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Yes my bad. I update that right now.

DI:G is compatible with either d e or f. :)

I recommend using f.

--edit: unrelated pic

HoI3_115.jpg

/me is blind, what should we be looking at? :D
 
No patch is made compatible with an ongoing game. Maybe you will have luck, probably you won't.
 
Patch is up!

I do hope this is the last one for SF and no big bug will break it. :)

I have added 4 units since the release, all of them from your input. I hop you will be pleased by the addition.

Have fun and don't forget to report anything you find odd!


PATCH DOWNLOAD

Dies_irae_Gotterdammerung_v1.03_beta.rar

INSTALLATION INSTRUCTIONS

1. Download the Beta patch from the link above (thanks to Derkb for the server)

2. Extract the patch in your HOI3 directory
2.a STEAM: you need to go to your steam installation and then look for \Steam\steamapps\common\hearts of iron 3
2.b DON'T INSTALL THE PATCH IF YOU DON'T KNOW WHAT YOU ARE DOING! THE DLC IS NOT BROKEN WITHOUT THE PATCH AND YOU CAN WAIT FOR AN OFFICIAL ONE TO COME IN A FEW WEEKS


3. Overwrite when asked (it will only overwrite the DLC files, don't worry)

4. Launch the DLC like you always did, it is successfully patched.

5. You can check if the patch works by going to the naval doctrine technology tab, see the submarine positionning or morale tech and if coastal, medium and long range submarines are included the patch is installed. :)

PATCH CHANGELOG



BE SURE YOUR INSTALLATION OF HOI3 IS CLEAN AND PATCHED TO 2.04F
IF YOU INSTALL ANY HOI3 PATCH, YOU NEED TO REINSTALL THE WHOLE DLC

1.03
BUG FIXES
- Reworked the start dates and condition of submarine AA techs
- Added land doctrines to Goering brigade
- Added equipment upgrade to light jaegers
- Nat.Spain, Turkey and Nat.China will join axis more easily
- CAG model fixed
- Fixed typo
- Tweaked France strategic penalties
- France will build more land troops and garrisons
- Soviet will stop building navy
- Soviet will built more militia
- USA will build more air and navy before 40 and more land after
- USA will build more strategic bombers
- ENG will build more air and less navy (it already has enough) after the war starts
- ENG will build more strategic bombers
- Tweaked ITA AI production
- Tweaked JAP AI production
- Tweaked Nat.China '36 OOB: removed transport ship, replaced militia with partisan
- Destroyer can now better spot and destroy subs
- Naval doctrine now grants better escort bonus
- Reduced effect of territorial pride
- Submarines are more visible now
- Submarine have less convoy attack now
- Renamed Goering title "Oberbefehlshaber der Luftwaffe"
- Reworked conditions of the GD tiger tech
- Fixed Hess not being deleted with the last flight event
- Deleted the loss of crude oil for Romania with the oil trade stragegic effect
- Fall Gelb grants 400MP instead of 500
- Revoked ITA Militay Access from YUG in order to make a more stressfull Marita campaign
- Added an ahistorical 1937 rally if China is promoted instead of Japan
- Fixed Poland going to exile even when not in the allies
- Fixed a missed core in Mol-Rib pact
- Fixed a bug making the soviet demands on Eastern Poland impossible after '39
- Megkukuo will be created after 1941
- Deleted loss subtitles for battle of Belgium and battle of Holland
- Fixed the occupation of Paris event not firing under some circumpstances

