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CSABadass

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Some post-modding AI thoughts...

There are a number of revolt nations (Iceland, for one) whose first AI file is dated 1945. This means none of these files will load if the nation is created prior to 1945, which is a particular problem for Lebanon and Syria when they normally pop up in 1940. I'd recommend re-dating all such countries' files to 1936.

I was pleased to find a brand-new AI file for India in the patch. If you all would be interested, I've got ready-for-1.3 AI files for the RSI, West Germany, and a few other prominent revolters. I'd be happy to pass them along to the team to use as it will. No charge, just thank me in the credits someplace.:D
 

Pioniere

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paradox forgot this new tec. team picture.

hans kongelige marine, His majesties royal navy.

This is more correct Norwegian royal navy symbol. Instead of the Norwegian flag. Am referring to a Navy tec. team for Norway.
080925105511816976.png

Its not the largest issue her ;)

it was in the latest CDCP_v.1.0
 

Taijian

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Many thanks also from my side for the new patch! Great work!

One thing I'd still wish for (if I may...) *Pretty please?*

It would be great if the UK surrender events could be upgraded so that Japan also benefits from them. As it is right now, there is no way for Japan to win the war against the Allies short of total annexation of all of them! I'd really love to see these event series modified in a way similar to the BP events, so that depending on Japanese involvement, they also get peace and some parts of Asia from the UK and HOL. Would that be possible?

Thank you very much in advance!
 

MartinBG

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@Cueball

All missions base costs are in spy_cost.txt. Lets take for example steal BP:
Code:
#	_HOID_SPY_STEAL_TECH_,
0.4

IC cost modifier is set to 50:
Code:
# 	-IC modifier on Cost; 0 = Cost is Unmodified; 1 = Cost * base IC in target; 2 or more: if base IC in target < X, Cost = (X * Basic cost), else cost = (Basic cost * base IC in target)
50

Let's take 2 countries: country A with 30 base IC and country B with 80 base IC

Steal BP mission will cost:
50 * 0.4 = 20 in country A. We use 50 since 30 < 50

80 * 0.4 = 32 in country B. We use 80 since 80 > 50
 

unmerged(74599)

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I see, so I could substantially protect low IC countries from harm by increasing that integer because it also set the minimum cost for mission at that value. Yes, I think that will do what I want, as you say.

For one think vanilla Italy is vulnerable at 50, I think.

Thanks for the reply.
 
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MartinBG

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I apologize if any of these have been mentioned before, but a few problems with the new patch I have encountered while playing as Japan:

1. When I allow the AI to create and destroy supply and resource convoys for me it will create a resource convoy that connects to a location that does not contain my resource stockpile (It will be somewhere on the same land mass, though). I will manually assign convoys, anyway, and the AI destroys the new convoy the following day. If I do not allow the AI to destroy the convoy, it doesn't ship anything anyway. Presumably because the province the convoy is connected to doesn't contain the resource stockpile. I can manually create resource convoys to the correct locations and resources will ship without any problem, but if I allow the AI to auto-create and destroy convoys again, it immediately destroys my working resource convoys and creates ones to the wrong locations. It has done this both with the asia mainland and with the three province island south of the Japanese mainland that you start with as Japan (sorry, forget the name of the provinces). Supply convoys have not been a problem.

2. When using amphibous assault, every unit in the entire transport fleet invades. There doesn't seem to be any way to just have specific units aboard some of the transports attack the enemy. This will create alot of micromanagement, as you can no longer have one fleet with 3-6 marines on board move around the Pacific and simutaneously invade muliple islands in the same sea zones, unless you have each marine as part of a separate transport fleet. Nor can you simply have a large fleet with multiple groups if marines that can invade one after another. They too would each have to be part of a different transport fleet. Am I missing something here, or is this working as intended?

That is all I've found so far. Overall, the patch and especially the new spy system are much better. I really like the auto-promotion changes for leaders, too. Its nice to see admirals and air generals that are actually assigned to fleets and squadrons being promoted over the ones not deemed worthy of the honor.

