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Marlborough said:
I have played HIP five times, and each time, without fail, the German AI has destroyed the Soviet AI and forced the bitter peace by mid 42 at the latest. Since I normally play as UK or US, this really has the effect of basically ruining the game, since Germany becomes way too powerful to defeat, with a lead in technology (especially since US and UK cannot develop jets) and nearly the equal of the US in IC.
The rocket technology is open again for all. Barbarossa has top priority and the next version will see Germany actually having a break in winter (the event was bugged). The Soviets will also build lots of infantry and we will see, if this is enough.
 
Panther II said:
The rocket technology is open again for all. Barbarossa has top priority and the next version will see Germany actually having a break in winter (the event was bugged). The Soviets will also build lots of infantry and we will see, if this is enough.

Thanks Panther, look forward to it.
 
I'm Loving this mod:


jackson63ii said:
39' engeer regt. won't open I'm into mid 42' what research is needed. I like the new teck trees Checked UK, and Germany, neither of them have it eather.
Seems that :
application = { # Engineer Regiment '36
id = 2550
needs
required = { 1020 }

Which is:
application = { # Marine '40 Division
id = 1020

And
application = { # Engineer Regiment '39
id = 2560
needs
required = { 1030 2550 }

I cannot find a tech 1030.

application = { # Engineer Regiment '43
id = 2570
needs
required = { 1040 2560 }
1040 is
application = { # Infantry '18 Division
id = 1040


application = { # Engineer Regiment '47
id = 2580
Needs
required = { 1050 2570 }
1050 is
application = { # Infantry '35 Division
id = 1050

If I may:
Code:
application = { # Engineer Regiment '36
 id = 2550
 name = TECH_APP_ARMOR_55_NAME
 desc = TECH_APP_ARMOR_55_DESC
 position = { x = 441 y = 2 }
 year = 1936
 component = { # Early Flamethrowers
  id = 2551
  name = TECH_CMP_ARMOR_55_1_NAME
  type = mechanics
  difficulty = 2
 }
 component = { # Basic Land Mines
  id = 2552
  name = TECH_CMP_ARMOR_55_2_NAME
  type = chemistry
  difficulty = 2
 }
 component = { # Portable Military Bridge
  id = 2553
  name = TECH_CMP_ARMOR_55_3_NAME
  type = general_equipment
  difficulty = 2
 }
 component = { # Mine Clearing Equipment
  id = 2554
  name = TECH_CMP_ARMOR_55_4_NAME
  type = mechanics
  difficulty = 3
 }
 component = { # Basic satchel charge
  id = 2555
  name = TECH_CMP_ARMOR_55_5_NAME
  type = artillery
  difficulty = 2
 }
 required = { 1050 } # Was 1020 HIP 37 /1050 is Infantry Division '35
 effects = {
command = { type = activate_unit_type which = engineer }
command = { type = new_model which = engineer value = 0 }
 }
}
application = { # Engineer Regiment '39
 id = 2560
 name = TECH_APP_ARMOR_56_NAME
 desc = TECH_APP_ARMOR_56_DESC
 position = { x = 441 y = 18 }
 year = 1939
 component = { # Basic Flamethrowers
  id = 2561
  name = TECH_CMP_ARMOR_56_1_NAME
  type = mechanics
  difficulty = 2
 }
 component = { # Construction equipment
  id = 2562
  name = TECH_CMP_ARMOR_56_2_NAME
  type = mechanics
  difficulty = 2
 }
 component = { # Amphibious Crossing Equipment
  id = 2563
  name = TECH_CMP_ARMOR_56_3_NAME
  type = general_equipment
  difficulty = 3
 }
 component = { # Improved Mine Clearing Equipment
  id = 2564
  name = TECH_CMP_ARMOR_56_4_NAME
  type = mechanics
  difficulty = 4
 }
 component = { # Shaped Charge Explosives
  id = 2565
  name = TECH_CMP_ARMOR_56_5_NAME
  type = artillery
  difficulty = 2
 }
 required = { 1060 2550 } # Was 1030 in HIP 37 / 160 is Infantry '38
 effects = {
command = { type = new_model which = engineer value = 1 }
command = { type = scrap_model which = engineer value = 0 }
 }
}
application = { # Engineer Regiment '43
 id = 2570
 name = TECH_APP_ARMOR_57_NAME
 desc = TECH_APP_ARMOR_57_DESC
 position = { x = 441 y = 34 }
 year = 1943
 component = { # Improved Flamethrowers
  id = 2571
  name = TECH_CMP_ARMOR_57_1_NAME
  type = mechanics
  difficulty = 2
 }
 component = { # Improved Anti-Tank Mines
  id = 2572
  name = TECH_CMP_ARMOR_57_2_NAME
  type = chemistry
  difficulty = 3
 }
 component = { # Armored Construction Equipment
  id = 2573
  name = TECH_CMP_ARMOR_57_3_NAME
  type = mechanics
  difficulty = 4
 }
 component = { # Improved satchel and demolition explosives
  id = 2574
  name = TECH_CMP_ARMOR_57_4_NAME
  type = chemistry
  difficulty = 2
 }
 component = { # Floating bridges and mobile ferrying equipment
  id = 2575
  name = TECH_CMP_ARMOR_57_5_NAME
  type = general_equipment
  difficulty = 3
 }
 required = { 1070 2560 } # Was 1040 in HIP 37 / 1070 is Inf Div '42
 effects = {
command = { type = new_model which = engineer value = 2 }
command = { type = scrap_model which = engineer value = 1 }
 }
}
application = { # Engineer Regiment '47
 id = 2580
 name = TECH_APP_ARMOR_58_NAME
 desc = TECH_APP_ARMOR_58_DESC
 position = { x = 441 y = 50 }
 year = 1947
 component = { # Advanced Flamethrowers
  id = 2581
  name = TECH_CMP_ARMOR_58_1_NAME
  type = mechanics
  difficulty = 3
 }
 component = { # Advanced antipersonnel and antitank mines
  id = 2582
  name = TECH_CMP_ARMOR_58_2_NAME
  type = chemistry
  difficulty = 4
 }
 component = { # Improved vehicles and construction equipment
  id = 2583
  name = TECH_CMP_ARMOR_58_3_NAME
  type = mechanics
  difficulty = 5
 }
 component = { # Improved floating and mobile bridging equipment
  id = 2584
  name = TECH_CMP_ARMOR_58_4_NAME
  type = general_equipment
  difficulty = 4
 }
 component = { # Tankdozers and specialised combat engineer vehicles
  id = 2585
  name = TECH_CMP_ARMOR_58_5_NAME
  type = mechanics
  difficulty = 5
 }
 required = { 1090 2570 } # was 1050 in HIP 37 / 1090 is Inf Div '46
 effects = {
command = { type = new_model which = engineer value = 3 }
command = { type = scrap_model which = engineer value = 2 }
 }
 
