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When a unit or group of units is annihilated, give the name of the group/units that were annihilated.

"7) *Stop AI from stockpiling all ships in one port" I have something to add to that: Stop AI from leaving it's ships in one port to be destroyed after they've already been raided. As it is now the AI will put all of its ships in one port, get raided multiple times and you can just keep bombing that port until every single ship is destroyed and the AI will never even attempt to move them.
 
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I don't think these wishes made it to the front list :

1. Puppet resources should be able to cross other puppets' territory to master capital.

2. Event command that assigns created units orders. Ideally, allows to list several orders sequentially.

3. Event command that creates or destroys province connections.

4. Fix event command that allows removing a/c or vessels.

6. Here's a fantasy - port event scripting language to something like python.
 
What AA do you mean? Static or AA brigade? Or air defence or units in general?
I thought "Future Anti-Air" applied only to AA Brigades. But yea I mean AA brigades once future anti-air is researched and upgrades have been done. Try a test. Build just 6-8 units with future anti-air brigades and attack them with tac/str bombers from another side. As it is now, if you were to build say even 7 AA brigades for each stack of units, you've pretty much immunized your stacks against air attacks, no need for fighters whatsoever. Not only will you be immunized but you'll shoot down huge numbers of enemy bombers and annihilate entire divisions of them with ease. Sometimes all it takes is one attack and a a full stack of 4 air units can be annihilated by AA brigades.

I noticed this playing as Germany against the Americans. We both had full research completed and all of my air units were upgraded. One particular American stack of 150 ground units, I'd send 16-20 air units against and within 2 missions every single air unit was annihilated. I counted 8 American AA brigades. I know all of the other factors involved, but those future anti-air brigades seem to make that difference of overpoweredness. When I attacked stacks that large without AA brigades it wasn't nearly as devastating. Unless i've run into a bug i'm not sure. Of course it could be a combination of things that need tweaking/changing, but again, as of now, it seems to be the inclusion of AA brigades that really do it.
 
AA, Radar & possibly other province buildings should be upgradeable under the infrastructure spending tab. They shouldnt cost much BUT just like combat units, etc NEW equipment requires NEW IC costs to introduce - duh :wacko:
 
Aod Wishes

hi all,

after severals MP game or solo simulation, one aspect can be added:

land divisions units production (DB, INF etc...).
for the moment the system is a production. You select a unit what you want produce, and after retooling & PP we produced a new unit land divisions...but in reality it is not this way that a country produce his army.

we have now a new window concerning the province.
i think the best way will be to build differents caserne's types. for infantry (it is a example), one Infantry caserne = 1 regular infantry division or a GAR or MILI in function time of production (the cost = the production of this casernes)the brigades, HQ, would be on the old system.

each countrie would be a historical caserne's pool in function the scenario choosen.


with this system, we will gain in realism because to produce armoured division it will be necessary to have armoured caserns....not just tanks.....
it is just a idea.
it is necessary to develop this.
for air & naval units more difficult i think (concept for the airbase & naval base?)
;)
 
Multi-player bug: If you, as a 2nd/3rd/4th/etc. player, build units/ships/aircrafts in a Parallel Run, they get the same name, you need to build them one by one to get them different names.

That needs to get fixed in my eyes.

Because: It looks stupid if I fight with 10 North Carolinas Super Heavy Battleships. :D I don't think it's a big thing.

And, when I change my sliders I don't see the change directly, I need to click on my own flag first to see the change. The 1st player has no issues, for him it's like playing in Single-player. But the Multi-player bugs for the additional players are annoying.
 
Multi-player bug: If you, as a 2nd/3rd/4th/etc. player, build units/ships/aircrafts in a Parallel Run, they get the same name, you need to build them one by one to get them different names.

And, when I change my sliders I don't see the change directly, I need to click on my own flag first to see the change. The 1st player has no issues, for him it's like playing in Single-player. But the Multi-player bugs for the additional players are annoying.
I've noted those problems too. You experience them if you are a client; the host is ok.

Another two very simple, small MP "bugs" are the player's length (limited to about 16 letters) and the length of in-game messages, which is longer but not as long as it could. I'd like both to be made (almost) unlimited.
 
I've noted those problems too. You experience them if you are a client; the host is ok.