ADDITIONS
- Added Francesco model list (thanks to him!) I said list (model names), not pictures! You still have to install Francesco mod if you want the nice drawings
- Armored Cars now have a softness of .50 in order to allow combined arms divisions
- Armored Cars give a bonus of 20% in combat efficiency (to be divided by the number of brigades in the divisions) on easy terrain
- Armored Cars benefit from the desert equipment tech
- Military Police has now a base speed of 5 +1 with each upgrade (motorcycle)
- Military Police has now 0.05 fuel consumption
- Light Jaegers have now a base suppression of 2
- Light Jaegers now benefit from -0.02 supply need for each level of guerilla warfare doctrine
- Engineers now have softness reduction within their upgrades
- Added a tooltip for Sino-German pact
- Experience should be gained faster for land and air, lower for naval and division leaders
- Anti Air units don't get Hard Attack upgrade anymore
- Added GER-SWE good starting relations in order to help commerce and military access
- Added an information event when Soviet Union declares war on Germany
- Changed some transports bases for JAP in order to help the AI making invasions
- Added an event for Sino-German agreement in order to boost China and Shanxi threat against Jap
- Added "no thanks" option to the foreign wehrmacht events


NEW UNITS
- Added SP AA unit, activated through spearhead doctrine
- Added Towed 88 AA/AT unit, active from the start
- Added Pocket Battleship unit, in both OOB and buildable from the start




1.02
BUG FIXES
- Finland joining axis now raise up threat against Soviet Union
- Fixed the submarine long range AA technology bug
- Fixed Grossdeutchland event broken conditions
- Deleted most of the event exp forces status due to inability to give leader or rearrange
- Put back Brandenburger and Goering regiments to on map spawn
- Fixed supply IC need bug
- Fixed Mittelmeer typo
- Deleted the add_core command on the fate of slovakia event
- Fixed Rudolf Hess last flight firing even with UK occupied by axis
- War of the Atlantic events won't fire if London is occupied by axis
- UK AI should build more fighters
- reworked some end dates for the operation decisions
- Fixed leszno province being alone owned by POL after the silesia or war event
- Switzerland is now more difficult to take (added 10 forts to VP and a strategic effect with some bonus)
- China should be stronger as long as Germany help them
- Soviet Union should always create puppet
- Axis minors won't be able to exile anymore
- Soviet Union should have less manpower from the Soviet Defense strategic effects
- Soviet Union and Poland shouldn't be at war anymore after the fall of Poland

ADDITIONS
- Changed the occupation policy to grant revolt risk instead of partisan support
- Changed some revolt risk events
- Anschluss now provide static 2500 officers instead of a boost of the officer recruitement
- The Italian subs are now all level 2
- Added victory point to all UK south, east and north ports in order to make the AI defend them
- Added radar and planes to the UK homeguard decision in order to help the AI prevent sealion
- Four year plan industry now adds 5 IC in random provinces instead of infra
- Reworked French and Italian nerf
- Alsace-Lorraine is seceded to Germany in the Vichy event
- Albet Speer has now +15% IC efficiency and +10% supply production but appear in 1942 only
- Claiming Memel now leads to a non agression pact with Lithuania, you can refuse it tho (and then not have memel as core but still under your control)
- Added neutrality loss for Chinese warlords for the Marco Polo bridge incident
- Added untransportable defense brigades for Japanese homeland in all the starting OOB
- Added Todt's death event as well as a specific minister bonus +5% IC +5% resources

