Darkest Hour - Dev Diary #33 - Patch 1.04 beta

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

richie

Major
95 Badges
May 12, 2003
759
7
  • Victoria 2: A House Divided
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Teleglitch: Die More Edition
  • Victoria 2
  • Hearts of Iron III: Their Finest Hour
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Stellaris: Ancient Relics
  • Deus Vult
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Arsenal of Democracy
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
Well, in all honesty if pushing Japan out of mainland as China before original Marco Polo date is possible then something is really wrong here. Either balancing or AI.
 

JJMerrill

Colonel
76 Badges
Dec 20, 2013
960
346
  • Darkest Hour
  • Victoria 2: A House Divided
  • Imperator: Rome Deluxe Edition
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Europa Universalis IV
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Megacorp
  • Hearts of Iron IV: La Resistance
Well, in all honesty if pushing Japan out of mainland as China before original Marco Polo date is possible then something is really wrong here. Either balancing or AI.

It did feel too easy. I never produced any units, just reinforced and upgraded what China starts with. There's an event that lets you ahistorically declare war on Japan almost right away, so I gave it a shot. Bouncing 25-30 INF and MIL divisions around Beijing and Tianjin lets you repel any offensive the Japanese AI will muster until your land-locked units can be strategically redeployed. I made sure to leave at least 1 infantry division in each coastal province as well.

I took a look in the event files and it turns out that the "Fading Sun" event cannot even fire before 1936. I had to wait from the end of 1934 until 1936, when the event fired and Korea was released as a Chinese puppet. The Marco Polo Bridge event fired shortly afterwards.
 

Black Ader

Second Lieutenant
25 Badges
Mar 11, 2007
177
5
  • Victoria: Revolutions
  • Stellaris: Federations
  • Stellaris: Megacorp
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Semper Fi
  • Arsenal of Democracy
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • For The Glory
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
Any hints on next beta relase? Ok, I know what is the normal answer : "it is done when it is done", but, well, it costs nothing to try ;).
Maybe we could just have a thougt if it will be in weeks or months?
 

MartinBG

Darkest Hour Developer
2 Badges
Nov 16, 2007
5.634
257
  • Hearts of Iron II: Beta
  • Hearts of Iron IV Sign-up
All of the reported 1.04 RC1 engine issues are already fixed, but there are many DB requests/improvements/suggestions that have to be investigated first and implemented before the next beta.
I don't want to speculate on when this will be completed.
In any case the latest version seems to be more or less fine to be played while the changes planned for 1.04 final are minor (bug fixing and small DB improvements) so you should not restrain yourself from playing it IMO :)
 

MartinBG

Darkest Hour Developer
2 Badges
Nov 16, 2007
5.634
257
  • Hearts of Iron II: Beta
  • Hearts of Iron IV Sign-up
This is is the fix we did based on your bug report, but it is not granted that it will trigger/work in ongoing game:

Darkest Hour/Mods/Darkest Hour Full/db/events/USSR.txt: modified event 2007047 (SOV Great Patriotic War) so that it has only one action + triggers new AI event 3007045 if necessary
Code:
#########################################
# USSR Great Patriotic War
#########################################
event = {
    id = 2007047
    random = no
    country = SOV
    style = 2
      picture = "news_paper"

    decision = { 
        OR = {
            war = { country = SOV country = GER }
            war = { country = SOV country = JAP }
            war = { country = SOV country = CHI }
            war = { country = SOV country = ENG }
            war = { country = SOV country = USA }
            war = { country = SOV country = FRA }
        } 
    }
   
    decision_trigger = { lost_national = { country = SOV value = 15 } }
   
    trigger = {
        OR = {
            AND = {
                year = 1942
                month = 5 # June
                atwar = SOV
            }
            lost_national = { country = SOV value = 15 }
            AND = {
                ai = yes
                OR = {
                    war = { country = SOV country = GER }
                    war = { country = SOV country = JAP }
                    war = { country = SOV country = CHI }
                    war = { country = SOV country = ENG }
                    war = { country = SOV country = USA }
                    war = { country = SOV country = FRA }
                }
            }
        }
    }