Another two very simple, small MP "bugs" are the player's length (limited to about 16 letters) and the length of in-game messages, which is longer but not as long as it could. I'd like both to be made (almost) unlimited.

added as
Support #940: Increase Chat Message Length in MP

and

Support #939: Increase Player Name Length
 
Support #945: New Event Command : White Peace with All

Support #944: New Event Command : Give Experience to Leader

Support #943: New Event Command : Give Experience to Unit

Support #942: Add separate Sound for Rockets

Support #941: New Event Command : Change Partisan Activity



all added to the queue
 
So i make it easy today, i just name the ones who definitly havent made it.
Every Line marked with NOT has not been accepted into the queue. It are only a few.
Other Stuff with * is still open and has potential to get included.

AI
1) *Stop small country AI from stockpiling all divisions in its capital
2) *Big AI nations should get events to install puppets with a certain chance
3) *AI Japan and AI USA should concentrate on pacific islands
3) *AI USA should be more active on amphibic assaults
4) *AI British navy should be more active in mediterranean
5) *Add special AI for puppet countries (Scandinavia, Belarus etc.) and not just a standard AI
6) *AI should use escorts
7) *Stop AI from stockpiling all ships in one port
8) *Better coordination between airforce and navy
9) *Make AI produce/use A-bombs; probably with on/off switch in menue
10) *US AI shouldn't always invade North China/Manchuria, but focus on Japan/sourrounding islands
11) *Allies should perform a D-Day in France!
12) *Add specific AI for Abyss and Armageddon scenarios
13) *AI countries should protect transports better
14) *AI should bulid infrastructure, plants etc. Should be moddable in the AI files too
15) *AI should never use MOT, MECH etc. for anti-partisan duty, but only MIL, CAV, INF GAR
16) *Make sure only DD (maybe CVL) are used in fleets with ASW mission, BB/BC/CA/CL are useless for this but often seen in those fleets
17) *Do never use Naval bombers for strat or tac bombing, do never use CAS for strat bombing
18) *Better protect bombers on their mission - send some fighters with them if in range
19) *If bomber aircraft unit types exceed a certain amount of air combat value they are able to conduct Air Superiority mission - should never be possible
20) *Province repair allocation seems to be limited to 4% of available IC, an AI under constant strat bombing attack will loose it's IC too fast because it's not able to allocate enough into repairs
21) *Production AI should keeps
a certain amount of manpower in reserve, based on daily manpower income + modifier (modifier may be based on peace/war, army size or (base) IC)
22) *Stop AI from leaving it's ships in one port to be destroyed after they've already been raided


UI
1) *Menues should be streched when using a high resolution
2) Add hotkeys for building nuke reactors, radar sites, airfields, etc.
3) Add a notification when a division runs out of supplies
4) Buttons for deleting, prioritizing etc. divisions should be availabe then selecting multiple divisions too
5) A*dd a button to split a stack of many divisions into individual divisions
NOT 6) *Rework the research interface so all tech slots are visible together
NOT 7) *Allow to add and remove brigades in an ongoing production line
8) *Setup by default production lines without the green tick (abandon line) after completion
9) Add a bar to show progress of production in production line
10) *Add "sorts" button in production screen: Per type, per completion time, per ic cost etc.
11) *Intelligence - to sort by Active spies, and Priority
12) *Trade - sort by each Resources (daily gain/loss, to find trade partners easier) and possibly relations
13) *Idle production lines should be placed on top of the production list
14) Instead of just saying "+10%" or so, use "bonus" or "malus" or colours to indicate weather this change is good or bad
15) Add date in "sunken ship" list as well as type of the ship (and type of unit who sunk it), not just a name
16) *Add on/off switch or hotkey for counters/sprites
17) *Include a Victoria Converter
18) *Add possibility to not save certain stuff (e.g. battles each commander fought) to raise game speed
19) *Add possibility to switch on counters only for land or naval or air units
20) Victory point counter in country information menue
21) *Possibility to priorize regions, areas and provinces seperatly
22) placeholder
23) *Auto-update button for production lines (for AI too, so it won't produce obsolete units)
24) *Add possibility to disable of repairing of provinces
25) *Add +/- buttons for advanced sliders
26) *Improve the ledger!
27) *Add possibility to set offensives, priorities etc. to multiple stacks of divisions
28) *Message should pop up when a production line can be upgraded
29) *Separate reinforcement and upgrade bars for army, navy and air force
30) *Show daily change of resource stockpile like here
31) *A message should pop up when a province is under strategic bombing
32) *A message should pop up when a unit gets low on manpower, not when it's already dead
33) *Improve user interface like shown here, here and here
34) *Improve province repair interface like shown here
35) *Add optional reminder for a unit when it's fuel/Org/Str is full
36) *Add areas/regions in peace negation menue
37) *Add naval command "follow" so that a fast unit will be as slow as a slow unit it should protect
38) *When a unit or group of units is annihilated, give the name of the group/units that were annihilated


