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Johan

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* Combat
- Fixed a problem where airunits could move out of combat randomly.
- Attackdelay from officer ratio is now 3 days change instead of 3 hours.
- Units on ships and planes will no longer obstruct occupation.
- All bombmissions that damage buildings will now damage static AA as well.
- Ships at zero organisation can no longer fire in a naval battle.
- Flying bombs and Flying rockets are now properly marked as rockets and will be removed at end of a mission.
- Submarines are now harder to spot, more lethal to convoys, but also far worse in seabattles.
- Revolters now use the experience from the target enemy partisan efficiency now.
- Revolters can now be against multiple enemies, and will only be nice to those that are enemy to all its targets.
- Occupation can no longer be given to a country that is not an enemy of the previous controller.
- Paratroopers will no longer give extra combat width if coming from multiple bases.
- Ships can now be forced to close if hostile fleets got faster ships.
- Ships without sea_attack or at 0 organisation will now try to leave close range during naval battles.
- Resources and buildings are no longer damaged when control is changed in a friendly way. (Puppets, Liberations etc.)
- Air units can no longer do ground attacks on neutral territory
- It is now possible to actually bomb units with too low organisation to stand up and fight.
- Fixed an issue with support attack not cancelling properly after an attack.
- It is now harsher to cross rivers, do amphibious landings and paradrop.
- Fixed a few problems on how crossing, landing and paradropping penalties were applied.
- Reduced the impact from shore bombardment.
- Units being destroyed due to inability to retreat will now also reduce officers as well.
- Landing units are no longer automatically deleted if the fleet is under attack.
- Paratroopers are now properly checking landfort levels, not coast fort.
- Pushback damage is now bigger, and more likely to happen.
- Units paradropping will not get the out of supply penalty during combat.

* Unit Organisation
- Merging single brigades now assigns a leader if auto-assign is on.
- Creating new HQ's now assigns new leaders if auto-assign is on.
- Autoassignment of leaders for landunits now only occurr if it goes to 2 brigades or higher.
- Reorganising away brigades from a division below 2 brigades will now remove the leader automatically.
- Every type of division that can be setup through reorganisation, can now be built.
- It is now possible to reorganise away every brigade from a divison even if a leader is present.

* Units
- Manpower trickleback is now scaled properly and no longer multiplied by 100.
- Rebalanced air unit stats through a major overhaul.
- Marines, Mountaineers and paratroopers now use a little less manpower, but more officers.
- Escort carriers and carriers now have a sea_attack of 1 at minimum.
- Ships now repair in any port they are present in, but check efficiency and speed from the one they are based from.
- Ships can now actually regain organisation at sea.
- Fixed a bug where headquarters and all below it dissapeared if game saved when they were loaded on a ship.
- Ghostfleets should not be around in ports for the AI anymore.
- Leaderbonuses are now applied for units below stacklimits, not above then on air and naval stacks.
- Now air units are allowed to retreat to any neighboring province that doesn't have hostile air units. Air units can also try to retreat to their air base.
- Marines and Engineers are now better at crossing and landing.
- It is no longer possible to load paratroopers onto planes in airbases that currently are lower than size 1.
- Units in delay after attack can no longer be loaded onto a plane.

* Missions
- The naval escort convoy mission will only let ships patrol within their own supply range.
- You can no longer rebase into ports you have no access to.
- Rebasing ships now use fuel & supplies properly.
- Loading troops on transports now clear dig-in status properly.
- Patrolling ships now check for access before moving
- It is now possible to strategically redeploy all units selected even if the target is where one unit is.
- Fixed a problem with the "join air" order, that could prevent the actual merge
- Strategic rededployments can no longer reset themselves.
 
Regarding the ship combat changes, does this mean AI ships can no longer completely avoid combat and flee indefinitely even w/ slower ships?

That should no longer be a guarantee.
 
Regarding officer ratio: I've long felt it was a little weird that militia seem to just "get away" with having a drastically low officer rate. It would make sense if militia always used half your officer ratio, i.e. if your ratio were 100% your militia units would behave as if it were 50%.
 
Has theater/army AI been addressed? I didn't see anything specific in the notes.

In 1.1, it seemed that the AI was capable of attacking and generally did an alright job following orders I gave it. As of 1.2, this took a turn for the worse; often, you'd give an army an objective and they would just shuffle units back and forth between provinces and fail to launch any sustained advance and make any penetrating gains into enemy territory.
 
Has theater/army AI been addressed? I didn't see anything specific in the notes.

We have not listed the AI changes yet.

In 1.1, it seemed that the AI was capable of attacking and generally did an alright job following orders I gave it. As of 1.2, this took a turn for the worse; often, you'd give an army an objective and they would just shuffle units back and forth between provinces and fail to launch any sustained advance and make any penetrating gains into enemy territory.

I have to agree with you on that.
 
So by giving carriers a sea attack of 1, does that mean that they will now close in with the rest of their fleet instead of fleeing?

It seems you guys took this "shortcut" so carriers could be killed by more than just aircraft now if that's the case.
 
Very good. Especially the river crossing. Was to easy before.
What about Paras ? The width bonus are one total or removed when they come from more then one airbase ?
 
So by giving carriers a sea attack of 1, does that mean that they will now close in with the rest of their fleet instead of fleeing?

It seems you guys took this "shortcut" so carriers could be killed by more than just aircraft now if that's the case.

Any unit with seaattack 0 will not do certain things in battles.
 
Any unit with seaattack 0 will not do certain things in battles.

Which is the reason carriers turned and fled immeadiately after combat started, instead of keeping together with the rest of their fleet.

It's going to mean the death of a lot more carriers that's for sure, but I don't know if it was the right way to go.
 
I have questions:

Will AAA in provinces and in units and ships cause more damage after 1.3? - I think all AAA should get significant boost after researching VT fuses (maybe add it as new tech?). Also effect of SAMs ais ATM joke compared to even early IRL SAMs.

Will damage to ships caused by aircrafts and ships be increased to more reflect their real combat results? Same goes for CAS vs. land units.

 
Which is the reason carriers turned and fled immeadiately after combat started, instead of keeping together with the rest of their fleet.

It's going to mean the death of a lot more carriers that's for sure, but I don't know if it was the right way to go.
No its not.

Distance they strive to achieve is their combatrange, in the case of a Carrier in HoI3 100km (distance = 1.00 in the unit files).
A Battleship have "distance = 0.32" meaning 32km.
 
No its not.

Distance they strive to achieve is their range, in the case of a Carrier in HoI3 100km (distance = 1.0 in the unit files).

Ah.

So having a sea attack value won't matter at all in this case then?
 
any chance of player moddable (in game.) theatres?.
i understand this is probably a major chunk of work but im not the only one requesting it :p.

maybe theatres were in another thread since i cant seem to find it here ( 1 of the 5 your just kindly posted for us.).
 
any chance of player moddable (in game.) theatres?.
i understand this is probably a major chunk of work but im not the only one requesting it :p.

maybe theatres were in another thread since i cant seem to find it here ( 1 of the 5 your just kindly posted for us.).

That was in way back in development, but was scrapped as the AI struggled majorly with player created theatres.
 
- Ships can now be forced to close if hostile fleets got faster ships.

Does this mean CVs no longer can stay forever outside of combat range.