• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Saulot333 said:
USA lost a good deal of transports against the Japs, probably because they sent them undefended, like in vanilla AI. I don't think there is a solution for this, too bad. I see a good deal of island hopping though.

Actually, getting the US AI to use transports is a significate accomplishment, however it is possible to have them escorted by the AI without resorting to events. Island hopping is also a very significate AI accomplishment.
 
Johannesburg said:
I have a comment though, you shouldn't be able to wipe out all the spies by Mid-36, both Sides in WW2 had their spies. Eventully you could easily eliminate all the new spies as soon as the enter your country with 10 spies, and the counter Espionage button.
.

You misunderstood me, I never advocated that it should be easy to eliminate enemy spies within your country (as it currently is in vanilla). I like how LM's mod has made it harder to eliminate spies.

I just suggested that the cost for counter-espionage should be lowered. At the moment, the cost is so high (at 500) that it is almost not worth conductiong counter-espionage operations. (since there is a high chance of failure). When I lowered it to a cost of 100, I was able to conduct enough counter-espionage operations to blunt the amount of incoming spies; while still have money left over to conduct my own espionage operations and for diplomacy.

I'm also not saying that my cost of 100 for counter-espionage is the ideal number. It was just one that felt right for my gameplay. I would be interested in hearing other players opinions/experiences/ideas.
 
This is a pretty awesome mod, dude. I was having a blast playing as the Soviets. I love the new colors, techs, and province pictures. I know a lot of these are adapted from other mods but its a real nice collection. The events are great as well, I like the events that keep you from amassing enormous peacetime stockpiles.

I hope you make some new end of the war events, because it was a bit of a let down to have the vanilla events fire as the USSR. I think that the USSR should get claims on the polish lands taken in 1939, Iasi, Konigsberg, and Presov (plus the Molotov Ribbentorp gains in case they didn't sign the treaty) once the war is over. The countries that surrender to the USSR and become puppets by event should just be annexed and then released at the end of the war. That way, you don't have problems with Hungary annexing slovakia, Romanian holdings in Yugoslavia, a Bulgarian Greece, etc.

Anyway, thanks for the awesome work.
 
Thank you very much to everyone who's been taking the time to suggest and discuss stuff! If I don't answer you below, feel free to bring up the topic again, either by post or PM.

It's clear that Epsilon is developing a community. It is equally clear that the Project is going to need a lot more work to be great as it ought to be. I cannot do all this work myself (well, I could, but you'd literally be waiting years). Therefore, I've worked up a way for interested people to help out where they want to, as much as they want to. See post #2 in this thread.


The German-Soviet War
- This is definitely the biggest game-balance flaw in the mod as it stands. Am seriously considering either 1) getting rid of the special SOV GDE penalty, or 2) nerfing Germany a bit more in the production department (I've already made some changes here). The SOVs are supposed to Win!

Adding in more of the nation-improvement mods
- Definitely on my to-do list. The CCIP is already in (mostly), the HIP is about half-way in (events being the big exception).

Better surrender events
- A lot of SMEP will definitely be in for the next release, thanks to the kind permission of the lead modder.

Spying comments
- Try reducing the counter-espionage cost to 250 and play a full game with that. I really do want you to be dealing with AI spies - sometimes successful ones! - throughout the course of the game, but also don't want to see you get eaten alive by nasty spy missions. Counter-espionage should be a tool used, not to ensure safety, but as a panic measure to stop things getting out of hand. Hopefully this clarifies some stuff.
- Go ahead and stick with the current values for other spy missions. I really do need more detailed balance reports for long games before I can tweak either cost or effectiveness confidently.

Spanish Civil War end date
- I want the SCW to usually (unless one side gets lucky) end anywhere in the 1938 - 1940 time period (I think it historically ended in 3-39 or something like that). I'll start to worry if enough people report that it hasn't ended by summmer of '40. I should probably insert a "collapse of the Republic" event in early 1939.
- Will fix the problem with R. Spain's land doctrines.

