Armageddon 1.3 Beta 2 (24/04/2009) is now up (general comments/questions only please)

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Alex_brunius

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I have been thinking some.

Since you made such a good haulover to fix the Doomsday main feature (Intelligence). Wouldn't the next logical step be to fix the Armageddon main feature (Naval attachments).

I can think of alot of easy stuff to do, like remove the usless and ahistorical convoy raiding torpedoes, adding more levels to attachments that actually should be useful and were upgraded often, like Radar & AA. Both could raise airdefense alot and offset airattack on capital ships if you choose to research and use it.

There certainly are enough techs to cover it.

Other optional fixes could include torpedo attachment for subs (you could make old subs much more leathal by equipping better tropedoes) or torpedo attachments for Light ships only that raise their seaattack but lower firing range, could also increases their nightfighting efficiency if possible.
 

son of liberty

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I like the brigade fix/change idea. Especially torpedoes, they need to be given to subs. Even if you leave the function the same, they just make more sense on subs imo. At the very least, can we "officially", ie as part of the patch(so they can be used in mp) make torpedo brigades "available" to subs?
 

coreymas

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I have been thinking some.

Since you made such a good haulover to fix the Doomsday main feature (Intelligence). Wouldn't the next logical step be to fix the Armageddon main feature (Naval attachments).

I can think of alot of easy stuff to do, like remove the usless and ahistorical convoy raiding torpedoes, adding more levels to attachments that actually should be useful and were upgraded often, like Radar & AA. Both could raise airdefense alot and offset airattack on capital ships if you choose to research and use it.

There certainly are enough techs to cover it.

Other optional fixes could include torpedo attachment for subs (you could make old subs much more leathal by equipping better tropedoes) or torpedo attachments for Light ships only that raise their seaattack but lower firing range, could also increases their nightfighting efficiency if possible.

I like the brigade fix/change idea. Especially torpedoes, they need to be given to subs. Even if you leave the function the same, they just make more sense on subs imo. At the very least, can we "officially", ie as part of the patch(so they can be used in mp) make torpedo brigades "available" to subs?

These are interesting concepts but they are beyond the mandate of the Arma Patch Project.

Perhaps one of the pay for expansion mods could consider this change.
 

DrinkingHeavily

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Perhaps I'm doing something wrong..

Clean installation of Arma 1.2.

If I just install the patch as downloaded, the new .exe won't overwrite. Did this and then uninstalled and started over. If I manually force overwriting of the .exe and the other files:

1) .exe from within WinRAR by picking "Extract to Specified Folder"
2) All other files by extracting normally and then dragging and dropping onto the 1.2 files

.. something still is going wrong - my checksum is VUUR.

Any ideas?
 

xtfoster

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Perhaps I'm doing something wrong..

Clean installation of Arma 1.2.

If I just install the patch as downloaded, the new .exe won't overwrite. Did this and then uninstalled and started over. If I manually force overwriting of the .exe and the other files:

1) .exe from within WinRAR by picking "Extract to Specified Folder"
2) All other files by extracting normally and then dragging and dropping onto the 1.2 files

.. something still is going wrong - my checksum is VUUR.

Any ideas?
Are you using Vista? If so you might be having problems with UAC. Try installing to a directory other than Program Files. With a correct install it should say Doomsday Armageddon v 1.3 (PHVR) and not Beta.
 

Pioniere

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Scotland and Ireland infantry build up!

This is very annoying in the earlier patch of Hoi2arma both Scotland and Ireland build sufficient infantry to defend the beaches. Now the liberated Ireland and Scotland just place one infantry at there beaches and builds only 2 infantries.
This seems to have changed in Armageddon: 1.3 Public Beta 1. I don’t know how this works in the newest beta patch but I am sure it can’t be much better here. Any comments on this??
 

son of liberty

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This is very annoying in the earlier patch of Hoi2arma both Scotland and Ireland build sufficient infantry to defend the beaches. Now the liberated Ireland and Scotland just place one infantry at there beaches and builds only 2 infantries.
This seems to have changed in Armageddon: 1.3 Public Beta 1. I don’t know how this works in the newest beta patch but I am sure it can’t be much better here. Any comments on this??
It is better in the latest patch. Scotland built enough divisions to defend their beaches, and then built more that I am using in preparation for my invasion of the usa. England produces shitloads of divisions, they are being used for beach defense and occupation.
 

ozman2

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Question,
I've had an issue reported in my forum that the Soviet Union is building more infantry divisions and that German Barbarossa is becoming more difficult. Has anybody here noticed the issue?
 

MartinBG

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Question,
I've had an issue reported in my forum that the Soviet Union is building more infantry divisions and that German Barbarossa is becoming more difficult. Has anybody here noticed the issue?

