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I see in your Scharnhorst Upgun event that ships can be created in specific provinces?

Even better, you can place dormant divisions in the country's inc file and then wake the division at the appropriate time. This is great for ships given that ships cannot be created with attached brigades.


example from GER 1936 inc file
navaldivision =
{ id = { type = 14500 id = 96 }
name = "Bismark"
strength = 100
type = battleship
model = 4
extra1 = naval_sa_l
extra2 = naval_fire_controll_l
extra3 = naval_anti_air_l
extra4 = naval_radar_l
extra5 = naval_improved_hull_l
brigade_model1 = 1
brigade_model2 = 1
brigade_model3 = 1
brigade_model4 = 1
brigade_model5 = 0
strength = 100
location = 296
dormant = yes
}

event command to wake up the ship
command = { type = activate_division which = 14500 value = 96 where = 296 when = 0 }
 
for *%$!^%#$ sake, can the timeout on this forum be a little longer?!

Hi Gringo,

In another play through with 1.06A3 and your latest version of the mod.

Here is what I posted in the 1.06A3 thread :

1. AI escorts almost all transports with screens. Now the screens get sunk, too.
2. Massive AI invasions on French Atlantic and Med. coasts, as well as Nat. Spain Med and N Atlantic coasts. Multiple invasion provinces with backup divisions. This kind of activity seemed to peter out though once I garrisoned every coastal province.
3. Convoy raiding is still broken. My 30 unit carrier or BB groups sinks 1 convoy or escort at a time.
4. Really like the free promotion, especially for military control of 3rd-rate allies.
5. Although my subs get ASW'd and sunk, my surface fleets are rarely challenged, and never attacked by NAV aircraft.
6. Resources convoyed in from puppet island states are still unlimited, and resources from puppets blocked by another puppet are not received (<-- long standing bug fixed in arma 1.3).

Now for your mod specifics :

I reduced ESE to 70% and distance supply effect to 3.5 and land org gain divisor to 2. In the current game, the Wehrmacht fortified the former eastern Polish frontier (after "MR eastern Poland to the Sovs" event failed to fire for the limited pact?) with a small allied garrison, while striking the USSR through Persia. The front line is along the Urals/Caucasus Mtns. in the west and roughly north of Nepal on the east. The lower ESE and increased supply distance penalty has meant that as the Germans force the Soviets closer to their capital their own ESE and org regain significantly decreases while the Soviet ESE remains the same. Which has left the mechanized forces stalled out if not in a fighting withdrawal.

Which is how it should be if trying to fight and supply a gigantic land war right through the heart of Middle Asia? The height of folly?!

I really like the reduced MP setting, I THINK. It's left all sides unable to field the knock-out army that will break the stalemate on any front. Except for the USA, which is still too dumb to get their 100+ div army anywhere. I guess I will add a sea province connection for them from the USA to Casablanca and see what happens.

I also made some additions to adjacent provinces in Russia and Africa. Most of the blocks in Africa are to discourage the Sub-Saharan Africa land grab that is so boring and pointless for the German player, not to mention unrealistic.

I have another idea for events, but yet to play with it : (persistent, monthly) check sea provinces in areas around UK for German sea units, and if so, flag a variable. Check again in a week, and if variable is already set, subtract MP and increase dissent for UK. Maybe -2 MP / +1 dissent for each area (and each area is about 4 provinces), so if the German player committed significant forces to a blockade, say in 3 or four areas, it could actually negatively impact the UK. Thoughts? Maybe also, if the event command allows, to check for # of German sea units per area, for increased effects? Could also reduce stockpiles as well.

Right now there really is no point for Germany to build subs in the game, especially with the broken convoy raiding and your free convoy events.

I would also like to add an event for Baku oil. It seems unrealistic to just waltz in and start pumping out oil... it is a landlocked country in the middle of nowhere. How about a -MP/-TC penalty to allow oil, otherwise a major resource reduction?

