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Tech increasing ground_def_eff benefits the enemy instead

Yes, that's right! There are three techs in HOI that increase the effect of individual ground_defense points:

#1205, Basic Divisional Signal Command System
#1501, Improved Divisional Signal Command System
#1802, Advanced Divisional Signal Command System

Each one has the command:

effects = {
command = { type = ground_def_eff value = 5 } # Defense points have an additional 5% chance of deflecting hits.
}


But the comment in the file is wrong, the bonus actually works in reverse. The base chance of deflecting a hit with one ground_defense point is apparently somewhere between 75 and 80 % (we're still trying to figure out exactly what the value is, see the "Combat damage" thread in the scenarios forum). When you apply the first tech, your chance stays the same but your opponent's chance gets increased by 5 %. Same for the second and third techs.

Mikel was the first one to notice this, and he did some tests in which he increased the deflection chance to over 100 %. In each case, the enemy unit took zero or almost zero hits, while the unit owning the new tech took the same proportion of hits as always.

I have since confirmed that it really does work this way, and discovered that you can edit the file to say "ground_def_eff = -5". If you do that, the effect reverses. Now your enemy has a lower chance of deflecting a hit, while your chance remains the same.

So for all modders and even mildly ambitious do-it-yourselfers out there -- run, do not walk, to your infantry tech file and change this! Not only have you been buying a tech that benefits the enemy, but the AI has helplessly been buying it as well.

And for Paradox: guys, my personal recommendation is that you do the same. DON'T change the code so that the tech increases your own ground_def_eff, leave it so it affects the enemy, just get Vulture or someone to tweak the tech files as described above, and tweak the description so it's clear what the tech really does. If you're worried about a big impact on play balance, nerf the effect down to 2 % instead of 5 %.

Why? Because if you're a modder, this is a golden opportunity. We've always had a way to add ground defense points, to make our own units stronger in defense; having the ability to increase ground_def_eff as well seemed kind of redundant and until now nobody really paid much attention to the details of how it worked.

But now, players can buy techs that will increase their defense, OR buy techs that will help burn through the defense of the other side -- whatever they prefer. It really opens up some design possibilities. There might even be techs that have the side effect of actually increasing enemy ground defense effectiveness -- for example, in the late war period, you might opt to shorten training times for your units across the board, making them cheaper, but you take a +5 hit to ground_def_eff. It's much more flexible this way.
 
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Steel

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Somebody should give Math Guy a custom avatar for outstanding contribution to the community :) Vulture, can you keep us posted here is you are going to change this is 1.05c so we know how we can use this in C.O.R.E.? Thanks
 

Long Lance

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Originally posted by Aregorn
Math guy as usual, thanks a lot for the info. :)
,

Jepp, great work, thank you!

So to make these techs WAD I simply have to change the "5" in "-5" in the infantry tech file?
 

Janster

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hehehe

In our DEG 4 Hoi game, the allies have all seriously high tech while I noble Japanse have jack, and jack left town.

As such my invisible ignorant troops are now 15% better than their...HAHAHA..

I shall consume them all...etc

Mathguy, I have a few challenges for you, incase you like this..there are several problems with HOI these days that should be seen too...

First...
The price for a ..say pre-war junk tank with anti-tank..upgraded to a panther II seems to be far less than building a new panther II....
Am I right?...

Secondly..

If you take the same money and build destroyers...and then battleships..and pit the two together in battle, is clear that the destroyers carry the day...but what should be done?
more expensive desteroyers(they are a flotilla afterall) better battleships?..would they be able to take out 10 destroyers?....or are we happy with it(battleships were afterall on their way out.)

Not big problems, but they need to be brooded on.

janster
 

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Originally posted by Long Lance
So to make these techs WAD I simply have to change the "5" in "-5" in the infantry tech file?

Well, yes and no.

Yes, if you change the "5" to "-5" in the three places I listed, the techs will benefit you instead of benefiting the enemy.

However, the result isn't quite WAD. With "-5" the techs reduce the effectiveness of enemy ground defense points. If it was WAD they would increase the effectiveness of your own.

It's a minor point, but since you asked if it was WAD I thought I'd make that clear.
 

unmerged(13914)

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OT Issues

Originally posted by Janster
The price for a ..say pre-war junk tank with anti-tank..upgraded to a panther II seems to be far less than building a new panther II....
Am I right?...

I don't know about that specific example, but when I do upgrades in 1.05b, they seem way more expensive than they should be. For example, the difference between an Me 109 'E' and an Me 109 'G' is that the 'E' is 12 IC, 120 days, and the 'G' is 15 IC, 120 days. Logically to upgrade an 'E' to a 'G' should cost about 3 x 120 = 360 IC. But it actually costs 12 x 75 = 900 IC. Same for upgrading Pz III to Pz IV, you could just about buy a NEW Pz IV for what you pay to upgrade. I haven't checked every possible upgrade but these look pretty pricey.

