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HOI4 Dev Diary - 1.6.2 Open Beta Patch

Hello! As podcat noted in the prior Dev Diary, he is away this week at the Game Developers Conference in San Francisco, so I am filling in for him with a tech lead's perspective about our ongoing activities for the 1.6.2 open beta patch. (If you want to get access to the current open beta build, see the 1.6.2 beta thread for instructions.)

Content

The content designers continue to patch up a variety of problems that have been reported. In particular, this will include fixes to the Battlecry and Awake and Angry achievements, and news events to inform players of relevant changes in the game state, such as naval treaties being removed.

I am also informed that we have two new popular field marshals, already a part of the available 1.6.2 open beta, Carl Gustaf Emil Mannerheim of Finland, and Mustafa Kemal Atatürk of Turkey:

carl_mannerheim.png
mustafa_kemal_ataturk.png


Code

The programmers are also working through a number of issues of various sizes. These include improvements and fixes for naval interfaces, like a new mission warning icon that will help players detect when their task forces are ill equipped for their missions and explain why. Also, some of the rules and behaviors surrounding naval missions and assigned regions have been reworked to avoid weird or exploitable issues with distant and disconnected regions. We have also made some incremental improvements to the naval invasion AI to make it better coordinate the timing of multiple related invasion orders, and we are continuing to iterate on the invasion AI.

Balancing the Numbers

One area that we have been looking to balance is the ratio of screen ships to capital ships that the AI is choosing to produce. We know that some countries could stand to have more screens, but we don't want to push those numbers up too far, so that they end up with too few capital ships instead.

To help efficiently guide our balancing, we have taken advantage of a cool system that our automation testing team has provided, to log out various game stats that can be collected and graphed each night. This has given us a baseline to know what the current ratios tend to be for various countries. Then, after making balance changes, we can watch the numbers the following night to verify that the AI has adapted appropriately, instead of requiring the designers to manually run a game for an hour to find out if the changes hit the desired target.

Here are a couple examples of the current screen to capital ratios for the U.K. and Japan, over time (note that the numbers are multiplied by 10, but the ratios are actually from about 4:1 up to around 8:1):

screen_cap_ratio_ENG.png

screen_cap_ratio_JAP.png


We hope to have an update to the 1.6.2 open beta patch with these and other fixes by the weekend. The current status of the open beta branch is documented here, and you can follow that thread for future updates.
 
The tooltip indicates that it "escorts naval invasion". Is the tooltip wrong then? I meant to escort regular troop transports, not invasions.

My feature proposal is basically Invasion Support but no invasion limit or prep time, when the destination is a friendly port.

Right now I am cheating by giving myself transport lvl 2, and invader on a fm and general, and I have to wait 2 days to “invade” a friendly port and assign an escort task force. I like it, it feels very cool having warships escorting all of my troop transports.

Completely forgot about normal port-to-port transfers. Yes, there is no way to specifically escort those. Usually if you have enough convoy escort coverage, ships will join the battle if the convoys are intercepted, but it's often not immediate and some troops may be lost. We definitely do need a mission that escorts them outside just naval invasions.
 
I'm not one to constantly complain about the game being "broken". I'm REALLY not. It's just that the Soviet problems are completely unacceptable. ATM the game is literally unplayable without mods. It ruins the entire war when they surrender quickly due to poor frontline management. I don't really think Germany is OP when you look at the big picture of game balance. They just don't have a competent Soviet Union to keep them in check. Beyond that I think the game is in better shape than it has ever been in.
 
We definitely do need a mission that escorts them outside just naval invasions.

The problem with this is that as far as I know just 1 destroyer escorting your convoys make the enemy submarines unable to attack, so if a mechanic like this is implemented you would end with unsinkable troop convoys unless you engage them with superior surface raiders or NAV (which I think right now are not quite effective against convoys)
 
The problem with this is that as far as I know just 1 destroyer escorting your convoys make the enemy submarines unable to attack, so if a mechanic like this is implemented you would end with unsinkable troop convoys unless you engage them with superior surface raiders or NAV (which I think right now are not quite effective against convoys)
Negative - subs can attack convoys that are retreating. Subs can't attack after they themselves retreat, and I think they will face DDs for a few hours before running away (of course its suicide).

As well, the US lost not a single troop, let alone a troopship, transferring millions of personnel from USA to Europe.

Oh, and NAVs are effective as HELL against troop transports. Because there are far fewer of them than a huge resource convoy, they get annihilated, sometimes losing ENTIRE divisions. Again a far cry from the reality of not ever losing a single soldier.
 
Biggest issue currently for me at least playing Germany the last weeks is that convoy raiding awards no naval experience seems like a huge oversight.

And also when doing naval invasions I get interceptet by subs 30 times so invasion takes a month just to get the troops over. If not one of those 30 times my escort doesnt show up and I lose my whole invation force. This can't be working as intended.
 
Negative - subs can attack convoys that are retreating. Subs can't attack after they themselves retreat, and I think they will face DDs for a few hours before running away (of course its suicide).

From the games I have run the short times the subs face the enemy DD before retreating is not enough to sink enough enemy convoys to do a considerable damage to a troop convoy, at least not enough to completely destroy a division before it arrives it's destiny.

So when properly escorted the convoys are quite unsinkable by submarines and if you have a naval mission like the one you're suggesting it means that that the troops selected by the player will have proper escorts 100% of the time.

As well, the US lost not a single troop, let alone a troopship, transferring millions of personnel from USA to Europe.

True, but that was in 1942 when the submarine menace was in decline thanks to the success of the ASW implemented by the Allies.

But I am not saying that you as a player should not be able to completely protect a troop convoy from point A to point B, just that with the current mechanics if you tell an old 1916 DD to escort a convoy all the way the any submarine you find in your way will run as fast as it can whithout having the opportunity to deal serious damage.

