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Soapy Frog

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On a different subject: Does anyone know if the transport weight of a paratroop division affects the ability of a transport plane to carry it?

My idea is to have both air droppable paratroop brigades and full scale parachute divisions (to heavy to drop) that would represent elite infantry (fallschirmjaeger, soviet parachute divisions).

Since I have never seen the AI actually employ paratroops, the latter would be the "latest" model for the AI upgrade path.
 

jdrou

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Soapy Frog said:
On a different subject: Does anyone know if the transport weight of a paratroop division affects the ability of a transport plane to carry it?
I think it does. See C.O.R.E. 0.64 unit files. Looks like if transportcapability=5 and transportweight=10 it needs two transport units to carry it.
 

Soapy Frog

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I've been testing and unfrotunately this doesnt seem to work in practice... I set my single transport plane's transportcapability to 5 and the transportweight of the single paratrooper to 10 and it could still pick up and drop the paratrooper no problem.

In fact, transportcapability of 1 or higher gives the transport plane (or ship) the ability to carry a unit of any transportweight.

This is really a pity... I guess for now the non-droppable elite parachute divisions will have to wait unitil the transportcapability feature is activated (if ever). :(
 

unmerged(13914)

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Catching up . . . again

I've spent the last couple of hours reading the scenario and modding forums, for the first time in ages. I'm intrigued, and a little confused. (And hey, my name seemed to come up fairly often, mostly along the lines of "Where the hell is Math Guy?" Well, wherever I was, I didn't come back with a tan, so it couldn't have been much fun. :) )

Down to business: Hmmm, history has a way of passing you by. I still want to do the HSP but I can see that the past three months have seen a fair amount of change.

I particularly enjoyed Mithel's argument for making GD values 999+ for all units, and so eliminating the effect of GD on the game. I'm not sure I agree yet, but I really enjoyed the reasoning. I also enjoyed Dog Cavalry's "House of Whacky Variable Testing," which was quite enlightening.

I was less happy with the angry exchanges on copyright and cooperation. This bit by Mithel particularly jumped out at me:

When I see Lothos and CORE trying to be possesive of their work I see the exact opposite of what these forums were created for. To make progress we need to be a community, sharing our ideas and insights. Nobody should get their feathers ruffled over who's idea was inspired by someone else's idea.

If you've got a great idea, share it.

Unfortunately since Mathguy left a couple months ago there has been very little participation, progress or sharing.


Say it isn't so! Actually, I see the folks like Mikel/Soapy Frog/DC/Mithel who I was working with on combat values doing more or less the same stuff as before, and my lamented absence didn't seem to deprive anyone of creativity or positive attitude. And despite invitations from Steel, I really wasn't contributing anything useful to CORE or to discussions on AI, so I think if things haven't gone so well there since my absence, it's an example of correlation without causation (if you see what I mean).

What my absence mostly deprived people of was really LONG posts with footnotes in 'em. Glad to hear they were missed. :)

My next post will be a review of the original HSP project goals, and where I stand with them at present.
 

unmerged(13914)

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The plan for 2004

Some things haven't changed. We're still using version 1.05c, so as far as standard HOI is concerned all the project goals remain as relevant as they were last September.

I'll go through each original goal and comment (comments in bold)

-- change supply-to-IC ratio by -90 % to make rebuilds cost correct amount (the classic "Math Guy mod" I began talking about in January) No change here. By the way, thanks to Dog Cavalry for his research into the effect of fractional build costs on reinforcement -- it's clearer than ever what the impact of this change will be on the game.

-- reduce supply costs 60 % for all unit types (to keep them from spiraling to 10x previous level) No change. Both the 90 % and 60 % reductions could still be tweaked but they will do as an initial value.

-- reduce unit costs 50 % for all unit types (adjust overall economy to compensate) Same comment here. No change.

-- increase oil-to-rubber conversion tech efficiencies by 200-300 % (a persistent problem in original HOI assumptions) If there was any topic that everyone had an opinion on, and that left no one entirely satisfied, it was this one. There isn't a proper solution given the game engine as it stands. The key debate seems to be about whether you can create a realistic oil shortage for the Axis powers without producing absurd results elsewhere in the game. But if you set aside the more theoretical arguments over what the economic model can or should represent, everyone seemed to agree that oil-to-rubber was too low and should be well above 1:1. So I'm doing that.