Finally, an event that would allow the seizure of Soviet IC from Siberia would be nice. If the USSR can pick up a major chunk of their industry and cart it east with no TC increase or IC loss, then why can't the player do the same? Of course there should be a significant MP cost; although not the full total per IC unit (the rest are foreign 'guest' workers?)



View attachment adj-defs.7z
kilolima
 
OK, here are several events to simulate a German blockage of the UK. The offset, random, dissent, and manpower values should probably be more play tested. The final event is a test to see if the intel_diff command works at all.

Code:
######################################################################### 
# Blockade of the British Isles - Celtic Sea Region
#
# Checks each province in the Celtic Sea Region for German naval activity
# and if so deducts UK manpower and increases dissent.
# Note that 'size = 1' actually seems to mean 'size >= 1'.
# The offset, random, and dissent/manpowerpool values need playtesting.
######################################################################### 
event = { 
  id = 799910 
  #random = no 
  persistent = yes
  country = ENG 

  name = "German Blockade in the Celtic Sea!" 
  desc = "The Kriegsmarine is right off our shores! Our coastal traffic and major western ports are threatened." 
  picture = "Bismark"
  style = 0 
 
  trigger = { 
		war = { country = GER country = ENG }
		OR = {
			garrison = { country = GER province = 2401 type = naval size = 1 area = no }
			garrison = { country = GER province = 2403 type = naval size = 1 area = no }
			garrison = { country = GER province = 2404 type = naval size = 1 area = no }
			garrison = { country = GER province = 2405 type = naval size = 1 area = no }
			garrison = { country = GER province = 2406 type = naval size = 1 area = no }
			garrison = { country = GER province = 2407 type = naval size = 1 area = no }
			garrison = { country = GER province = 2408 type = naval size = 1 area = no }
			garrison = { country = GER province = 2409 type = naval size = 1 area = no }
			garrison = { country = GER province = 2410 type = naval size = 1 area = no }
			garrison = { country = GER province = 2411 type = naval size = 1 area = no }
			garrison = { country = GER province = 2412 type = naval size = 1 area = no }
			garrison = { country = GER province = 2413 type = naval size = 1 area = no }
			garrison = { country = GER province = 2414 type = naval size = 1 area = no }
			garrison = { country = GER province = 2415 type = naval size = 1 area = no }
			garrison = { country = GER province = 2416 type = naval size = 1 area = no }
			garrison = { country = GER province = 2417 type = naval size = 1 area = no }
			garrison = { country = GER province = 2418 type = naval size = 1 area = no }
			garrison = { country = GER province = 2419 type = naval size = 1 area = no }
			garrison = { country = GER province = 2420 type = naval size = 1 area = no }
			garrison = { country = GER province = 2421 type = naval size = 1 area = no }
			garrison = { country = GER province = 2422 type = naval size = 1 area = no }
			garrison = { country = GER province = 2422 type = naval size = 1 area = no }
			garrison = { country = GER province = 2596 type = naval size = 1 area = no }
			garrison = { country = GER province = 2597 type = naval size = 1 area = no }
			}
		random = 75
		} 
 
  date = { day = 24 month = march year = 1936 }  
  offset = 20 # should be length of time for one Naval Combat Patrol?
  deathdate = { day = 30 month = december year = 1999 } 
 
  action_a = { 
  name = "Where is the Royal Navy?"
  command = { type = manpowerpool value = -2 } # Food rationing and shortages
  command = { type = dissent value = 2 }
  } 
}

######################################################################### 
# Blockade of the British Isles - Northeast Atlantic
#
######################################################################### 
event = { 
  id = 799911 
  #random = no 
  persistent = yes
  country = ENG 

  name = "German Blockade in the Northeast Atlantic!" 
  desc = "The Kriegsmarine is blockading the Northeast Atlantic.  Vital imports of foodstuffs and supplies from the United States are threatened." 
  picture = "U-boat"
  style = 0 
 