Japanese-Chinese war
- You can expect to see highly variable results here. Against a Chinese AI, the Japanese AI experiments with three different settings, randomly chosen. Each is a different balance of pumping out infantry to kill China and building up industry to better prepare for the Pacific War (and to raise TC, which Japan will always have a problem with).

British and Italian AI
- I will have to fix the "move all garrison troops to Stornoway" (I know exactly why they're doing it) and the "ignore N. Africa" (not sure why) problems.
- Italy should definitely be overrunning the entire Middle East if the Brits don't get serious about the defence. I have no intention whatsoever of trying to replicate O'Connor's raid; the penalties that Italy currently suffers are sufficient.

Unit Icons
- Enzo, do I hear you correctly that you prefer the Doomsday unit icons, the one that come with the basic game? If so, I believe that's a first in my experience: I've never heard of anyone preferring them before.
- I prefer CPack and Hannibal's icons to those in SKIF, at least for Epsilon purposes, due to their greater similarity to the rest of the game interface. Consistancy is important - it's why people talk about Epsilon's clean appearance. However (to repeat myself), I will be very happy to provide links to user-made graphical add-ons, because I don't claim to be any great judge of artwork! :)

National stockpile limitations
- I prefer to be a little too generous here than a little too harsh. Some players have a low tolerance for this sort of realism and I value their enjoyment too much to get overly stringent with the rules. The Epsilon Project is just as much about user-friendliness as realism.

Italy's mot divs
- Italy should get the 1936 semi-mot tech (error in v010).

Providing files in forms other than .exe (for non-Windows users)
- Give me a little time on this. The core game files will be up in .rar format soon. The tech files, because of their sheer size, are going to be a problem.

Tech pictures installation
- Ooops. Forgot to write this up. See post #1 in a few minutes.

Japan and their naval techs
- Japan should not have both convoy defense and hunter-killer. They should only have hunter-killer.

Unit names
- One of the weaker areas in Epsilon are the unit names. In other to free up time for event-writing and AI work, I put in the minimum amount of effort on unit names. This shows.

"my SAG's, do I use the CVL's or the CVE's for them?"
- Not sure I understand the question. If you are asking about the best ships to put in Surface Action Groups, feel free to experiement. No one really knows yet! ;)
- If you are asking about what CAG to put on various carriers, put the weak CAG on the Light Carriers and the strong CAG on the fleet carriers.

Extra supply cost for entrance into marine, mountain tech
- I'll review this. The text that says "supply consumption 5.e -002" means that supply consumption increases by 0.05. Use of confusing scientific notation here is a textual bug in the base game.

Aggressive AI useage of spy missions
- Not an abberation. The AI nations aren't so strapped for cash in Epsilon, human counter espionage isn't a guaranteed immunity anymore, and I've started to rework Lothos's already solid espionage AI (haven't gotten around to stopping the USA from beating up on SOV after a certain date).

AI not escorting its transports correctly
- Yukala (or anyone else), have you suggestions on how to get AI nations to better protect their transports? This is one of the most serious flaws in the base game, a flaw which Epsilon hasn't fixed.
 
Last edited:
I may not be able to contribute much, but I'll try (most likely ideas and play-testing). Do you plan to offer non-historical paths?

If so, you may want to ask the fellows at core for the Munich and Austria Annexation events, as they are one thing that I find sorely lacking the the normal game.
 
LM+ said:
AI escorting its transports correctly
- Yukala (or anyone else), have you suggestions on how to get AI nations to better protect their transports? This is one of the most serious flaws in the base game, a flaw which Epsilon hasn't fixed.

The fix I found that works, is that there must be 'present' destroyers as escorts in excess of the addition of all capitol and transport ships present. This is the formula for the AI to post destroyer escorts with transports. Any less and the AI cuts transports first. So, destroyers must be very plentiful and built in the same time frame as transports. AI build ques need be weighted to accomodate this outcome.

