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I wonder, is it possible (With or without cheats) to win as Denmark against Germany?
Yes, basicly build forts and defensive units like mad and try to defend on the small Denish islands.

does the capital ship long range raider brigade allow for the bc to hunt as 100% efficient...because otherwise it doesn't make sense...thanks you are full of good ideas
The brigade reduces combat ability, but increases convoy attack. It also provides (or: should provide, since I was not yet able to test if it works 100%) an increased stockpile so the ship can be longer at sea before refueling.

It's possible (Future improvements, patch idea, etc) , somehow to rush only certain tech teams, not all of them?
That would require changes to the engine. I am a modder, no developer, so you should ask the AoD dev team - or request it in the suggestion thread. ;)
 
what i mean is a capital ship by itself has a efficiency rate of zero and needs escorts..but with the brigade it gives long range that no escorts can do...so it would be nice if the bc could operate at 100% efficiency at that long range...or am i missing something.
 
what i mean is a capital ship by itself has a efficiency rate of zero and needs escorts..but with the brigade it gives long range that no escorts can do...so it would be nice if the bc could operate at 100% efficiency at that long range...or am i missing something.
As far as I know screens and escorts are only relevant in actual combat - convoy raiding works just fine, even without any escorts.
I confirmed that in an earlier game when I had sent my 1918 BCs to hunt some convoys in the atlantic. :)
 
Is there a cheat to complete current research sites?
If not how do I create one, sorry guys I know right now I am the annoying person not knowing anything, but still I help is appriciated!
 
1) Press F12
2) type: "tech ID" (without "quotation marks")
3) Press enter

ID numbers of techs can be looked up in "db\tech\"

Example:
Code:
tech 2130
 
1) Press F12
2) type: "tech ID" (without "quotation marks")
3) Press enter

ID numbers of techs can be looked up in "db\tech\"

Example:
Code:
tech 2130
Thank you and thank you again!
 
Great Mod thank you for the awesome work and effort.

How about adding self-propelled-anti-aircraft-techs that either allow to build Flakpanzer-brigades or increase airdefense und airattack of arm, mot and mech and decrease softness of Mot (more hard units in Division) but increase softness of arm (spaa softer than arm) or something like that.
 
How about adding self-propelled-anti-aircraft-techs that either allow to build Flakpanzer-brigades or increase airdefense und airattack of arm, mot and mech and decrease softness of Mot (more hard units in Division) but increase softness of arm (spaa softer than arm) or something like that.
I had already thought about that, but if you take a close look, the original AA brigade in AoD is already SP-AA: It has no speed penalty past model I and names like "Flakpanzer I" speak for themselves. Besinde: AA is a brigade that is build only in rare occasions, so I saw no need to split it into AA and SP-AA. I even added AAA efficiency to the tech to make it more worthwhile. :)
 
Just a question. I'm playing Germany historically and when I invaded France through the low countries I noticed that my daily need for supplies went up to about 250-450 and stayed there (pure supplies without reinforcement, upgrade and province repair costs). That ate my supply storage of 3000-4000 in a couple of days. Is this kind of supply usage normal?

I'm playing normal/normal and the size of my army was about 80 INFs, 15 GARs and 6 ARMs, airforce was about 16 INT/FGTs and 15 TACs. How big armies and how much supplies others normally have at this point? Did I simply have too big army and too low supply storage?
 
Hello Gaga! I tried your MOD in solo and I love it. Now, a question: would it work in multiplayer (providing of course both player install it)?
I haven't read all the pages of this thread, maybe the answer is in them. :rolleyes:

Thanks and keep up the good work!

at Julle64: an army on the march and fighting eats a frightful amount of supplies and fuel! AoD forces you to slow down a bit and let your guys resupply. If you have LOTS of units fighting, they'll all use tons of supplies. Rotate your guys, let some resupply and not move, while others are attacking and moving.
 
Did any of your fleets dock after long missions and were you using a large number of aircraft at the time? Either of these could cause immense supply drain.

I had only the "Kriegsmarine" fleet on sea. Interceptors were in the air all the time, but they have been in use already before the Fall Gelb and before the supply usage skyrocketed. TACs were used only occasionally to soften up some provinces and for some logistic strikes.

I know from my USA games that fleets can take a lot of supplies, so that's why it was so surprising that without a noticeable fleet the supply usage of an army was so high during a battle.
 
Hello all and thanks for your comments!

