Darkest Hour - Dev Diary #34 - Patch 1.05

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Altruist

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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

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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

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I seem to have misunderstood the bug. Apparently the ai(only axis I think) is still allowed to attach torpedoes.
 

Crispin

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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.
 

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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

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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
 

Sargeras

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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?
 

Altruist

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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/
 

Sargeras

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Thank you.
Have you guys changed something in some of 1914's AI? I remember some flaws but yesterday I was having good fun playing France and everything was going pretty smoothly (until damn Germany let her beaches get overrun).
 

GeneralUrist

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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

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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.
 
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