DB (Ministers, Leaders etc)
1) Franco's minister picture needs a white frame
2) Add missing ministers/leaders for the Armageddon countries (might use ACIP mod)
3) Remove delay time for ministers in case of a coup or election
4) *Old minister should stay in office till the new one take his place
5) In 1948 Iraeli War scenario, George V. should not be head of state of UK!
6) Add button for not auto-promoting certain leaders
7) *Add ministers from "country XY improved" packs. Only canonical ones in BW with white frame
8) *Night fighter trait for land commanders (should increase marching speed, defence and attack values during the night)
9) *Lower penalty for minister change when it's a minister of your ideology (not just a related one). Example can be found here
10) Do not put leaders back into the leader pool in case their unit is redeployed


Map
1) Extend country colours so every country can have its own colour
2) Make it possible to extend the map dimensions
3) *Worldwide infrastructure needs to be rebalanced (since now it goes from 0 to 200%)


Events
1) Communist China should get cores on Mongolia and Macao after beating Nat.China in case USSR surrendered to Germany
2) Nationalist China should get cores on Hong Kong and Macao after beating Japan
3)* A country should change its flag in case it has a certain ideology (e.g. Germany changing from Black-White-Red to Black-Red-Gold in case they become a democracy)
4) USSR should annex Memel as well when they annex Lithunia and Lithunia still owns Memel
5) After USSR surendered to Germany, Germany may offer a white peace to Mongolia and Tannu Tuwa and Mongolia will be set free
6) Fix broken surrender events: India should get all her cores, UK should end her mastery over her puppets and give everybody their core provinces (e.g. Yemen) etc.
7) More Hot War events!
8) All new commuist countries created after Nazi Germany is gone should be USSR allies
9) Events for a clean partition of Europe between the Allies and USSR
10) *Possibility for USA to land in North Africa (with a significant chance)
11) *Add an option of annexing Slovakia too along with "alliance with Hungary" and "puppet Slovakia" options
12) Allow to have more than four options for an event


Countries
1) Make Guanxi Clique a left-wing radical nation in every scenario
2) Add a new Japanese puppet China (or improve existing China-Nanjing). This puppet should only have the area around Nanjing as cores and no support in Chinese periphery
3) Every country should have a least one province with 1 MP (e.g. Jamaica, Indonesia, Somalia)
4) USSR should not be able to recreate Lithunia from conquered provinces in North Poland
5) Germany should have no partisans in Memel
6) More puppets (e.g. Cossack nation) for Germany in East Europe
7) Tannu Tuva and Mongolian cores for Menjiang like in 1938 scenario
8) *Yemen should not be an UK puppet, but grant military excess to them.
9) *Puppets should receive the techs equivalent to the nations they are being created from
10) *Puppet masters should be able to decide what their puppets bulid


Resources, Trade
1) Add resource attrition effect: No stockpiling over decades
2) *Resource consumption should be nonlinear, so that minors will not be quickly and completely devastated by resource lack effect, while majors will be hungry for more and more resources
3) *Connection between infrastructure and terrain
4) *Add a button to 'freeze' a convoy setting (auto convoy AI can't change it)
5) *Add button to prevent AI from making trades that would use convoys
6) *AI should add escorts to transports
7) *A master should be able to allow a puppet to trade with everyone and/or alliance members
8) *Every country starting with a sea province should get some convoys
9) *Every puppet should get some convoys
10) *One should be able to transport supplies to an allied port
11) *Synthetic plants should use infrastrcture effect like IC too
12) *Add supply lines similar to convoi routes
13) *Re-introduce idea of world market
14) *One should be able to trade through colonial provinces if that's the most efficient route
15) *Puppet resources should be able to cross other puppets' territory to master capital


Combat
1) *Submarines should be harder to spot and less effective when used in very large packs (additional stacking penalty)
2) Add special message when an invasion takes place (instead of the usual "engaged hostile forces")
3) *Rebalance Sino-Japanese war, including new puppets
4) *Rebel forces should have unlimited supplies (support by local population) until they form a new country
5) Naval battles should be more decisive
6) *Reserve missions for aeroplanes and naval units too
7) *Add command to let interceptors stay on ground until hostile aircraft is approching, perhaps only with radar
8) *Add command to let naval units stay on ground until hostile ships are approching
8) *Number of brigades should be moddable
9) *Transports should have enough supplies for all loaded troops
10) *"Drafted Army" should have a repair/reinforce bonus to make it more useful
11) *Rebalance stacking penalty/terrain modifiers
12) *Make land doctrines more important
13) *Losses shown on air battles
14) *Aircraft losses due to AA
15) *Turn lost/won land battle reports pop-ups on by default