  trigger = { 
		war = { country = GER country = ENG }
		#war = { country = GER country = USA }
		#alliance = { country = ENG country = USA } # required?
		OR = {
			garrison = { country = GER province = 2365 type = naval size = 1 area = no }
			garrison = { country = GER province = 2366 type = naval size = 1 area = no }
			garrison = { country = GER province = 2370 type = naval size = 1 area = no }
			garrison = { country = GER province = 2371 type = naval size = 1 area = no }
			garrison = { country = GER province = 2372 type = naval size = 1 area = no }
			garrison = { country = GER province = 2373 type = naval size = 1 area = no }
			garrison = { country = GER province = 2421 type = naval size = 1 area = no }
			garrison = { country = GER province = 2422 type = naval size = 1 area = no }
			garrison = { country = GER province = 2358 type = naval size = 1 area = no }
			garrison = { country = GER province = 2359 type = naval size = 1 area = no }		
			}
		random = 75
		} 
 
  date = { day = 24 month = march year = 1936 }  
  offset = 20 # should be length of time for one Naval Combat Patrol?
  deathdate = { day = 30 month = december year = 1999 } 
 
  action_a = { 
  name = "Meh." 
  command = { type = manpowerpool value = -2 }
  command = { type = dissent value = 2 }
  } 
}

######################################################################### 
# Blockade of the British Isles - Iberian West Coast
#  
######################################################################### 
event = { 
  id = 799912 
  #random = no 
  persistent = yes
  country = ENG 

  name = "German Blockade in the Iberian West Coast!" 
  desc = "The Kriegsmarine is blockading the Atlantic Iberian approaches to the British Isles. Imports of vital war materials and foodstuffs from the far corners of our Empire are threatened." 
  picture = "Bismark"
  style = 0 
 
  trigger = { 
		war = { country = GER country = ENG }
		#war = { country = GER country = USA }
		#alliance = { country = ENG country = USA }
		OR = {
			garrison = { country = GER province = 2425 type = naval size = 1 area = no }
			garrison = { country = GER province = 2426 type = naval size = 1 area = no }
			garrison = { country = GER province = 2427 type = naval size = 1 area = no }
			garrison = { country = GER province = 2428 type = naval size = 1 area = no }
			garrison = { country = GER province = 2429 type = naval size = 1 area = no }
			garrison = { country = GER province = 2303 type = naval size = 1 area = no }
			garrison = { country = GER province = 2302 type = naval size = 1 area = no }
			garrison = { country = GER province = 2593 type = naval size = 1 area = no }
			garrison = { country = GER province = 2424 type = naval size = 1 area = no }
			garrison = { country = GER province = 2595 type = naval size = 1 area = no }
			garrison = { country = GER province = 2304 type = naval size = 1 area = no }
			garrison = { country = GER province = 2357 type = naval size = 1 area = no }
			garrison = { country = GER province = 2423 type = naval size = 1 area = no }			
			}
		random = 75
		} 
 
  date = { day = 24 month = march year = 1936 }  
  offset = 20 # should be length of time for one Naval Combat Patrol?
  deathdate = { day = 30 month = december year = 1999 } 
 
  action_a = { 
  name = "Meh." 
  command = { type = manpowerpool value = -2 }
  command = { type = dissent value = 2 }
  } 
}

######################################################################### 
# Blockade of the British Isles - Western Arctic Ocean
# 
######################################################################### 
event = { 
  id = 799913 
  #random = no 
  persistent = yes
  country = ENG 

  name = "German Blockade in the Western Arctic Ocean!" 
  desc = "The Kriegsmarine is blockading the Western Arctic Ocean." 
  picture = "tirpitz"
  style = 0 
 
  trigger = { 
		war = { country = GER country = ENG }
		#war = { country = GER country = USA }
		#alliance = { country = ENG country = USA }
		OR = {
			garrison = { country = GER province = 2367 type = naval size = 1 area = no }
			garrison = { country = GER province = 2368 type = naval size = 1 area = no }
			garrison = { country = GER province = 2369 type = naval size = 1 area = no }
			garrison = { country = GER province = 2374 type = naval size = 1 area = no }
			garrison = { country = GER province = 2375 type = naval size = 1 area = no }
			garrison = { country = GER province = 2377 type = naval size = 1 area = no }
			garrison = { country = GER province = 2598 type = naval size = 1 area = no }
			garrison = { country = GER province = 2599 type = naval size = 1 area = no }
			