NEW UNITS
- Added Assault Gun



1.01
BUG FIXES
- fixed some model text
- added some missing models
- fixed some typo in localization
- fixed the Blomberg/Fritsch affair bug making the ministers not to disappear
- deleted some foreign events not relevant to Germany
- deleted the dissent increase in Anschluss and Czech annexation
- fixed Czech tank models (38t)
- fixed Foreign Wehrmacht event text bug
- fixed battle of Paris event not popping sometimes
- changed operationnal tech prerequisites to be easier to plan ahead
- fixed the bugged Barbarossa Operational tech prerequisite
- Italy will always annex Ethiopia
- fixed some overcomplicated strategic effects triggers
- General Winter will now last from november to march
- fixed some battle events triggers
- captured equipment bonus is now 3% IC efficiency
- battle of Leningrad, Moscow, Stalingrad and Sevastopol are now handled via decisions in order to have the event ASAP
- fixed the relocation of Soviet Capital bug (could happen twice)
- fixed the german-soviet agreement reapearing after bitter peace
- switched the two lowest naval leader rank names
- disabled the long range submarine event, now you have to research the tech by yourself
- fixed submarine positionning with wrong stats tech upgrades
- fixed ||| symbol for regiment instead of the brigade's X
- changed the odds of the Rhineland War to happen (happen less often)
- fixed the NSDAP popularity/org appearing twice bug in the nuremberg rally
- deleted KMS prefix to OOB ships
- infantry can now be upgraded to jägers
- fixed the bug when Italy stay at war against allies after the peace of the Rhineland events
- Peace of the Rhineland now actually bring peace to the world
- reduced the impact of the french high command strategic modifier
- halved the neutrality loss for USA when you attack Swiss
- The brigade box close button shouldn't be out of the screen in the lowest resolution
- China should be stronger if Germany decides to help after the war has started (added partisan brigades)
- China joining axis doesn't declare war against JAP anymore
- Nationalist Spain should win more often if helped by Germany
- Added the new uboats to the naval doctrines
- Poland give back the core to Germany when they surrender
- Poland should be at peace with Soviet after they surrender
- Added level 10 forts on the Franco-Italian border
- Buffed UK in North Africa
- Walkyrie event can happen in the '44 scenario now
- Fixed the model names not displaying
- Switched the position of the Sino-German stronger agreement options
- Fixed Long Range Submarine being unable to reach US coasts
- ITA won't puppet ETH anymore
- Fixed Soviet union annexation of baltic states while they are under axis control
- Fixed Soviet Union controlling West Poland provinces


ADDITIONS
- Austrian troops named in their starting OOB with German names for anschluss
- added officer boost after anschluss
- added an allies/comintern peace decision if they happen to be at war due to some bug (won't fire if Germany and Soviet are allied)
- Soviet Union will never declare war via decision on Germany if they choose to be allies during the MR pact
- added the lost of at least x% of core land prerequisite to the soviet bonuses (no more general winter if you are not enough deep in russia)
- added some free troops for UK in Afrika in order to help them if Germany research the Afrika Korps tech
- added some morale penalty to choose from the battle lost events
- added some manpower to USA
- added some manpower to Soviet Union
- added german name for brigade/regiment names in the production screen
- Afrika Korps units are now buildable!
- added an event when France declare war on Germany in '36 in order to warn the player about all this
- Elite units now cost 0 supplies but appear in the construction queue (hence cost IC and time to build)
- the whole maginot line is now full of victory point (+7 points, -7 in Paris to balance) in order to have the AI garrison it for real
- Four year plan industry now grants +10% IC +10% efficiency
- Training laws now include officer recruitment
- Italy is nerfed
- Added an event for Soviet Union to ask for Eastern Poland if Germany controls it before M-R pact
- You can choose to sack Goering instead of Blomberg/Fritsch
 
won't help since you cannot attack through neutral territory.

I'm not looking to use Swedish territory for attacks (I'm pretty sure that that was ruled out in their real life deal, it was just transition). I'd just like an alternative route to transport troops to Northern Norway and Finland, especially since you can't travel directly through Norway's territory to Kirkenes because of low infra.
 
Bug: motorized 88s have 0 soft and 0 hard attack

Yes because with 1936 tech they are not yet AT guns. :)

See the progression with the AT techs, +1 HA each level, more than AT gun. They should be better than dedicated AT around '40.
 
Yes because with 1936 tech they are not yet AT guns. :)

See the progression with the AT techs, +1 HA each level, more than AT gun. They should be better than dedicated AT around '40.

Ok, thanks.

but shouldnt they have at least some soft attack? IRL their HE rounds were very effective against soft targets like AT and AA guns, trucks.
 
I tried it exactly as you said, copying the whole folder to a new location then overwriting the old with the new mod folder. Nothing changed. The one thing I did notice though was that, while the folder itself was, none of the of the individual files were shown as being modified today.
 
Thanks for the new patch, Devildread. Great changes regarding revoking ITA's Military access through YUG in order to make Marita more stressfull. Also making Uboats more visible and having less convoy attack aswell giving destroyers better subattack is great. Hopefully this will solve ENG's supply problems in NA.