Intelligence
1) Spy missions are too powerful
2) In case a minister/leader is killed, he should die as minister/leader and techteam
3) *"Send Spy" should damage relations less
4) Cost of a coup should depend on that country's size (IC) and sliders
5) Dissent should make a coup easier (like in Arma 1.3beta)
6) "Found Partisans" should have a notable effect/ add message which shows a result of the founding
7) *Add information on enemy resources, manpower.
8) *Naval reckon mission for aircraft
9) *Add mission to support independence movements


Diplomacy
1) A peace negatiation menue to draw new borders etc.
2) *Add ability to release puppets with miniums cores and keep additional provinces
3) *Enable tech trade between neutral countries, perhaps with money only (for balance)
4) *Enable limited war like in HoI3
5) *Rework occupation, e.g. like in HoI3 (with occupation instead if annexation)
6) *Maybe add more than just national and non-national provinces (e.g. claimed provinces, colonial provinces etc.)
7) *Seperate military exit into land forces exit, naval exit and air force exit.
8) *Diplomacy flags (e.g. choose "Influence country" and the AI will do it for you whenever it's possible)
9) *Small alliances (e.g. Baltic alliance or Japanese alliance) should be able to merge with others and join the big alliances


National Ideas
1) Add more national ideas
2) Rebalance current ones


Techs, Research
1) Offical exension of the tech tree up to the '60s, maybe in an add-on
2) After conquering a country, the new master should get some blueprints
3) Add possibility to rush certains techs (at a high cost) without rushing all current projects
4) *Add more slots for smaller countries
5) *Add espionage techs
6) *If a country looses IC to have tech team slots reduced the affected research should be put on hold (not removed) and set to auto-continue after either the IC level has been restored or another team has finished research
NOT 7) *Allow to combine two tech teams to research one tech, you'd have to pay both but only the best of the two counts for researching the five separate techs (matching skill preferred over skill level)


Modding issues
1) Add a retooling event command while you are at it, allowing us to add and subtract retooling time with the use of event
2) Add a command to change a country's colour
3) Add a command to change a country's name
4) Add a command to change a country's flag
5) *Add event command to create a serial production line
6) *Max. infrastructure level should be moddable (e.g. max. 300% instead of 200% with higher IC bonus)
7) Add possibility for an event to pop up when there is a battle in a certain province
8) Alliance trigger: Checks to see if this country has an alliance with another country
9) *Military Control trigger: Makes MC possible for countries not allied
10) *Allow to set exact lengh/end date for non-agression treaty
11) NAT trigger: Checks weather two countries have a non-agression treaty or not
12) *Add possibility to make NAPs unbreakable like peace treaties
13) *Add possibility to create units in random provinces (e.g. random owned, random conrolled etc.)
14) Capital trigger: Checks where the countries capital is
15) Check weather a country is in one of the three big alliances or not
16) *Add command to deactivate auot-joing of the opposing alliance when somebody from a big alliance declears war
17) Add command to to trigger/execute an event X hours/days/months/years later
18) *Include working editor
19) *Domestic slider effects should be moddable
20) *Add ability to add new tech components
21) *Add ability to use the add_corps/add_division event commands to create units in enemy territory
22) *Add ability to use the newly opened up modifiers from the Minister Modifiers.txt file as commands/bonuses in techs/events
23) *Add ability to modify the square root that determines the firepower in proposition of the unit size
24) *Leader abilities should be moddable
25) *Add debugger for the various files of the game (event files, tech team files etc.)
26) *Add command to give a unit/leader experience
27) *Add possibility to incorporatenation specific graphics (e.g. mouse coursor, unit icons etc.)
28) *Allow the adding of new buildings and their effects
29) *Allow the adding of new combat events and their effects
30) *Add event command to change province names during a game
31) *Add command = { type = secederegion which = TAG value = REGION_NAME }
32) *Add command to cede province to its current controller, e.g. command = { type = secedeprovince which = -1 value = (prov_id) }
33) *Add command to return province to its owner, e.g. command = { type = returnprovince which = (prov_id) }
34) *Add command for a country to sign white peace will all the countries it is in war with, e.g. command = { type = peace_all }
35) *Add commands to change partisan activity in the province (and for how long), e.g. command = { type = prov_revoltrisk which = (prov_id) value = (how_much) when = (for_how_long) }
36) *Add event command that assigns created units orders. Ideally, allows to list several orders sequentially
37) *Add event command that creates or destroys province connections
38) *Fix event command that allows removing a/c or vessels