			garrison = { country = GER province = 2402 type = naval size = 1 area = no } # different region but trade route into Scapa Flow
			}
		random = 75
		} 
 
  date = { day = 24 month = march year = 1936 }  
  offset = 20 # should be length of time for one Naval Combat Patrol?
  deathdate = { day = 30 month = december year = 1999 } 
 
  action_a = { 
  name = "Meh." 
  command = { type = manpowerpool value = -2 }
  command = { type = dissent value = 2 }
  } 
}

######################################################################### 
# Blockade of the British Isles - Aerial Mines
# 
# Checks each province around the perimeter of the British Isles for German air activity
# to simulate aerial mines dropped to hinder coastal traffic and channel entrances.
######################################################################### 
event = { 
  id = 799914 
  #random = no 
  persistent = yes
  country = ENG 

  name = "Mine Field" 
  desc = "The Luftwaffe is deploying mine fields to blockade our shipping." 
  picture = "Automedon"
  style = 0 
 
  trigger = { 
		war = { country = GER country = ENG }
		#war = { country = GER country = USA }
		#alliance = { country = ENG country = USA }
		OR = {
			garrison = { country = GER province = 2402 type = air size = 1 area = no }
			garrison = { country = GER province = 2403 type = air size = 1 area = no }
			garrison = { country = GER province = 2404 type = air size = 1 area = no }
			garrison = { country = GER province = 2405 type = air size = 1 area = no }
			garrison = { country = GER province = 2406 type = air size = 1 area = no }
			garrison = { country = GER province = 2407 type = air size = 1 area = no }
			garrison = { country = GER province = 2408 type = air size = 1 area = no }
			garrison = { country = GER province = 2409 type = air size = 1 area = no }
			garrison = { country = GER province = 2410 type = air size = 1 area = no }
			garrison = { country = GER province = 2411 type = air size = 1 area = no }
			garrison = { country = GER province = 2412 type = air size = 1 area = no }
			garrison = { country = GER province = 2413 type = air size = 1 area = no }
			garrison = { country = GER province = 2414 type = air size = 1 area = no }
			garrison = { country = GER province = 2395 type = air size = 1 area = no }
			garrison = { country = GER province = 2396 type = air size = 1 area = no }
			garrison = { country = GER province = 2397 type = air size = 1 area = no }
			garrison = { country = GER province = 2471 type = air size = 1 area = no }
			}
		random = 75
		} 
 
  date = { day = 24 month = march year = 1936 }  
  offset = 20
  deathdate = { day = 30 month = december year = 1999 } 
 
  action_a = { 
  name = "Meh." 
  command = { type = manpowerpool value = -2 }
  command = { type = dissent value = 2 }
  } 
}

######################################################################### 
# Intel test event
######################################################################### 
event = { 
  id = 799916
  #random = no 
  persistent = yes
  country = GER 

  name = "The Abwehr Strikes Back!" 
  desc = "Those mysterious Abwehr fellows have pulled another rabbit out of the hat. Himmler is reportedly furious!" 
  picture = "wilhelm_canaris"
  style = 0 
 
  trigger = { 
		#war = { country = GER country = ENG }
		intel_diff = 100
		random = 75
		} 
 
  date = { day = 24 month = march year = 1936 }  
  offset = 180
  deathdate = { day = 30 month = december year = 1999 } 
 
  action_a = { 
  name = "He can go soak his head." 
  command = { type = steal_tech which = -1 } 	
  } 
}
 
OK, here are several events to simulate a German blockage of the UK....

AoD has a bug whereby if you reload from a save, all persistent events immediately trigger. You may have noticed that my free convoy ship events always fire right after you load a game. As a workaround, I tried to solve the problem by giving each event two actions: option A does nothing and the option B is the command line. I gave the AI X% chance of choosing option A and Y% chance of choosing option B (where X + Y = 100). I do not remember seeing this on the list of fixes for 1.06. I believe the problem carries over from HOI2 whereby the game clock counter is reset every time a save is loaded.
 
