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Part of the problem is the unlimited Naval range of the game's AI. Add to that the fact that the AI gets a permanent "No Fog," and you're not safe anywhere!

Since DH's AI does seem to play better than other HOI II incarnations (including AOD), perhaps improving AOD's AI, and restricting the Naval range, is a solution.

I agree -- TAC's, CAS's and esp NAV II+'s "Nuke" ported vessels. They should take out a few, at first, but each successive strike should take less and hurt yours more. After a successful initial Sealion, I have destrpyed 30-40+ UK ships at Scapa Flo from airbases at Glascow and a small base at Inverness, with TACs and CASs at 1/4 - 1/5 Org. Takes time, but it works. Conversly, a Base Strike with Raeder with 4 CV IV's & 2 CA IVs + 2 CL IVs & 4 DD IVs does nothing, and the AA and fighters there will damage the attackers as well as destroy Org.

A good compromise to the Base Strike with CV's issue could be to have it be more dependent on research, as well as causing damage about 1/2 way between DH's B52's and AOD's Hang Glider attacks.
 
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Can't wait for this to be released. Amazing work. Is there a list somewhere of all the changes coming in 1.13? And one for 1.114? Would help enormously as I could plan for my mod accordingly.
 
Can't wait for this to be released. Amazing work. Is there a list somewhere of all the changes coming in 1.13? And one for 1.114? Would help enormously as I could plan for my mod accordingly.
The 1.14 list can be found here. The list doesn't include bugs or discoveries that will be found during 1.14 alpha release to the team.

As for 1.13, there's still a list of things to do and some might end up in the 1.14, so that a 1.13 release can happen earlier. I have a list I've compiled of what is and will be in the 1.13 release and it also contains some 1.14 things/notes, but it's a long and simple list of bullet notes. If anyone wants to read it, here it is:
Code:
Raise the minimum screen resolution from 1024 x 768
When a puppet is released and they have no ports or airfields, they don't get those techs.
DD I for all nations is showing green
FFF, Free France Forces - Vichy event, no more VIC since it becomes FRA and FRA becomes FFF.
Button_tech_normal.bmp - for the tech popup requirements list
Allow tech screens to change through the skins directory. If the screen name exists, then use it. Otherwise, use default.
If nation is a puppet of another, that nation should see everything on the Intell screen WITHOUT having to have spies in the puppet country
I load troops on transports, set their destination, and there's no MOVE...just the f@#$ sea transport.
    Yes, I want to sea transport the troops there BUT I also want to pickup/load other troops from there to take back to the port I came from.
    If I'm only transporting within the range of the fleet's range, then there should be a MOVE. Only if I'm sailing with loaded transports and
    I'm exceeding the range of the fleet, should there be no move.
###  See what code is needed for country AI files not being able to change human played countries.
    Example: AI controlled Germany influences Italy's sliders a lot and that's fine, but if Italy is human controlled then the AI shouldn't be able to influence
        a human controlled Italy.
Command, or selections, within a puppeted country that the master can tell them what technologies to build.
###   Create the ability to lock naval units   ###

# You can easily fix that within an event trigger if you're using the prepare_war command in an event. BUT, if we want an additional setting/parameter that
   can be passed to the command for number of units on the border, that needs to be done in code (where it's hardcoded).