This could be in result of my tweaks to AI production sliders (in the EXE; AI should utilize its IC a lot better now), but IIRC our DB team did some tweaks to USSR AI files too.
 

son of liberty

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Question,
I've had an issue reported in my forum that the Soviet Union is building more infantry divisions and that German Barbarossa is becoming more difficult. Has anybody here noticed the issue?
I just played a german campaign on "very emu" difficulty level. The extra troops were a good thing, they added 2 whole months to barbarosa.
The real problem is trying to invade USA. The USA is not trying to retake any land(the allies are down to just USA and Canada now) so they have dozens of divisions on or near each beach. I actually forced a breach in california, but was forced out by sheer massive numbers. Also those damn 30 stacks of lvl 7 cv's are a real pain in the ass.
 

unmerged(74599)

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Question,
I've had an issue reported in my forum that the Soviet Union is building more infantry divisions and that German Barbarossa is becoming more difficult. Has anybody here noticed the issue?

Sounds good to me.
 

ozman2

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Well that also affects the game balance, and will require two compensatory tweaks:
1) lower the land percentage that causes AI Germany to start Barbarossa
2) give Germany a "Pearl Harbor" event:
################################################## #######################
# Operation Barbarossa
################################################## #######################

event = {
id = 7620
random = no
country = GER

# Historical event December 1941

name = "Operation Barbarossa"
desc = "Am 22. Juni 1941 gibt Hitler schließlich das Startsignal zur Operation

Barbarossa, die die Zerschlagung der Sowjetunion mittels eines Präventivschlages zum Ziel hat.

Trotz deutlicher Vorzeichen ignoriert Stalin die Gefahr, woraufhin die gänzlich unvorbereitete

Rote Armee in den ersten Monaten des Krieges unter dem wütenden Ansturm der Wehrmacht und SS

zu zerbersten droht."
style = 0

trigger = {
war = { country = GER country = SOV }
}

date = { day = 0 month = january year = 1939 }
offset = 1
deathdate = { day = 29 month = december year = 1941 }

action_a = {
name = "Operation Barbarossa"
command = { type = domestic which = defense_lobby value = 1 }
command = { type = ambush value = 30 }
command = { type = surprise which = land value = 40 }
command = { type = surprise which = air value = 40 }
command = { type = surprise which = naval value = 20 }
}
}
event = {
id = 7621
random = no
country = GER

# End of surprise effects

name = "Die Rote Armee erstarkt"
desc = "Trotz immenser Verluste, gelang es der Roten Armee die anfängliche Konfusion

abzulegen und schließlich erstmals effektiv gegen Wehrmacht und SS zurückzuschlagen."
style = 0
picture = "soviet_strategic_victory"

trigger = {
event = 7620
OR = {
random = 10
month = 10
}
}

date = { day = 0 month = january year = 1939 }
offset = 30
deathdate = { day = 30 month = december year = 1953 }

action_a = {
name = "Die Wehrmacht wird sich nicht beeindrucken lassen"
command = { type = ambush value = -30 }
command = { type = surprise which = land value = -40 }
command = { type = surprise which = air value = -40 }
command = { type = surprise which = naval value = -20 }
}
}
The English (this event was written by a German speaker)
On 22 June 1941, Hitler finally gave the starting signal for Operation Barbarossa, which aimed to dismantle the Soviet Union through a pre-emptive strike. Despite clear signs Stalin ignored the danger, which left the Red Army totally unprepared in the early months of the war for the furious onslaught of the Wehrmacht and the SS.

(later event)
Despite the initial confusion and immense losses, the Red Army finally reorganized to throw back the Wehrmacht and SS.
 

Modo

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Well that also affects the game balance, and will require two compensatory tweaks:
I'm not sure whether forcing more events is desired in the vanilla game. There are mods for strictly historical play.

After improvements to the USSR AI, maybe it doesn't need the bonuses (i.e. less maluses) it enjoyed when not played by a human? It seems to me that removing those would be an easier way to balance Barbarossa, including making normal German AI more likely to go for it.
 

unmerged(74599)

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You want to make Barbarossa difficult, not impossible.

Heh, its that good is it? Well, definitely I should try it then, since after enough practice my opinion is that Argentina should be able to conquers the world. The idea that Germany might have a hard time in Russia is not only appealing, but also historical, or did you miss that part.

Gee, I would be delighted if the AI gave me a hard time in russia. Perhaps I will try it out.
 

unmerged(74599)

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Well that also affects the game balance, and will require two compensatory tweaks:
1) lower the land percentage that causes AI Germany to start Barbarossa
2) give Germany a "Pearl Harbor" event:

I tend to agree with this, but this is already simulated in the game by the GDE deficit that the Soviet Union faces at the start of Barbarossa. I think you would use one or the other. The GDE deficit is removed after Russia has a certain amount of land lost and then is equal to all other nations. I think that point is when it has lost 7% of its national territory.

I actually prefer the model you are proposing, over the existing one, but I don't see why you would have both.
 

ozman2

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It's just an idea to restore the balance which was inadvertently upset by the improved Soviet build AI.
 

son of liberty

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You want to make Barbarossa difficult, not impossible.
It is not impossible. I use the "very emu" settings(the ai gets all of the vh bonuses, while the human gets normal settings). Even with the extra troops, BP was achieved before winter. I started in may as soon as the mud cleared.