Scenarios
1) 1938 scenario needs to be rebalanced
2) 1940 scenario would be nice
3) 1942 scenario would be really nice
4) *1944 scenario needs to be rebalanced


Units
1) *Add more transport models (higher capacity, more amour etc.)
2) *Possibility to upgarde divisions to other classes, e.g. MOT to MECH or MNT to INF
3) *Give Assault Guns boni against forts/for urban provinces (they where made for that)
4) *Increase toughness of Assault guns (there're full armoured)
5) *Possibility to upgrade ships (realized by puttingen them back into production queue with reduced building time)
6) *Add more post-1950s techs
7) *Add mobilization (option for e.g. less strengh and less upkeep)
8) Add 1918 models for Marines and Mount. Infantry
9) *Ships should refuel at their destination in case they don't have enough fuel to go back to their home port
10) *Faster movement in friendly provinces, slower ins occupied ones and at night
11) *Aircraft should be more useful or cheaper
12) *Give transport plane the ability (as an option which can be turned on and off) to move infantry between military airports
13) *Give transport ships the ability (as an option which can be turned on and off) to sea assault provinces without beaches (representing helicopter landing forces, modern amphibious assault ships etc.)
14) *Manuel control for planing flying-route for aircraft
15) *Add possibility to add more than one brigade to any unit (moddable)
16) *Add possibility to add brigades on allied territory
17) *Units refreshing their stockpile should not be included in the IC needs for supply production sliders, refreshing a larger naval fleet may force it to skyrocket dumping production to nearly zero
18) *Surface fleets should sink convoys


Music, sounds
1) *Improve sounds of rockets (sound like aeroplanes)
2) *Improve sound of artillery bombardment


Other
NOT 1) *Allow the dissent to drop below 0 (maybe only for a short time)
2) *Add parties and political elections
3) *Radar should give information on world map
4) *Allow to move supply depot
5) *Allow to bring supply depot home
6) *Export the IC/techteam slot allocation to misc.txt so modders may allocate more slots to minor countries and to allocate maximum slots only to those majors with 300+ IC
7) *A country should get the wartime IC/consumer goods bonus only when the enemies combined IC is at least 0.5 of the country (example)
 
also added the following :

Support #949: New Event Command : Create a Serial Production Line (...)

As a better way to recreate defections (e.g. creation and downfall of Vichy or various civil wars) we should add a new command which allows a (random) unit of a certain type (BB, TAC or Para etc) to defect to another nation. The current way how this is represented by events is clumsy and has some irritating side effects. We should be able to specify in which region/area/province this should happen, too.
 
Fix
Communist Vietnam

Make
Police Brigade to Infatry

Transport Planes can have escort fighters

Austria Hungary Nation available

Åland could be made independend

Ai

They know hot to make Oil plants and rare

They know how to make Nuclear plants and use Nukes

They should have some limits how many infantry divisions they make because they ruin their nation like Soviet Union.

Ai could maybe accept military access in some cases if the country is at "way" and its some minor

Suggestions

Militia at early could have least 1 hard attack
 
Sometimes i would like to be able to demand leadership of my alliance and an ai that would always follow this demand if a non ai nation demands it.
Cause i feel always like cheating if i change the savegame to become alliance leader.
 
Make the AI properly reinforce its divisions. I've tested 3 different games now where I checked the AI and it barely puts any IC into reinforcements. My latest test had the AI needing 163 IC for reinforcements and it had its reinforcement slider set to 2. To confirm it I let the game run for another month and it was the same thing when i checked again, went for another month, same thing, then did yet another month, and again, same thing.

Honestly. I think fixing priority generally has to be set to AI above everything else. What good do new features do if the AI still sucks?
 
Make the AI properly reinforce its divisions. I've tested 3 different games now where I checked the AI and it barely puts any IC into reinforcements. My latest test had the AI needing 163 IC for reinforcements and it had its reinforcement slider set to 2. To confirm it I let the game run for another month and it was the same thing when i checked again, went for another month, same thing, then did yet another month, and again, same thing.

Honestly. I think fixing priority generally has to be set to AI above everything else. What good do new features do if the AI still sucks?
There's a bug affecting minor nation and their reinforcement levels. instead of 20 or 30% they only use 2 or 3% of their available IC to reinforce units.
Please specify the nation you are observing this with. If it's one of the majors please check their available manpower.

http://forum.paradoxplaza.com/forum/showthread.php?p=11416220#post11416220