One week has passed since I restarted my game with the previous patch 1.02 beta and I've played up to Marita and the Africa Campaign and although Italy first got pushed back by the English, few months later they ran out of supply and Italy beat them back to Cairo (without me helping with an Africa Korps). So i hope the new Uboat Stats and their impact on ENG supplies will help the English with a Mediteranean dominance, especially in Africa in order for an interesting Afrika Korps Campaign. I just don't like to start all over from 1936 again with this new patch. :-D

Anyway also the other additions are great.
Though I'm a bit worried about the softness stats:

First with Assault guns on 17% softness, you could easily make combined arms units, even pushing 2 mot brigades with 2 assault gun brigades to a softness value which normally only tank divisions should have.
And now also AC have a high boost in softness: 50% softness value is pretty low imho for an AC thereby making combined arms boni even more easily attainable. I like the incentive to built more ACs this way, but the combined arms bonus itself is just so high and has such a big impact on combat with the appropriate techs that i think it shouldn't be handed out too easily.

It can be argued that Assault guns have such a low softness compared to a medium tank brigade, because of their lower profile having no turret and thereby being harder to hit.
But Armored Cars having way lower softness values than a SPA-Brigade is imho a bit too hard to rationalize. SPA's used tank chasis with a fortified static turret for the artillery gun, later versions also were fully enclosed.
In comparison a "Grille" SPA had min. 10mm and max. 20mm armour, whereas for example the six-track AC "SdKfz. 231/232" had a min. 8.5mm and max 18mm armour. I'm not a WWII armoured vehicle buff, i've just googled the stats, but i think they underline my notion that an AC shouldn't have much lower softness than SPA's. As said I'm arguing for this because i would like to see combined arms boni, which are huge, be exclusive to tanks (and maybe also assault guns) plus motorized or mechanized Infantry.
 
Combined arms bonus: The way I see it, you should have a bonus when you mix up infantry and tanks. Maybe 50 softness is too low for Armored Cars but I still think they should be made specially for the CA bonus since they grants some advantage on the field (recon and light armored support). I am open to suggestions so please guys test the new stats and report what you think. :)

I tried it exactly as you said, copying the whole folder to a new location then overwriting the old with the new mod folder. Nothing changed. The one thing I did notice though was that, while the folder itself was, none of the of the individual files were shown as being modified today.

The key is to have all the files modified "today" (actually the whole concept is to have DI:G more recent than HOI3). I don't know how to help if copy&paste didn't do the trick. :/
 
Thanks for your answer to my CA concerns, Devildread. Well, I like the fact that ACs give combat-boni for certain terrains, thereby reflecting better knowledge of the terrain and the enemy through better recon. In my opinion that's a nice way to make ACs more valuable for mobile warfare.

But i also have another question:
Is it intended that towed 88 flaks have the second best Hard attack value, second only to tank destroyers? I just started a game in 1940 and:

88 flaks have a hard attack value of 5 (same as anti-tank guns and medium armour) and only 1 point short of a tank destroyer (hard attack: 6), whereas they 'only' have an air attack value of 3.

I know that 88'ers were used as anti-tank weapons very effectifly, especially by the Afrika Korps, but don't you think that value is too high compared to Armour and Tank destroyers? I know the 88'ers were famed for their punch in taking out tanks, but then also StuGs which were also quite effective at tank destroying should get more hard attack...

Also I've noticed that SP-AA has the best defensive value of all 1000men-brigade-types (in 1940: defensive value of 7, which is more than armour, SP-Art. assault guns or Art.).

Maybe these high values stem from the fact that 88'ers profit from both tech trees, AT- and AA-weapons, and SP-AA also profits from 2 tech trees medium tank and AA-advances? I know the latter is also true for SP-Art. and Tank destroyers, but somehow SP-AA gets some whaky defensive stats which scale pretty fast for incredible defensive stats compared to their 'brothers': SP-Art. and TDs.