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Nov 23, 2005
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The Japanese Haiphong superstack has been there for some time. It happened to me before 106beta too. Japan still needs help badly. And the Japanese surprise event seems to never fire.
 

Kirkegaard

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Played one game, and I have not found any bugs. Great.

But I have one question, have you changed the USSR in a negative direction? I use to have a good fight with them but in this game I defeaded them in around ½ year.

Extra request:
With adv. sliders please make it possible to waste/not use IC, if you set the adv. slides low atm. the extra IC will be spend on consumer goods instead of wasted and therefore use resurces.

Edit: After BP I only occupy Baku and Kirovabad, not own and I am of course in peace with USSR now. There must be a few IDs missing in the event. I found this a bit strange since it use to work fine?
 
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Gringoesteban

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Did you guys do anything to impact Hungary's build preferences? Things were fine up through and including 106A3 but I do not know what happened in 106B1. It is July1940 and while playing as Germany I just assumed military control of HUN. I see that they have 12 (twelve) unbrigaded Model 1 cavalry divisions. Why? HUN never built cavalry before. Not once. That was good, because cavalry divisions suck.

I am playing the Third Reich AoD Mod 0.9 running on 106B1 hotfix. I did not change any files related to HUN in my latest Mod update (i.e. updating my Mod from 0.84 to 0.90) so therefore the change must be related to the Beta 1 Hotfix patch.
 

Denniss

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Did the HQ ESE efficiency bonus bug get fixed? I did not see it in the changelog. As a quick test, I moved a HQ unit into a province but the ESE of the province did not change. Is this WAD?
AFAIR this bonus is added to units in combat, not elsewhere.

Did you guys do anything to impact Hungary's build preferences? Things were fine up through and including 106A3 but I do not know what happened in 106B1. It is July1940 and while playing as Germany I just assumed military control of HUN. I see that they have 12 (twelve) unbrigaded Model 1 cavalry divisions. Why? HUN never built cavalry before. Not once. That was good, because cavalry divisions suck.

I am playing the Third Reich AoD Mod 0.9 running on 106B1 hotfix. I did not change any files related to HUN in my latest Mod update (i.e. updating my Mod from 0.84 to 0.90) so therefore the change must be related to the Beta 1 Hotfix patch.
This may be related to the new fall-back mechanism of the build AI but according to release notes the fall-back for MOT should be INF, not CAV. Maybe it's a fall-back of ARM/MEC ?

P.S.: Someone should modifiy the release notes, the "largefront" variable should be "largefort"
 

unmerged(59604)

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I think it should be hard-coded that the British AI will never leave the isles completely empty. Currently the AI transfers almost all of its units to Egypt, making Sea Lion way too easy.

Has anyone else noticed this problem? I think it has been present in HoI2 games since the beginning.
 

adfs

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still some bugs didn't fixed from 106a3 to 106b1, but i think they are also in aod previous versions.

[1]. when strategic redeployment, leaders belong to these divisions will back to leader pool, i can assign them. if assign that will lead orginal division lost leader.
sometimes the leader back to leader pool after strategic redeployment. the division lost leader. (did nothing during strategic redeployment).
sometimes the divisions will merge after strategic redeployment, 2 divisions will merge to 1. 2 divisions belong to 1 leader and the other leader back to leader pool.

[2]. sometimes the interface/button need click twice (fox example: i clicked diplomacy panel, i heared the click sound, but no response, need click again)

[3]. many scroll down interface, i am already at the bottom, but scroll down list is not the bottom, still show some space can scroll down. (such as large divisions list)
some scroll down interface need mouse wheel scroll down to the bottom, mouse drag the scroll down list can't reach the bottom. (such as in multiplayer mode, the save games at the bottom, u need mouse wheel, mouse drag the scroll down list can't let u reach the bottom)
 

Gringoesteban

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I think it should be hard-coded that the British AI will never leave the isles completely empty. Currently the AI transfers almost all of its units to Egypt, making Sea Lion way too easy. Has anyone else noticed this problem? I think it has been present in HoI2 games since the beginning.

Yes, this problem was in HOI2 as well. It does not matter what you do to the ENG AI switch files - you cannot get ENG to properly garrison the British Isles. I "solved" that in my Mod by giving the UK locked garrisons in its beach provinces, but that is more of a workaround than a solution. We should put hardcoding the ENG AI to properly defend the British Isles on the "wish list" for the 1.07 patch.
 

Blecky

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still some bugs didn't fixed from 106a3 to 106b1, but i think they are also in aod previous versions.

[1]. when strategic redeployment, leaders belong to these divisions will back to leader pool, i can assign them. if assign that will lead orginal division lost leader.
sometimes the leader back to leader pool after strategic redeployment. the division lost leader. (did nothing during strategic redeployment).
sometimes the divisions will merge after strategic redeployment, 2 divisions will merge to 1. 2 divisions belong to 1 leader and the other leader back to leader pool.

[2]. sometimes the interface/button need click twice (fox example: i clicked diplomacy panel, i heared the click sound, but no response, need click again)

[3]. many scroll down interface, i am already at the bottom, but scroll down list is not the bottom, still show some space can scroll down. (such as large divisions list)
some scroll down interface need mouse wheel scroll down to the bottom, mouse drag the scroll down list can't reach the bottom. (such as in multiplayer mode, the save games at the bottom, u need mouse wheel, mouse drag the scroll down list can't let u reach the bottom)

[1] and [3] are inherited from old HOI 2 or ARMA. This hasn´t been changed ever since.
 

