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Aregorn

HSR Lead Scripter
34 Badges
Jan 6, 2003
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Here the description of the new release, hopefully coming this weekend if everything goes fine for Tjaja otherwise you will need to wait until the next one (Tjaja is working really hard in the real world so HSR releases will happen from now on during weekends):



Changelog Historical Stony Road to War v2.03 (for HOI 2 v1.2)


/Folder
*File
Changes description (Author).


/AI

*All
1- Revised chances for all countries to join an alliance (Aregorn).

*Axis
1- Revised expeditionary forces ratio to all historical axis countries (Aregorn).

*CHI
1- Decreased strategic redeployment allowance (To obviously save work the HOI2 a.i. is giving same SR to all countries without considering their differences…)
(Aregorn).

*FRA
1- Changed garrison priorities for all French ai files (e.g. if Italy enters the war as it did historically –corrected by HSR- all ai files for France were not really opposing them. Same situation if Spain enters the axis. Anyhow in HSR is more historically unlikely to happen now ) (Aregorn).

*GER
1- Decreased strategic redeployment allowance (To obviously save work the HOI2 a.i. is giving same SR to all countries without considering their differences…)
(Aregorn).

*ITA
1- Decreased strategic redeployment allowance (To obviously save work the HOI2 a.i. is giving same SR to all countries without considering their differences…)
(Aregorn).

*SPA
1- Significantly decreased the chances for nationalist Spain to join an alliance once the civil war has finished (Aregorn).
2- Improved all Spanish ai and ai switching (Aregorn).

*JAP
1- Attempt without testing to improve the reaction against Holland and the Philippines when at war (Aregorn).
2- Decreased the chances for Japan to join an alliance (Aregorn).
3- Reworked the ai to properly react against an aggressive Soviet Union (Aregorn).

*SOV
1- Decreased strategic redeployment allowance (reported as an a.i. problem in the Starfire forum) (Aregorn).
2- Reworked the ai to react properly against an aggressive Japan (Aregorn).
2- Created new ai fileswhen Turkey is at war (Aregorn).

*TUR
1- Significantly decreased the chances for Turkey to join an alliance (Aregorn).

*UK
1- Created several new ai files for specific situations (i.e. Italy, Spain and Turkey at war) (Aregorn).


/DB

*Ministers Germany
1-Added Roehm as minister in the case the night of the long knives does not take place (Aregorn from request in our Forum).

*Misc
1-Decreased bonus for flank attack (Dec152000).
2-Decreased upgrading cost to HOI normal levels due to the new domestic policy change (Aregorn).

*Technology
1-Changed blueprints for Logistics (Aregorn).
2-Changed traits for von Manstein’s team (Aregorn).
3-Increased air attack values given by anti air battalion techs (Aregorn).
4-Eliminated Volkswagen as a German team which is I guess representing Porsche, already in game (the company was created after the war) (Aregorn).
5-Decreased organisation bonus for plane transports given by air doctrines as those are more of a penalty than a bonus for this particular unit  (Aregorn).
6-Increased supply and oil consumption cost for several artillery type techs (Aregorn).


/Events

*Aregorn_Adjustments
1-Corrected the way the HSR difficulty level settings given via event are given due to the difficulty command bug. Now the player will be able to manually choose the penalties (Aregorn).
2-Increased building construction cost for forts at higher difficulty levels (Aregorn).
3-Increased building construction cost for Carriers at higher difficulty levels. Basic building cost for carriers was reduced by 100 days to help the ai, reason why on normal difficulty level you will get a +100 building days penalty (Aregorn).

*Aregorn_AI
1-Added events to allow expeditionary forces from axis minors once Barbarossa has started (Vanilla HOI2 ai is wrongly set also for expeditionary forces for most countries) (Aregorn).
2-Solved a reported problem of non aggression pact still active when war was initiated by the ai between the Soviets and Germany (reported in the Paradox forum) (Aregorn).

*Aregorn_Fra
1- Added Maginot encirclement events which was mistakenly not added in the previous release. Needed rework to make it function correctly (Hannibal & Aregorn).

*Aregorn_Ger
1-New Hungarian claim on Slovakia event series (Aregorn).
2-Corrected Legion Condor event series to avoid some exploits (Aregorn).
3-Improved DAK event series. Although historically the DAK had initially light divisions, to make it simpler the event is giving directly upgraded Heavy divisions (will save some event scripting) (Aregorn).
4-Severely increased penalties for an early offensive on the west. Will this finally convince the Generals to overthrow Hitler? (Aregorn).
5-Further corrected the recall of commercial pilots event not to get plane types which most probably will not be technologically available at the time. Same for the return from the Spanish civil war events (Dec152000 & Aregorn).
6-Now all events giving units (not just some of them) have the option to decide whether you want to spend the resources to buy the units at a later time and not just in the first triggering of the event. This will give increased decision making to the player allowing more flexibility in the supplies stock management (Aregorn).