Hello Gaga! I tried your MOD in solo and I love it. Now, a question: would it work in multiplayer (providing of course both player install it)?
I haven't read all the pages of this thread, maybe the answer is in them. :rolleyes:
It should work fine, but iirc the HoI 2 engine is somewhat restrictive when it comes to mod folders an MP. So to be 100% sure it works, you will have to copy all files from the mod folder (C:\Games\AoD\mod-GAGA) into your main game folder (C:\Games\AoD). Since this will overwrite all vanilla files it is a good idea copy the whole AoD folder, rename the copy (like "Arsenal of Democracy GAGA Mod") and then start transfer from the mod folder to the main folder.

I know from my USA games that fleets can take a lot of supplies, so that's why it was so surprising that without a noticeable fleet the supply usage of an army was so high during a battle.
This is the little bugger from db\misc.txt that is harassing you:
Code:
# Supply Usage Land Battle (value below * normal supply consumtion)
	4.0
Basically troops in combat will have four times higher supply consumption. This WAD and has not been changed in my mod. Only thing I changed in this regard was to lower artillery bombardment supply cost from x6 down to x4.
However, the calculations for supply demand are usually too high when your troops are advancing, because the game believes the x4 demand is applied 24/7, so even if your troops fight only 2h on a day, the game will believe that it would need four times the regular supply for the whole 24 hours.

Or in short: You don't have to produce as much as the game asks for, just assign 25-50% more than your regular peace time supply consumption and it should work fine. Check your troops supply storage from to time to see if the assigned amount of IC is enough.
 
This is the little bugger from db\misc.txt that is harassing you:
Code:
# Supply Usage Land Battle (value below * normal supply consumtion)
	4.0
Basically troops in combat will have four times higher supply consumption. This WAD and has not been changed in my mod. Only thing I changed in this regard was to lower artillery bombardment supply cost from x6 down to x4.
However, the calculations for supply demand are usually too high when your troops are advancing, because the game believes the x4 demand is applied 24/7, so even if your troops fight only 2h on a day, the game will believe that it would need four times the regular supply for the whole 24 hours.

Or in short: You don't have to produce as much as the game asks for, just assign 25-50% more than your regular peace time supply consumption and it should work fine. Check your troops supply storage from to time to see if the assigned amount of IC is enough.

Ok. This explains it, because there was a major battle that lasted quite a long time when the french kept sending fresh troops from the neighbouring provinces. Next time I'll propably send the TACs out for logistical strikes before the main attack.

BTW the logistical strike might be a bit overpowered. When I started an ambhibious attack to England the first try attracted all the english troops to the target province. So I started logistical strikes there and attacked the neighbouring province. Only a couple of attacks with 4 TACs was enough to lower the infrastructure below 10.
 
BTW the logistical strike might be a bit overpowered. When I started an ambhibious attack to England the first try attracted all the english troops to the target province. So I started logistical strikes there and attacked the neighbouring province. Only a couple of attacks with 4 TACs was enough to lower the infrastructure below 10.
Logistical strike has always been very powerful. I have already lowered the efficiency quite a bit. Still, having air superiority rules, huh? ;)
 
This is the little bugger from db\misc.txt that is harassing you:
Code:
# Supply Usage Land Battle (value below * normal supply consumtion)
	4.0
Basically troops in combat will have four times higher supply consumption. This WAD and has not been changed in my mod. Only thing I changed in this regard was to lower artillery bombardment supply cost from x6 down to x4.
However, the calculations for supply demand are usually too high when your troops are advancing, because the game believes the x4 demand is applied 24/7, so even if your troops fight only 2h on a day, the game will believe that it would need four times the regular supply for the whole 24 hours.

Or in short: You don't have to produce as much as the game asks for, just assign 25-50% more than your regular peace time supply consumption and it should work fine. Check your troops supply storage from to time to see if the assigned amount of IC is enough.

Just one more question about this value. Is it also applied to the AI? If so I just wonder how much it hinders the Soviet AI during Barbarossa?

I think this value was hardcoded in DDA. Any information how big it was?
 
Just one more question about this value. Is it also applied to the AI? If so I just wonder how much it hinders the Soviet AI during Barbarossa?

I think this value was hardcoded in DDA. Any information how big it was?
1) It *should* affect the AI.

2) No, sorry, no idea. Although I believe this thingy is completly new in AoD.
 
1) It *should* affect the AI.

This can be bad news for the AI SU and Nat China. Both have quite big armies and if they go to battle with bigger stacks this can ruin their supply base. I'm just wondering could this be the reason why the AI sometimes limits its attacks to single divisions when it could attack with many - simply because there's not enough supplies.