ New features:
- Changed title music theme (Hearts of Iron I fans rejoice!).
- Removed very easy and very hard difficulty levels and replaced them by "very Emu" (no changes for player, AI gets bonuses as if playing on "hard") and "very GAGA" (no changes for player, AI gets bonuses as if playing on "hard" except for combat and intel modifiers and gets anotehr +5% economy bonus).
- Added "Abyss" scenario to scenario list.
- Changed air tech tree layout.
 
I wonder, is it possible (With or without cheats) to win as Denmark against Germany?
Yes, basicly build forts and defensive units like mad and try to defend on the small Denish islands.

does the capital ship long range raider brigade allow for the bc to hunt as 100% efficient...because otherwise it doesn't make sense...thanks you are full of good ideas
The brigade reduces combat ability, but increases convoy attack. It also provides (or: should provide, since I was not yet able to test if it works 100%) an increased stockpile so the ship can be longer at sea before refueling.

It's possible (Future improvements, patch idea, etc) , somehow to rush only certain tech teams, not all of them?
That would require changes to the engine. I am a modder, no developer, so you should ask the AoD dev team - or request it in the suggestion thread. ;)
 
what i mean is a capital ship by itself has a efficiency rate of zero and needs escorts..but with the brigade it gives long range that no escorts can do...so it would be nice if the bc could operate at 100% efficiency at that long range...or am i missing something.
As far as I know screens and escorts are only relevant in actual combat - convoy raiding works just fine, even without any escorts.
I confirmed that in an earlier game when I had sent my 1918 BCs to hunt some convoys in the atlantic. :)
 
1) Press F12
2) type: "tech ID" (without "quotation marks")
3) Press enter

ID numbers of techs can be looked up in "db\tech\"

Example:
Code:
tech 2130
 
How about adding self-propelled-anti-aircraft-techs that either allow to build Flakpanzer-brigades or increase airdefense und airattack of arm, mot and mech and decrease softness of Mot (more hard units in Division) but increase softness of arm (spaa softer than arm) or something like that.
I had already thought about that, but if you take a close look, the original AA brigade in AoD is already SP-AA: It has no speed penalty past model I and names like "Flakpanzer I" speak for themselves. Besinde: AA is a brigade that is build only in rare occasions, so I saw no need to split it into AA and SP-AA. I even added AAA efficiency to the tech to make it more worthwhile. :)
 
Hello all and thanks for your comments!

Hello Gaga! I tried your MOD in solo and I love it. Now, a question: would it work in multiplayer (providing of course both player install it)?
I haven't read all the pages of this thread, maybe the answer is in them. :rolleyes:
It should work fine, but iirc the HoI 2 engine is somewhat restrictive when it comes to mod folders an MP. So to be 100% sure it works, you will have to copy all files from the mod folder (C:\Games\AoD\mod-GAGA) into your main game folder (C:\Games\AoD). Since this will overwrite all vanilla files it is a good idea copy the whole AoD folder, rename the copy (like "Arsenal of Democracy GAGA Mod") and then start transfer from the mod folder to the main folder.

I know from my USA games that fleets can take a lot of supplies, so that's why it was so surprising that without a noticeable fleet the supply usage of an army was so high during a battle.
This is the little bugger from db\misc.txt that is harassing you:
Code:
# Supply Usage Land Battle (value below * normal supply consumtion)
	4.0
Basically troops in combat will have four times higher supply consumption. This WAD and has not been changed in my mod. Only thing I changed in this regard was to lower artillery bombardment supply cost from x6 down to x4.
However, the calculations for supply demand are usually too high when your troops are advancing, because the game believes the x4 demand is applied 24/7, so even if your troops fight only 2h on a day, the game will believe that it would need four times the regular supply for the whole 24 hours.

Or in short: You don't have to produce as much as the game asks for, just assign 25-50% more than your regular peace time supply consumption and it should work fine. Check your troops supply storage from to time to see if the assigned amount of IC is enough.
 
BTW the logistical strike might be a bit overpowered. When I started an ambhibious attack to England the first try attracted all the english troops to the target province. So I started logistical strikes there and attacked the neighbouring province. Only a couple of attacks with 4 TACs was enough to lower the infrastructure below 10.
Logistical strike has always been very powerful. I have already lowered the efficiency quite a bit. Still, having air superiority rules, huh? ;)
 
Just one more question about this value. Is it also applied to the AI? If so I just wonder how much it hinders the Soviet AI during Barbarossa?

I think this value was hardcoded in DDA. Any information how big it was?
1) It *should* affect the AI.

2) No, sorry, no idea. Although I believe this thingy is completly new in AoD.
 
Well, you could manually adjust the model icons by adding "stub" ones for the new unit models. Not really a big deal if you know how the gfx structure in AoD works. Unfortunatly I am more of a purist when it comes to interface mods and atm there is no time I can spare on such extra add-ins. :(

Another thing:
German speaking players can rejoice about the fact that user cosimus has provided me with a german translation for my mod that will be added to the next release.

And another message, this time a serious one:
I have received reports that stat improving techs are only applied to currently existing units, so units that are build after researching these techs do not benefit from them. I would kindly ask all players to investigate about this issue and report wether this is true or not!

Regards,
GAGA