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Predatororc

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Ok, we're supposed to write in the Push for Total Conquest event for Italy and should give a vp to Kirkuk for all the outcomes I think.
 

Predatororc

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Yes, not the Indonesia events but the Turkey events package is needed for tomorrow's game AFAIK.
 

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Nicophorus said:
Do we need to download anything new (turkish events or whatever) for tomorrows game? Or are we go to go with what we had from last game.

Its on the previous page, also on the main thread for the Saturday game.
 

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We can have a Maximum of eight players. If everyone who normally shows, comes then it will not be possible, but check in anyway, just in case someone does not show up. We also have a game Wednesdays later in the day (23:00 CET) so if you can be up late check that out.
 

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I think I have found a solution to the "bring socialism" event. Rather than making it impossible for SU to do this, we will simply make Sweden's AI go pro-Nazi, likewise Nat. Spain will be more likely to join the Axis, as their neutrality will drop. That should be adequate compensation.
 

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Version 1.1 of this mod will begin to change the overall combat mechanics of the game.

In the end I think it would be better to have less units, that are more effective, and somewhat slow down the overall speed of province by province combat.

To start with I have selectively picked up some of the division values from the TRP mod, to see how they effect combat in MP. I am looking for people to play test some of the scenarios with me using these values, one v one.

Any takers?
 

a.d.a.m

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not that this is going to be much of a problem as most sane individuals are never going to ally communist china and allow for japan to ally nat china, but when the event fires for japan and china end war and all chinese inf get sent to chongqing, they may occasionally combine with the units at chongqing that are set to unmoveable. this means the stupid AI may constantly leave...say 20 divs or more in chongqing because they cannot figure out they must remove the divisions that cannot move. ;)
 

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Thanks for pointing this out.

They arrive at chonging if there original destination province is unavailable, and locked there. Not such a bad thing really. They could be released by the inclusion of an unlock event at the end of the Sino-Japanese war. However, in the latest version I did not lock them as I am trying to tweak the AI to "naturally" defend the southern beeches -- I am don't think I succeeded.

Are you looking at the Saturday game, or the Weekday game, as the event was updated in the Weekday game, which has a later patch.

Again, thanks for pointing this out.

Edited to Add, not quite, I locked a smaller number of them in place so the effect you describe may still be active.
 
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1) Reduce Japanese Manpower from China.
2) Get China to stop sending spies to Japan after peace (done)
3) Make Turkey slightly more formidable, fix AI so it guards beeches (Adam)
4) Make it so that Portugal does not react to Soviet_Agression against Persia (done)
5) Direct Canada ai to focus more on Naval (P3D Mem)
6) Give USA a more sophisticated AI build depending on global events (Limited Pact?), build more land and CV's for possible early DOW
6a) Give USA a Defence Lobby slider shift for Japan DOW against Netherlands
6b) Reduce impact of Pearl Harbour slightlys, and create a lesser war Gearing for USA if it DOW's Japan.
7) increase US Isolationism if SU starts a war in South America. Get all PA countries in SA to GOI Agentina, should Brazil become Comintern. To ensure SA clusterfuck if USSR Dow's Argentina. Soviet_Agression_SA flag... Germany can end NAP with SU if Argentina is attacked (simplest, possibly best.)
8) End Turkish GOI on Yugo to ensure no Balkans clusterfuck if England does not DOW Italy after early Turkish invasion. (done)
9) Does coup in Yugo happen even if Germany DOW's Yugo, and there is no Pact of Steel?
10) Give Germany financial hit if it invade Switzerland (Predator).
11) Structure scenario files so that game does not need a second version present on computer -- Moddir.
12 ) Fix Chinese locked divisions so they do not screw up the chinese AI. (Adam)
13) Make Sweden become anti-bolshevik if USSR uses bring socialisim event.
14) Reduce USSR Industry by 10 at game start (?)
15) Increase delay time for units given or sold to allies.

Proposed changes to combat model:
Naval:

1) Increase air detection for ships all around to make them more effective against planes, in particular CV's and CVL's.
2) Allow CVL's to carry air naval brigade attachement to simulate upgrading of aircraft.

Land:

1) Slightly increase ORG, Defensiveness, and Toughness to prolong land battles, to give players more immediate control of combat, and eliminate "instant" defeats... and pausing.
2) Increase unit cost by 20% all around to compensate for increased MP loses.
3) Reduce morale of Armour, Mech and Moto by 5 (10?) in order to simulate increased time for refitting and resupply, and other logistics.
4) Increase overall organization of Armour, Mech and Moto so that it is higher than Infantry.
5) Make infantry slightly faster to compensate for longer battle times, leave Armour, Mech and Moto as it is.