-- increase all land unit hard attack values by 200 % (the increased armor losses mod I have also been preaching since January) This change and the next two are obviously related to Mithel's get-rid-of-GD argument. I'll deal with that in more detail in a separate post, but for now I'm going to leave all three objectives as they were.

-- increase all armor soft attack values by 50 % (partial compensation for being made vulnerable by increased hard attack)

-- increase all ground defense values by 100 % (relates to a problem I will be discussing in my ongoing Finland AAR)

-- fix ground_def_eff bug by reversing sign and decreasing effect 60 % [No change.

-- adjust land unit movement downward again (final value not determined but they're still too fast) No change.

-- decrease all naval surface detection values by 90 % (cuts down sub attacks on convoys to historical levels, also allows naval task forces to pass through sea zones without automatically being engaged every day by convoys and getting damaged) No change.

-- increase all naval surface attack and defense values by 100 % (damage in naval battles per hour is too low, plus surface navy is too vulnerable to convoy escorts) No change.

-- decrease all naval sub detection values by 80 % (allows subs to reach patrol zones at closer to historical rates) No change.

-- increase naval transport build times to 225 days to approximate real cost of 20 transports per flotilla v. 5 DDs or subs No change.

-- add 75 points of increased convoy_def_eff bonus to selected electronics, doctrine, and aircraft techs to represent improved convoy routing and evasion of subs No change.

-- cut all sub org values and org tech bonuses by 50 % to encourage subs to run away more No change.

-- cut all fighter org values and org tech bonuses by 90 % to ensure fighters "lose" air combats after 1 hour or so No change.

-- cut all provincial flak effectiveness bonuses from tech by 70 % to ensure provincial AA never exceeds 1.75 and air unit surface_defense values continue to matter to outcome throughout game No change.

-- cut selected fighter unit build costs by an additional 1/3rd to reflect low price of single-engine fighters versus twin-engine bombers No change.

-- cut all strategic bombing ratings 80 % because they're much too high relative to historical results This might be too much of a reduction. I wanted to do the Soviet counterpart to my Winter War AAR to see how their strategic bombing of Finland compared to the historical figures I have. I may do it quick-and-dirty rather than write an AAR, just to see.

The original plan for the HSP included a PDF with some fairly hefty supporting documentation. I still want to do that. I'm not setting a new release date yet, but I am on the case. More soon.
 

unmerged(13914)

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About getting rid of GD

Okay, here's what I think about Mithel's proposal to get rid of GD (by making all units have GD of 999+).

First, let's talk about the goal, which is to have realistic per-day loss rates. Right now it's not unusual to see 10 % per day. I've seen 5 % per hour. So battles tend to be quite short. Historically, median loss rates were more like 1 % per day, so there is some ground for concern here about the game being unrealistically fast. Movement rates are also unrealistically fast, at least for unopposed movement.

However, HOI won't let anyone move AND fight at the same time. You move, you fight, then you move again. So if movement rates were perfectly realistic and per-day loss rates were also perfectly realistic, overall the game would move much more slowly (perhaps about half the historical speed, for campaigns with a lot of fighting).

Second, there's a problem with computing an "average" loss rate. We tend to imagine that loss rates in the real world follow a nice, neat, normal distribution, say centered on 1 % per day. Then we have rare anomalies like 10 % per day and 0.1 % per day, but these make up only a small fraction of the real-world battles.

Unfortunately, actual loss rates from history are scattered much more widely. If the median value is X, then about 40 % of all battles are fought at 2 X and above, and another 40 % are fought at 1/2 X and below. There's no single "right" answer.

What is very interesting is that I took a sample of loss rates from v1.03 of HOI, last spring, and the distribution was quite similar to the real-world distribution. The midpoint was between 1.5 and 3 % per day. The only shortcoming of the test was that it was based on the early years -- China in 1937, Poland in 1939. Later in the game, when unit values are much higher, loss rates are going to be correspondingly large.

So the present system, with the standard value of GD being 80 % and with about 2 times as much GD as SA, is perhaps not 10 times too high. It might only be 2-3 times too high, once we allow for these issues. We want to move the distribution curve over to the left, but not necessarily as drastically as Mithel is suggesting.