The best way is to fix 'at start' numbers accordantly and then make sure the AI does not out build available destroyers with too many transports and capitol ships.

For instance, with the U.S. AI being at peace until war with Japan I would give them loads of destroyers and lock them in California until war.
 
If you're going to include a lot of SMEP, please stay clear of those all too deterministic events. I mean, SMEP has some good qualities, but I can't help to get the feeling that SMEP plays me instead of me playing SMEP. I can specifically remember a SMEP event that prohibited me to release Serbia that annoyed the hell out of me!

Also, in the Chinese-Japanese war, the Chinese seem way, way too passive. I mean, I've seen them encircle and destroy over twenty Japanese divisions once in your mod - which was awesome - but then they just continued to sit there. I mean, all Japan had left were some garissons in the former Shanxi area - yet China did not attack. They just piled up over two hundred divisions under the Yellow (?) river, and stayed there for the entire course of the game - even when the bordering Japanese-occupied provinces were completely ungarissoned. Was kind of a bummer.
 
The Chinese had a similar strategy in real life. Except it was retreat until the Japanese over-extended their supply lines. It worked, because in 1944 in Japans last gasp in Cina, they launched the Ichi-go Operations. They linked with Indochina but the fact that they had a narrow corridor as the link, and supply troubles ended the Offensive in disaster.

I am making an AAR on the Epsilon Project. I hope it is mostly bug free, but thats impossible. If you want to read it its called "Where Maple Syrup is Gold"
 
LM+, your post fills me with joy. Great planned additions, great overall strategy for this mod direction. I fully support the removal of the GDE penalty for the Soviet Union. I also suggest to eliminate the possibility for the player to build anything but reserves divisions (as ground forces) before 1941, forcing them to focus on IC and defensive structures. This, and the impossibility to build armor divs unitl late, should really make playing the SU an interesting and challenging experience, not the usual "paint the world red with ease".
 
LM+ said:
Japanese-Chinese war
- You can expect to see highly variable results here. Against a Chinese AI, the Japanese AI experiments with three different settings, randomly chosen. Each is a different balance of pumping out infantry to kill China and building up industry to better prepare for the Pacific War (and to raise TC, which Japan will always have a problem with).

This depends GREATLY on how much IC Nat. China has at any given point.
Japan needs to invade at all three major coastal cities if it plans to win, as China can just pump out '36 Reserve units and overwhelm you. Also, infantry tanks are a GIFT to fighting infantry hordes.
LM+ said:
Tech pictures installation
- Ooops. Forgot to write this up. See post #1 in a few minutes.
I've noticed several incorrect tech pictures while playing as Japan, will post with detail later.

LM+ said:
Unit names
- One of the weaker areas in Epsilon are the unit names. In other to free up time for event-writing and AI work, I put in the minimum amount of effort on unit names. This shows.

I'll try to add some suggestions for this one as I play various countries.
 
Have you guys checked in the 34mod? a cooperation might be juicy...;)
 
- Enzo, do I hear you correctly that you prefer the Doomsday unit icons, the one that come with the basic game?
Well yes and no. Yes, because I find them easiest to identify the model unit and number specially for plane. I find CAS for instance, quite difficult to identify in your icons sets, and No because vanilla icons aren't pretty, yours are. But this is just a matter of taste and it isn't very important in my point of view. I prefer to focus on game mechanism.

Some points, I have seen :

Submarine org : reduce to 4, I guess to avoid deadly combat with SAG and break quickly, but on the other side some naval tech raise their org. Why ?

Land exceding max command limit setup to -50%, -75% in vanilla. Why lower this and thus allow, IMO, less use of HQ ? I would go the other way and suggest to raise HQ command limit to 3 and land penalty to -95% forcing player to make a good usage of HQ.

