question for the dev, why are Flanders and Scandinavia disabled in the mod?
Don't worry, I'm not starting very soon. I could even be playing with 1.07... thanks for the heads-up, anyway!Wait for 106A4 to come out because 'bring 'em on' Barbarossa will be impossible to win until the AoD Dev's fix the supply distance modifier bug and HQ ESE bug.
would it be possible for you to release your fabulous AI files in a separate file without the other changes and events included in the mod?
Maybe, adding all other currently missing SS units (even if you do not regard them as very combat-effective; in that case, you could give them just the same values as newly built units). Just for flavour.I am working on version 0.85 of the Mod which I will release after the 106B1 patch is out. Does anyone have comments, ideas, or suggestions that I can incorporate?
Done. I also changed the Altmark incident to the historic date; players who who choose an early Fall Weserubung will not experience this event.Another idea could be making a more historical start for operation Weserübung.... the start could be made optional: after the fall of Poland or in the spring of 1940.
This would probably make Germany too overpowered unless I further reduced MP and IC. I would rather not do that, because as the Player I prefer to have move flexibility on what to build and where to focus. Historically, the SS fielded like 33(?) divisions and the Mod in its current state has around 6(?), so if we add another 27+/- more 'free' units then that would be too much, IMO.adding all other currently missing SS units .... Just for flavour..
Last thing: since Germany seems to be already very well covered, I could suggest you to concentrate more on Japan (and, later, even Italy if you wish). This because many people love to play with Axis nations since in RL they lost and thus players regard the game as more difficult, but in fact it isn't always so. Creating a harder environment for Japan too, with e.g. a more aggressive US island hopping approach / Japanese homeland strat bombing, would be awesome.
Very nice!Done. I also changed the Altmark incident to the historic date; players who choose an early Fall Weserubung will not experience this event.
Yes, you're right. Total number of SS divisions was 38 (if we do not count some double ones and the programmed ones which were never raised). That's a very great deal and I agree that they can't be all represented. Maybe, the option to have them only until the 18th would be interesting (after that one, they started to become of very questionable quality). And you could make them more costly, e.g. make pay an additional 2/3000 (?) supplies for every new division to make the player think twice before spamming them.This would probably make Germany too overpowered unless I further reduced MP and IC. I would rather not do that, because as the Player I prefer to have more flexibility on what to build and where to focus. Historically, the SS fielded like 33(?) divisions and the Mod in its current state has around 6(?), so if we add another 27+/- more 'free' units then that would be too much, IMO.
However, I did add a few more 'flavor' events with quotes and pictures that fire at key times like when Smolensk falls, or when Leningrad is surrounded, or when your forces reach Stalingrad, etc. These new 'flavor' events do not do anything (the command line is blank) but nevertheless it gives some historic immersion.
This is very good news. In fact, what I'd wish for is a harder campaign similar to your German one even when playing with Japan - or even Italy.The German AI is fully updated (I further tweaked it for 0.85) so you can definitely play the Mod as Japan or Italy. However, your event tree will proceed like vanilla, except that Japan gets the Yamato/Musashi/Shinano totally for free, and Italy sees its manpower and combat effectivenes nerfed with an event on January 2nd (?) 1936. Japan gets some free locked divisions to defend key provinces, and also the free offmap IC and resources to supply and pay them, which might help a little. The locked defensive units for Italy, however, were taken from that country's original order of battle, and Italy was not given any extra IC or resources.
Well, this is exactly what I'm looking for! Kind of...The main problem is that Germany gets annexed pretty quickly because the USA and USSR are so powerful. Given that Japan and Italy are relatively weak military powers, you will be crushed once the Allies and Comintern turn their focus from Germany to you.
That's a pity. In fact, that's the core of the issue. What would really be needed for an interesting Japanese game is having the USA:No matter what I do in the ai files (specifically switch/USA_pacific3.ai) I cannot get the USA AI to consistently attack the Japanese home islands. I have not spent too much time on this issue, though, because the event to trigger USA_pacific3.ai only fires after Germany has been eliminated from the game.
