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Thread: SMEP 6.0 for AoD

  1. #241
    Major The-Doc's Avatar
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    Quote Originally Posted by froglegs View Post
    I gave up on it. I could not figure out how to stop it or how to fix it.
    Play as the UK

    Seriously that was all I could figure, despite a good bit of jockeying with the AI. Still I'd call it an improvement over Vanilla though.
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  2. #242
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    There is a whole lot of good stuff in SEMP. It is really a shame that the few bugs were not fixed. The latest patch for vanilla AOD was released too so that was one of the other reasons why I stopped tinkering with SEMP.

    You say "play as UK". I used to always play as UK early on in HOI2. UK represented the one nation that was smack in the middle of WW2 from start to finish. But their main position in the war dimishes over time. And after Armageddon was added to the gave for continued play after the defeat of Germany and Japan, UK became less of a major player in things.
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  3. #243
    Colonel Dichromate's Avatar
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    Quote Originally Posted by froglegs View Post
    Two or three months ago I spent a lot of time playing SEMP with Weserubung's improvements. It had a lot of great event features. I played entirely as USA and used the mod as a starting point for my own mod changes which basically made the Pacific war against Japan more challenging and realistic.

    I gave up playing it though because of the high tendency for UK to be captured long before the USA ever entered the war. In addition there was a whole lot of garbage invasions going on in the Med by UK and especially Italy that resulted in UK losing Suez very often.

    Now, one could say that the mod improved German AI against UK and Italian AI against UK which it most certainly did often enough, but it isn't rocket science for a human player as UK to defend Britain and Suez from the AI.

    I even tried placing locked garrisons of 3 garrison divisons equiped with ART on each and every beach in Britain at game start in 1936 and Germany was still getting ashore because the UK AI would never all the time sail to meet an invasion fleet which it could have easily destroyed and if a beach garrison was ever eliminated, UK AI never put any new unit there to guard.

    Most of the time that these successful invasions of Britain occured AFTER the message came across the screen that Germany had given up of Sea Lion and was preparing to invade Russia.

    I gave up on it. I could not figure out how to stop it or how to fix it.

    Other than that -- a very good mod.
    One funny thing with the British that I observed when invading the UK was that they'd send out the home fleet to fight, then once it had fought and sustained a bit of damage, they seemingly left it back in port to repair while I was landing on the coast. In my case I would have actually been in deep trouble if they'd say, pruned damaged/disorganized ships and kept pushing, even just with the home fleet, because I only had 4 BBs, 2BCs + various escorts and TAC/CAS.

  4. #244
    Captain Julle64's Avatar
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    Quote Originally Posted by Dichromate View Post
    One funny thing with the British that I observed when invading the UK was that they'd send out the home fleet to fight, then once it had fought and sustained a bit of damage, they seemingly left it back in port to repair while I was landing on the coast. In my case I would have actually been in deep trouble if they'd say, pruned damaged/disorganized ships and kept pushing, even just with the home fleet, because I only had 4 BBs, 2BCs + various escorts and TAC/CAS.
    This is easily modded by chancing these values in the ai\eng_1936.ai file:

    Code:
    admiral = { 
    	min_org		= 90	# NEW: Percent of org gained back before the unit can leave port
    	min_dmg		= 90    # NEW: Percent of dmg gained back before the unit can leave port
    I think these can also be changed during the game using the "switch" files in the ai\switch folder.

  5. #245
    Major The-Doc's Avatar
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    Quote Originally Posted by Julle64 View Post
    This is easily modded by chancing these values in the ai\eng_1936.ai file:

    Code:
    admiral = { 
    	min_org		= 90	# NEW: Percent of org gained back before the unit can leave port
    	min_dmg		= 90    # NEW: Percent of dmg gained back before the unit can leave port
    I think these can also be changed during the game using the "switch" files in the ai\switch folder.
    That is a pretty good idea, setting that somewhere in the 50-75% range should be helpful for the naval powers.

    I think I'll try something like this for the UK, Italy, Japan, and the USA. Hopefully this will help them hold off naval invasions and protect their transports better.