Peace time effect, IMO, is too low for the USA and SU, would set USA to 0.15 and SU to 0.8 it's one solution to reduce their pre-war capacity and avoid "big monsters" when the war begin, specially in MP mode.

And yes, I volunteer to help. I can provide some events on Norway to begin with.
cheers
 
I would like to volunteer making events as well. I have gotten quite good at it, and feel I can do it pretty easy. I hope I can save you some time at some point. I have written a Britain gives Labrador/Newfoundland back Event, that I'll send you if you want/need it.
 
January 1945: I use nofog to see how the AI is doing and...guess what? There is a level 5 reactor in Albuquerque, built by the AI! And they should be also on par with the techs! Stunning, really.
Add this to the fact that Japan conducted a great naval war of attrition, trading bases for american CVs and BBs, keeping them off the Home Islands and destroying any attempt to land on mainland China.
Add this to the fact that USA fought very well too, island hopping, liberating the entire East Indies, slowly surrounding Japan for the final blow.
Add this to a shining German AI which, after Barbarossa, invaded India and the Middle East and started a massive navy build-up program.
Add this to a stubborn British AI, who repelled Japan attacks, liberated Singapore and fought for every inch of the Empire, finally stopping Germany on the shores of the Suez Canal, helped by a lot of Commonwealth divisions from all the earth.
The result is one and one only: a truly wonderful mod, which feels almost complete right from the start.
 
Saulot333 said:
January 1945: I use nofog to see how the AI is doing and...guess what? There is a level 5 reactor in Albuquerque, built by the AI! And they should be also on par with the techs! Stunning, really.
Add this to the fact that Japan conducted a great naval war of attrition, trading bases for american CVs and BBs, keeping them off the Home Islands and destroying any attempt to land on mainland China.
Add this to the fact that USA fought very well too, island hopping, liberating the entire East Indies, slowly surrounding Japan for the final blow.
Add this to a shining German AI which, after Barbarossa, invaded India and the Middle East and started a massive navy build-up program.
Add this to a stubborn British AI, who repelled Japan attacks, liberated Singapore and fought for every inch of the Empire, finally stopping Germany on the shores of the Suez Canal, helped by a lot of Commonwealth divisions from all the earth.
The result is one and one only: a truly wonderful mod, which feels almost complete right from the start.

In my latest Test game I have seen this amazing AI as well. May I say, great job LM+ This Mod is the Bomb. Its AI is super. I truly think I did making an AAR as Canada. I love the feeling of the AI, and overall game. All it needs is my custom music coming with it. Plus a few bug fixes.
 
where do the two .exe files unpack to?
 
First up I think this is a great mod look forward to further developments. However, while at work looking through the tech files I noticed one or two things.

1. All of the SP AT research, unlike the rest of the SP Armour techs, does not use the "double time = yes", prototyping on the last component - Is this intentional? A number of new AT and Artillery also dont require prototyping while others do.

2. 'Dual Purpose Heavy AA' and 'Synchronized Battery Fire' Secret Weapons each only have three components

3. 'Integrated Operations' Land Doctrine uses 'Infantry Tactics' for its third component which is loaded as 'General Equipment'. Is this supposed to be 'Small Unit Tactics'/ 'Infantry Focus' or ...?
 
gunboat said:
where do the two .exe files unpack to?

1. Go upthread and download JGSME, this will allow you to swap mods in and out of Doomsday seamlessly without making manual backups.

2. Place JGSME in the root directory of Doomsday and make sure you have a mods folder (named mods).

3. Place the exes in the mods folder and extract the mod. It should be playable with JGSME now.

4. For the tech pics, create a subdirectory and move the exe there. Extract into the folder and then locate the tech pics directory under the graphics folder. Backup the entire directory (I made a rar out of it) and then copy the files over. You COULD do this with JGSME, but it would be likely to take a long time and you would need to do some fiddling with directory structures.
 
What events are there for Argentina to make them more aggressive and are their any that allows them to unite most the south of South America under their rule?