*Aregorn_Ita
1-Corrected wrong tech for the return from the Spanish civil war (Aregorn, reported by Alex S).


*Aregorn_Jap
1-Further complemented Japanese worldwide garrison for the A.I. to better defend the endless amount of beaches in their possession (Aregorn).
2-Got an idea to finally solve the historical passivity between Japan and the Soviet Union and the ai reaction if it is not respected (Aregorn).

*Aregorn_Misc
1-Corrected a mistake in the Eben-Emmael event that was mistakenly erasing the fortress in Cologne as well (Aregorn).
2-Corrected typo on Bulgarian and Romanian Army events (Seven Stars).
3-Added the historical help to Finland during the winter war, which includes first Argentina and then Ecuador, Haití, Perú, Bolivia, Venezuela and México. Nobody else listened to the League of Nations call… especially neither Sweden nor the Allies (Aregorn).
4-Created a set of possible alliances in Europe in the case Germany becomes aggressive in the west. No reason for waiting the inevitable without preparation, right? (Aregorn).
5-Added Free access event to allow the Soviets get into Turkey in the event they are both at war with the axis (Aregorn, requested in our Forum).

*Aregorn_Occupation
1-Corrected a serious typo from Bandit’s coding in the soviet city events (Aregorn, problem with the event reported by Theissi).

*Aregorn_Spa
1-Added events to assure ai switching for Spain and a much better distribution of forces (Aregorn).

*Aregorn_Sov
1-Got an idea to finally solve the historical passivity between Japan and the Soviet Union and the ai reaction if it is not respected (Aregorn).
2-Significantly increased the penalties for the Stalin Purges (Aregorn).
3-Modified and expanded trigger for Soviet DOW on Germany due to attack on Turkey (Aregorn, problem reported by Steffele).

*Aregorn_Tech
1-Corrected a typo on the allied formation event (Aregorn).

*Aregorn_UK
1-Further expanded the home army event for the ai (Aregorn).

*Aregorn_USA
1- Armor school events now give improved light and basic medium instead of basic medium and improved medium (Eclipse).

*Aregorn_Weather
1-Added some important historical weather patterns (Aregorn).

*Germany
1- Added Austrian claims to Germany after the Anschluss (Aregorn).
2- Added the Maginot line as part of the Vichy trigger in the case German is human player (Aregorn).

*Hungary
1-New Hungarian claim on Slovakia event series (Aregorn).

*Slovakia
1-New Hungarian claim on Slovakia event series (Aregorn).

*UK
1- Modified Lend Lease effects (no more eternal IC growing) (Aregorn).

*USSR
1- Modified Lend Lease effects (no more eternal IC growing) (Aregorn).


/GFX

*Event_Pictures
1-New Picture for the DAK event series (Steffele).
2-New Pictures for the Autobahnen event series (Steffele).
3-New Picture for the German motorised formations event (Steffele).
4-New Picture for Minsken event (Steffele).
5-New Pictures for the Burma Road event series (Steffele).

*Interface-Pictures (260 new pictures so far)
1-New German leader pictures (Aregorn).
2-New German Minister pictures (Aregorn).


/Scenarios

*Germany
1-Added Bismarck and Tirpitz to the building queue with historical commissioned date. Cost was set to be more convenient that a normal construction (Aregorn).

*USA
1-Downgraded the USS Ranger from CV3 to CV1 (was a mediocre light carrier) (Eclipse).

*VP
1-Added victory points for Bergen (Norway) (Aregorn).



/Units

*Armor
1- Decreased organisation and moral (Aregorn).

*Armored car
1- Gave a +1 speed bonus (Aregorn).

*CAG
1- Further decreased sea attack values. Currently about half HOI2 numbers (Aregorn).

*HD
1- Corrected some typos in the HD unit file (Reported by the Tangyuang Team).

*Heavy Armor
1- Increased building time cost (Aregorn).
2- Increased supply-oil consumption (Aregorn).

*Infantry
1- Increased organisation and moral (Aregorn).

*Mechanised
1- Increased organisation and moral (Aregorn).

*Motorised
1- Increased organisation and moral (Aregorn).

*Light Armor
1- Decreased organisation and moral (Aregorn).

*Transports
1- Increased transports range by 50% (Aregorn).