Do you mean that, if one plays the Third Reich mod on "normal/normal", he outright gets those penalties and he has to tweak the files if he wants to set the penalties to 0?If you play as Japan or Italy, I suggest tweaking the db/difficulty file so the human player and the Axis have zero penalties (for example in the standard Mod the human player gets -13 resource penalty and the Axis gets -7 combat and -5 org penalty).
a/ In theory, the ai/switch files instruct the USA to do this, but in practice the USA handles its Pacific war quite poorly. I get especially annoyed when the US captures say Iwo Jima, then the event fires to construct a size 10 naval base and size 10 air base on the island, then the USA abandons it, leaving no damn garrison at all and not basing any aircraft there.What would really be needed for an interesting Japanese game is having the USA:
a) try to set up an island hopping campaign (not necessarily replicating the historical one, but still);
b) try to bomb Japan's IC-rich core provinces once they conquer an airfield that's within range (Tinian, anyone?).?
Correct.Do you mean that, if one plays the Third Reich mod on "normal/normal", he outright gets those penalties and he has to tweak the files if he wants to set the penalties to 0?
Hmm. That's a shame. So, what do you think could be done in order to tweak the Pacific campaign? It's something only the devs could (possibly) do?a/ In theory, the ai/switch files instruct the USA to do this, but in practice the USA handles its Pacific war quite poorly...
b/ Strategic bombing target prioritization is hard coded. I believe that since 1.05 the AI has focused on enemy national provinces rather than occupied provinces, which is a good improvement. Unfortunately, the USAAF seems to bomb worthless Japanese national province islands...
Very thorough explanation, thank you for that.Correct.
Under Normal/Normal settings in db/difficulty file of the Third Reich AoD Mod, the human (who is usually playing as Germany) gets a -13% resource penalty to ensure that Germany experiences resource shortages, as it did in real life. Furthermore...
The difficulty settings have been extensively play tested and seem to be perfect settings for Human Germany. However, given that playing Human Italy or Human Japan will be quite tough, my suggestion is to manually change all db/difficulty settings to zero if you want to play as one of those nations.
....what do you think could be done in order to tweak the Pacific campaign?....
#########################################################################
# Check provinces Raid 293
#########################################################################
event = {
id = 19924
random = no
persistent = yes
country = GER
name = "Commando Raid"
desc = "Allied commandos have launched a bold raid on the Hambourg docks!"
picture = "1st_airborne"
style = 0
trigger = {
war = { country = GER country = ENG }
war = { country = GER country = SOV }
control = { province = 19 data = ENG } #London
control = { province = 293 data = GER }
event = 2021 # Vichy event fired
not = { garrison = { country = GER province = 293 type = land size = 1 area = no } }
random = 30 # 20% chance every 180 days based on the offset below
}
date = { day = 24 month = march year = 1936 }
offset = 180 # how often to check whether the event fires
deathdate = { day = 30 month = december year = 1999 }
action_a = {
name = "We will thrash them"
command = { type = secedeprovince which = ENG value = 293 }
command = { type = trigger which = 19925 }
}
}
#########################################################################
# Airborne Raid 293
#########################################################################
event = {
id = 19925
random = no
country = ENG
# triggered by event 19924
name = "Paradrop Raid!"
desc = "Go Commandos, go!"
style = 0
action_a = {
name = "They were expendable..."
command = { type = supplies value = 30 where = 293 } # enough supplies for 4 days of combat
command = { type = add_corps which = "Angers Air Marauders" value = land where = 293 }
command = { type = add_division which = "3rd Marine Division" value = marine when = 3 where = artillery }
command = { type = add_division which = "4rd Airborne Division" value = paratrooper when = 3 where = artillery }
command = { type = add_division which = "9th Marine Division" value = marine when = 3 where = anti_tank }
}
}
#########################################################################
# Exploit the raid!
#########################################################################
event = {
id = 19926
random = no
country = ENG
trigger = {
event = 19924
control = { province = 293 data = ENG}
}
date = { day = 24 month = january year = 1936 }
offset = 2 # should fire the event 3 days later?
deathdate = { day = 30 month = december year = 1999 }
name = "Exploit the raid!"
desc = "Allied units are rushed into the port and quickly unloaded."
style = 0
action_a = {
name = "They were expendable..."
command = { type = supplies value = 150 where = 293 } # enough supplies?
command = { type = add_corps which = "Hambourg Force II" value = land where = 293 }
command = { type = add_division which = "3rd Infantry Division" value = infantry when = 3 where = rocket_artillery }
command = { type = add_division which = "13rd Marine Division" value = marine when = 3 where = engineer }
command = { type = add_division which = "35rd Infantry Division" value = infantry when = 3 where = anti_tank }
}
}
#########################################################################
# Exploit the raid! 2
#########################################################################
event = {
id = 19927
random = no
country = ENG
trigger = {
event = 19924
control = { province = 293 data = ENG}
}
date = { day = 24 month = january year = 1936 }
offset = 4 # should fire the event 5 days later?