One bit of evidence that I'm right about this is that Poland tends to take almost exactly the right amount of time to fall to the Germans, on average. That average is made up of a majority of cases where Poland falls in just two weeks, plus a few exceptional cases where it lasts months or years. It's not a normal curve either, it's skewed. But it averages to the right value using standard HOI. So if we drastically reduce movement AND daily loss rates, there will be more cases where Poland takes exactly a month to fall, as it did in real life -- but the overall average will be well above the historical number.

My approach: trim the amount of "dogpile" losses by doubling GD, but don't make drastic changes in the effect of ground_def_eff yet. See what the new distribution curve looks like, for a wide variety of battles. Bear in mind that the per-day loss rate probably needs to have a median value around TWICE the historical level, to make up for the time lost on marches.

I can't fault Mithel's logic in determining that putting GD to 999+ is the only way to guarantee per-day losses in the 1 % range. That's what the limitations of the game engine leave us with. But at this point I'm more conservative about introducing big changes to the way GD functions, because I perceive that the system as a whole actually comes closer to the right result than maybe Mithel thinks.
 

Mithel

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Great to see you back Mathguy!

I agree, the place to start is to examine the goals. My goals for the GD = 999 are:
1) Achieve "realism" and "historical accuracy"
2) To improve the balance between AI vs Human play

While we may desire to reach loss rates of roughly 1% per day, that is not a primary concern for me. Far more important is to eliminate losing a province that is hundreds of kilometers across in a matter of hours (which is a matter of seconds while playing). Most players have several things to bounce between when playing and "instant" combats are a problem. Also the AI has no understanding of the "dogpile threshold" and thus is at a severe disadvantage against a human player.

You mention that we don't want firm 1% loss rates, that in actual combat loss rates would be high in one battle and low in another. That is still achieved with GD = 999. With 1:1 odds there is one loss rate (essentially determined by the attack value and the ground def efficiency) while 12:1 odds will generate twelve times the casualties.

Stock vanilla HoI does a reasonable job in engineered tests (one division vs another or three divisions against three) (or in AI vs AI "hands off" testing) but once a human takes over and starts moving large panzer armies against small garrisons the vanilla combat system falls apart badly.

Keep in mind that I now have three months experience at what you are proposing of just increasing the GD by moderate amounts. I started raising GD to around 20 and then up above 40 and it is a huge improvement. But hands on playtesting has shown that it still has serious problems without GD being raised to a very high figure.

Now a new issue has come to my attention. The combat efficiency (from terrain, weather and night) has a huge impact on this too. I hadn't realized previously that a 1% efficiency drops your GD from 999 to essentially 10 and the dogpile problem comes back! So I need to either raise GD even higher or engineer the system so that combat efficiency can NOT drop below say about 5%. I may do both!

- Mithel
 

Nexus2012

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For the last 2 weeks, I tested Mithel's mod and I must admit that it worked very well (except the 1% efficiency but Mithel is aware of the pb). Had a really good game, historical, fun and challenging; try to beat USSR tanks with Italian infantry, u'll see what happens... Also, a side effect is that org is much more important in Starfire, it often determine which one stand last, as the casualties stay relatively low. My Italian divs with their 50 org are struggling against the 80-90 org of say Russian (and its worse against the Brits).

If I were to take a side between 20 GD and 999 GD, the latter would have won. It paced the fight so u can have several fights at the same time without having to play the Chaemeleon. It made the CPU less dumb against Human and avoid catastrophic losses that decimate an army in 5 seconds (altough it happens sometimes when the efficiency modifiers add up). To sum up, was really impressed with Starfire mod

Ideally, the winning HOI mod could be Mithel + Lothos + Core different works.
 

saintsup

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Math Guy said:
But it averages to the right value using standard HOI. So if we drastically reduce movement AND daily loss rates, there will be more cases where Poland takes exactly a month to fall, as it did in real life -- but the overall average will be well above the historical number.

Welcome back !!

Why do assume that the historical result should be the center of distribution for an accurate model of warfare ?
It's just one sample.
 

unmerged(13914)

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Various and sundry

Mithel wrote:
You mention that we don't want firm 1% loss rates, that in actual combat loss rates would be high in one battle and low in another. That is still achieved with GD = 999. With 1:1 odds there is one loss rate (essentially determined by the attack value and the ground def efficiency) while 12:1 odds will generate twelve times the casualties.