    Code:
    min_org		= 80	# NEW: Percent of org gained back before the unit can leave port
    	min_dmg		= 75    # NEW: Percent of dmg gained back before the unit can leave port
    	return_org 	= 60 	# NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
    	return_dmg 	= 50 	# NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships
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  6. #246

  7. #247
    Colonel Wildcat_PL's Avatar

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    There are several events that execute germany goverment change after hitlers death. I think there should be some events that represent hitlers assasination attempts when war goes wrong (with some territory triggers) and a master event after his death that allows player what kind of goverment he wants. Die-hard nazis by SS, Paternal Authocrat by General Staff etc.

    I just had a Hitler death, SS takes power firing in 1946. Soviet Union was annexed by russian republics, England was already allied and my army was passing the Rocky Mountains to get to sunny California. Thats sounds unrealistic.

    Also how come I can buy rares from USSR as GER 4x cheaper than normaly?
    Last edited by Wildcat_PL; 27-04-2012 at 18:03.

  8. #248
    Colonel Dichromate's Avatar
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    Quote Originally Posted by The-Doc View Post
    That is a pretty good idea, setting that somewhere in the 50-75% range should be helpful for the naval powers.

    I think I'll try something like this for the UK, Italy, Japan, and the USA. Hopefully this will help them hold off naval invasions and protect their transports better.

    Code:
    min_org		= 80	# NEW: Percent of org gained back before the unit can leave port
    	min_dmg		= 75    # NEW: Percent of dmg gained back before the unit can leave port
    	return_org 	= 60 	# NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
    	return_dmg 	= 50 	# NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships
    The thing is that the UK in particular needs to have a 'panic' AI switch triggered by an invasion that puts min dmg to basically zero and min org to something like 50% at most, followed by a switch afterwards to set it back. I don't think the AI effectively prunes damaged ships off of fleets, so in the case of Sealion, it really does need to be throwing everything it has out there even if it isn't in good condition.

  9. #249
    As I have posted elsewhere on the forum, I have had trouble with the purge event as the USSR. The problem appeared to be caused because the start date was commented out so it wouldn't trigger. I don't understand why such an important historical event was left like this. Can anyone explain?

    I have had a quick look through some of the other events and I noticed 70010 (USSR moves against the Baltic States) is also hashed out. Is this so it is available for people to use if they are not playing the USSR, to force it to act historically? That makes sense to me.

    Are there any other events that are available but set up not to fire unless edited?

  10. #250
    Captain Julle64's Avatar
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    Quote Originally Posted by JonnyA View Post
    As I have posted elsewhere on the forum, I have had trouble with the purge event as the USSR. The problem appeared to be caused because the start date was commented out so it wouldn't trigger. I don't understand why such an important historical event was left like this. Can anyone explain?

    I have had a quick look through some of the other events and I noticed 70010 (USSR moves against the Baltic States) is also hashed out. Is this so it is available for people to use if they are not playing the USSR, to force it to act historically? That makes sense to me.

    Are there any other events that are available but set up not to fire unless edited?
    The date isn't always needed and in this case hash marks are ok. This event 70010 is triggered by another event, which in this case is the Molotov-Ribbentrop Pact or the "Soviet Union (1939)" event.

  11. #251
    I have another question now. When Germany attacks Poland, the Western Allies don't react. I have run the game through the Danzig events a few times and although France is shown as guaranteeing Polish independence, there is no DoW on Germany. The UK is shown as not even offering the poles a guarantee.
    I must admit I find this hard to understand. Can anyone help with what changes I need to make to get a historic outcome.

    P.S. I am new to SMEP (obviously) and am feeling a bit lost with the concept behind the mod. Is it meant to be a-historical in some way?

  12. #252
    Colonel Dichromate's Avatar
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    Quote Originally Posted by JonnyA View Post
    I have another question now. When Germany attacks Poland, the Western Allies don't react. I have run the game through the Danzig events a few times and although France is shown as guaranteeing Polish independence, there is no DoW on Germany. The UK is shown as not even offering the poles a guarantee.
    I must admit I find this hard to understand. Can anyone help with what changes I need to make to get a historic outcome.