Oh, and NAVs are effective as HELL against troop transports. Because there are far fewer of them than a huge resource convoy, they get annihilated, sometimes losing ENTIRE divisions. Again a far cry from the reality of not ever losing a single soldier.

It is different from my personal experience. It may be because I usually transfer big numbers of troops at the same time but normally NAV of the AI even in numbers die like flies while not inflicting any big damage. But if you say they are effective it is because they must be.
 
From the games I have run the short times the subs face the enemy DD before retreating is not enough to sink enough enemy convoys to do a considerable damage to a troop convoy, at least not enough to completely destroy a division before it arrives it's destiny.

So when properly escorted the convoys are quite unsinkable by submarines and if you have a naval mission like the one you're suggesting it means that that the troops selected by the player will have proper escorts 100% of the time.
Sinking divisions is hard, but even 1 convoy loss will have high impact to a division if its a small transfer. As well, I've noticed that say if I have 15 convoys, a single division's worth of convoys is attacked, the rest continue moving. 3 convoys for a 20W division, 1 convoy loss would already be a huge a-historic loss of life.
True, but that was in 1942 when the submarine menace was in decline thanks to the success of the ASW implemented by the Allies.
yes, and its possible subs would have more success against a fully escorted troop convoy prior to '42 when subs had more advantages. I however have no idea on allied troop losses due to subs between 39 and 41.

But I am not saying that you as a player should not be able to completely protect a troop convoy from point A to point B, just that with the current mechanics if you tell an old 1916 DD to escort a convoy all the way the any submarine you find in your way will run as fast as it can whithout having the opportunity to deal serious damage.
sure, 1916 DDs against 1944 Subs, I would expect the subs to sink some escorts. This of course needs to be balanced if we ever get the mechanic.[/QUOTE]
 
I mean, all of the Turkish leaders should be field marshals but whatever

Also, Fevzi Çakmak, a man who was not a fascist and is the fascist leader- at least give him a goddamned portrait will you?
In real Fevzi Çakmak was field marshal, so actually him becoming field marshal after november 1938 is plausible.

Problem with fascism thou, there were no fascist parties in Turkey... I mean Millet Partisi in game was founded by Fevzi Çakmak, that's true, but it was not fascist.
@battle4royal told me it would be better to use real fascist person with non existing fascist party. Not sure. There could be Nihal Atsız directly or one more politician which was totally racist, I couldn't remember name now.

I'm no expert on Turkish military uniforms, but something along the lines of this might work:


ZE9Zpzn.png
Looks great, but hat should be more perpendicular like this
images (9).jpeg
 
In real Fevzi Çakmak was field marshal, so actually him becoming field marshal after november 1938 is plausible.

Problem with fascism thou, there were no fascist parties in Turkey... I mean Millet Partisi in game was founded by Fevzi Çakmak, that's true, but it was not fascist.
@battle4royal told me it would be better to use real fascist person with non existing fascist party. Not sure. There could be Nihal Atsız directly or one more politician which was totally racist, I couldn't remember name now.


Looks great, but hat should be more perpendicular like this
View attachment 464341


Murat bayrak , Adnan menderes anything would be better
 
The single biggest problem seems to be what the AI does with it's fleets and armies, I played as Japan in 1.6 and was able to control the Pacific and launch an invasion of America pretty much unopposed and when I loaded the game as America to find out why they were having trouble stopping me I found that their navy was over 3 times the size of mine and their army was much bigger yet all their fleets and most armies were in Europe.

Surely you can do something with an AI that thinks like that -giving it a priority to defend it's own homelands would be a good start I would have thought, however if your team genuinely has no idea about how to improve the AI then how about unlocking it so that modders can have a go? I think you'll be surprised at what they can do if you give them access.
 
The single biggest problem seems to be what the AI does with it's fleets and armies, I played as Japan in 1.6 and was able to control the Pacific and launch an invasion of America pretty much unopposed and when I loaded the game as America to find out why they were having trouble stopping me I found that their navy was over 3 times the size of mine and their army was much bigger yet all their fleets and most armies were in Europe.

Surely you can do something with an AI that thinks like that -giving it a priority to defend it's own homelands would be a good start I would have thought, however if your team genuinely has no idea about how to improve the AI then how about unlocking it so that modders can have a go? I think you'll be surprised at what they can do if you give them access.

I encountered the same thing as historical Japan; 2 garissons in hawaii, zero fleet activity in the pacific. Invaded and capitulated Mexico with barely any involvement of USA troops. Only when I started invading the USA mainland, they started to put up some serious defence.

The AI should prepare for this.
When they lose naval control on the pacific, they should put proper defence troops on their coastline.
When their allied neighbour gets invaded, they should assist them with as much troops as possible.
When their neighbour collapses, they should send as much troops as possible to hold their border.

When Australia, New Zealand and the Raj had capitulated should the AI reconsider sending all their troops to Africa.
Especially on historical mode they should put a lot of resources in the pacific war as soon as japan comes knocking on Australias door.

Edit:
I started invading Mexico in late 1943. So by then the USA had enough time to prepare
 
I'm not one to constantly complain about the game being "broken". I'm REALLY not. It's just that the Soviet problems are completely unacceptable. ATM the game is literally unplayable without mods. It ruins the entire war when they surrender quickly due to poor frontline management. I don't really think Germany is OP when you look at the big picture of game balance. They just don't have a competent Soviet Union to keep them in check. Beyond that I think the game is in better shape than it has ever been in.
Completely agree with you. I play SP as Germany and the constant Russian army shuffling is a complete game breaker. It was always a problem but it is significantly worse now.