Oh, definitely! The distribution I'm referring to isn't that easy to fool or suppress, in any case -- once you factor in terrain, leadership, weather, and so on, the loss rates will still be spread all over the place. What I'm concerned with is the law of unintended consequences -- we don't necessarily get what we expect when we make big changes. To wit:

Mithel wrote:
Now a new issue has come to my attention. The combat efficiency (from terrain, weather and night) has a huge impact on this too. I hadn't realized previously that a 1% efficiency drops your GD from 999 to essentially 10 and the dogpile problem comes back! So I need to either raise GD even higher or engineer the system so that combat efficiency can NOT drop below say about 5%.

Right. This is part of why I hesitated to go with really high GD, because of the wild swings in overall effectiveness. I think what you may find next is that really high GD makes defense of good terrain in bad weather phenomenally strong, because the defender usually has a higher net effectiveness. One division on a snowy mountain at night with effectiveness of 60 % and GD = 999 can resist being "dogpiled" by as many as 600 enemy divisions who have been reduced to a minimum of 1 SA. Under your system of 98 % GD, it would suffer 12 x 0.15 = 1.8 % losses per hour, right? Being outnumbered 600 to 1 and still only losing twice the historical average seems a little odd to me. EDIT: oops, 1.8 % per HOUR, 1 % per day. Right. Still, outnumbered 600 to 1 and only losing 43 % per day seems doubtful to me.

What matters here isn't how big you make GD, but how big your typical SA is. If it's in the 10 to 20 range, then it's irrelevant whether effectiveness is 1 % or 5 %, the rounding ensures the same result. Plus you would have to re-engineer the individual weather, night, leadership, river, national characteristics, unit-type, and terrain penalties to be very, VERY weak to avoid hitting 1 % in some situations where they are combined.

I suspect huge GD values will turn out to be exploitable in some weird ways, e.g. a human player could have 2 or 3 divisions take turns holding a snowy mountain province against stupendous numbers of the enemy, rotating them out as they become worn down. But as I'm a big believer in full-scale testing, I'm not rejecting the idea, I'm just telling you what worries me about it.

Mithel wrote:
Far more important is to eliminate losing a province that is hundreds of kilometers across in a matter of hours (which is a matter of seconds while playing).

Hmmm. I certainly agree with the annoyance this represents in gaming terms. But the math is tricky, because the full length of the engagement isn't really a few hours -- it's all the march time PLUS a few hours. What this effectively represents is provinces that fall as fast as armies can march across them. This happened fairly often historically, e.g. Rommel going from Sedan to the Channel coast, or the first few weeks of Barbarossa, or the Japanese in Malaya, or Rommel advancing from El Agheila to the Egyptian frontier. To cope with this kind of problem in single-player, I play fairly slowly, and that does limit my ability to complete long campaigns. However, given that HOI separates moving and fighting, I don't see an alternative to this happening at least some of the time.

In my original study last year, about 35 % of HOI battles were over in less than a day. I think the system needs somewhat longer battles, but given the shape of the distribution curve, I don't see any way to reduce the proportion below maybe 10-15 %. I suspect you'd have to decrease loss rates to much less than 1/10th their present level to accomplish even that much. The problem, as I see it, is the huge number of combinations of leadership, weather, night, terrain, and so on, that lead to tremendous swings in effectiveness, and thus to swift collapses in certain situations. So I can readily see the appeal that Nexus2012 is referring to, but I suspect that the difference made by GD = 999 will turn out to incremental rather than revolutionary, and it will introduce its own new problems.

saintsup wrote:
Why do assume that the historical result should be the center of distribution for an accurate model of warfare ?
It's just one sample.


Good question. My answer comes in two parts. If this game was JUST a simulation of the conquest of Poland, I'm sure you'd agree that the historical result should be in the center of the distribution, right?

However, because we have other campaigns we also want to model using the same rules, we aren't going to insist that Poland must work out exactly as it did historically. So the justification for letting Poland run fast or slow surely has to be that the same rules produce reasonably accurate results for other campaigns, and that the odd result for Poland is "good enough" when considered alongside all the others.

