Darkest Hour - Dev Diary #34 - Patch 1.05

Altruist

Captain
9 Badges
Sep 13, 2011
477
343
  • Darkest Hour
  • Stellaris
There is this pretty vocal guy on the darkest hour steam forums that keeps going on about bugs in 1.5.1 being so bad contra 1.4. For instance:

"Torpedoes may not be placed on human/allied subs & destroyers (BUT may be placed as usual on Axis subs & destroyers). Major game killing bug (specially if you play as Britain -relies on its navy for defense). More bugs than fixes in 1.5. Discussed in earlier Comment.

Mmmh, easy enough for everyone to check it out... I just did, too. Neither axis nor allies can use torps for subs or DDs. So it might be due to Mods as above already mentioned but then one should be, perhaps, a bit more careful with the blame or just use no or other Mods.
Have given up on DH & uninstalled. Overpowered Germany/Axis & huge gifts of wealth & armies render game unbalanced & Players research (tech), a waste of time."

DH and even more so some Mods definetly give players a challenge which is, I reckon, the reason we play it.
Nevertheless, from what I read in the AARs, a decent human player putting some thought into it seems to be able to win in DH with every major power which is, I reckon, another reason why we play DH.

Perhaps the quotes of the "vocal steam forum guy" are a bit out of context? Otherwise I have problems to understand his statements.
 

NukePL91

Germanicus
10 Badges
Mar 23, 2011
568
257
Was it changed from 1.4 to 1.5.1? Or is the guys simply wrong? Thanks guys.
From the first post in this topic:
8. Major overhaul of torpedoes representation in the game:
- Removed torpedo brigade from SS/SSN/DD units
- Torpedo techs set to give convoy attack (up to 8), sea attack (up to 4) and sub attack (up to 4) bonuses directly to SS/SSN/DD units

- Limited torpedo brigade bonuses from techs to 9 convoy attack, 4 sub attack and 2 sea attack
- Allowed first torpedo model to upgrade to next model (at full cost)
- Increased torpedo brigade cost
- First model adds fire range penalty (5) which is removed by the second model
- Reduced starting torpedo brigade attack stats, especially for the second model
- Reduced starting DD sea and convoy attack values for every model by 1 point
- Reduced SS max brigades from 2 to 1
- Reduced SSN max brigades from 3 to 2
- Reviewed SSN models stats and cost and set to be better then equal SS models and also to increase between SSN models
So it's still profitable to research torpedo techs.
 

Crispin

Major
43 Badges
Apr 12, 2007
678
344
  • Warlock: Master of the Arcane
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Pirates of Black Cove
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Knights of Honor
  • Age of Wonders III
  • Shadowrun Returns
  • Imperator: Rome
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Arsenal of Democracy
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • Magicka
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
I'm going by the words of several people who have talked about this issue quite a few times on the steam darkest hour forum which made me curious. So I asked here to get a quick clarification if it were in fact real, as I gathered people who still hang around here have a very good grasp of the game. No I haven't checked myself, but I intend to. So if there is a problem maybe it can be fixed if we get another patch - also if it's just some people misunderstanding I want to point it out on the steam forum because people yelling loudly about issues x and y ruining a game annoys me slightly.
 

Slaughter

Colonel
16 Badges
Apr 25, 2009
863
277
  • Darkest Hour
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
Could't this be caused by old events or starting OOB units, which still give those torpedoes to units that by all rights should't have them? Because you can totally do that to give attachments to pre-placed/event divisions. Its kind a funny bug. But you are prohibited (and so is the AI) from adding those to new units.

Check the OOBs and Events.
 

MartinBG

Darkest Hour Developer
2 Badges
Nov 16, 2007
5.617
162
  • Hearts of Iron II: Beta
  • Hearts of Iron IV Sign-up
I've always wondered if this is just one hella mad guy or if it's actually true that 1.5.1 introduced a few nasty bugs. Did a quick test and I cannot attach torpedoes to any dd or sub with any nation. What am I missing?

IIRC there was a GER AI event that pre-places some submarines with naval_torpedoes_s attached in the build queue that wasn't updated for 1.05/1.05.1
 

Altruist

Captain
9 Badges
Sep 13, 2011
477
343
  • Darkest Hour
  • Stellaris
I know it's been asked for some time but I really don't remember (and can't seem to find it): Gamersgate only has the 1.03 version. So do I have to install the 1.04 patch and the 1.05 after that, or can I install directly the last one?

You can directly patch to Darkest Hour 1.05:
# https://forum.paradoxplaza.com/forum/index.php?threads/darkest-hour-patch-1-05.1058633/
But afterwards you need to manually also add the hotfix 1.05.1:
# https://forum.paradoxplaza.com/foru...st-hour-patch-1-05-1-hot-fix-release.1069718/
 

GeneralUrist

First Lieutenant
17 Badges
Aug 15, 2013
240
281
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
Not sure where to bring this up, perhaps it should be its own thread, but:

In 1.05 province improvements (Infra, IC, forts, etc) are affected by the "production time" modifiers from policies, but not the "production cost" modifier. (Whereas before they were impacted by neither modifier). This hits hard for demobilized nations, because they suffer the increase in build time for stuff like IC without getting the corresponding build cost discount, making peacetime economic buildup uncomfortably slow. I figure that having both modifiers impact province improvements would make Hawk/Free Market policies OP, but I wonder whta the exact design philosophy was.
 