deathdate = { day = 30 month = december year = 1999 }
name = "Exploit the raid!"
desc = "A commando raid has favourably developed into a full invasion! Is this the Second Front at last?"
style = 0
action_a = {
name = "They were expendable..."
command = { type = supplies value = 150 where = 293 } # supplies
command = { type = oilpool value = 250 where = 293 } # oil
command = { type = add_corps which = "The B.E.F. Strikes Back" value = land where = 293 }
command = { type = add_division which = "3rd Motorized Division" value = motorized when = 3 where = rocket_artillery }
command = { type = add_division which = "13rd Tank Division" value = armor when = 3 where = heavy_armor }
command = { type = add_division which = "Black Prince Guards Division" value = mechanized when = 3 where = anti_tank }
}
}
#########################################################################
# Exploit the raid! 3
#########################################################################
event = {
id = 19928
random = no
country = USA
trigger = {
event = 19924
war = { country = GER country = USA }
alliance = { country = USA country = ENG }
control = { province = 293 data = ENG}
}
date = { day = 24 month = january year = 1936 }
offset = 6 # should fire the event 6 days later
deathdate = { day = 30 month = december year = 1999 }
name = "Allied Reinforcements"
desc = "A commando raid has favourably developed into a full invasion! American units marshalled in the UK are rushed to the Continent."
style = 0
action_a = {
name = "American tourists are back on the Continent."
command = { type = supplies value = 250 where = 293 } # supplies
command = { type = oilpool value = 250 where = 293 } # oil
command = { type = add_corps which = "A.E.F I" value = land where = 293 }
command = { type = add_division which = "3rd Motorized Division" value = mechanized when = 3 where = rocket_artillery }
command = { type = add_division which = "Old Iron Division" value = armor when = 3 where = super_heavy_armor }
command = { type = add_division which = "Swords Division" value = armor when = 3 where = anti_air }
command = { type = add_division which = "A.E.F. HQ" value = hq when = 3 where = engineer }
command = { type = add_division which = "Lightning Mechanized Division" value = mechanized when = 3 where = engineer }
command = { type = secedeprovince which = USA value = 293 } # I think this will make the USA AI reinforce better?
}
}
#########################################################################
# Exploit the raid! 4
#########################################################################
event = {
id = 19929
random = no
country = FRA
trigger = {
event = 19924
war = { country = GER country = FRA }
alliance = { country = FRA country = ENG }
OR = {
control = { province = 293 data = USA }
control = { province = 293 data = ENG }
}
}
date = { day = 24 month = january year = 1936 }
offset = 8 # should fire the event 8 days later
deathdate = { day = 30 month = december year = 1999 }
name = "Allied Reinforcements"
desc = "A commando raid has favourably developed into a full invasion! Free French forces in the UK are rushed to the Continent."
style = 0
action_a = {
name = "The Frogs are back!"
command = { type = supplies value = 250 where = 293 } # supplies
command = { type = oilpool value = 350 where = 293 } # oil
command = { type = add_corps which = "Free French I" value = land where = 293 }
command = { type = add_division which = "IIC Division" value = armor when = 3 where = super_heavy_armor }
command = { type = add_division which = "IIIV" value = armor when = 3 where = anti_air }
command = { type = add_division which = "FF HQ" value = hq when = 3 where = engineer }
command = { type = add_division which = "IVIX" value = mechanized when = 3 where = anti_tank }
}
}
Netherlands declared war on me in March 1940, too. I reloaded from an autosave and changed the game settings from Normal/Aggressive to Normal/Normal but the Dutch declared war on me again. I did not touch the Netherlands AI files so I have no idea why this is occuring.Netherlands/Benelux declared war in winter 1940, took me unprepared
Theoretically, troop transport ships in the TRM Mod should already be a lot more survivable than they are in vanilla AoD based on the workaround I included db/units/divisions/transport….Have you discovered a work-around to get the USA/UK AI to escort its transports?
I edited bits of your mod to work with the E3 map.... I really like the E3 map and can't imagine playing anymore on the vanilla map.... I would be willing to help with the port, I've already done most of hoi2.txt and it was not difficult. I think what is needed still is the DAIM AI files and scenario inc files. E3 seems to use a lot the same province IDs.