If you take the same money and build destroyers...and then battleships..and pit the two together in battle, is clear that the destroyers carry the day...but what should be done?
more expensive desteroyers(they are a flotilla afterall) better battleships?..would they be able to take out 10 destroyers?....or are we happy with it(battleships were afterall on their way out.)

Yes, same problem as used to occur with the transports. It will always tend to happen in HOI because of the value-ability paradox that comes from having all units be worth 100 % in damage.

Basic 350mm BB costs 9490, attack of 12; improved DD flotilla costs 840, attack of 2. Six DD flotillas can do as much damage for just over half the price. In economic terms it's a bad investment to build BBs. Let's say 1 attack point does 1 % damage per hour:

DD = 2 % x 9490 = 189.8 IC per hour damage, for 840 invested
BB = 12 % x 840 = 100.8 IC per hour damage, for 9490 invested

The relative payoff is more than 20 to 1 in favor of the DD.

This is before you allow for the 13 defense points on the battleship, or the 5 defense points on the DD, but there again you're getting more defense, much more cheaply, on the DDs.

You could raise the cost of DDs. A flotilla of 5 fleet destroyers would be about 7,000 tons versus a modern battleship of 35,000, so 5 DDs might be priced closer to 1,900 IC. But my opinion is that even so, battleships do need higher defensive ratings, and higher attack ratings, to represent their ability to take huge amounts of small-caliber fire and not get seriously hurt. When this came up a month or two ago, someone (sorry I can't remember who at the moment) went off and did some tests with values like SA = 100, SD = 500 for battleships, and they seemed to work about right.

Sorry I can't recommend an exact set of upgrade values. I don't understand the sea combat system well enough, it needs proper testing. But I think CORE has tweaked ship values, so you might look at theirs.
 

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thank you.

On destroyers I see you have already been on this subject...
We have played HOI pretty hard multiplayer and gotten a good feeling of what works and what doesn't work..

As such we're starting to see more of the problems that come along, but not in a technical sense, but more in a applied sense.

As such the tank problem i presented was a bit poorly worded...

What I find ...in regular HOI and even worse in CORE, is that you can buy a pre-war junk tank for 6 ic for 120 days...then upgrade to something a lot better and you would in the end save bucketloads...as the upgrade time is 90 days regardless of model and such.

As for planes and others I haven't make any observations...

Anyhow we had a pretty good HOI game anyway, and the wars are starting to go beyond 43...with in our last game axis pulling a spectacular win...

Thanks for your help

janster
 

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Originally posted by Math Guy
Well, yes and no.

Yes, if you change the "5" to "-5" in the three places I listed, the techs will benefit you instead of benefiting the enemy.

However, the result isn't quite WAD. With "-5" the techs reduce the effectiveness of enemy ground defense points. If it was WAD they would increase the effectiveness of your own.

It's a minor point, but since you asked if it was WAD I thought I'd make that clear.

Thank you for the information!
 

Vulture

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Originally posted by Fiendix
reading this makes me wonder if the suprise stuff works correctly... I think somebody wrote that it was not implemented but that was in 1.03...

F

I believe it is;.. Someone feels like testing ? :D
 

unmerged(14102)

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Re: OT Issues

Originally posted by Math Guy

You could raise the cost of DDs. A flotilla of 5 fleet destroyers would be about 7,000 tons versus a modern battleship of 35,000, so 5 DDs might be priced closer to 1,900 IC. But my opinion is that even so, battleships do need higher defensive ratings, and higher attack ratings, to represent their ability to take huge amounts of small-caliber fire and not get seriously hurt. When this came up a month or two ago, someone (sorry I can't remember who at the moment) went off and did some tests with values like SA = 100, SD = 500 for battleships, and they seemed to work about right.

Actually, i don't think raising them is appropriate model, what should really happen is that there should be threshold limits for damage.

Threshhold #1: can the ship close? if relative speeds do not allow closure, ship with bigger gun cannot be damaged by opposing ship period. Not common, but with late CA's against early DD's possible.

Threshhold #2: can the weapon penetrate? gun .vs. armor check. If not, then probability of hit even on closure should drop to like 1%. Example 10cm DD guns .vs. 35cm BB armor. Only a lucky shot would ever cause any consequential damage.

If these 2 threshholds are introduced, then the relative damage numbers would work fine. By simply increasing them, you do not at all account for threshold #1, and you only weakly approximate threshold #2.

Now granted, we do not have these now, so all we can do is raise them.

Vulture: to the suggestion box for HOI2 [MaxI, Steel, and MAthGuy here have probably suggested this about a year ago, but here's a supporting vote. BTW, same model should be used for armor.

Just my thoughts ....