    date = { day = 0 month = january year = 1936 }
    offset = 7
    deathdate = { day = 29 month = december year = 1990 }

    name = fbarb_event8_name
    desc = fbarb_event8_desc

    action = {
        name = ACTION_NAME_OK
        command = { type = wartime_ic_mod value = 25 }
        command = { type = peacetime_ic_mod value = 30 } # Clear the starting penalty for post WWII play
        command = { trigger = { 
                        NOT = { domestic = { type = democratic value = 2 } } #Max authoritarian
                        domestic = { type = political_left value = 10 } #Max political left
                    } type = domestic which = political_left value = -1 } #Soviet propaganda abandoned internationalism and replaced it with nationalism (but only if country remains Stalinist, otherwise no effect)       
        command = { type = songs which = StalinJuly1941.txt }
        command = { trigger = { exists = GER NOT = { ai = GER } ai = yes difficulty = 3 } type = trigger which = 3007045 }
    }
}

Darkest Hour/Mods/Darkest Hour Full/db/events/ai/ai_sov.txt: added new AI event 3007045 with cheats for very high difficulty
Code:
event = {
    id = 3007045
    random = no 
    country = SOV
   
    trigger = {
        ai = yes
        exists = GER 
        NOT = { ai = GER } 
        difficulty = 3
        #only for AI SOV against human GER at Very High difficulty settings
    }