jackson63ii said:
39' engeer regt. won't open I'm into mid 42' what research is needed. I like the new teck trees Checked UK, and Germany, neither of them have it eather.
A bug, requires a non-existent tech. I will upload a fixed file, simply replace the file and you can continue saved games.
Zakouski said:
I have a question : does the latest HIP changed the USSR chain of events modifying the GDE ? Or does it actually use the 1.3b file ? Because it seems there is a problem somewhere :
HIP uses another independent system, which is working fine. In the next version the amount of the reduction will be decreased, about cut in half.

Lightsfantastic,

exactly, I have changed that.
 
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Pearl Harbor event 37v

Great job on those damage ships :rolleyes: . One more requiest for US could you consider to move the Jan 1941 14% increase in spending to Jan 1940 have a trigger with that would build 2X2 of the North Carilona's, the rest figthers\bombers in a run through 1941, that would make it closer to reality. An still kept the AI from building divisions. You are really doing a great job Panther II.
 
I have raised starting industrial_modifier for USA from 8.5 to 9.5, taken away from the 1941 increase, which is now only 7.5. It is a bit more now, though not the full amount, because of the consumer goods need. Give me some feedback, if this is enough.
I don't want to soften the gear up system too much. All other majors can live with their starting modifier and only UK and USA get this early bonus.
 
Impressions

After playing a "get accustomed to HIP" game as the US with V 0.36, I started a Japan game (V 0.37) to get the feel of how the combat system works. I also was going for a historical IJA build, ie, Infantry Divisions with brigades, no Cavalry Divisions except the starting ones (Japan had no cavalry tradition historically), no Armor until after 1940 (I will have to break that rule :D ) Half of the resources go to the IJN, Manchuko Army stays in Manchuria, Japanese Manchuko Garrisons stay there, Korea Gun stays in Korea, keep a Home Army of at least 8 infantry Divisions, etc.

