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Eugenioso

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hi all. i just bought the game after i found out they had fixed that whole annoying unlimited transport range thing, and so far it's been a really cool, if somewhat slow, experience.

first of all, the tutorial passed most of the vital points of the game, but fails to explain things which should be explained, like for example, what the hell is "artillery support" for? firing arty instead of support attack? i dont get it.

second, i like how some mayors ( not japan X( ) have more than 5 research slots that will finally allow me to custom up my army.

most of the things have remained the same from HOI2, but one thing that really annoyed me was a recent game as japan. the americans completely failed at waging an effective war on me. also, come december 7 1941, no suprise attack event triggered, so i declared war on them anyway. they didnt even ally to the uk! nothing! absolutely nothing happened. anyway, the sea war was waged swiftly, but the major problem that i suffered was the fact that sometimes when i wanted to land on an island (amphibious assault) the enemy could simply send 1 flotilla of anything, and my weak ass transports would retreat. ah. about the way the thing works with brigades: they have become absolutely vital. you literally cant win without artillery. i had read somewhere that all infantry had to have arty to be effective, so i said what the hell and began pumping them out. against China it all degenerated into an orgy of attrition assaults and attacks. i didnt even attempt a landing anywhere since they were too well defended there. they had 330 divs, and i guess a good 3/4 of those were militias. it was painfully slow, but fun. after 3 years and a week i finally got to puppet the chinese.

now i come to the issue of the american AI. worthless. at least it knows how to do a landing, but thats pretty much it. after i had to declare war on the US alone, i had to hunt down their stupid carrier fleet of 18 ships. finally i met them in Guam and after about 5 battles they had lost 5 carriers and numerous smaller fleets. they landed in kwajalein and Truk and captured them, so i sent my carrier fleet, practically intact, to deal with the incursions. of course i had to declare war on Philippines, even though they were a USA puppet. i forgot there were no land links between islands so it took me about 2 months to capture and annex them. afterwards i retook Truk, but the americans had turned Kwajalein into some form of apocaliptic island, completely covered with about 7 divs, and 1 was armored. despite me having much better sea tech, the americans wouldnt even budge to an attack by 16 marine divs with offensive supplies.

though i seriously thought about going into a whole convoy raiding campaign i desisted the campaign and quitted.

overall, the game feels like HOI2 got a full update of everything. well worth the money.
 

Kelben

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I faced the same problem as you with Amphibious assault, here is the explanation and solution:
TPs have now a stock of supplies (supply and oil namely) as go for any unit in game.
During amphibious assault, land units aboard the TPs will pump into the TPs' supplies and not their own.
The key is that the land units actually pump into the whole fleet supply so escorting your TPs with other boats to create a amphibious strike force is the key to your issue. No more withdrawal in front of a poor DD.

My first reaction was "how it is crap, impossible to do an amphibious assault" but then with a proper explanation it makes a lot of sense. I actually like this new feature.
 

Gringoesteban

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To make the AI conduct more amphibious assaults, you could try modding the transport division file located in:
Arsenal of Democracy / db / units / divisions / transport.txt


Replace the vanilla text with what I wrote below. With these changes, troop transport ships will burn less oil and use fewer supplies, but they carry more of each, which will hopefully cure the problem mentioned by Kelben, above.


Also, I gave the ships 1 sea defense, 1 air defense, and 1 air attack rather than the default value of zero. The AI often sends its troop transport ships out with no escorts, and at least with these changes the unescorted ships will not be quite so easy to sink.....


naval_unit_type = 1
# 0 - General Purpose
model = {
cost = 5
buildtime = 90
defaultorganisation = 30
morale = 30
manpower = 1
maxspeed = 12
surfacedetectioncapability = 0
airdetectioncapability = 0
subdetectioncapability = 0
visibility = 90
seadefence = 1 # was zero
airdefence = 1 # was zero

seaattack = 0
convoyattack = 0
airattack = 1 # was zero
subattack = 0
shorebombardment = 0
transportcapability = 40
range = 3000
supplyconsumption = 0.15 # was 0.3
fuelconsumption = 0.5 # was 1

distance = 0.1
max_supply_stock = 40 #new line, vanilla default was 27
max_oil_stock = 45 #new line, vanilla default was 30

}
 

Amallric

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The american AI pwned you in the Pacific, taking your most important naval base in the area and holding it, and you're calling it "worthless"? Come on. :rofl:
 

Eugenioso

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Gringoesteban- i dont have a problem with the whole range thing and supply thing. i solved it by placing a single shitty ship in my transport flotilla group. while both DD's scrap it out i can execute a nice landing.

Amallric- they took over those 2 ports, but they lost 5 carriers, about 3 BB's, and many many transports. also i retook truk before i quit. it was defended by 2 mere infantry divs. so, i do have the right to call them worthless.

Baronsky- i tried to attack them first with 4 marines with arty brigades, and they were winning, until that whole retreat the transports thing happened. then i equipped 4 more divs inside to see what would happen, and still nothing. i did this with 12 then 16 (my entire force of marines) and still nothing. what is your masterful suggestion then? how do i take it over? starve them to death? that would take years!
 

unmerged(191067)

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You should try to add other ships to your transport fleet (for example: add some cruisers), to increase the suply stocks your troops have access to. Then you would have enough with a small attack force (4 marines).
if that doesn't work, just keep cycling. Rather than attacking with 16 marines, attack with 4, once they abort the fight, bring in the next 4 and so on.