    name = "AI_EVENT"
    style = 0   

    action_a = {
        command = { type = manpowerpool value = 50 when = 1 }
        command = { type = morale which = land value = 20 }
        command = { type = morale which = naval value = 20 }
        command = { type = morale which = air value = 20 }
        command = { type = build_time which = land when = on_upgrade value = -25 }
        command = { type = build_cost which = land when = on_upgrade value = -2 }
        command = { type = frozen_move which = land value = 13 }
        command = { type = frozen_attack which = land value = 13 }
        command = { type = frozen_defense which = land value = 13 }
        command = { type = snow_move which = land value = 13 }
        command = { type = snow_attack which = land value = 13 }
        command = { type = snow_defense which = land value = 13 }
        command = { type = jungle_move which = land value = 13 }
        command = { type = jungle_attack which = land value = 13 }
        command = { type = jungle_defense which = land value = 13 }
        command = { type = forest_move which = land value = 5 }
        command = { type = forest_attack which = land value = 5 }
        command = { type = forest_defense which = land value = 5 }
        command = { type = desert_move which = land value = 13 }
        command = { type = desert_attack which = land value = 13 }
        command = { type = desert_defense which = land value = 13 }
        command = { type = muddy_move which = land value = 18 }
        command = { type = muddy_attack which = land value = 18 }
        command = { type = muddy_defense which = land value = 18 }
        command = { type = mountain_move which = land value = 13 }
        command = { type = mountain_attack which = land value = 13 }
        command = { type = mountain_defense which = land value = 13 }
        command = { type = hill_move which = land value = 8 }
        command = { type = hill_attack which = land value = 8 }
        command = { type = hill_defense which = land value = 8 }
        command = { type = build_division which = hq value = anti_air when = 4 cost = -0.1 where = 120 }
        command = { type = build_division which = hq value = anti_air when = 4 cost = -0.1 where = 120 }
        command = { type = build_division which = hq value = anti_air when = 4 cost = -0.1 where = 30 }
        command = { type = build_division which = hq value = anti_air when = 4 cost = -0.1 where = 30 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 90 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 90 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 90 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 90 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 90 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 90 }
        command = { type = build_division which = armor value = light_armor_brigade when = 6 cost = -0.1 where = 90 }
        command = { type = build_division which = motorized value = armored_car when = 2 cost = -0.1 where = 120 }
        command = { type = build_division which = motorized value = armored_car when = 2 cost = -0.1 where = 30 }
        command = { type = build_division which = motorized value = armored_car when = 2 cost = -0.1 where = 120 }
        command = { type = build_division which = motorized value = armored_car when = 2 cost = -0.1 where = 30 }
        command = { type = build_division which = motorized value = armored_car when = 2 cost = -0.1 where = 120 }
        command = { type = build_division which = motorized value = armored_car when = 2 cost = -0.1 where = 30 }
        command = { type = build_division which = motorized value = armored_car when = 2 cost = -0.1 where = 120 }
        command = { type = build_division which = motorized value = armored_car when = 2 cost = -0.1 where = 30 }
        command = { type = build_division which = motorized value = armored_car when = 2 cost = -0.1 where = 120 }
        command = { type = build_division which = motorized value = armored_car when = 2 cost = -0.1 where = 30 }
        command = { type = build_division which = motorized value = armored_car when = 2 cost = -0.1 where = 120 }
        command = { type = build_division which = motorized value = armored_car when = 2 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = artillery when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = artillery when = 12 cost = -0.1 where = 120 }
        command = { type = build_division which = infantry value = engineer when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = engineer when = 12 cost = -0.1 where = 100 }
        command = { type = build_division which = infantry value = artillery when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = artillery when = 12 cost = -0.1 where = 120 }
        command = { type = build_division which = infantry value = engineer when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = engineer when = 12 cost = -0.1 where = 100 }
        command = { type = build_division which = infantry value = artillery when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = artillery when = 12 cost = -0.1 where = 120 }
        command = { type = build_division which = infantry value = engineer when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = engineer when = 12 cost = -0.1 where = 100 }
        command = { type = build_division which = infantry value = artillery when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = artillery when = 12 cost = -0.1 where = 120 }
        command = { type = build_division which = infantry value = engineer when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = engineer when = 12 cost = -0.1 where = 100 }
        command = { type = build_division which = infantry value = artillery when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = artillery when = 12 cost = -0.1 where = 120 }
        command = { type = build_division which = infantry value = engineer when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = engineer when = 12 cost = -0.1 where = 100 }
        command = { type = build_division which = infantry value = artillery when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = artillery when = 12 cost = -0.1 where = 120 }
        command = { type = build_division which = infantry value = engineer when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = engineer when = 12 cost = -0.1 where = 100 }
        command = { type = build_division which = infantry value = artillery when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = artillery when = 12 cost = -0.1 where = 120 }
        command = { type = build_division which = infantry value = engineer when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = engineer when = 12 cost = -0.1 where = 100 }
        command = { type = build_division which = infantry value = artillery when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = artillery when = 12 cost = -0.1 where = 120 }
        command = { type = build_division which = infantry value = engineer when = 11 cost = -0.1 where = 30 }
        command = { type = build_division which = infantry value = engineer when = 12 cost = -0.1 where = 100 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 10 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 10 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 10 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 10 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 10 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 10 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 10 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 10 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 30 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 60 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 60 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 60 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 60 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 60 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 60 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 60 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 60 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 60 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 60 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 90 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 90 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 90 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 90 }
        command = { type = build_division which = militia when = 6 cost = -0.1 where = 90 }
    }
}
 

Black Ader

Second Lieutenant
25 Badges
Mar 11, 2007
177
5
  • Victoria: Revolutions
  • Stellaris: Federations
  • Stellaris: Megacorp
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Semper Fi
  • Arsenal of Democracy
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • For The Glory
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
So if I understand correctly, I have to replace the GPW in current files by those ones?

By the way human player can without problem trigger GPW. The problem is just with AI.
 

Black Ader

Second Lieutenant
25 Badges
Mar 11, 2007
177
5
  • Victoria: Revolutions
  • Stellaris: Federations
  • Stellaris: Megacorp
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Semper Fi
  • Arsenal of Democracy
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • For The Glory
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
Ok thank you very much!

I will start a new campaign without waiting update...