Hello Randwulf,

First problem you mention is not new to us, but so far we were able to reproduce it only with Netherlands's convoys from 2 islands in Indonesia (1936 GC). Do you have a save-game where this bug is reproducible for Japan? If so please RAR/ZIP it and send it to our support e-mail ( hoi2armapatchproject(at)yahoo(dot)com ). If there is no save-game can you recall exactly which areas/provinces had this problem?

About the second. This change was made to prevent exploits (using unload/attack instead of Amphibious assault) and I would say that it is WAD but we didn't take into account situations as the described by you. We'll run some more tests and then we will take the final decision.

Thanks for reporting these problems


By the by, I just uploaded a new version of the Confederate Armageddon mod which is fully compatible with the 1.3 beta patch. It's available at the links below:
That's great news CSABadass! I didn't expected so fast migration of big mods like CA to 1.3 so I'm nicely surprised by this. :)


CSABadass and Pioniere, thanks for reporting problems and offering solutions to them. Most probably (some of) these will be applied to the final patch.


@Taijian
What you want is possible, but we are short in time and resources to do this. The 1.3 development cycle is close to the end and we are avoiding any (big) changes to the game unless they are really necessary (i.e. bugs).

@all
Thanks for your support :)
 
Last edited:

unmerged(74599)

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2. When using amphibous assault, every unit in the entire transport fleet invades. There doesn't seem to be any way to just have specific units aboard some of the transports attack the enemy. This will create alot of micromanagement, as you can no longer have one fleet with 3-6 marines on board move around the Pacific and simutaneously invade muliple islands in the same sea zones, unless you have each marine as part of a separate transport fleet. Nor can you simply have a large fleet with multiple groups if marines that can invade one after another. They too would each have to be part of a different transport fleet. Am I missing something here, or is this working as intended?

No. 2 is a much needed improvement.

I have always used the Amphibious Assault method because I feel the manual unload is an exploit. This is particularly important in MP, and this fix has solved a long standing rules debate, and therefore a lot of heartache.

Yes it means extra micro-management, but I have a fairly highly evolved system of managing my armies by setting them up in groupd of 3, 6 and 9, (Corps size formations and army sized formations basically), that makes this a lot easier. My transport fleets are also so organized, with 3 TP's, 6 and 9, and this allows for a lot control over amphibious operations. I even have some single TP fleets.

It's second nature to me now. Using this system I am able to do phased assaults, and throw reserves in as I need them.

This change, in my opinion, is one of the great little fixes that this patch provides.
 

CSABadass

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That's great news CSABadass! I didn't expected so fast migration of big mods like CA to 1.3 so I'm nicely surprised by this. :)


CSABadass and Pioniere, thanks for reporting problems and offering solutions to them. Most probably (some of) these will be applied to the final patch.

You're quite welcome, good sir--thank you for the patch, and the kind words about CA!

If you want the new revolter AIs, just PM me.
 

Gen.Schuermann

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Hello again, thanks for the patch again, provides for a good game i am playing so far (check the sig for the AAR). I have already enountered quite some nice changes to the game, namely one event now properly firing, the polish revolt once the SU closes in on Germany. Thank you for that! Provides quite some flavor.


Another thing while we are at it - are you also fixing the AI in some places? Like introducing new flags or general AIs? In my game Italy destroys any shippin in the med, leaving the Regia Marina to rule supreme. But a major problem was they lost their transport fleet at one time, which was needed to support Africa. When Africa was about to fall i edited the save to make them build TPs, and they did, but it did not prevent the fall as it was too late. But once they had a critical number of TPs again (6 or so?), they re-invaded Africa, which was now almost abandoned by the british. I fidn that really cool, a resumed african campaign. Just an idea, but i realize AI modding is quite a task, and with current limitations maybe not feasible.
 

ozman2

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There are some bugs with the switch_allegiance command, and I'd like to know if they will be addressed in 1.3
According to the documentation:
1) command = { type = switch_allegiance which = [unit id type/-1] value = [unit id id] where = [country tag] } # -1 is a random land unit -2 random naval unit -3 random air unit (value will be ignored).