/HOI 2 1.1 Bugs identified

• Gorund_defense command does not work
• Air bases are supporting more than their maximum limit (actually any air base can support any number of air units so no need to improve existing air fields) naval bases seem to have the same problem although not sure how they were intended to be used.
• (Incredibly Serius) Some a.i. air missions seem to be assigned only after reload… don’t need to tell how terrible this bug is... Independently of how annoying it might be, until it is sorted, you should frequently reload, at least ones a month if not more…
• (Incredibly Serius) Air missions like strategic bombing and naval attack at sea seems to take place very rarely… the new HOI 2 air warfare looks very nice on paper and much better than HOI in the theory but someone forgot to actually implement it for the ai…
• The unit name command does not work as a trigger.
• The under_attack trigger seems not to be working.
• Random events seem only to trigger once a year after continuous play without reload. If reload is done at least once a year random events will never take place.
• Return-dmg from the ai files does not seem to be working and it is not defined in the save files either.
• Air units performing air missions (e.g. naval strikes) cover all provinces of the mission area even when it is way beyond the range of the air division.
• The ship sunken report after battles is not accurate.
• The division_exist and Division type triggers do not work.
• Naval missions to attack ports are harmless for the defender, not for the attacker though.

/Wish list for Paradox

1. Increased dissent penalty for Minister changing (at least to 2).
2. Give dissent penalty for change on domestic policy.
3. Increase the maximum speed level at least to the one HOI 1 had.
4. Leader skills and traits of a leader commanding a HQ should have an effect on subordinate units affected by the HQ.
5. Optional possibility to upgrade. This not only increases game flexibility but also would be of use for modding new division types. The best would be to have a box like the one use for priority of reinforcement which when ticked will allow upgrading (ai should be always upgrading by default).
6. Random technology command which could be also defined by tree (so the random technology will be limited to a specific tree and not any random tech).
7. Money as a trigger command.
8. Country specific auxiliary file (to be able to have country specific brigade sprites).
9. More modding control on Partisan activity (needs effects severity increase = more troops to keep them under control).
10. Leaders that have the possibility of being Ministers and Field commanders should play one role at a time.
11. Possibility to define model type for brigades when using the add division command (problems with upgrading).
12. Breakthrough should be achieved only when with mobile units are participating in the attack.
 
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FYI: You need to remove the exe file from your installer. I just found out that no mod is allowed to provide the exe file as part of their install and it is up to the individual to modify it themselves with any hack the want. Suggest you pull your 2.03 install down and recreate the package withought the exe.
 
Lothos said:
FYI: You need to remove the exe file from your installer. I just found out that no mod is allowed to provide the exe file as part of their install and it is up to the individual to modify it themselves with any hack the want. Suggest you pull your 2.03 install down and recreate the package withought the exe.

Yups, distributing the actual .exe file is illegal.
 
HSR 2.03 and Wokswagen

Code:
[B]Aregorn[/B]:
Eliminated Volkswagen as a German team which is I guess representing Porsche, already in game (the company was created after the war) (Aregorn).


The KdF Wagen factory, at present know as Volkswagen is created in 1938.

Sometime after 1945, the company was named Volkswagen by the British, who also renamed the town at the factory "Wolfsburg", which was the name of a local castle

During the war, the company for example produced an amphibious vehicle, which was known as the Type 128, and later as the Type 166: the Schwimmwagen. This vehicle was powered by a 25hp engine, and had a retractable ducted propeller in the rear for water use. In the water, the Schwimmwagen could achieve up to 5mph, and surprisingly steered in the water with its front tires. There were over 50,000 Type 82s produced, and less than 16,000 Schwimmwagens produced during the war. There were several military off-shoots of the KdF Wagen produced during the war:

Schwimmwagen-3%2014SSPZGRENDIV.jpg
 
Agim I Muzaka said:
it is good to hear for 2.03 but i want to know it is going to be no time limit mode or with the time limit

As I understand, the NTL mod is a seperate issue and is completely optional. The HSR team made it available for those whom wanted it but neither advised using it nor warned against it. Same goes for the window mod.
 
Air bases are supporting more than their maximum limit (actually any air base can support any number of air units so no need to improve existing air fields) naval bases seem to have the same problem although not sure how they were intended to be used.

Afaik, airbases and navalbases allow any number of units to be there, but the recovery speed/reinforcement speed is dependent on the size of the base. So for example ships in lvl 10 naval base repair much quicker than say your lvl 2 base. :) So consider spending some IC on those airbases or your going to have disposable airunits.
 
Look below my post
 
Hungary

Since, we are looking for more accurate data for this simulation, could somebody correct for the Hungarian Marines (which were Horthy's - the Hungarian Regent"s -special unites). Horthy, who was the Admiral of the Austro-Hungarian Navy during WWI, was able to grab the power in 1919 by using the than existing Hungarian Marines (small but highly trained professional unit). The U.S. also had Marines before WWI. and used them in Moracco before the WWI. but that is another tale...
At any rate could someone change it to "Tengeresz Gyalogsag" as "Marines" or "Tengeresz Gyalogos" in units like "3rd Marine Unit"