Overall concept: Give players more control over battles (longer battles), decrease the number of units overall to increase upload efficiency (higher unt cost), give armour more shock value (higher ORG), but less long term resiliance (lower Morale), and make infantry more fundamental to consolidating breeches in the line (higher speed).

Air:

1) Change escort attachement into Naval bombers, eliminate Naval bombers so that Naval Bombers are an attachement to Strats and Tacs.
2) Increase air combat, and ground defence stats for Tacs and Strats to simulate the presence of attached escorts.
 
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a.d.a.m

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Get all PA countries in SA to GOI Agentina,

well when SU first declared war on argentina, I immediately thought there needs to be a way to prevent that or make it very costly. At first when I seen that I was pissed for two reasons:

1. USSR gets rid of the peace mod and gets halved consumer goods, of which they already get some with japan. If USSR was played properly they would have behemoth capabilities.

2. I was later going to have germany ally Argentina and take japanese land divisions there, but with this being allowed he completely annexed Argentina before any axis nation could possibly have a chance to defend it without seriously screwing up the game.

When I first seen all the south american countries GOI Arg I thought great, but then think about what you're doing there, putting SU at war possibly right at the start of danzig until war in 1941 with germany. I think a better solution is making all the South American countries lean towards to the politics of facism over being ruled under communist government. Hence making them very friendly with axis nations and possible to be brought into alliance seperately by Japan, or by Germany. This is of course only if Soviets DoW Argentina. If Brazil went allied, then technically germany is allowed to intervene, even though they never will heh. Or simply I think you could solve this problem the same way you solved all the other nations DoWing Nations. Use a non-stop nonagression pact until April of 1941 if the full pact is signed. Earlier if limited. No non-agression if no pact is signed. having USSR free to DoW as they please and considering them an "Allied" country destroys the mechanics of the game IMO. I mean I am just 100 percent positive USA would love to see the "Domino Effect" all throughout South America.
 

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Yeah, complications could arise. It would be interesting to try out some variations.

Perhasp simplest and best is just to give Germany the option of cancelling his NAP if USSR DOW's Brazil. But something should be done about that, I think.
 

a.d.a.m

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14) Reduce USSR Industry by 10 at game start (?)

possible scenario in my head: Germany builds 1 year IC then systematically builds up and airforce and massive infantry army. 1939 Germany starts producing serial runs of tanks with assembly line. Attacks spain immediately after france, then SU in 1940. Italy builds 3 runs of IC joins in march of 1939, masses infantry until 0 manpower, has 60-70 infantry divisions in libya as soon as france falls, then have a huge IC reserve to put into use however needed. Static front there for Italy. Japan Builds IC, navy, and planes then DoWs UK in 1940.

France was uberstrong and caused germany to max out their manpower in 1939 without assembly techs, USA has slim to nothing and not even the normal amount of Industry for the times. UK's Airforce, Navy, and land are completely tied down by German planes around UK africa and heading into spain if Gib has not already fallen. USSR sits there with -10 IC, low GDE, no land docs, and 170 german infantry marching in with however many bulgarian, romanian, and hungarian inf they can round up. or use those minors for shore defense and have even more german divisions. USSR has also been peace modded for a while although the effects of this may have been extinguished with their short war with japan. USSR would pretty much have to hold out against the entire axis with the exception of italy for the very long time it took USA and UK to rein in japan and italy and begin preparing for D-Day. Italy would really be the only soft underbelly to the entire axis, and if germans saw fit to swamp italy with air, they would not fall.
 
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Let me ask you this, what is the Maximum 1940 IC you have squeezed out of USSR in vanilla... three years of IC?
 

a.d.a.m

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386 I think was the exact number, which had me at like 492 useable, I missed out on a hawk slide also that game. But that is my point, if soviets tried to do anything like that massive IC build and germans were attacking in 1940, Soviets are fucked. Soviets don't have a choice on the IC building, it's one or the other. Another year of IC for a bigger reserve, 1941 war. or start massing the things you need for war in 1940. Of course the -10 IC would be feasible if germans were attacking in 1941 and SU was able to build that extra year of industry. But if Germany plays to end the game in 1941 or 1942 then I think that will become the adopted german strategy in this game. since france will be human and germany will always need a huge infantry army very early to overtake it.