But in reality the -2 and -3 parameters do not work at all.
2) when units are switched the commanders defect as well. This should be fixed.

Is there any chance of adding a separate command for leaders to defect? It would simplify a lot of issues, for example Vichy France.
 

unmerged(128483)

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No. 2 is a much needed improvement.

I have always used the Amphibious Assault method because I feel the manual unload is an exploit. This is particularly important in MP, and this fix has solved a long standing rules debate, and therefore a lot of heartache.

Yes it means extra micro-management, but I have a fairly highly evolved system of managing my armies by setting them up in groupd of 3, 6 and 9, (Corps size formations and army sized formations basically), that makes this a lot easier. My transport fleets are also so organized, with 3 TP's, 6 and 9, and this allows for a lot control over amphibious operations. I even have some single TP fleets.

It's second nature to me now. Using this system I am able to do phased assaults, and throw reserves in as I need them.

This change, in my opinion, is one of the great little fixes that this patch provides.

how? this means you cant land from different directions and gives enourmous advantages to the defender!
 

Nilmerf

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Great job with the patch. I don't know why people are complaining about the intelligence system, it's great. Although, the French willingness to attack the Siegfried Line is a bit gamebreaking.
 

unmerged(74599)

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how? this means you cant land from different directions and gives enourmous advantages to the defender!

That is another exploit. If that becomes a problem the Amphibious Assault factors should be adjusted to compensate. Increasing the overstacking limit, decreasing the penalty, or increasing the amphibious assault efficiency iteslf.

Talking about micro-management, making players go through all that effort setting up different stacks, and invading from different provinces is the essence of mirco-management.

But you have your finger on the pulse of the problem, because it is impossible to properly balance those values, when players are able to assault using different means. If you balance it on the assumption that all players will use multiple attack vector to underming the Amphibious Assault stacking limits, then you need decreased Amphibious Assault effieciency, if on the other hand, if players use the system the way it was designed to be used, by using the amphibious Assault command, those efficiency factors will be too low, harming the player.

Better to have one clear system, so that all the factors can be properly balanced.
 
Last edited:

Gen.Schuermann

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I just got a question, stemming from my AAR. As far as i can date back with screenshots, MOLOTOV instead of STALIN is HoG of sov since August 1944. Now how can that be? Are there coup events bar Bitter Peace?
I had the AI trying multiple times to kill other ministers (thanks again to the great spy system), might that by an effect if it?

Or am i missing something here?
 

RELee

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Okay, kiddies. I've stated twice my intention to fix the grammar problem and no one has developed heartburn over it, so here it is, fresh off the presses so to speak. Most of you may not care one way or another, but it fixes messages such as:

Chile have failed to steal blueprints from Paraguay.
And now shows them as:

Chile has failed to steal blueprints from Paraguay.

It's a zip file that contains an edited doomsdaytext.csv file, which resides in your <Armageddon>\config folder. Just replace and restart Armageddon. You should be able to safely restart a saved game, I did, and experience no problems. However, the file is presented as is and without any guarantees of any kind. Use at your own risk. Your mileage may vary.

Armatext.zip

Alternate download: Armatext.zip
 

unmerged(74599)

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At least someone have the do it yourself ethics.
 

RELee

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xtfoster

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Is there any chance of adding a separate command for leaders to defect? It would simplify a lot of issues, for example Vichy France.
Actually, this already exists (unless they fixed it in the patch). If you use the add_corps command and specify a leader, you can specify leaders from any country. This could be used for the German/Italian Officers during the SCW for example, or for the Chinese Warlords once they rejoin the KMT.

Unless, of course, you are looking for a command to have random leader switch sides.
 
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