The 2nd Sino-Japanese War begin.
Combat feels just right. No more blitzing right through Shanxi, fights take anywhere from a few days to a month with the AI reinforceing. Only my divisional quality and close support/interdiction keeps the fight moving in my favor. The CHI AI even counterattacked against an attacking force from another area, stopping my Northern offensive cold and retaking ground.
China also pulled their coastal garrisons (sending all available divisions to contain the Japan's Northern Offensive. Luckily I had an Amphibious force of 1 Marine Div, 1 HQ 2 Semi Mot Inf Divisons, 2 Mountain Divisions, and 5 Infantry Divisions, ready fo just such an eventuality and landed at Shanghai (Japan historically had been fighting the Chinese in Shanghai since the War started, just kind of hard to mod that.) Landings went ok, expanded the bridgehead, then the Chinese counterattack at Wuhu just stopped me cold. They hit me from four sides and there was just no way I could airstrike them enough to stop all of the Chinese Hordes. I eventually did, but my army was in no shape to continue. Even the "Mobilized Divisions" via event just couldn't meet the demand of two simultaneous offensives until winter halted military operations. So here is where things stand in towards the end of February 1938.

china02375wk.png


chinacentral02374hx.png


chinanorth102372mf.png


I know I should just pull my Shanghai Bridgehead out and shift them North to maximize my striking power, but my 'Japanese Honor' forbids me to give up ground once it is seized.

Overall impressions.
Limited economy really immerses the player in the stuggles of what to build and when to build it. Limited supplies forces one to limit unit builds to realistic and supportable levels. Instead of the usual outproduce and bulldoze the other side of a Vanilla game, a comprehensive grand strategy is needed.
A Very Impressive Mod.
Lights
 
Yes, you are really in trouble, if don't send everything, you have, to China. You can defeat the Chinese warlords, but because your infantry models are not that much better, you have to suffer big losses.
In my last game Japanese IC was tight, but I could build the historic/necessary units. Japan's time comes in 1944, when they realized, that they had to spend way more. 41 to 43 were they really driving on a very low gear compared to other countries.
One more note, the Kuomintang IC is balanced for historic performance, like loosing Shanghai, Kanton and major industrial areas. If they don't loose that, they are quite strong and also have many tech teams.
 
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Panther II said:
I have raised starting industrial_modifier for USA from 8.5 to 9.5, taken away from the 1941 increase, which is now only 7.5. It is a bit more now, though not the full amount, because of the consumer goods need. Give me some feedback, if this is enough.
I don't want to soften the gear up system too much. All other majors can live with their starting modifier and only UK and USA get this early bonus.


This is the best I've ever seen the US ever in HIP between 1936 to 1941 the time frame for the capital ship are great. The screens for both US, and UK, in this time frame are weak [ that is there is no IC to build them]. That was great changing the modifier. I still think in 1940 is to weak. It's been a while since I played the UK, remenber them being a little to tight in 37' an 38'. The bug fix worked great. I do remenber in my last game as Germany looking at UK, and US the AI doesn't like to build the treaty battleships I don't know If a trigger could be put in to work more on ships an away from divisions, Iowa's and Vanguard should be put in that to if it could be done . Otherwise it's the best I've seen.
 
You have to try, it is 1 percent more every year until 1940. Plus IC growth, that can be a lot.
I need to look into the AI BBs production. That was reduced some time ago to make the US AI grow its air and land forces faster. They are very expensive and if the AI has a certain percentage of its forces for them, it might be screwed in terms of production. Let's say 2%, then if the AI will loose all its BBs, it will start new builds, that of course then hurt other items. But for the US and the UK maybe an event like for the Yamato series makes sense, so they start building it once, but not a second time.
An event for all should not be a problem.

Iowa, model_4, 01.07.1939, 22.02.1943
New Jersey, model_4, 01.07.1939, 23.05.1943
Missouri, model_4, 12.06.1940, 11.06.1944
Wisconsin, model_4, 12.06.1940, 16.04.1944
Vanguard, model_?, 02.10.1941, 09.08.1946

Did you mean more (laid down, commissioned)?
 
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Panther II said:
You have to try, it is 1 percent more every year until 1940. Plus IC growth, that can be a lot.
I need to look into the AI BBs production. That was reduced some time ago to make the US AI grow its air and land forces faster. They are very expensive and if the AI has a certain percentage of its forces for them, it might be screwed in terms of production. Let's say 2%, then if the AI will loose all its BBs, it will start new builds, that of course then hurt other items. But for the US and the UK maybe an event like for the Yamato series makes sense, so they start building it once, but not a second time.
An event for all should not be a problem.