However, when we look at the other campaigns, we see contradictory complaints. On the one hand, the Germans take forever to conquer France; on the other hand, they roll over the USSR by fall 1940. The Japanese crush China and annex it rather than getting stalemated, but then the British and Americans are paralyzed by the task of launching amphibious invasions.

And the problem in each case isn't necessarily the game mechanics, e.g. movement and combat, but lame strategic planning by the AI.

I contend that at this point we don't really KNOW whether other campaigns are really running fast or slow overall, or whether movement and combat mechanics are to blame, because nobody has systematically gathered a useful set of repeated runs to show what the average campaign lengths are when AI problems are not a factor. We have plenty of player complaints about specific aspects of play, but not a lot of full-scale testing.

That's why I created the "Beat the AI" AAR last fall, to get some actual data about a historical campaign and compare it to what we get in HOI. And it was clear in that case that although the AI wasn't as good as a human player, when the game ran AI versus AI, it came out close to history -- and when it ran AI versus human, the result was still almost always defeat for Poland in about the same length of time regardless of whether Poland or Germany was the human.

So in the one case where we have enough data to really know what is going on, standard HOI came fairly close to the right length of time and the right outcome. It is only one data point, but it's based on several hundred runs under varying conditions and it properly accounts for the AI problem, so I tend to put some weight on that one data point. I hope that makes sense.
 
Last edited:

Soapy Frog

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I also contend that having a reachable dogpile threshold is actually important for the game.

It would be nice if the dogpile effect kicked in a little more smoothly of course, but we cannot affect this.

The 1% attack/defence efficiency is a tough problem... basically it seems to me you want to avoid any set/combination of modifiers that drops attack/defence efficiency below, say, 50% or so (actual number obviously quite debateable, but 50% sounds good ;)).

I think I have hit upon a partial solution to the problem. Instead of mostly applying penalties to the attacker efficiency, the modifiers should instead primarily increase the defender's efficiency. This is much more controllable method of applying the modifiers and ensures they dont spiral out of control.

For example, if I want attacks across rivers to be twice as effective as attacks against defenders in the clear, I can, instead of applying any significant penalties by way of river_attack (in fact, normalizing them to 100% by applying a +50% bonus), I can instead give a nice healthy bonus (say +100%) for river_defense.

In this way you would see attackers going in at 100% efficiency, and defenders hitting back with 200%. Now that sudden snowstorm is not going to slaughter the attackers wholesale with it's 30-50% dip in efficiency, although it will have a healthy impact.

Same for mountain attack, for example... normalize the attacker efficiency, give the defender a healthy bonus (say +100% again). Now stack that river and mountain together and you have the defender defending at 300%, and the attacker attacking still at 100%, a 3x force multiplier for the defender. Under vanilla Hoi, the attacker would be labouring at 10% at best, while the defender relaxes at 100%, waiting for that sudden rainstorm to boost his advantage to 100:1 :D

Secondly I think that weather modifiers should affect attacker and defender efficiency equally (or close to). Combined with the above principle, it further dampens the effect of negative modifiers stacking on each other to kill efficiency and produce sudden and drastic results.

Lastly this all has the further desirable effect of dampening leader efficiency bonuses somewhat. They are still quite important, just not absolutely killer vital.

Since the average combat effciency will go up as a result of these changes, I recommend the following to compensate:

- Boost ground_def_eff, as I am doing anyway, to somewhere in the 90 percents. I myself start at 99% (WWI trench combat) and slowly drop that by tech advances.

- Drop nighttime combat efficiency for both attack and defence to 1%. Still have to test this... I expect it to have a fairly strong impact on campaign lengths, and amworried about it's effects in more northern climes (winter war anyone?)
 

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One question to the post above...

I understand that by "dropping nighttime combat efficiency for both attack and defence to 1%" you want to achieve breaking the fight during the night time (or at least severe reduction of night losses?

Correct me if I'm wrong, but shouldn't it be drop to 1% attack efficiency and rise 100% (or any highest possible value) of defence of both sides then?
 

