Good news, next month played through, new (even quicker and dirtier style) screenshots and tables (which I’m going to rely on more to replace words, summarise and make production a bit quicker, easier and more automated) done, writing started. Though it does mean a couple of days modding on hold.
speaking of which, I’m definitely learning some of the dark arts of modding HOI3 as I go along. Fortunately, having done a fair bit on Civ4 before, there are some basics for designing and approaching changes that have helped this time around. Including a healthy respect for the power of one wrong keystroke
, keeping copies of things separate and testing things as you go, etc.I’m changing what I must but trying to keep as much the same as possible, as a general principle.
I believe
@Kovax has done some modifying of the air defense values (I'm tagging him to see if he can just read and get in touch with you, Bull) to provide a basis for a way forward into a mod that might do the air war justice. Otherwise, I think the guys from both HPP and BICE have done some editing of those paths and using them might be a way to further develop the plans.
Also, lemme know if you have any questions because I've done a little bit of the modifications myself. Can't wait for another great Bullfilter special!
That one I’ll fix if there’s a known comparatively ‘easy’ fix for it, but if not I may well just let it go, as it will be the same for all countries in the game, which are going to be largely ‘regularised’ in terms of tech, starting strengths, etc, making it a little more of an alt-hist sandbox, without over-revved Germany, etc. And thanks, I’m likely to take you up on the offer at some point!
My friend, I am not entirely sure you understand the meaning of the word "leisure". Allegdly retired folks such as yourself are meant to enjoy it.
I mean - 4 AARs on the go already, and then you add a modding project. Did you miss working at a computer desk that much?
All the best
Thanks! I really need to get 2-3 of them done to create the time to do what I want without dragging them all out too much. What I’d like to do is a simple mini-AAR to ‘launch’ the mod, with a finished game after I’ve developed and play tested the first version. And
not be running five AARs at once!
Either all the tech values for air defence or surface defence are out by a factor of 100 (i.e. instead of 0.05 meaning a 5% increase in a stat it only applies a 0.05% increase) OR the game engine takes absolutely no account of the value at all. I lean towards the latter as people have tried bumping up the surface_defence value by a factor of 1000 and it appears to make
no difference.
If you are lucky and it is 'just' the factor of 100 bug, the issue becomes that the game was balanced for those values, so if you just 'fix' all the values in the tech files you end up with even more over-powered NAVs and CAGs (and potentially every other air unit as well). I think air combat was balanced for mid/late war, probably mid-war Eastern Front/Med tbh (because Germany), so in early war the 'lower tech' aircraft still have the same defence values (as tech makes no difference), so are much tougher than they should be.
What I think you need to do is, counter-intuitively, reduce the base defence of aircraft so that early war AA /fighters can do damage against low tech air units, then the techs improve the defence value so upgraded aircraft take less damage (unless of course facing equally upgraded AA units). Might not be that simple and you may need to increase Air Attack values as well, maybe of base divisions/ships, maybe of AA brigades/ CLs only, depends what you are trying to balance and how. I fear it ends up as a fundamental rebalance of the game's air-land combat mechanics, and that's assuming best-case that it's not a bug in the game engine that cannot be fixed by a mod.
This makes it seem even more of a wild goose chase for my mod, as creating a few dozen new countries and modifying others, even with some mass-produced shortcuts I’ve devised, takes quite enough time as it is! Hell, I thought I’d fixed the “futher bug” in the dialogue of the arrival report, but there must be something else to change as it didn’t work!
Interesting @Bullfilter to see modding added to your already-impressive CV! I certainly look forward to seeing what comes out of your efforts.
At risk of being a bit self-serving, have you looked into the HPP mod at all? I mention this for two reasons, first of course being that if you're looking into plausible alt-historical modding it may serve as a good base and in addition the changes to units, AI, tech, and politics are all improvements to the vanilla mechanics in terms of gameplay (though some other areas still need work yet). Secondly, there's been discussion on that board about adding more alt-hist paths and branching event paths and I'm sure a potential contribution would be appreciated - if you decided that this interests you, of course, I certainly don't mean to imply any sort of peer pressure (well...maybe just a little
).
Of course, I'm quite certain any mod coming out from Bullfilter AARs and Co. will be a fine piece of work and a notable addition to this HoI3 game we all still play for some reason!
Thanks! I’m enjoying it already. Once I get the basics done, I’ll look to add some bells and whistles on the events and decisions side of things, to try to make the gaming experience a little richer.
I’ll certainly end up having a bit of a look at HPP, perhaps BICE as well for ideas. But with everything going on, to download and ‘learn’ a new mod I haven’t played, then mod the mod for my new project, when doing my first early attempt to mod HOI3 in general, is probably a little too much for me to contemplate at first. But once I’m a bit more confident, and depending on how different HPP is from the base game, there’s always the opportunity later to apply the new mod (working name is ‘The Diplomatic Revolution’, as a little cryptic hint as to its inspiration) to that game system.
Basically, my initial goal is to do something that has the widest appeal to the HOI3 base that is still playing, so it will be a mod of Vanilla TFH, playable with that. Cross-application to HPP might come down the track.
From what I remember (and @El Pip has confirmed, partly), the bug is that air defense is thrown off by a factor of 100 in the game code. In practice some people have found that bumping up the values from the techs by a factor of 10 or so gives results without breaking game balance, I believe, so that may be an easier fix than rebalancing all of air combat around your changes.
HPP has done nothing about this bug to date, although the air units are modded in other ways. BICE of course always does its own thing and cannot be trusted by us mere mortals.
Yeah, I don’t want to set off a cascading mod avalanche for my little project when the main point is really just a different strategic set up. Amused re BICE: there’s a friendly rivalry between siblings thing happening there?
I believe that surface defense is actually a completely different bug, yes amazingly enough Paradox has managed to cock up the same thing twice in one go, please hold your applause for the end. Anyways, for the air defense I believe folks have worked out that it functions just with that x0.01 bug, while the surface-to-air code seems to be completely nonfunctional in all directions (air defense on land units does nothing to limit bombing casualties, only air attack works which damages planes).
As it is now the end, please applaud. Or don't, that is up to you.
<applause>
This has the look of a rabbit burrow I won’t be diving into!
If you need any help, or want to hear any ideas, I’m always one button click away
I may well be asking for such. I might set up a little ‘workshop thread’ for the mod on the HOI3 modding sub-forum in due course and will alert any interested parties. Perhaps also a PM or two.