Statistics - Maximum Reactor Size can be 1,000% It should be 10 and no percentage sign
IsGreatPower()
Move Capital - right button click on a province to select it as the country's new capital.
• If all units in the deployment queue are disabled (i.e. being strat deployed) then disable the Deploy Units button or better, change color to yellow
Remove the country's capital name from divisions in the deployment queue window so that it doesn't overwrite the Range of air and naval units,
    unless they are units being redployed (which would be only land divisions)
When an Airborne or Air Assault mission occurs, do NOT zero out the air transport's/Helio's  Org. Yes, subtract some org for the assault but not the entire org.
Add Manpower to the division's window list of stats, include brigade MP.
Able to upgrade infantry to Mech or Motorized button (and code/logic)
Able to upgrade Motorized to Mech button (and code/logic)
Able to downgrade Mech and Motorized to Infantry button (and code/logic)
Able to switch from Multi-Role Fighter to Interceptor button (and code/logic)
Able to switch from Interceptor to Multi-Role Fighter button (and code/logic)
Air Scramble mission (task_efficiency)
Reorg the tech_names.csv file for quicker lookup/indexing
Runway Cratering (or Airbase Strike) mission for naval (carriers)
Canal Strike (Panama, Suez, Bosphous Strait)
### Land & Air Doctrines need year on shortname ###
#  Event where Germany and Italy gets either '36 or '38 CV from France when Vichy event???
#THERE IS NO river_crossing modifier...Add it
### Make air brigade's Range stat additive since it currently sets the Range of the aircraft it's attached to.
    - That means Escort Fighters would have a negative Range effect.
### What did change was that before, in order to promote a general up one rank, it cost them a skill level. Instead, now, they can be promoted
    for "free", meaning 0 skill major generals can become field marshals overnight. I never really knew why that happened; I personally
    prefer the old system. I guess it was introduced to benefit the AI.
# 1948 Tactical Bomber - Figure a way to have it upgrade to 1955 Turbojet CAS when 1955 Turbojet CAS is researched. 1948 Tact Bomber upgrades to
         1955 CAS (use L ARM model 1 upgrading 1936 armor)
# ahs.txt (helicopter carrier's CAG) needs to be brought inline with the Helicopters. Need to get Air units to be able to be stationed on carriers first
# in mp, they joined on the ip after the game was launched, EDIT: THEY only got to the lobby though but i never had it happen before
### Code the subdetectioncapability for Air assets and then reenable it in asw_plane.txt
### Code the subattack for Air assets and then reenable it in asw_plane.txt
### Create sprites for all new 1.13 divisions
# Create a Terrain Movement modifier for river_crossing
# Create an Air Scramble mission for MRFs and Interceptors
# See what the min IC is require for a new tech slot. Maybe increase the bumber of max tech slots to 12??
# nuclear_submarine and ssbn_submarine have the same parameters...NEED TO UPDATE/CHANGE
# Infrastructure bug - Infrastructure "Hangs" and never completes.
    See https://forum.paradoxplaza.com/forum/threads/aod-1-12-the-infra-building-queue-will-never-complete-and-end.1540046/#post-28441123
###  Task Efficiency ???:
    - SOF
    - Air Mobile
    - Air Assault
    - MEB
###  Create the:
    - SLBM - Division and misc.txt entry for base missiles allowed (SLBM_Base)
### Mouse over for techs:
    - Long name
    - short name
    - Required
    - Or
### The tooltip of army/air/naval units lists its divisions/wings/squadrons with name, strength, org, unit_type and (last listed) brigade.
           Especially for ships, listing only one brigade is more confusing than helpful.
# We really need a button for toggling - "Reinforce All" and one for "Upgrade All" please.
### About the technical implementation I'm not sure how the code does look like. Preferable would be, that, by clicking this button, the
         next name would be picked, temporarily replacing the original name. Clicking repeatedly, you'd be able to check alternative names
### Add new event commands:
    - Average units strength
        - Land
            - in area
            - in region
        - Naval
        - Air
        - All - Is land, naval, and air combined for a nation
    - Average units moral
    - Number of units
### FINISH THE TRANSPORTS CAPABILITY VS WEIGHT LOGIC  !!!
###  Do the Ballistic Missile sub logic
###  Fix the areacontrol code. Affects ai_spa and ai_spr text files in events ###
###   Create unitnames.csv entries for all countries
###   Create a new province features:
    - Hydroelectric Dams. They will only be available in provinces that border rivers. Limt one per province.Each level will
       produce 1.25 to 2 times more than 1 energy in the same province.
    - Shipyards - Each shipyard with allow X amount of tonnage per level. Levels 1-10
###   SOF unit:
    - able to conduct airborne drops
    - if in coastal province and a sub in adjacent sea province, enable Sub Retrieval mission
    - code to NOT turn province control over to an SOF unit...leave it as enemy province.
    - Add logic for the new landdetectioncapability and landunitvisibility for SOF units.
    - Have submarine and nuclear submarine able to transport SOF unit, no ballistic subs
    - Same subs, able to land SOf unit in coastal province.
###   Cargo/Utility helicopters:
    - able to perfrom Air Assault missions with Air Assault division onboard
    - able to transport supplies (resupply) like transport planes but less amounts
    - able to land/be stationed on any province to pickup and drop off SOF units
###   New task efficiencies:
    - command = { type = task_efficiency which = airmobile_mission value = 0.3 } - Air mobile allows any regular infantry or militia to be transport from
        one friendly province to another.
    - command = { type = task_efficiency which = air_assault value = 0.3 } - Only Air Assault & Airborne troops
    - for ALL new missions (e.g. SOF missions, etc)
###  Add surfacedetectioncapability and airdetectioncapability to cas.txt
###  OK. (need to see if I already did these events) But we should still do a mini-Vichy event:
           - No seceding of any European provinces
           - We don't do anything until the Vichy event fires.
           - When the Vichy event fires (regardless of France's choice) then we:
                - delete all Belgium units
                - create new 1930 Interwar Infantry colonial units. Which then can go through the normal upgrade process to what level Belgium has.
                - create a new 1937 Cavalry Belgium unit(s)
                - create a 1936 infantry division
                - change the government (as the current Belgium event does)
            And this is only for an AI controlled Belgium, not human controlled. This way it says historical for the AI and allows the human controlled Belgium to choose historical or
            ahistorical through the event
            And same for the Netherlands.
###  Flying Bomb - Add later year models as Guided Missiles for the DDGs
    - Guided Missile attachments for ships. Will increase shore bombardment for now but later be able to shoot the missiles inland