Iowa, model_4, 01.07.1939, 22.02.1943
New Jersey, model_4, 01.07.1939, 23.05.1943
Missouri, model_4, 12.06.1940, 11.06.1944
Wisconsin, model_4, 12.06.1940, 16.04.1944
Vanguard, model_?, 02.10.1941, 09.08.1946

Did you mean more (laid down, commissioned)?



Laid down; event sounds great both these nations were naval powers they built a lot of ships. The AI builds to many divisions to early for these nations.
 
Combat taking TOO long?

I got a super-duper computer last week, so I thought I'd try out your mod. (Went too slow on the old one.) I wanted to do a hands-off game to see how it went, so I used Cuba. I used fog of war off, which was dumb, but I did notice that combat seems to have slowed down substantially: Germany didn't conquer Poland until the 2nd week of November. When I stopped playing in mid-June, the Germans were six weeks into their invasion of France, and hadn't even conquered Belgium.

I'm not sure that the problem is that combat under vanilla HOI is too quick, it's that it's too bloodless: I've had any number of combats which were over almost instantaneously, but neither side suffered any appreciable losses, in either strength or organization. I think that's the key problem. Raising the organization and morale of both sides in order to force combat to take longer doesn't really solve the problem in an historical context: an invasion which took four weeks shouldn't have to take two and a half months.

It could be that my experience was unusual, but my guess is that it wasn't; making combat take longer is going to make the invasion of Poland and France take longer. And I'm not sure that you can really change combat so that it is more historical, that it actually represents what really happened (in terms of loss of organization and unit integrity), because I think that's pretty much hard-coded into the game.

So, a couple of questions: Does your combat system slow down combat to the point where it no longer reflects what actually happened in the early stages of the war? Is there anything that can be done to change that? (For example, modification of the doctrines to better reflect German superiority in the early stages? Changing GDE for allied countries in the early stages?)

I like the idea of more extended combat, because that did reflect the actual situation. I'm concerned that your system (and Starfire, etc.) goes too far in the opposite direction, and reflects actual combat in WWI more than WWII.

Again, that's based on playing one game, and it's not meant as a criticism, but more of a question.
 
arby2236 said:
Germany didn't conquer Poland until the 2nd week of November.
This is under review, should be a bit shorter in the next version, because the Soviets attack earlier.
arby2236 said:
When I stopped playing in mid-June, the Germans were six weeks into their invasion of France, and hadn't even conquered Belgium.
I have seen something similar, but only once, when Germany is very slow to advance and French troops enter Belgium, then such a stalemate is possible.
arby2236 said:
I'm not sure that the problem is that combat under vanilla HOI is too quick, it's that it's too bloodless: I've had any number of combats which were over almost instantaneously, but neither side suffered any appreciable losses, in either strength or organization. I think that's the key problem. Raising the organization and morale of both sides in order to force combat to take longer doesn't really solve the problem in an historical context: an invasion which took four weeks shouldn't have to take two and a half months.
I "had" that view too a long time ago and was discussing that with Mithel/Starfire. The average distance between two provinces is maybe 200-300 km, when troops make that distance MANY battles are necessary, what justifies long combat. 5 hour combat and then advance 200 km at turbo speed is ridiculous. HIP will go along with Starfire on this in the future. And WW2 combat without air and armor support should be long. In HIP you can still get short combat, if you add both for your attack.
arby2236 said:
It could be that my experience was unusual, but my guess is that it wasn't; making combat take longer is going to make the invasion of Poland and France take longer. And I'm not sure that you can really change combat so that it is more historical, that it actually represents what really happened (in terms of loss of organization and unit integrity), because I think that's pretty much hard-coded into the game.
Being able to defeat the Netherlands in 4 days is pointless compared to a more realistic Fall Gelb or Barbarossa combat. I am sure, that a human can do Fall Gelb in time in HIP. Poland is a bit harder, because of the VPs.
arby2236 said:
So, a couple of questions: Does your combat system slow down combat to the point where it no longer reflects what actually happened in the early stages of the war? Is there anything that can be done to change that? (For example, modification of the doctrines to better reflect German superiority in the early stages? Changing GDE for allied countries in the early stages?)
Look at German losses and compare them to the WAY higher Allied losses. Germany is not too weak early on and has enough IC and technology to be powerful enough.
The org gain from land doctrines is in line again with vanilla. Because of the higher base org in HIP are doctrines not that powerful, though. According to my observations, should the German org lead be even smaller and Allies don't need a lower GDE.
HIP and Starfire want to review combat losses further and bring them even more in line with historic figures.