"MR eastern Poland to the Sovs" event failed to fire for the limited pact?

I have always chosen the full/historical agreement so I do not know what happened here. Is it a carryover from vanilla?

Which is how it should be if trying to fight and supply a gigantic land war right through the heart of Middle Asia? The height of folly?!

I took a more traditional approach in my current game. As of October 1942, I have taken Murmansk, Leningrad, Moscow, Rostov, and Sevastopol. I got as far south as Batum but I was driven back to Rostov during the winter 1941-1942. I have thrown wave after wave of infantry (with Engineer generals) against Archangelsk but I have been repulsed repeatedly with heavy losses. I am using offensive supply and Tac Bombers on interdiction missions but I cannot kill those three locked garrisons.

I really like the reduced MP setting, I THINK.
I KNOW. Land divisions cost 1.5X as much MP and brigades cost 2X as much MP. This reduces the number of units on the map, which is important given the AoD stacking penalty feature. Also, you do not have as many superstacks. And brigades are relatively more expensive since they cost extra MP.

Except for the USA, which is still too dumb to get their 100+ div army anywhere. I guess I will add a sea province connection for them from the USA to Casablanca and see what happens..
This must be a hardcoding issue because I have tried everything in the ai/switch files to get the USA to behave properly. Don't worry about Casablanca, though. I did a handsoff playtest and once the USA put 173 divisions there. (yes, one hundred seventy three divisions). Now, if they only would have used Casablanca (with a size 10 port via event) as a staging ground to invade Europe, then that would have been nice.

Most of the blocks in Africa are to discourage the Sub-Saharan Africa land grab that is so boring and pointless for the German player, not to mention unrealistic.
I generally ignore Africa and let the Italians get wiped out. Africa is just a big TC drain, unless you take Suez and head into Russia through the Caucasus, like you did in your game. However, the Royal Navy fights pretty hard for the Med Sea and the Italian navy usually gets sunk, so getting your forces to North Africa can be difficult, and then you have to supply them....

Right now there really is no point for Germany to build subs in the game, especially with the broken convoy raiding and your free convoy events..
I thought convoy raiding was fixed in 106A? What is the issue? Also, should I reduce the free convoy events? The thing is, if I don't use them, then the AI will not build enough convoy ships and its troops will starve.

I would also like to add an event for Baku oil. It seems unrealistic to just waltz in and start pumping out oil... it is a landlocked country in the middle of nowhere. How about a -MP/-TC penalty to allow oil, otherwise a major resource reduction?.
The Mod already includes an event to reduce oil production in Baku and also reduce AZB MP/IC if Germany puppets AZB. If instead you hold Baku as an occupied province, you will have the standard (severe) penalty which cuts resource output in occupied provinces.

Finally, an event that would allow the seizure of Soviet IC from Siberia would be nice. If the USSR can pick up a major chunk of their industry and cart it east with no TC increase or IC loss, then why can't the player do the same? Of course there should be a significant MP cost; although not the full total per IC unit (the rest are foreign 'guest' workers?)?
Historically, the Soviets dismantled a lot of German factories and sent them east in 1945-1946 so I suppose this could happen in reverse if Germany achieves Bitter Peace. On the other hand, IC is never an issue for Germany. MP yes. Rares and oil, yes. But I have always had plenty of factories.

A more important question might be whether anyone can actually get Bitter Peace with the 'Bring 'em on!' Barbarossa option? I got a PM from Panzer Generals saying that he got BP in 1942 with the TRM Mod running on 106A3, but I am doubtful if I can do it myself. Like I mentioned above, my current game is in October 1942 and I am stalemated, my units have very low org, and my MP pool is at 0 and I need 286 replacements. I am thinking about disbanding about twenty low strength infantry divisions and their attached brigades to get my MP pool back up, and then prioritizing my armor divisions so I can make one last armored push when the weather clears in Spring 1943.
 
