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Consider this as a passing thought. After examining the statistics of the Armoured cruiser and the Pre-dreadnought in 1.02b, here is my proposal for the Coastal Defense Battleship:
Code:
# 0 - Coastal Defense Battleship 
model = {
	cost				= 8
	buildtime 			= 550
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed		        = 12
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility			= 70
	seadefence			= 8
	airdefence			= 2
	seaattack			= 7
	subattack			= 1
	airattack			= 1
	shorebombardment		= 4
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 4000
	supplyconsumption	        = 0.7
	fuelconsumption			= 1
}
and the Gunboat:

Code:
# 1 - Gunboat
model = {
	cost				= 5
	buildtime 			= 120
	defaultorganisation 		= 25
	manpower			= 1
	maxspeed			= 12
	surfacedetectioncapability	= 2
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility			= 50
	seadefence			= 3
	airdefence			= 2
	seaattack			= 4
	subattack			= 1
	airattack		        = 1
	shorebombardment		= 2
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 8000
	supplyconsumption		= 0.5
	fuelconsumption			= 1
}
Of course I know this will not be implemented, I'm posting it just as an idea.
 
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I've tested two versions of the proposed V1 into gas attack unit.
As suspected, they do hardly any damage to the units but a stack of 10 reduced 3 units from about 50 org to 15 org. This leads me to believe that they only work well when used en masse. You'll notice the actual production cost is rather low, but I've placed an enormous IC cost for the research, so not to worry. Will have the gas tree up soon.

We'll have to come up with more flashy names for the purposes of models.csv.....?

# "Flying Bombs"
# 0 - Wide frontal Gas Attack
model = {
cost = 2
buildtime = 30
defaultorganisation = 30
manpower = 1
maxspeed = 650
surfacedefence = 3
airdefence = 10
tacticalattack = 1
strategicattack = 0
range = 120
supplyconsumption = 0.1
fuelconsumption = 0
}

# 1 - Wide Frontal Nerve Agent Attack
model = {
cost = 3
buildtime = 45
defaultorganisation = 50
manpower = 1
maxspeed = 650
surfacedefence = 5
airdefence = 15
tacticalattack = 5
strategicattack = 1
range = 150
supplyconsumption = 0.1
fuelconsumption = 0
}

# 2 - Wide Frontal Nerve Agent/Vesicant Cocktail Attack
model = {
cost = 4
buildtime = 60
defaultorganisation = 60
manpower = 1
maxspeed = 700
surfacedefence = 8
airdefence = 15
tacticalattack = 7
strategicattack = 1
range = 160
supplyconsumption = 0.1
fuelconsumption = 0
}
 
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This is mainly for Dimitar, I've finally got a clear outline as to what the battleship units are going to be (no coastal battleships or gunboats I'm afraid) ;)

Code:
# 0 - Pre-Dreadnought
# 1 - Basic Dreadnought
# 2 - Battlecruiser
# 3 - Super Dreadnought (Orion class)
# 4 - Improved Battlecruiser (Queen Mary class)
# 5 - Battleship (Queen Elizabeth class)
# 6 - Advanced Battlecruiser (Repulse class)
# 7 - Improved Battleship (N3 class)

Models 4 and 5 have therefore swapped place. :)
 
Allenby said:
This is mainly for Dimitar, I've finally got a clear outline as to what the battleship units are going to be (no coastal battleships or gunboats I'm afraid) ;)

Code:
# 0 - Pre-Dreadnought
# 1 - Basic Dreadnought
# 2 - Battlecruiser
# 3 - Super Dreadnought (Orion class)
# 4 - Improved Battlecruiser (Queen Mary class)
# 5 - Battleship (Queen Elizabeth class)
# 6 - Advanced Battlecruiser (Repulse class)
# 7 - Improved Battleship (N3 class)

Models 4 and 5 have therefore swapped place. :)

OK :) I'll swap accordingly :)
 
AIRCRAFT RANGES

We seem to have something of a problem with these. In my current game, I've just developed the bomber, only to find it's completely useless - as, with a range of only 100, I'm getting an "out of range" error even if I try an bomb an adjacent province! (And this is in the middle of Europe, not one of those big RoW areas).

