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any chance for a beta 4.5?

I realize beta 5 is a long ways off but from your posts it seems like you have fixed a lot of bugs/imbalances with beta 4 like id's (whatever those are) and such. Any chance of you melding the changes into beta 4 and releasing an interim 4.5 or are the files too different and/or would take too much time?
 
lloyd007 said:
I realize beta 5 is a long ways off but from your posts it seems like you have fixed a lot of bugs/imbalances with beta 4 like id's (whatever those are) and such. Any chance of you melding the changes into beta 4 and releasing an interim 4.5 or are the files too different and/or would take too much time?

Maybe, will have to let another week of work give me more insight.
:D

Will post soon though I hope on my objectives for Beta5 as I am getting closer to the theme and feasability.

In the meantime play Greece on 'Easy' and conquer all the Mediterranean.
:D
 
What are those objectives? You could PM me if you want to keep them secret ;).
 
GeneralHannibal said:
What are those objectives? You could PM me if you want to keep them secret ;).
:D
Well that is reasonable, since you are probably the most loyal beta testing from the very beginning now over year and half of going through the various editions.

It is nice to work up draft ideas, but more importantly I do want a sounding board before going public.
:cool:

It might yet be a day or two though.
Many thanks!!
 
Beta4 Update

Beta4 UPDATE:

Well beta4 testers I just gone over the whole 180 posts of this thread!!
:eek:

And lifted collected 3600 words of player suggestions, tip and comments.

Gosh, great job each and all.
:D :cool:

So I will go over it in detail as I transition to a written overview of what is already in Beta5 and what will be in Beta5. Much of testing of ideas for Beta5 is completed as feasable and proven, so organizing its use is next.

Again, many many gracious thanks,

Do play on and be sure to give any other feedback you think might yet be useful.
 
Well I 'reinstalled' Beta 4 and the AI is VERY different... The CSA still fell before my awesome might but it deployed its troops very differently. Game is easy/n. Now instead of a huge stare down in the west while I swept the east they actually made a good defense of the east and drove me nuts in their mountain strongholds in NC.

However they were much weaker in the west and I was able to take KY and the rest of missouri with little initial fuss but there were several running battles for those provinces as the ai actually was quite agressive counterattacking unlike before.

GQ is in a strange position. It has DOWed the scots and Amwest but 80% of their forces are along their border with me. The 24 milita worked again I think in intimidating GQ. Texas dowed the CSA and managed to get a decent number of provinces but as soon as I took the last CSA province they made peace for three provinces out of the 10 or so they had grabbed...

This is as far as I've played but its shaping up to be a very different game.

Also to combat winter attrition I've found 1. Dont conduct major offensives unless you are pusing to win in a very short time. 2. Use logisitcs wizards and winter specialist leaders who more than halve winter attrition 3. move all your troops to friendly territory and wait till spring or if youre in too far move them to a 100% infra province which can cut attrition down to 0. Alternately build up infrastructure in key provinces to 100%, its expensive in terms of mp in this mod but in serial it'll build in months and allow you to move much faster when it does get built.

As for jungles... yuck my advice is to take everything around the jungle and then save them for last and strat redeploy out of them as soon as they are taken ;) I'm dreading having to go after the Amazon and Congo but thats in a while after the rest of NA...

I've found some more 'bugs' too if you haven't already caught them. Many Texas and CSA provinces already have massive partisan problem at the beginning before anything. several Texas provinces revoled before they had declared war and these are core provinces for them...
 
lloyd007 said:
Well I 'reinstalled' Beta 4 and the AI is VERY different... The CSA still fell before my awesome might but it deployed its troops very differently. Game is easy/n. Now instead of a huge stare down in the west while I swept the east they actually made a good defense of the east and drove me nuts in their mountain strongholds in NC.

However they were much weaker in the west and I was able to take KY and the rest of missouri with little initial fuss but there were several running battles for those provinces as the ai actually was quite agressive counterattacking unlike before.

GQ is in a strange position. It has DOWed the scots and Amwest but 80% of their forces are along their border with me. The 24 milita worked again I think in intimidating GQ. Texas dowed the CSA and managed to get a decent number of provinces but as soon as I took the last CSA province they made peace for three provinces out of the 10 or so they had grabbed...

This is as far as I've played but its shaping up to be a very different game.

Also to combat winter attrition I've found 1. Dont conduct major offensives unless you are pusing to win in a very short time. 2. Use logisitcs wizards and winter specialist leaders who more than halve winter attrition 3. move all your troops to friendly territory and wait till spring or if youre in too far move them to a 100% infra province which can cut attrition down to 0. Alternately build up infrastructure in key provinces to 100%, its expensive in terms of mp in this mod but in serial it'll build in months and allow you to move much faster when it does get built.

As for jungles... yuck my advice is to take everything around the jungle and then save them for last and strat redeploy out of them as soon as they are taken ;) I'm dreading having to go after the Amazon and Congo but thats in a while after the rest of NA...

I've found some more 'bugs' too if you haven't already caught them. Many Texas and CSA provinces already have massive partisan problem at the beginning before anything. several Texas provinces revoled before they had declared war and these are core provinces for them...

Wow, that all sounds great! Yes, I am paying more attention to the instructions for setting up the Mod now. I do not know just how many people did similiarly. I will in the future just make it very easy to only do it correctly.

Those partisan problems are designed in, as Mormons and Native populations that never were assimulated due to there being a broken central power from mid 1800's onward as per my fictional history and timeline.

Republic of America, one on one should be able to conquer any neighbor as she is the most powerful IC wise in North America, yet the odds generally are she will face two, three or even four foes at once.
 