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Copper Nicus said:
Correct me if I'm wrong, but shouldn't it be drop to 1% attack efficiency and rise 100% (or any highest possible value) of defence of both sides then?
Not possible to do (AFAIK).

command = { type = night_attack which = armor value = -200 }

This would drop the BOTH the attack AND defence efficiency of the ATTACKER by -200% (probably resulting in the minimum 1%)

command = { type = night_defense which = armor value = -200 }

This would drop the BOTH the attack AND defence efficiency of the DEFENDER by -200% (probably resulting in the minimum 1%)

As you can see these commands affect both attack and defence efficiency for one combatant (attacker or defender). There is no way of applying efficiency modifiers to JUST the attack efficiency or JUST the defence efficiency of either party.

And that is why the problem of attackers annihilating themselves in an attack becuase of a sudden blizzard occurs... the -80% hit affects both their attack AND defence efficiency, leading to a catastrophic overwhelming of their defence factors.

Unfortunate, but thats what we have to work with. Fortunately, it doesnt really matter since reducing defence efficiency to 1% doesnt matter much as long as your opponent's attack efficiency is also reduced to 1%. The result will be the same regardless of the defence, to wit, a reduction to @1/100th (or more) in the rate of casualties and org loss. It's important to remember that GD is a passive stat, as long as there are more GD points than SA or HA points, it doesnt matter how MANY more there are.
 

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Soapy Frog said:
Not possible to do (AFAIK).(...)

Did you checked SR and CORE inc files? We include in those parts of save game code with modifiers for attack and defence separately(night/snow and so on).

It perfectly possible to do this. It's used in CORE to rise sub night defense, lower general effectiveness of air fight during the nightime, rise river attack penalty...

Not sure it will work as we want (standard situation with HoI modding ;)), but at least we can give it a try.
 

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Copper Nicus said:
Did you checked SR and CORE inc files? We include in those parts of save game code with modifiers for attack and defence separately(night/snow and so on).
I think what he is saying is that setting the night_attack modifier (by tech or in the scenario file) affects both the attack and defense efficiency for the attacker, not the attack efficiency for one side. IIRC attack and defense effeciency are always the same for a given unit; the attack and defense modifiers are based on who is the overall attacker or defender of the province.
 

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Mathguy, yes it's difficult to achieve enough testing to properly make these decisions. It's not completely accurate to say we don't have extensive testing. As individuals many of us have run hundreds or thousands of tests. At times I've run as many as a dozen hands off full games per week. And I have a group that plays multiplayer each week so we have multiple human input and observation. I know there are many others that are doing comparable testing in developing their mods. And of course we have all the players using the various mods. Are our tests enough? Perhaps. Could we do better with more testing? Definitely.

When a province falls in a blink there are more issues than just the fact that a human player can't be looking everywhere. In real life if a province comes under attack HQ receives notice of this and very often will shift units to cover the collapsing defense or reinforce the actual battle. As vanilla HoI is you can punch through a week spot in a literal "blink" and then your panzers can be racing into open provinces faster than the defender may be able to react. Much of this is realistic, some of it isn't. With my system a defender should have a decent chance to realize his weak spot is being punched through, thus allowing some chance to redeploy units in reaction. Oh, for reference my group plays multiplayer on the slowest speed setting (once the war starts).

Perhaps 35% of AI battles take less than a day in vanilla HoI, that implies that 65% take over a day. But that's AI vs AI correct? In the past I've certainly played Germany where I executed 90% of my battles as "instant" battles. A human Germany can take Poland and France rapidly and with virtually no losses purely by creating "mega" armies that take advantage of the dogpile threshold. (and I've done this against humans too)

Mathguy, as far as I know the "ground_def_eff" is not rounded at all. I believe that is an accurate combat calculation for whether or not an individual GD point blocks an attack or not. If anyone has evidence otherwise that is critically important to me (and the entire GD = 999 concept)! Where we do have rounding problems is with the combat strengths (HA, SA & GD) with the modifiers (terrain, weather, leaders).

Soapy, the higher the GD value the smoother the transition / impact of the dogpile threshold. Also as you mention I'm working toward reducing the attacker penalties and increasing the defender bonuses for weather and terrain. I think this is an important idea and may lead to some excellent improvements.

I never considered the leader skill bonuses terribly important. Most of the time you don't have more than about a two point differential (thus a 10% advantage for one side or another - that's nothing compared to a -80% modifier).