Assuming that the range figure is the actual range in kilometres, then 100 is much too short compared to historical aircraft statistics. A few random samples:

Avro 504: 400 km
FE2 scout: 200 km
SE5 scout: 300 km
Caudron bomber: 300 km
DH 4 bomber: 400 km
Gotha strategic bomber: 500 km
Vimy strategic bomber: 1500 km
(when the source gave an endurance instead of range, I multiplied this by the maximum speed then halved it for combat radius, then rounded to the nearest 100)

I therefore propose the following changes to the unit files:

Fighters
Model_0: 200
Model_1: 250
Model_2: 300
Model_3: 250
Model_4: 300
Model_5: 400
Model_6: 300
Model_7: 350
Model_8: 600

Bombers (tac_bomber)
Model_0: 300
Model_1: 450
Model_2: 600

Contour Bombers (dive_bomber)
Model_0: 350
Model_1: 450

Strategic Bombers
Model_0: 500
Model_1: 750
Model_2: 1500

Seaplanes (torpedo_plane)
Model_0: 250
Model_1: 300
Model_2: 350

Reconnaissance planes can stay the same (200).
 
StephenT said:
AIRCRAFT RANGES(when the source gave an endurance instead of range, I multiplied this by the maximum speed then halved it for combat radius, then rounded to the nearest 100)

I think you shouldn't use max speed to calculate range, as the planes aren't supposed to go at full throttle during their max endurance. Also, is the range given supposed to be combat radius or the actual distance the plane can fly? And I think combat radius is something like 1/3 of that distance, not half, as the plane does need to have fuel to stay some time in the combat area.

But aircraft ranges work strangely in HOI, anyway. There's definitely something strange with how the planes can fly tremendous distances over water while they can't fly to the next province. I'm guessing it has something to do with entering distances in Km and NM (or the game just acts weird). :)
 
Here's a conundrum for everyone - it might be a difficult one seeing as no one but me has access to my computer.

Here's the code for activating Light Infantry:

Code:
application = { # Colonial Troops
			id = 11105
			name = TECH_APP_LAND_DOC_2_5_NAME
			desc = TECH_APP_LAND_DOC_2_5_DESC
			
			required = { 11002 }
			chance = 90
			cost = 16
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = activate_unit_type = paratrooper }
				command = { type = soft_attack which = militia value = 1 }
				command = { type = ground_defense which = militia value = 1 }
				command = { type = max_organization which = militia value = 4 }
				command = { type = soft_attack which = paratrooper value = 2 }
				command = { type = ground_defense which = paratrooper value = 3 }
				command = { type = max_organization which = paratrooper value = 7 }
			}

Yet when one goes to the technology section, you'll notice that standard infantry is activated by the above tech advance, not light infantry. In the division setup section, light infantry is conspicuously absent...

LightInf.gif


What might be going on here then? Light Infantry is supposed to be activated by that code, yet it activates standard infantry instead (which everyone starts off with anyway).
 
ptan54 said:
Try activating paratroopers with another tech and see if it works. I've often found that techs which are responsible for activating too many things might bungle a few of them.....try spreading out the effects, so to say.

I have taken your advice - this is the result:

Code:
application = { # Breech-Loading Rifle
			id = 1002
			name = TECH_APP_INF_1_2_NAME
			desc = TECH_APP_INF_1_2_DESC
			
			required = { }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = activate_unit_type = paratrooper }
			}
		}

LightInf1.gif
 
How did you modify the unit name to display as LGT instead of the usual (I think) PAR? Maybe that has something to do with it?
 
Gwalcmai said:
How did you modify the unit name to display as LGT instead of the usual (I think) PAR? Maybe that has something to do with it?

...from the text file:

Code:
SNAME_INFANTRY;Inf;;;;;;;;;;X
SNAME_MARINE;Mar;;;;;;;;;;X
SNAME_MECHANIZED;Frt;;;;;;;;;;X
SNAME_MILITIA;Mil;;;;;;;;;;X
SNAME_MOTORIZED;Grd;;;;;;;;;;X
SNAME_NAVAL_BOMBER;Rec;;;;;;;;;;X
SNAME_NIGHT_FIGHTER;N;;;;;;;;;;X
SNAME_PANZER;Arm;;;;;;;;;;X
SNAME_PARATROOPER;Lgt;;;;;;;;;;X
SNAME_STRATEGIC_BOMBER;Str;;;;;;;;;;X
 
Could you just run a test with that in the original form? That will probably make it very clear that that's not the problem, but still.
 
Gwalcmai said:
Could you just run a test with that in the original form? That will probably make it very clear that that's not the problem, but still.

'Lgt' shows up in other parts of the tech tree referring to bonuses for Light Infantry, and so on - so I suspect that it isn't a text file problem. As I've said, Light Infantry doesn't show up, even when activated by the tech advance...
 
But it doesn't hurt to try, does it? And, just to ask another silly question, you do have units defined in the file, don't you? :)