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Lennartos

BL-Logic
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May 9, 2005
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Welcome to the first post on the News thread.
This thread is closed - so post any comments in a seperate thread.

Firstly: Im sorry i heavent been so active on the forum the last couple of days, but i have been busy with the AI.
Looking forward on telling you some breakthroughs on this.. might take a while though ;)

So the first news:
Repair of infrastructure is as previusly discussed something you have to pay for.
However in contrary to some beliefs, each day a small percentage is repaired for free, making recovery possible even from total devastation.
This applies to ALL provincial buildings.

This free repair was fixed at 2.5% of total repair cost, before.
Today this has been fixed into a misc.txt value, and raised to 5%

Note:
if a building takes 1 year to complete, and the repair speed is set to 0.5:
0% Investment repair time = 360 * 0.5 / 0.05 = 3600 = 10 years
The repair cost is rather small, so it is easy to repair stuff faster than that, but an investment is necessary.
 
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Invasion AI now actually doing stuff!

Playing as brazil - declared war to US...
fullcontrol on, to see what the AI does...

screensave7.jpg
 
Success!!!!

Province limit has effectively be removed - without a slowdown of the game engine!
It automatically recognizes the amount of provinces on the map and scales accordingly.

Current limit is 10.000 provinces and of that 3000 Naval provinces...
These are only there for RAM preservation as some structures are created that must be able to contain the map data,
 
Based of forum ideas, partisans now attack any rebels insede thier area.
And leaders can be sorted by trait.
The sort button ist just a placeholder will be changed - but it works ;)

screensave10.jpg
 
Invasion AI made some progress :)

As shown above the invasion AI is now more active.

Player proof: i just recieved a report on a suprised GER player getting invaded both in denmark and france by the US in 42 - i just thought i should let you know :D

Still not perfect though - the reinforcements come too slow.. that should be the next step in the AI.

.. working on it ;)
 
Now working on combat losses...

Just wanted to show whats already in:
screensave11.jpg


Still working on it, and will try to make a few pages woth of data.
Currently i have prepared 32 different Losses stats that i can keep track of.
But i have a lot of work to do, so i wont promise anything ;)
 
No comment :D

screensave17.jpg


edit:
Scenario end / startdates define start and end dates
Code:
globaldata =
{ 
    startdate = { year = 1974 month = january day = 0 }
    ....
    enddate   = { year = 2004 month = january day = 0 }
}
 
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OK i have played the last couple of days with the new images - all i can say at this point is WOW....

I really love the new flags and pictures...
Last time i updated i had ~92MB of ->new<- pictures at once, so besides replacing practically ALL native images and ministers, the range of new pictures for different countries and models is just incredible...

I just uploaded 2 screenshots for comparison with your vanilla ( i wont show other screens as they would reveal too much from next DDs)

screensave19.jpg

screensave20.jpg
 
working on further advancing and speeding up our our unique muti deployment - i just deployed 120DDs into equally sized fleets in under 3 seconds.. beat that :p
 
Playing around with different colorshemes for Supply map

Here a new shot:
screensave22.jpg
 
New revised ESE code and colorsheme:

 
Hi there...

The last week we have been working on some new naval combat mechanics...
They are not entirely completed...yet, but now the naval combat really is something else!

I dont want to spoil the naval DD too much, so all i say now is: Beware of detection and visibility as they now are paramount for effective naval combat.
 
Hi there

The last week i have looked at the late game slowdown in HOI2.. and good news everyone - its gone!... (mostly anyways ;) )

The 2 biggest culprints where the Airmarshal AI, and the Admiral AI..
I went through the entire code and increased the AI speed for those two by a whopping 500%...

Of course 1944 is still slower than 1936, but its not that much of a deal anymore.
 
Delayed Minister/Ideas/leaders in action

screensave32.jpg

screensave33.jpg
 
Progress is going fine and we are about to polish.

As a matter of fact, we as dev's concentrated the most on hardcoding
and not on soft-coding. Thats why we want to thank you as a community
for the input you gave not only in terms of ideas and suggestion but also in terms of modding and softcoding.

We really appreciate that and want to thank you for this.

As our RTM deadline comes inevitable closer, we need the current community work of

- Tech Teams
- Ministers/Leader
- Translations

the latest at saturday.

When it wont get finished till then, we then take in what is available.

Thanks to all of you :)
 
status update

hi everybody

sorry for the delay.
first some good news: I think we are just before going gold here.
All important features are in, bugs are pretty much non-existant, and its a really nice polish all around.

the last week we have nearly worked 24/7 on balancing and changing AI code and parameters. And let me tell you: what a change!

however that leads me to the "bad" news....
The AI is getting a bit too good at invading.... a few minutes ago i recieved the report:
Its 1942, and D-Day succeeded.... In ITALY.... with around 50 divisions!
So it seems italy lost its africal posessions in late 41 and the allies chose to exploit that fact (weak remeining defensive forces in italy) with an preemptive large scale invasion.

wow... better guard your beaches everyone.. the AI is getting tough.:D

Edit:
http://forum.paradoxplaza.com/forum/showthread.php?p=10515378#post10515378
 
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