### Torpedo, minelayers, & PT/E boots ###
    - PT/E/Torpedo boats with limited range and stats similar to comparable year subs
# there are some releasable countries without manpower provinces in africa
# Event to see if CZE allied to FRA, POL is allied to FRA, No VIC exists, begin date is 27 Aug 1939, offset of 3, deathdate is 1 March 1940,
   war between FRA and GER then have the French AI (and maybe the UK AI) actually attack the western flank of Germany to relieve the amount
   of German units against a unified CZE/POL eastern front.Germany only leaves a small contingient on the western front and an invasion of
   Germany would force Germany to react. Basically, no phoney war if both CZE and POL are in the Allies.
# that you can give more than 5 blue prints to allied partners perhaps even a no limit for that
# misc.txt:
     - Increase Military Salary Attrition Modifier so more leaders desert
     - Increase Military Salary Dissent Modifier
#add 3-4 Power/Utility Generation Plants (Dams/Hydro), Coal, oil plants)
    - 10% - 25% for industrial_multiplier, energy_to_oil and building_eff_mod, synthetic_oil
    - increase energy by 3-5% of current resource pool
    - increase random province energy by 5-10
# increase the Cryptography technologies
# new tech tree of computers
# It should change its name to army_effectiness and logic to do a delta/average of all the army unit's strength combined. Instead of:
     - land_percentage = { country = GER value = 0.5 }
       This means that the country running the event (SOV) must have 50% or less number of land units than GER
it should be:
     - army_effectiness = { country = SOV value = 0.6 }
       This would mean that regardless of the country running the event, that all of SOV land units strength average is 60% or less.
# Add a new graphic for OR technologies required. Currently the shows them as required when it should let people know that anything technology
   that has an O to the left (instead of a • or R) means one of them must be researched in addition to the Required technology
     -  Add the logic to the code
# Issue - when you reload a saved game, and allied Naval transports you command are frozen in transit. They "Lose" their orders, forcing
               you to hunt around for them to reissue the orders.
# Oman Flags
# New Research Types (tc_icons.bmp) - Land/Brown, Naval/Blue, Air/LightBlue, Industry/Gray, Science/Medical/DarkRed, Tactics/Green
     -  Political
     -  Medical Science
     -  Biological Science
     -  Computer Science
     -  Intelligence Focus
     -  Prototype Testing
     -  Vehicle Engineering
     -  Army Engineering
     -  General Construction
     -  Munitions
     -  Small Arms:
               - Individual Weapons - Small arms become individual weapons
               -  Crew Serve Weapons - Machine gun and asstance MG gunners
     -  Carrier Design
     -  Ship Design
     -  Large Ships Design
     -  Submarine Design
     -  Fighter Design
     -  Bomber Design
     -  Naval Aviation
     -  Rotary Wing Aviation
     -  Avionics
     -  Logistics
     -  Armor Focus
     -  Offensive Tactics
     -  Defensive Tactics
     -  Air Defense Artillery (ADA)
     -  Manufacturing
     -  Mountain Training - Could be an attachment for Infantry Divisions to give them/upgrade them to a Mountain Division
     -  Artic Training - Could be an attachment for Infantry Divisions to make them an Artic Division
     -  Jungle Training - Could be an attachment for Infantry Divisions to make them Jungle Experts
     -  Desert Training- Could be an attachment for Infantry Divisions to make them Desert Experts
     -  Amphibious Training- Could be an attachment for Infantry Divisions to make them equivalent to Marine Divisions (for countries that don't do Marines)
### Provincial Assets:
     - IC
     - Infra
     - Airfield
     - Naval base
     - Radar
     - Land Fort
     - Coastal Fort
     - AA
     -  New:
               - Dam
               - Shipyard
               - Supply Depot
               - Fuel Depot
# Cross Platform Upgrade - Create code, that reads from a division file, that allows one tech to upgrade to another tech.
     Example: 1949 Tactical Bomber could upgrade to a 1955 CAS
# The USA and Italy have a non-aggression pact - this leads to a problem where if Italy is in the Axis, and Germany declares war on the USA, then the USA
    gets the 5 dissent for "breaking" the pact! This also works the other way around, where if the USA declares war on Germany, then Axis-allied Italy gets 5
    dissent for breaking the pac
    It's not via event, it's via the diplomatic mission of "Declare War" in the diplomacy screen.
# Non-Supplied province infrastructure builds:
   1.  Use the existing code that deletes the specific infrastructure build(s) to flag/tag the infrastructure build(s) instead of deleting them
   2.  Edit the code that does determine the progress of items in the production queue to "see"/evaluate the flagged infrastructure build(s) as it does for any