Well now I'm going after GQ and Texas and man they got tough! Texas especially held me back for two months full of counterattacks and constantly broke any encirclements I tried to muster. GQ was a lot more of a pushover though because in their case the great distances and time it takes to move really hurt the ai and I was able to encircle and destroy numerous divisions. while they were marching to retake provinces and such. Still they were a lot better at force allocation and I had to be sure of a 4 way envelopment or encirclement to be sure I would win.

Amwest for once isn't Mexico's whipping boy but man is Mexico one tough country... They are at war with ALL of their neighbors save me and they are still holding their own. They are like the anti Russia (which is once again getting eaten quickly by like 5 of its neighbors ;) )

One nice thing I'm seeing now that I wasn't before is the AI isn't going nuts building militia as soon as they lose a province or two and thus wrecking themselves for the rest of the game even if they recover because for hte large countries at least recovery is certainly possible. India is the prime example they can lose 1/2 their territory and still come out on top but with the MP losses they used ot sustain building so much militia they would run out of steam and then get stomped.
 
Wow, thanks for the update!
:D

Yes, it took awhile to get that militia panic setting right. What is important is having sustained battle challenges campaign to campaign.

Mexico can be that way, especially with all those mountains narrowing down to a point.

Thanks again and what date does all this bring your game to?
 
Update time

have clean up some smaller neighbours and cheated once! (I returned to a save because Ukraine attacked before I was ready for them.) And before you day it - I know I ought to face up to losing like a man- but I had had one glass of wine too many and I wasn't thinking straight! :}

I have seen an alliance - Philipines and people's china - too smallish countries - probably wanting to hold hands while among the big boys! Both were on the way out.

Year is early 1935? I think or maybe 1934 will have to get back to you tomorrow about that.

The Ukraine - at 2/3's my IC is the most powerful country unit wise. 130 light and medium tanks, 80 HA and 70 Marines. The have triple the airforce and before i returned to a previous save that airforce was reducing my troops like a grater shreds cheese! I am use to doing it to others not having it done to me! Ukraine is going to be the toughtest nut yet!

Egypt and I now have similar IC 800+ I have not border touching them and am not looking forward to that conflict.
 
I think it is technically possible for some of your large neighbors to ally now and what would be bad is having two enemy airforces to deal with at the same time.
:eek:
Sounds like Urkraine has some serious hardware there!
:cool:

Thanks for the update and watch that wine.
:D
 
How many non-infantry units will the AI build before it switches to only building infantry?
 
GeneralHannibal said:
How many non-infantry units will the AI build before it switches to only building infantry?

Usually when they get to 40 each, however there always seems to be 'one exception per game'?? Like his Urkraine and I think (speculating again :confused: ) That what should effect all AI's is only effecting the largest one or the first one to get to the 40 per kind barrier. So one crosses it and the rest start building infantry en mass when they get to that 40 per.

Best answer so far, maybe more hints about it with something I might do about will come forward. One idea is too give each AI their own AI script engine.

I have been thinking about that lately as I believe I have pushed the single use of the default AI to the wall and now maybe I will try assigning each there own. I am headed that way in Beta5 generally for other reasons yet to be disclosed. But will soon. :cool: :D
 
Is there any way to reduce the amount of countries as in the game Risk? Once it gets to about April-May my computer just explodes from slow-downs and then it goes snail pace. Also, because days have 24 hours in HOI2, it's a real pain to test.
 
Walter Model said:
Is there any way to reduce the amount of countries as in the game Risk? Once it gets to about April-May my computer just explodes from slow-downs and then it goes snail pace. Also, because days have 24 hours in HOI2, it's a real pain to test.

Have you disabled loading sprites and sound?

After summer 1931 the number of countries reduces 1/3.
:cool:
 
therev said:
I can report that once you get past the first round of wars, the speed picks up again. Also saves which in the early years take forever!!!! are now very quick.

Also Ukraine has 50 infantry - moet have around the 40. Does anyone know how I take a screenie of the stats page? I could post it for you.

Those are good numbers, yes I would like see that screen. I use a free program called: IrfanView http://www.irfanview.com/
 
Well, a quick report on my first game. I started this before I realised I had forgotten to install the no time-limit mod. This led to the strange case where it skipped ahead by 5 years to 1935 as soon as I started the clock.

I picked CSA and went after the Republic as fast as I could. Actually, they declared war on me first, which saved me the dissent hit. The difficulty was normal/weakling, and I found that the AI wasn't that much of a challenge, although I suspect that was a result of the low aggressiveness setting (they ignored a gaping hole in my line for a month!). Despite making some strategic blunders (tanks in New York!) I was able to split the Yankee's territory into 3 large segments, which were then relatively easy to reduce. By the time they started panic-building milita, they had already been pushed towards the western plains, so their militia didn't really help. I managed to annex them in mid-May (1935 rather than 1930 thanks to that bug) after Texas got in on the action and took the final few provinces.

Sorry it was a bit of a short report, but I only played up till the first annexation as this was just a test game to get a feel of the mod. Next time I'll play someone more interesting. My only major point so far, is that the Watchers got annexed by Liberia who demanded territory. Unless that's supposed to happen, you should remove the Liberian claims on St Helena.
 
Actually, a lot things are probably not working right by playing 1935.

I would carefully redo the install process per that thread.

The 'Watchers' get annexed by design to inhibit the player for DoW them.
:D

This is only a temporary fix though so far as concerns the Watchers.

Many thanks for this quick update.
 
I did get the feeling that something was up after a while. Alliances were forming in Europe, when I remembered you saying that alliances wouldn't form for the first few years. I will make sure to install it properly for my next game.