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A more important question might be whether anyone can actually get Bitter Peace with the 'Bring 'em on!' Barbarossa option? I got a PM from Panzer Generals saying that he got BP in 1942 with the TRM Mod running on 106A3, but I am doubtful if I can do it myself. Like I mentioned above, my current game is in October 1942 and I am stalemated, my units have very low org, and my MP pool is at 0 and I need 286 replacements. I am thinking about disbanding about twenty low strength infantry divisions and their attached brigades to get my MP pool back up, and then prioritizing my armor divisions so I can make one last armored push when the weather clears in Spring 1943.
Ooo sounds an interesting game, do you have any pictures? :)
 
Ooo sounds an interesting game, do you have any pictures? :)

If you can give me step-by-step instructions on how to create an AoD screenshot and then post it to the Forums, I will do so.

It is now January 1943 in my current game and I need 409 manpower for replacements. Unfortunately my MP pool is at zero. The Soviets are slowly pushing me back along the entire front line, and every day I get weaker while they get stronger.

I accepted the 5 dissent to puppet Ukraine, but puppeted UKR gets nerfed by event in the Mod, so it will be a while before they start churning out enough units to help me out, and the Red Army is already pushing into the eastern Ukraine. I guess I should have puppeted Ukraine a year ago when I first conquered it....

Panzer Generals PM'd me some tips on how to actually win this damn 'Bring 'em on!' campaign so maybe in my next game I will have more success than I am having right now.
 
I think you press F11 or print screen to save an image of the game, then attach it to the thread. Your game sounds so historical, and that's what makes it so good! :)
Also how is the war in the Pacific?
 
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Your game sounds so historical, and that's what makes it so good! :) Also how is the war in the Pacific?
As of January 1943 the USA AI has recaptured Wake Island and most of the Phillippines from the Japanese AI. Japan never invaded Guam so the USA still owns that.

The Japanese puppeted China and now there is a huge battle raging in Burma between the ENG/USA vs JAP/CHI. The Mod has an event that nerfs puppeted China, so I expect that the Japanese will probably get pushed back eventually by overwhelming Allied forces.

Regarding the war in the western hemisphere, the Axis has been completely eliminated from North Africa. The USA has 51 divisions in Casablanca, Tunis, and some other province with a big port so I am expecting to see an invasion of the 'soft underbelly' of Europe sometime soon. As far as the game proceeding in a historical manner, Republican Spain won the SCW, but they still remain neutral so there is not really any impact to the game.
 
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TRM 0.9 for AoD 1.06B1

Ho Ho Ho! Merry Christmas to all, and to all a good night!


I updated the Third Reich Mod to run on the AoD 1.06 beta 1 hotfix patch.


Note that the 1.06 beta 1 hotfix patch just got released yesterday and therefore it has NOT been tested. That being said, I loaded up as Dominican Republic and ran several handsoff playtests using TRM 0.9 over 1.06B1 and I got no errors or CTD’s.


You can download the Mod at:

Filefront
http://www.filefront.com/17699226/TRM_090_for_AoD_106B1.rar

Rapidshare
http://rapidshare.com/files/439115871/TRM_090_for_AoD_106B1.rar


My checksum path:
1.05 CNRO ==> 1.06B1 hotfix LKPW => TRM 0.90 RHAY
You may have a different checksum depending on whether you bought AoD from Gamers Gate or Steam, and you may also get a different checksum depending on which 1.06 beta version you are using.


Change control log from v0.84 to v0.90

First of all, thanks to everybody who provided feedback on the Forum, via PM, and via email