The speed issue was already discussed. HIP needs about 50% more time than vanilla for one game day, because of the many air and naval bases. Remove them and it will run even faster than vanilla. Combat stats will also be lowered by 33% in the next version, this will mean less calculations for the CPU and a small speed increase.
 
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Installer Issues

KeldorKatarn said:
Here the installation instructions for the installer version of HIP v0.37
(they will also be displayed in the Setup itself)

Install instructions (Windows XP):

Start HIP.exe and use the Hearts of Iron 2 path,

e.g. "C:\Program files\Paradox Interactive\Hearts of Iron 2\"

as installation path. The installer will create a new folder inside that directory, called \HIP\ and install the

MOD there. It will also automatically create a news desktop shortcut for the MOD called 'Hearts of Iron 2 - HIP'.

You no longer need to create a copy of your Heart of Iron 2 installation before installing the MOD.

The Setup does copy all needed Vanilla files automatically to the new directory. This process does take some time but will only be necessary
the first time you use an installer for HIP. In the future the installers of
patches and fullversions will only copy files which are not there yet, so
don't change the directory which the installer creates for HIP.

If you already have a directory with a copy of HoI2, we recommend you delete it before installing v0.37. Don't copy that directory as a /HIP/ Folder
into your Hearts of Iron 2 folder.
The installer will only copy the files that are needed. Files from vanilla which are not needed or would display not functional scenarios in your game are not copied. If you do the copy by hand though, the installer doesn't see those and doesn't remove them either. So you gain no time, but may copy unnecessary files. So just let the installer do that work for you.


I'd also like to know if you have any problems with this installer or if you prefer the old zip-Format over an installer, so please write us here which format you like better and if you ran into any problems during the installation.



The installer is online now!


KeldorKatarn

Thanks for the effort with the installer for Noobs -- I downloaded the RAR file, and tried to load it into the HOI 2 folder - I got the following message:

"The file C:\pagefile.sys could not be opened."

I am running HOI 2, ver 1.3a plus hotfix plus 1.3b

Checked the HOI folder - HIP subfolder was inside plus the HIP exe - tried again with the same result.

ANY ideas??

Cheers
 
The Albatross said:
Thanks for the effort with the installer for Noobs -- I downloaded the RAR file, and tried to load it into the HOI 2 folder - I got the following message:

"The file C:\pagefile.sys could not be opened."

I am running HOI 2, ver 1.3a plus hotfix plus 1.3b

Checked the HOI folder - HIP subfolder was inside plus the HIP exe - tried again with the same result.

ANY ideas??

Cheers

I don't really understand what you did but... I recently uploaded a fixed version. Are you using that one or the first?
I also don't really know what you mean by "and tried to load it into the HOI 2 folder". You don't extract the .rar into any HoI2 folder. You just extract it to, lets say your desktop, then you run the exe inside. the exe is not the mod, the exe is the installer. In the installer you're asked for the HoI2 directory.
If you do that the installer will install HIP in a \HIP\ subfolder. In that subfolder there will definately be no HIP.exe but a copied HOI2.exe

Best is you download the installer again to make sure you're using the latest version and try it again.
 
Game Loads Now....

Game has loaded fine now -- Started the game in the 1936 GC and set the autosave function to Every Month -- come FEB 1 though, there was a "critical error in the EUG save file". The Ignore, Retry Continue buttons only led to a CTD.

Have you had any similar reports -- I am going to try for a manual save now and see what happens there.

BTW -- thanks for the prompt replies.....

Cheers
 
I see what might have caused this.
Usually games create the folder which contains the savegames if it doesn't exist yet.
The installer doesn't copy the savegame folder.
Maybe HOI2 has a problem if it isn't there.
But that is easy to fix. just create an empty folder called 'save games'
in your \HIP\scenarios\ folder.
If that works for you I'll include that in the installer and upload the changed version.
For all that encounter the same problem.. just create the folder, no need to reinstall or anything.
If that is really the cause then sorry for that inconvenience.
All games I've known so far had no problem with a missing savegame folder but simply created it when it was needed. Most games don't even have such a folder before you safe the first game.
HOI2 might be different. I haven't tried it yet but I have a strong feeling that this will solve the problem.
 
Good Pickup...

Yes - you are right, there was no save game folder in the Scenarios Folder. I put one in and the game saves manually now -- will have to try the auto save feature later today -- have to go to work now.

The only other thing I have noticed is that I cannot build factories in my core provinces as GER, when I right click on the province, the drop down menu has the build function greyed out. Is this WAD (working as designed) or can I only build with certain events???

Love the start-up battle maps....where did you get them??? I would like to see more...

Cheers