    P.S. I am new to SMEP (obviously) and am feeling a bit lost with the concept behind the mod. Is it meant to be a-historical in some way?
    Sometimes the allies don't guarantee poland and you get to partition it without starting a war.
    It doesn't mean there will be no war though - there's an event in 1940 where Hitler demands Alsace-Lorraine.

  13. #253
    Thanks for the answer. I ran through the Danzig sequence three times and the Allies failed to declare war each time. I have never seen them back down once, let alone three times in a row. Is there a probability in an event somewhere I can tweak if I want to?

    EDIT: I just ran through the Danzig events another 10 times and the Allies didn't declare war on Germany once, so something definitely appears to be broken. I've had a look through the events files but can't see anything obvious, could anyone suggest a fix I could try?
    Last edited by JonnyA; 06-05-2012 at 19:13.

  14. #254
    The guarantee poland event fires in march 1939 - if you replay after this event, the outcome will never change

  15. #255
    I think that must be it.

  16. #256
    Captain Julle64's Avatar
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    Quote Originally Posted by JonnyA View Post
    I think that must be it.
    Hint: It's a good idea to keep the Historical Events popping on screen, especially if you want to play a historical game. I always keep them on so that I'll see immediately if something not so historical happens.

  17. #257
    First Lieutenant
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    I love the mod, but i noticed something unusual with the UK surrender event. Scotland rebels and declares independence, then marches south and captures London. They go with the "Form a Confederacy" option, Mosely's facist UK is annexed by Vichy France, Scotland gets control of all the British mainland, and releases England as an ally.

    Now, i can understand that after centuries of British rule, the Scots might want to expand their borders slightly at the expense of England. But, the way they do so is a little surprising, to someone who lives in the UK.

    Scotland retains control of :

    Cardiff - fair enough, those fellow Celts are in the same boat and will happily exchange British rule for Scottish..

    Bristol - I've never lived there, but i'd have thought it was fairly safe English heartland?

    Plymouth - OK, there is a Cornish independence movement based on Celtic traditions, maybe they'd be happy to throw their lot in with the Welsh and Scots..

    Portsmouth - where Londoners retire to... ? English heartland surely?

    Dover - Commuter belt of London... as English as it gets ?!

    I've lived in areas of the UK that are represented on the HOI 2 map as "Sunderland", "Sheffield" and "Norwich".

    The north east of the UK seemed to have strongest ties to scotland, both in terms of family bloodlines, and culture. A family day out, or UK break, often involves a trip over the Scottish border which is only 40 miles away, since in the other direction, London 230 miles and Cornwall / Wales are just a bit too far.

    It is often said that if Scotland does secede from the UK in the upcoming referendum, many in the NE would like to join them.

    I very much doubt this was true in the 1940s, but when Thatcher came to power in the 1980s, support for her right-of-centre "Conservative" party collapsed in the North of England and in Scotland, as nationalised/state subsidised industries were closed down or privatised, and has not recovered. The country has become polarised into a left-voting north and a right-voting south. Northerners fear that if Scotland were to leave the Union, they would be stuck with a neverending precession of right wing governments voted in by the rest of the country. Still, i doubt that a newly independent Scotland would want the North East - the area is now the poorest in the UK, worse off than Scotland itself, which i'm sure would have enough problems of its own!

  18. #258
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    I would early love to see this mod updated to 1.08 when that is finished, which looks like it could be anytime now.
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  19. #259
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    I'm playing a game with Japan right now...evrything goes fine, the Axis victory in the west happened in 1940...now in 1941 Germany has started Barbarossa, is there an event, for me as Japan to declare war on th SU or do I have to do it maually once the Non aggresion pact runs out ?

  20. #260
    The UK when under AI control seems to take great delight in filling Malta with 20+ divisions while at war with Italy. I have seen this sort of behaviour before in vanilla AoD, but hoped it might be the sort of thing SMEP would fix. Does anyone know a way to try to prevent this?

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