Events
• Bismark, Tirpitz, Yamato, Mushashi, and Shinano now arrive with attached naval brigades
• Four more “free” units for Germany:
o Spanish Blue infantry division
o 1st Ukranian infantry division (14th Waffen SS Galician)
o RONA infantry division (Russian National Army of Liberation)
o Prinz Eugen heavy cruiser​
• You may choose whether to launch Fall Weserubung early or to wait until April 1940 (historic)
• Several new events cause partisan uprisings in occupied Soviet provinces.
• Hiwis will volunteer to serve the Germans (free manpower events)
• The Vichy Navy gets properly scuttled after the Vichy France event fires. The VIC navy is reduced to six destroyers and six troop transport ships.
• New event whereby you can invite Turkey to join the Axis if you are holding western Europe and if you successfully capture part of the Caucasus region from the Soviets. When the event fires, you have the option to let Turkey remain neutral, just in case you want to play historically (and also because convincing Turkey to join the Axis might not be worth the huge cost of 2,890 Reichsmarks).
• New event path whereby you can puppet Ukraine and Belarus after you occupy them. Of course, you also have the option to play historically and not puppet them. These events were inspired by TRP 0.94 for HOI2DDArma by Lothos.
• JAP and SOV will sign a nonaggression pact in April 1941 (historic)
• Nationalist Spain gets two free infantry divisions once the Spanish Civil War begins because it needs help to beat SPR. In handsoff playtests in AoD 1.06 for some reason SPA usually lost to SPR, which is ahistoric and seldom happened in AoD 1.04.
• Nationalist China gets up to nine free infantry divisions if it starts losing badly to the Japanese. This prevents JAP from beating CHI too easily, which would be ahistorical. Similar to the SPA bullet, above, this did not seem to happen much in previous versions of AoD.
• You will receive the blueprint for the 1941 land doctrine tech Kampfgruppe if you meet certain conditions
• The General Winter event fires in mid-November 1941 rather than in mid-October 1941.


Other
• Updated AI switch files for USA, SOV, GER. Regarding the Soviets, they should use more defense in depth, making them harder to encircle. Also, they will spam fewer infantry divisions in favor of producing more armored divisions and aircraft wings. The Soviets will also devote more IC to upgrades and reinforcements. With these revised settings, SOV did not run out of manpower in playtests.
• Minister Goebels is available in 1940 rather than 1942. This might help Germany’s manpower situation somewhat….
• The land doctrine techs desert, jungle, and arctic combat provide a small attrition bonus
• The map has more “roads” through the Soviet Union because many Soviet soldiers were dying from attrition when all provincial infrastructure was reduced to 20
• Subs can carry naval mines but cannot carry spotter planes. Note that the convoy attack of naval mine brigades was drastically reduced so subs would not become overpowered.
• Difficulty: human combat penalty 0 ==> -1 to help balance the new 1.06 feature whereby manually promoted leaders do not lose a skill level.
• Difficulty: human resource penalty -13 ==> -14 because GER could still accumulate too much oil and rare materials.
• Made minor tweaks to misc file after reviewing the changes in the 1.06B1 misc file.



** Stacking Penalty **

Lowered the stacking penalty for land combat. The result is that other combat modifiers become relatively more important, where ‘other combat modifiers’ means terrain, weather, forts, dig-in, river-crossing, combined arms, experience, leadership, technologies, etc.


• Specifically, I changed the db/misc file like this:
# _CV_LAND_OVERSTACKING_MOD_, severity of overstacking
0.6 # was 1.0



So what exactly does this mean? Well, here is an example....


Under vanilla settings, if 24 divisions attacked 9 divisions, then the attacker would suffer a -73.1% stacking penalty and the defender would suffer a -58.1% stacking penalty. After adjusting for the stacking penalty, the battle odds are like having 6.4 fully effective divisions attacking 3.8 fully effective divisions. Note that because of the stacking penalty, the odds are only 1.7-to-1 in favor of the attacker rather than 24-to-9 (which would be 2.7-to-1). In other words, you get penalized for sending lots divisions into combat simultaneously; you will see diminishing returns for each additional division tossed into the fray. This concept has been discussed extensively elsewhere on the Arsenal of Democracy Forums and is a fundamental improvement of AoD over HOI2.


I sincerely like the idea behind the stacking penalty. However, I believe that it is way too harsh when compared to the impact of the ‘other combat modifiers’. Take the example above where the attacker with 24 divisions got a -73.1% stacking penalty. Say the attacker used a skill level 3 (+15% bonus) offensive trait (+5% bonus) field marshal to command his units, all of which had the maximum combined arms bonus (+10%) and was attacking a hill province (-20% penalty) against defenders who were fully dug in (+20% defense bonus). Look at how tiny each of those numbers is compared to the massive -73.1% stacking penalty. It is almost a waste of time to use good leaders or to even look at the map….