If I still understand correctly, on normal and high difficulties AI USSR doesn't receive anymore crazy tons of free units and combat bonuses through GPW but has just same IC bonuses than Human player?
 
Last edited:

Wenceslaus II

Przemysł II
40 Badges
Aug 24, 2007
1.728
67
  • Imperator: Rome - Magna Graecia
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Imperator: Rome
  • Semper Fi
  • Arsenal of Democracy
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Europa Universalis IV
  • Europa Universalis 4: Emperor
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Rome: Vae Victis
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III
  • Hearts of Iron II: Armageddon
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Dharma
  • Darkest Hour
Two things: In the 1933 scenario, should Germany have a national province (tag??) on Gdynia? South and west of Danzig? Because they don't.
Second thing, their technology seems so advanced I'm thinking it's just a copy and past of 1936. Is this true?

And for the life of me, I can't seem to stand to play this game more than an hour... How do I fall in love with HoI 2, once more <3 I can't seem to enjoy any games these days except pirate sims.
 

Solfall

Lt. General
67 Badges
Aug 17, 2014
1.224
333
  • Victoria 3 Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Monks and Mystics
  • Surviving Mars
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Jade Dragon
  • Surviving Mars: Digital Deluxe Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Humble Paradox Bundle
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Prison Architect
  • Imperator: Rome Sign Up
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Semper Fi
  • Victoria: Revolutions
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Two things: In the 1933 scenario, should Germany have a national province (tag??) on Gdynia? South and west of Danzig? Because they don't.
Second thing, their technology seems so advanced I'm thinking it's just a copy and past of 1936. Is this true?

And for the life of me, I can't seem to stand to play this game more than an hour... How do I fall in love with HoI 2, once more <3 I can't seem to enjoy any games these days except pirate sims.
Have your tried BICE for HoI3? :3
 

Black Ader

Second Lieutenant
25 Badges
Mar 11, 2007
177
5
  • Victoria: Revolutions
  • Stellaris: Federations
  • Stellaris: Megacorp
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Semper Fi
  • Arsenal of Democracy
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • For The Glory
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
Now GPW event is firing when I play Germany and attack USSR AI, but the second day of war. Is it intended? For human player you have to loose 15% of your home provinces, it is not the case for AI?

Not a big problem after all, now that tons of free units and insane combat bonuses are gone, I just wanted to know.
 

Australiana

Major
3 Badges
Sep 15, 2011
565
5
  • Darkest Hour
  • Iron Cross
  • 500k Club
Is the 1933 scenario in 1.04 a little more armour focused than it was in 1.03? In 1.03, 1933 scenario, armoured & mechanised divisions were conspicuous by their absence. As a matter of fact I only ever saw 1 armoured division (excluding German & Russian armoured divisions) in the multiple times I tackled the 1933 scenario, and never a single mechanised division! I'm truly hoping that's been rectified.
 

Fascio

Private
26 Badges
Feb 12, 2011
23
1
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Cities in Motion 2
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings Complete
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Imperator: Rome Sign Up
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Cities: Skylines
  • Europa Universalis III: Chronicles
I'd suggest adding an upgrade feature for whole armies, instead of divisions. For instance, upgrading militias to infantry, or infantry to marines, etc; if it isn't possible, I'd suggest an easier upgrade system and interface, because selecting one division at a time and upgrading it is so painful...
 

Adonnus

General
54 Badges
Apr 17, 2011
2.313
2.088
  • Semper Fi
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Darkest Hour
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings III
  • Imperator: Rome
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • War of the Roses
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Victoria: Revolutions
  • Rome Gold
  • Supreme Ruler 2020
  • Europa Universalis IV: Pre-order
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
There is a crashing issue with 1.04 beta, it has so far occurred in a mod I made from DH Full 1.04 and a few modified files, all derived form 1.04, and from the newest WIF2 Apocalypse where it occurs consistently. Basically sometimes when right clicking on a province, either to attack or strategically redeploy the game freezes. I don't think this is a mod issue since it happened to two mods.