Copper - the problem I believe is that raising the defenders efficiency not only raises their defense but also the defenders attack and thus you have the situations described above where often a defender will wipe out a superior attacking force because of a stray weather pattern (or a poorly planned attack against certain terrain).

- Mithel
 

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Probably we're climbing different mountains

Mithel wrote:
Mathguy, yes it's difficult to achieve enough testing to properly make these decisions. It's not completely accurate to say we don't have extensive testing. As individuals many of us have run hundreds or thousands of tests.

Oh, I didn't mean to imply otherwise. I know all modders do a lot of testing. But the critical question is, testing for what? For example, I know Soapy Frog did a bunch of handsoff testing back in the days of v1.02 or earlier, to see what happened to Nationalist China under attack by Japan. But I'm fairly sure Soapy didn't collect data on how long the individual battles were, or the per-day casualty rates. Unless I'm mistaken, he observed the overall trend of province loss and counted divisions, and concluded from that evidence and from the relative IC ratings that Japan was (and is) overpowered.

So for a lot of issues I think the testing done by modders and players is perfectly adequate. You can see at a glance, for example, that having 60-70 divisions stacked in one province produces concentrated AA fire that is suicidal for air units to go into. Above a certain point they just get vaporized, because of the unrealistic requirement that every land unit in the province take a shot, and the unlimited stacking. Computing the exact per-hour loss rate won't alter that conclusion.

I'm less comfortable with conclusions about fine-tuning loss rates in particular because I have found that the only way to get good data is by slow and laborious observation, hour by hour, writing the loss figures down on paper and then transferring them to a spreadsheet. There are a lot of subtleties to that process, as I have found with my Winter War AAR.

Plus I have a very skeptical view of our collective understanding of real-world casualty rates. Even the best theorists in that field, like Trevor Dupuy, have made mistakes that I could spot. What really happens on the battlefield and what causes victory or defeat, remains very mysterious. For example, the whole business of the numerically smaller side winning most of the time -- no one has yet come up with a good explanation, and the modeling establishment hasn't even made up its mind to acknowledge that this actually happens. That I've seen indications that the same thing happens in standard HOI is very intriguing.

So I think what you're doing may well produce a better game experience than standard HOI, and for 90+ percent of players that's justification enough. For my own purposes, though, the 999+ GD idea is just premature. I think Soapy Frog got the essence of my concern -- I just don't want to get rid of a useful variable until I'm really sure of all the effects it is having.
 

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Yes, I've done the painstakingly slow combat with pausing to write down hour by hour results too. That is really the only way to be close to confident about what is actually happenning. But I'll be the first to admit that even the extensive testing I've done is very inadequate. The number of variables is quite large!

I'm a big fan of training, morale, experience, patriotism, etc being the primary factors that determine winning and losing individual battles. Sheer numbers has never really meant much. And the best we can do with HoI is to make org more important and use it to partially reflect this.

Mathguy, I think a big difference in how we are looking at this is that you are looking at fine tuning loss rates. I'm looking at fixing much bigger issues. Of course we can't really debate what the GD figure should be if we don't also agree on the attack figures. With my armored divisions having SA values of roughly 100 a single panzer division would be far above the "dogpile" threshold for a division with only 20 to 40 GD.

Soapy has an excellent point that I can't completely discount myself. "Enough" pressure should trigger a quick defeat and retreat. Exactly how we accomplish that though is debatable. If we say that SA values will be about 25 and GD of say 75 then we are looking at one infantry division being able to fight a *long* extended battle against up to three attacking divisions, however as soon as that fourth division joins the attack the battle shifts from being "weeks" to lasting only "hours". That type of trigger "edge" is far too easy to achieve and occurs far to often with GD only being three times the attack value. With my GD = 999 where we have essentially a 10 to 1 ratio for the powerful panzer divisions we have a much more reasonable threshold.

I think if we are going to debate / explore where this threshold should be we must look at the situation of at least a half dozen panzer divisions hitting a single infantry division. Now we can debate where should that threshold be. Should it be three panzer divisions? Should it be six panzer divisions? Should it be ten panzer divisions? (what Starfire uses) Or should it be over twelve panzer divisions?

- Mithel