With the newly revised settings in the Third Reich AoD Mod, if those same 24 divisions attack those same 9 divisions, the attacker will “only” suffer a -55.2% stacking penalty (rather than -73.1%) and the defender will “only” suffer a -30.1% stacking penalty (rather than -58.1%). The net impact is like having 10.7 fully effective divisions attacking 6.3 fully effective divisions. The odds are 1.7-to-1. Note that the odds did NOT change from their original value even though the stacking penalty is quite a bit lower! Neither the attacker nor the defender got any advantage whatsoever from the change to the stacking penalty. However, given that the stacking penalty percent is far lower, all of the ‘other combat modifiers’ are suddenly much more important in deciding the outcome of the battle.


Despite my PhD dissertation above, I expect that this stacking penalty modification will be quite controversial. If you do not like it, it is easy to change back. Just edit the Arsenal of Democracy/db/misc.txt file to read 1.0 instead of 0.6 in the line that is indicated in bold, above.


Dedication
I am dedicating this 0.9 release to Panzer Generals who as far as I know is the only person to actually achieve Bitter Peace after selecting the ‘Bring ‘em on’ Barbarossa option. I tried doing it myself, but the Red Army kicked my ass.
 
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what about "Supply distance modifier bug"? Must I correct the techfile or comes that with the official patch ?

That should have been corrected in the 106B1 patch so you do not need to fix/change/correct anything. In theory, 106B1 and TRM 0.9 are fully playable as soon as you extract them.


edit: I am not sure about the HQ ESE bonus bug, which is a separate issue. I did not see it listed in the 1.06B1 changelog as having been fixed. I posted on the 106B1 thread asking about this.
 
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>> Originally Posted by ErnstVon
>> I can confirm it. Also it seems to make sense though. The tech increases the supply distance thus the ese decreases..
>> Better supply distance means less ESE penalty for distance from capital, right? So why it should decrease in all provinces?
>> Originally Posted by ErnstVon
>> I changed the modifiers in the tech file from 10 to -10. After that the ese properly increases after researching any of the supply techs

this is from " 1.05 - Supply distance modifier bug? "

my question Is +10 or -10 in the techfile.


this
 
my question Is +10 or -10 in the techfile.

+10

According to the devs' change control, the 1.06B1 patch corrects the supply distance modifier bug. The supply_distance_modifier values in the infantry supply tech category now work properly if the values are positive, as they are in the tech files. Bottom line, if you install 1.06B1 then this is not an issue any longer.

If your question was about the 1.05 patch specifically, I do not know because I have never played that version.
 
I think this is going to be hard, the year is 1940 France, Denmark, Norway, Greece and Yugoslavia is defeaded but I have only 100 MP left, and the daily net gain is around 0,6 MP :)

Is the mod updated with the new and lower MP gain for beta 1?
 
I think this is going to be hard, the year is 1940 France, Denmark, Norway, Greece and Yugoslavia is defeaded but I have only 100 MP left, and the daily net gain is around 0,6 MP :)

Is the mod updated with the new and lower MP gain for beta 1?

The Mod severely limits Germany manpower, as was the case in real life.


Make sure you appoint Goebels to your cabinet. Minister Goebels becomes available in 1940 so you should make him one of your ministers if you haven't already done so. He gives you +10% MP growth.


What lower MP gain is included in 106B1? What specifically got changed? The Mod's MP was perfect for Germany and all other countries up through and including 106A3. The Mod has been extensively play tested and events balance everything the way it should be in regards to MP. That is unless the AoD Devs changed something for some unknown reason.
 
So I start:

your mod RHAY = 850 mp no paratroopertech

AoD LKPW = 1800 mp + early paratrooper

and in an very quick test over x-mas, as germany i have no usage (0.0) of consumer goods, but autocontroll spend 20.