        item in the production queue that isn't funded.
   3.  Create a new process that "watches" the infrastructure build(s) to see when they become supplied again.
# Add code to allow the Air Transports to transport units from one airport to another airport.
      ??? below denotes that it's waiting on the transportweights to be added to the brigades above
     o  Regular Infantry divisions with a transportweight < ????
     o  Garrison divisions with a transportweight < ???? This would help a SR across a water obstacle. They would still need to be SR to an airport for transportation.
     o  Militias with a transportweight < ????
     o  New Air Assault divisions with a transportweight < ????
     o  Airborne divisions with a transportweight < ????
     o  Disable the airborne assault mission when non-airborne units are being transported.
# Update the Intell screen to give more detailed information
#  See if a tech researched can for off an event. This would give the ability to create ad-hoc tech teams and/or give leadership traits base on sending them to training.
   Leadership traits would be for current leaders and tech team training would be able to create higher level teams or specific teams base on building naval ships, building
   air planes, land/naval/air doctrines, nuclear, and armor/mech inf.
       1. Tech to raise a new level 4 tech team with 5 specialities (dependent upon what traing the player selects)
       2. Tech to raise a new 6 level tech team with 5 specialities (dependent upon what traing the player selects)
       3. Tech to raise a new 8 level tech team with 5 specialities (dependent upon what traing the player selects)
# Create 2 Mexican events, if USA still exists and Mexico is still allied to the USA
       - The Rockefeller Foundation in 1943 entered into a cooperative agricultural research program with the government of Mexico
       -  By 1956 per acre yield had doubled
# Investigate why ports can't be done on the Caspian Sea. Have made the Caspian Sea an actual sea/ocean province but once that happens, the game doesn't load:
     o  Baku - Port of Baku, level 4
     o  Tasht - Port of Anzali, level 3
     o  Ashgabat - Port of Turkmenbashi, level 5
     o  All the rest of the provinces on the Caspian Sea get just a normal coastal port
# Create two random events based on the stock market:
     -  DONE - Increase money by XX% due to stock market gains
     -  Decrease money by XX% due to stock market loss
#? Create an event that adds 1 IC based on money avaialble and current IC (done on a slider scale...more IC you have less chance for getting the event and more
      money for the 1 IC.  It helps the smaller/lower IC countries.  "Local investors are looking to invest in a new business."
# Mexico goes communist...President does follow Calles' orders
# Update the 1944 and 1945 scenarios giving HOL the Gadia and Macoma Merchant Air Carriers...These should be 1936 light carriers
#  Spainish events when Germany is on Spain's border:
     -  If SPA and teh Vichy event has fired then Hitler pressures Franco to join Axis by offering Vichy provinces in northwest africa. ai 70% yes, 30% no. VIC relation
        with GER takes huge hit and possible Vichy event where Vichy provinces go over to the Allies and units there switch alliance to FRA.
     -  If Franco refuses above then Bilbao (331), Huesca (329), Saragossa (330) have a 50% chance of revolting creating UE1 as a German puppet. SPA joins the
        Allies
     -  If SPA, GER war with SOV, Year is NOT 1945, GER controls Baku any of the following: Lenningrad, Moscow, or Stalingrad then SPA joins the Axis OR Italy has
        taken the Suez, Italy retains Libya, Italy holds Alexandria, Cairo, and Tel Aviv
# If SPR still exist after Germany has reach Spain's border, then:
     -  If SPR exists, SPA does NOT exist, then Germany will have a choice to invade SPR. ai 50% yes, ai 50% no.  If Germany invades and controls all of Spain, then
        UE1 is liberated as a puppet of Germany.
     -  If SPR exists, SPA exists, then SPA will join the the Axis

# Create a new ai file for Germany if SPA grants military access to Germany during Germany Reaches Spanish Border event, Grant military access only now choice
# Go through each country in the following scenarios updating their researched, blueprints for, deactivates, and inventions technologies
     - 1939
     - 1941
     - 1944
     - 1945
# Update every country's (including those in the revolt.txt file) models since the new unit and brigade technologies.
# Check up on the trade ai to make the ai build up a decent stockpile
#The current system only allows editing Reinforce time value from misc.txt and it counts for all units. Perhaps the best option would be if we could edit reinforce speed from
   unit file itself, the same as e.g. upgrade_time_factor?

Hope you can decipher my notes :)
 
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