Anyone feel that subs can smell troop transports 1000 miles away?

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Dan1109

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So, lots of issues being discussed about NAV vs Convoys, etc, but I'm more concerned about HOI4's Naval original sin, troop transports being sunk. I noticed these new parms which I believe are new to MtG:

BASE_CONVOY_SPOTTING_SPEED = 0.0, -- daily base spotting speed against convoys
BASE_UNIT_TRANSFER_SPOTTING_SPEED = 0.0, -- daily base spotting speed against unit trans
BASE_NAVAL_INVASION_SPOTTING_SPEED = 0.0, -- daily base spotting speed against unit transfers
CONVOY_SPOTTING_SPEED_MULT = 1.0, -- spotting speed mult against convoys
UNIT_TRANSFER_SPOTTING_SPEED_MULT = 5.0, -- spotting speed mult against unit transfers
NAVAL_INVASION_SPOTTING_SPEED_MULT = 10.0, -- spotting speed mult against naval invasion armies
CONVOY_DETECTION_CHANCE_BASE = 4.17, -- regular convoy base chance detection percentage (if this fails, no detection is done on that tick)

BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING = 0.35, -- effect of base convoy spotting for initial spotting of regular convoys. this along with next value is added together and rolled a random once for every convoy to check for spotting

SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING = 1.20, -- effect of convoy spotting speed for initial spotting of regular convoys. this along with prev value is added together and rolled a random once for every convoy to check for spotting

SPOTTING_MOD_FOR_CONVOY_COUNT = 0.2, -- a modifier for scaling the count of convoys on a parabolic curve (counvoy_count ^ SPOTTING_MOD_FOR_CONVOY_COUNT)

UNIT_TRANSFER_DETECTION_CHANCE_BASE = 25.02, -- unit transfer and naval invasion base chance detection percentage (if this fails, no detection is done on that tick)

BASE_SPOTTING_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING = 10.0, -- same as BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval transfer convoys

SPOTTING_SPEED_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING = 20.0, -- same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval transfer convoys

BASE_SPOTTING_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING = 2.4, -- same as BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval invasion convoys

SPOTTING_SPEED_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING = 0.12, -- same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval invasion convoys


Its one thing for Naval Invasions to be spotted, as there is the Naval Invasion Support mechanic, but without a troop transport escort mechanic, troops will continue to be slaughtered by subs. And the above parms explain what I have been seeing....subs aren't attacking convoys (because they probably haven't detected them), but as soon as you pop 1 division into the water using 3 convoys, the subs come out and play.

As you can see, unit transfer spotting is MUCH higher than regular convoys (for what reason, baffles me). Again, Invasions, there should be some intel showing you that they are coming, and hopefully the AI uses Invasion Support (as should the human, ALWAYS), to help protect the precious cargo.

Any thoughts on parameter tweaking?
 

Gefallener_Held

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I have noticed that also....

Also had to save scum because my marines decided to get on a transport of their own and were attack, in the Baltic.
 

Blood and Steel

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I have noticed that also....

Also had to save scum because my marines decided to get on a transport of their own and were attack, in the Baltic.
My I hate that. It’s my least favorite part of the field marshals. The fact that you’ll do if your army group and then when your not paying attention a front will swear up and get on boats to go get sunk and then your like. Didn’t I have 5 armies and not 2?
 

Damedius

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From what I understand it's because fleets teleport.

So the AI assigns subs to every zone they can and those ships teleport between zones so they always have a presence in all of them.
 

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From what I understand it's because fleets teleport.

So the AI assigns subs to every zone they can and those ships teleport between zones so they always have a presence in all of them.
What happened to that? That’s like a huge edge why can’t we do that now!:rolleyes:
 

Gefallener_Held

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My I hate that. It’s my least favorite part of the field marshals. The fact that you’ll do if your army group and then when your not paying attention a front will swear up and get on boats to go get sunk and then your like. Didn’t I have 5 armies and not 2?
I micromanage everything, leave nothing to the ai. Which is why I make extravagant use of the pause button.
 

Blood and Steel

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I micromanage everything, leave nothing to the ai. Which is why I make extravagant use of the pause button.
Yeah basically have too, everytime you advance your army likes to surround small armies with 20 divisions and large ones with 2 or 3. Or like last night after reforming a larger line after incircling they reshuffled the like so all my division in the north wanted to go south and ones in the south wanted to go north. Really kinda ticked me off. Had to reload save because the Soviets overran large sections of my line. still whooped them.
 

Monkbel

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These defines are very helpful, thanks! I wonder, are there any defines in files that control how air finds and kills troop transports? We can nerf that too.
 

Dan1109

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These defines are very helpful, thanks! I wonder, are there any defines in files that control how air finds and kills troop transports? We can nerf that too.
Air doesn’t find anything. Ships do. Air simply helps ships find them.
 

Alex_brunius

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These defines are very helpful, thanks! I wonder, are there any defines in files that control how air finds and kills troop transports? We can nerf that too.
As far as I know it's hardcoded so that the only convoy types that air can hit is troop transports. That is what my tests showed at least.

Chance to spot them probably depend on the convoys stats vs how much you have looking for it ( combination of land radars, air superiority, ships patrolling and so on )