Crispin

Major
43 Badges
Apr 12, 2007
678
344
  • Warlock: Master of the Arcane
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Pirates of Black Cove
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Knights of Honor
  • Age of Wonders III
  • Shadowrun Returns
  • Imperator: Rome
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Arsenal of Democracy
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • Magicka
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
A minor issue. In scenario 1941 and 1942(possible other scenarios - yeah I checked also 1943 and 1944) Serbia lacks cores on their provinces except their capital. In scenario 1940 however they get all their cores when released. Perhaps it's intentional , it just seems inconsistent.
 
Last edited:

DukoOsshiiKhan

Second Lieutenant
13 Badges
Oct 27, 2010
192
1
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III Complete
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Semper Fi
  • Victoria 2: A House Divided
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
Not sure where to bring this up, perhaps it should be its own thread, but:

In 1.05 province improvements (Infra, IC, forts, etc) are affected by the "production time" modifiers from policies, but not the "production cost" modifier. (Whereas before they were impacted by neither modifier). This hits hard for demobilized nations, because they suffer the increase in build time for stuff like IC without getting the corresponding build cost discount, making peacetime economic buildup uncomfortably slow. I figure that having both modifiers impact province improvements would make Hawk/Free Market policies OP, but I wonder whta the exact design philosophy was.
I noticed this too, I wonder why buildings aren't reduced in cost by the slider but their build time is. It looks like an oversight or bug to me.
A minor issue. In scenario 1941 and 1942(possible other scenarios - yeah I checked also 1943 and 1944) Serbia lacks cores on their provinces except their capital. In scenario 1940 however they get all their cores when released. Perhaps it's intentional , it just seems inconsistent.
I think they're not supposed to get any provinces as cores except the capital to reflect their status as a military administrated puppet nation under Germany. The same applies to the Japanese puppet of China-Nanking, it only gains Nanking as a core province (yet usually retains the capital at Chongqing anyway). So the 1940 situation is probably an oversight. Which makes me imagine that Croatia is an oversight too, as they gain all of their provinces as cores, even Bosnia and the Serbian majority areas, with no partisan activity at all. Bulgaria gains cores on Macedonian, Serbian and Greek provinces also, but while I can understand their Macedonian areas being cores without any partisan activity, the same can't be said for their Serbian and Greek claims. Same probably applies to Montenegrin and Albanian puppets. The entire Balkan situation isn't very developed at all.
IIRC there was a GER AI event that pre-places some submarines with naval_torpedoes_s attached in the build queue that wasn't updated for 1.05/1.05.1
Is it going to be patched?
 
  • 1Like
Reactions:

Herr Cola

Corporal
Dec 4, 2018
35
10
how can i defeat Denmark? that's what i usually do :
1: Naval Block in Copenaghen before the war declaration
2: bombing industry infinitely
3: bombing units
4 : bombing port
5: Assault from Odense...
But nothing happen.. they just take off their navy and i must stop the assault.. with total realism project i mean..
With this 1.5.1 there are two eclatant bugs
1: The German forces are less organized than the Russian (that's unhistorical)
2: it's quite impossible to build Armoured Division in a war as known as the "Armoured war"..
 

^_AC_^

Field Marshal
83 Badges
Feb 24, 2009
5.560
207
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Victoria 2: Heart of Darkness
  • Warlock 2: The Exiled
  • Hearts of Iron IV Sign-up
  • Europa Universalis III Complete
  • The Showdown Effect
  • Stellaris
  • War of the Roses
  • 500k Club
  • Stellaris Sign-up
  • Europa Universalis IV: El Dorado
  • Imperator: Rome Sign Up
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Cadet
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Green Cities
  • Prison Architect
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Imperator: Rome
  • Europa Universalis III Complete
how can i defeat Denmark? that's what i usually do :
1: Naval Block in Copenaghen before the war declaration
2: bombing industry infinitely
3: bombing units
4 : bombing port
5: Assault from Odense...
But nothing happen.. they just take off their navy and i must stop the assault.. with total realism project i mean..
With this 1.5.1 there are two eclatant bugs
1: The German forces are less organized than the Russian (that's unhistorical)
2: it's quite impossible to build Armoured Division in a war as known as the "Armoured war"..
First of all, for Mods you should ask for help in the respective threads since the changes they make may affect the answer.

However, the two bugs you meantion are no bugs:
1) what you see is a number called Nominal Organization, but what matters is Effective Organization which takes into account GDE (Ground Defense Efficiency) which is where Germany is much better. For this reason, the Effective Organization of Germany is actually superior compared to USSR.
2) It's quite possible, but it depends on researching the correct doctrines. In fact both Germany and Soviet Union can research the doctrine and build Armored Division as early as 1937. This is historical.