Radu

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Did the HQ ESE efficiency bonus bug get fixed? I did not see it in the changelog.

As a quick test, I moved a HQ unit into a province but the ESE of the province did not change. Is this WAD?

It's not a bug, but it is a lack of feedback. The HQ must be commanded by a General or Field Marshal for it to be "active". If it's commanded by a Maj General or Lt General the HQ has no effect. In the next Beta there will be a text detailing this.
 

Radu

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Here is a new picture for him:
bpl9qajc6u2zwht7b.bmp
[/IMG]
T_TEX_Claire_Lee_Chennault
Old TT error for N.china's tech team the start and end year is the same.
1008;Claire Chennault;T1007;4;1970;1970;bomber_tactics;fighter_tactics;piloting;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x

My good man, could you please post in the proper section? Perhaps the Tech Team Mod?

Also, a starting year of 1970 and ending year of 1970 likely means : " This team is only activated via event " A "waketeam" command will make a team active regardless of its starting year. You can grab the CORE 0.41 for ARMA and see that they employ this extensively in their mobilization event chains.

Again,please do not just throw enhacement suggentions, this is not what this thread as for.
 

Pioniere

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My good man, could you please post in the proper section? Again,please do not just throw enhacement suggentions, this is not what this thread as for.

Hi, sounds like you're being irritating and I didnt like the my good man, but I removed my post I suggest that you do the same. Throw encacements well one picture is not directly throwing but I see your point. I was suspecting that it would be triggered by an event. You're doing good work on this thread.
 

Tegetthoff

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Some feedback from my side (attention: test bed is CORE 0.50):

A) Vichy crash is truly gone (as soon as the correct switch_allegiance and delete_unit commands are used) - Great!
B) money trigger is not yet mentioned in the event commands.txt
C) There are slight improvements in how the build AI fills the build queue, but there is still work to do.
My chief problem is that apparently all land units go on top of the build queue and air and naval units go below.
We would need AI commands that priotise certain unit types in the build queue
D) I have pushed test tuns to 1945 handsoff without interruption and reload - without a single crash. A real improvement in stability.

Best Regards

T.
 

Pioniere

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liberated Hungary "version"

One thing I would like to changed is when we have the liberated Hungary "version" for instance if you play a aggressive game with Germany and go a-histrionically you annex/liberate Hungary. Hungary do not get Slovakia national provinces if you as Germany split Czechoslovakia with Hungary. I am not sure if it would be possible to make the event turn them into national provinces maybe it would be easier to let liberated version Hungary have them as national provinces, but what about the post ww2 historically importance?? Did Hungary not renounce there claims on Slovakia?
 
Last edited:

Sathariel

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Started the game as the USA. The year is 1942 at the moment, and the version looks very promising. A few observations I've made:

1) Japan - got stuck in China shortly after defeating Shanxi. Not sure if the AI attempted some naval invasions of China and got pushed back, or never even tried but Chinese coastline is mostly in Nat China hands. On the other hand, Japan declared war as soon as I joined the allies. I wasn't really prepared and they wasted no time in occupying most of my pacific isles. Guam, Wake and Midway were all lost. I reconquered Midway shortly after (was undefended), Wake as well (defended). Also had a big naval clash with IJN, noticed one of their carriers fighting there was named: 4th CV Division, that let me think they've got a LOT of CV's and I`m up for some nasty surprise having just started building 10 more (got my 5 I started the scenario with). All in all the war in the Pacific until now is a VERY pleasant experience :)
2) Germany - conquered everything historicaly, keeping with the timeline. Barbarossa started on time, from the look on the map SU lost a lot of territory on the south (almost whole Ukraine is German's), and a bit on the North (Germany just passed the Pripec Marshes). Haven't loaded as any of those 2 nations so can't really say who has the advantage but again - seems to work very well as for now.
3) Italy - Very nice offensive in Egypt. UK managed to stoped them at El Alamein ( :) ), Italy made amphibious landings in present-day Israel, that, I belive, caused Iraqi and Syrian coups. Iraqi's out of war and Syria got annexed by the UK (they've pushed the Italians back to the mediterrean after loosing a lot of territory first). Again have to say the war there is looking quite dynamic and very interesting.

I didn't load the game as any of the countries mentioned, so not sure 100% how is the war on different fronts going but I`m VERY VERY pleased at the moment. Haven't got so interesting game for a really long time. Thank you developers for the hard work.

Oh btw, I did check Nat Spain (who won the Civil War) - no militia spam :).
 

Mattias

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It's not a bug, but it is a lack of feedback. The HQ must be commanded by a General or Field Marshal for it to be "active". If it's commanded by a Maj General or Lt General the HQ has no effect. In the next Beta there will be a text detailing this.
This shouldn't be news for anyone. It's quite logical (who has herd of an army HQ commanded by anything but a high ranking general?) and has been a feature ever since HoI 2 - and it's mentioned in manual I think). /Mattias
 
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Pioniere

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I haven't tested this patch for real but in the aplfa version I have seen that the AL sometimes let Lt.generals use HQ. Then it would perhaps be an idea not let this happens. I dont know for sure how often this happens or if they operate alone or with a general/Field Marshal. I have a feeling I am not only one to have seen this.

best to play it in VLC player
File Name: AOD japan VS.China.test.wmv
http://www.sendspace.com/file/x552h7
 
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