386 you say? :eek: is a bit gamey, but depends on who you play with. delete the USSR army jan 1 except for mtn divs, tanks, and mots. delete USSR navy(optional). Trade away all excess resources for supplies with soviet minors, czech, spain, and sinkiang. Romania and bulgaria if allowed. Bring socialism to finland and attack your cores in lat, lith, and est the very day poland is annexed. around august of 1939 I believe the last run of facs finish. Que up your production with 400ish production IC, with whatever you think you will need(ints and tanks is my preference with 18-24 1939 inf with 1940 art and antitank.) then when you have a sizeable airforce(with docs because rushing other techs is just plain stupid IMO) 1941 inf tech should be finished, switch all production to infantry a few months before war start with small arms assembly line. spend 2k-3k manpower in 6 months and they get deployed at exactly the location they need to be, with armor to support, and interceptors to cover them from bombers. Had about 30 tanks 1940 sp art, with 15 mots 1940 sp art. 60 ints I do believe, and 16-20 CAS all 1940 except the starting interceptors which was the only thing in the entire soviet army that was upgraded besides HQs, not even the tacs were upgraded. Also had 1941 air docs in CAS. Just starting the second 1941 land doc in april of 1941. every single soviet division would be brigaded and set to never upgrade or reinforce, only new infantry divisions until manpower was at 0 then it is all tank or mech with a few ints production until supplies costs makes it impossible to build anything else :D.

superior numbers doesn't mean shit with the soviets if you can't keep continually causing germany to base their air divisions for reinforcing and reorganizing, germans should easily be killing 2-3 infantry divisions per land battle they win and soviets have no way to stop it.
 
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The problem is that USSR is slightly too weak in 1940, but totally overpowered in 1941, in vanilla. In more or less the same manner as you describe in your scenario. This is the issue I am trying to resolve.

The way I see it, is that Geo managed to stack 318 IC base in the Wednesday game, with no war at start or anything. My last game vanilla SU I had 321, and 600 infantry at 1940. This is total zerg. Now, Geo should be able to achieve similar numbers of divisions, but perhaps he can not because of the 20% IC mod for the year 1940. I don't know but we should be able to see as the game progresses.

I posted some numbers here showing how the Peacetime IC mod impacted the IC build. This was very simple and was just a straight comparison, not including other factors such as supply purchasing and the like, and the system essentially nets USSR more or less the same IC for 1939 and a limited pact, but less in 1941 for a full pact.

This is close to what I want to do, make USSR strong enough to give a good game in 1940, but not be a super-power in 1941. One thing you have to take into account is that the Peactime_IC mod comes off immediatly in 1939, if Germany offers the Limted Pact.

It is a difficult balance to achieve, so when I look at Geo's 314, I am thinking it still needs a redcuction.

I increased USSR IC by 10 for the Wednesday game, over the number I had for the Saturday game. This was because Nico's build was obviously low, (254) and I thought maybe this was to do with the modification, but it seems to me Geo is doing pretty good, so perhaps the problem was with Nico, and not the system, so taking away 10 would be stepping it back to the way I had it before.

Basicly it would be removing about 16 IC total, taking USSR to about 300 IC for 1941.

On the other hand I might give the USSR a further 10% reduction in peacetime IC as opposed to taking away base IC -- this might enhance the effect of "smoothing" out the power curve using IC modification.
 

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Here is the IC breakdown I did:

Soviet IC potential (comparison Vanilla v. EIR)
East is Red

Based on 6 IC for every factory build.

Year Base IC Real IC produced IC
1936 181 108 18
1937 199 139 23
1938 222 155 26
1939(FP) 248 198 33
>>>>>>>>1939(LP) 248 248

1940(FP) 281 224
1941 (Barb) 281 281

Vanilla

Year Base IC Real IC produced IC
1936 161 161 27
1937 188 188 31
1938 219 219 37
1939 256 256 43
1940 299 299
1941(Barb) 299

LP = Limited Pact
FP = Full Pact
yellow = IC build for that year

1940 EIR DOW 248 IC
1940 vanilla DOW 256 IC

Remember, these numbers are designed to show the effect of the Peacetime IC mod, not meant to replicate actual potential, and they do not take into account supply trading, wars, minsters or anything of that nature.
 
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a.d.a.m

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you could always include an ic reduction for the purge since Soviets obviously lost so many high ranking officials. easier to balance things when it's closer to the time of war.
 

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a.d.a.m said:
well when SU first declared war on argentina, I immediately thought there needs to be a way to prevent that or make it very costly. At first when I seen that I was pissed for two reasons:

1. USSR gets rid of the peace mod and gets halved consumer goods, of which they already get some with japan. If USSR was played properly they would have behemoth capabilities.

2. I was later going to have germany ally Argentina and take japanese land divisions there, but with this being allowed he completely annexed Argentina before any axis nation could possibly have a chance to defend it without seriously screwing up the game.

When I first seen all the south american countries GOI Arg I thought great...

Perhaps just drop the neutrality of Argentina if Brazil is allied with comnitern, so that Germany or Japan can ally them quickly. This means that Japan and or Germany would have to be influencing them already before in order to get them into the alliance, right away.