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Andri said:
We demand screenshots!!

hum... that takes time. :D

A little update...

Am working on some housekeeping of inc. files etc. so to better write some events.
:cool:
 
Andri said:
A new day a new
Is it ready?

:D I am half done with the first pass through the inc. files...

There like seventy of them I would gander. After that it is constructing and testing the prototype events, if good then assemble the 'chains'.

All this just to plug a hole, the beta testers used to 'outwit' the AI's use of airfields...
:p So I would blame them for being so sneaky determined players, ready to win at all cost. They had the gall to do multiple para drops on all the AI airfield at once!! Can you imagine such behavior??
:rofl:

Are all 'humans' like that?
;)
 
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Guild Imperium Special update:

Guild Imperium Beta3 special update:

A short note: I will not be migrating out of here over the ‘new lover’ come with bells and whistles, well especially that ‘random map a'generating’ and with such a great algorithm!! :rofl:

Take note Paradox you are a little behind and ‘out of shape’… :p

Anyway, that said:

Update!!

First, I remind myself with all this to have fun, as this a fine intellectual past-time. Much better than TV etc… Not raising puppies however, now weaned at eight weeks. :D :D

So,

I have noted from the fine, very important and inspirational feedback from beta-testers that they dislike being hammered from air power. But, it is what players complain about that needs be ‘enhanced’. For this reveals their weaknesses against playing an AI.

As to plausibility, well Germany and Japan became toast for exactly having insufficient air power or being bested in the air. How can one expect to field a massive army with no air cover? Play balance is the issue, yet I notice that the U.S. became so addicted to air superiority that they did not bother to move the army much unless the weather permitted air support and the lead units got transformed into ever larger numbers as the war progressed, to forward observers. Make contact, call in air.

That said, play balance requires a counter, like anti-aircraft batteries etc. But what of those pesky ‘radar-stations’? Battle of Britain used it first (I believe) and it surely helped.

I only recall reading they do not work in Hearts of Iron? But, knowing how tricky settings can be I finally set up a test. And after some tweaking I have initially satisfied myself they do indeed work. So, they will be available at game start.

My desire is divide the player’s attention to several priorities so as to better guard against the play of the game de-evolving to hoards of cheap ground units over-running the planet. I maintain that if ignored air should stop ground offenses in their tracks, and if air defense is neglected then ones economy should be swiftly ruined.

So I pulled all airfields and anti-air batteries to one inc. file. And I will separate them further to three groupings.

Minimum at start OOB.

~Capitol and one Major Port.

~Then an event triggered light defense of A or B and maybe a C.

Then an atwar triggered major air-defense of A, B or C.
"Civilian airports commandeered for war purposes." etc

~This way the player will not know from game to game what air-defenses to expect.

Either this or put airfields/batteries/radar_stations in near every province, which seems a bit cheesy.
 
Make sure that when you do air-power, interceptors are cost-effective. Also, be wary of making players need to use air. Just as ground should be weak without air power, air power should be weak without forces on the ground.

Also, it would be nice if you didn't have STRATs at the beginning, so that early wars revolved around ground troops and CAS. Also, 10 AA and a lot of radar should be very intimidating for airplanes, so that they have to bomb out the AA first. Same with AA brigades.

Please make it so that airplanes reinforce fairly quickly also or don't get all that damaged.
 
AA brigades should be made to be beefy. If you have an army of 10 units and one CAS attacks it should die, AA should also be effective against air only so if those same 10 units faces a force with light tanks and arty and etc it should be defeated pretty badly. Units in general with the exception of mil should be very vulnerable to air unless brigaded with AA.
 
All good thoughts for sure. Now an AA brigade also contributes the strength or stature of a unit in ground battles?

So, a little more details as the 'radar' test. So far as I can assertain, they modify air to air battles in favor of defending air, which it seems 'intercepters' are primary, but it may be cause of the 'strongest' stat of 'intercepters' is 'airattack'. Logically it would be amplifying that stat as 'present' in 'any plane' when engaged in the province the 'radar station' is located.

At this juncture I am guessing on the 'why' or 'how'.

But in play test, I eliminated all anti-air from the theater, that being Afghanistan whole and the border provinces of India. There too in each Afghanistan province I posted a fully built radar_station in Afghanistan's inc. as part of their OOB and with the tech that activates radar's effectiveness.

Before turning radar_stations on via that modified tech I ran 'without radar working' in wars several times. Then turned 'radars' on and ran more tests. The results are telling. India won in the first tests (Afghan radar on 'off'). Won by land for India's air was hardly dented and that despite my also giving Afghan 16 intercepters which were used in both ways.

But, when you turn on the Afgan radar (in every province) the India air gets hammered. Down 25% and 50% and is grounded more busy 'recovering' org. so those Strategic bomber wings replete with escorts do not fly so many missions and both get beat up for adventure. So now Afghan easily rules the sky and hammers the Indian ground forces and drives India back half-way across the continent where Afghan air advantage dissappears (no radar) so too her front stalls out bad.

So if one has intercepters, anti-air and radar, there air-defense would most notable and you can also give the lead ground units AA for as they penetrate deep into another country they lose air-defense advantage and are mostly on their own.
 
Very interesting...

Were the with-radar tests also conducted with 16 INTs?

Also, just a though, but what about giving some terrains (such as mountains) special bonus's against air units :). Might be hard to bomb some things in Afganistan.

Urban on the other hand would give bonus's as things are so close together...

What do you think?

Because I think that states like Afganistan and Tibet should fear air units that much in their homes, and it makes sense. After all, you don't want to make air powerful everywhere, otherwise the player will do that also and build huge air armadas. But suddenly, they run into some dug-in troops in mountains, and it doesn't look so good any more...

Interesting ideas?
 
Actually Urban would be a dig detriment to airpower since there are too many hiding places. Jungle and mountain would be the absolute worst. Hills and forest and urban would be next. Desert, Plains and marsh would give a bonus to attack though as units would be exposed or couldn't move very fast.
 
GeneralHannibal said:
Very interesting...

Were the with-radar tests also conducted with 16 INTs?

Also, just a though, but what about giving some terrains (such as mountains) special bonus's against air units :). Might be hard to bomb some things in Afganistan.

Urban on the other hand would give bonus's as things are so close together...

What do you think?

Because I think that states like Afganistan and Tibet should fear air units that much in their homes, and it makes sense. After all, you don't want to make air powerful everywhere, otherwise the player will do that also and build huge air armadas. But suddenly, they run into some dug-in troops in mountains, and it doesn't look so good any more...

Interesting ideas?

Yes, both. All test settings are constant except radar on/off.

Do you guys want to work up some concensus of aircraft battle modifiers? Right now they are mostly all default zero, which is pretty plain, well except for flying in a storm or rain.
 
I'm not sure about Urban. While buildings could be destroyed easily, it wouldn't hurt the troops so bad.

Is there any way to give a bonus to strategic bombing but not troop killing?

I would say that mountains are the worst for airplanes, and airplanes do very little damage. The most damage should be done on plains and desert (after all, for airplanes, desert and plains are the same mostly. Maybe a little penalty for deserts based on sand.


As for hills, forests and swamps, I'm not sure how we want it to work. Obviously more than plains and less the mountains, but beyond that...
 
GeneralHannibal said:
I'm not sure about Urban. While buildings could be destroyed easily, it wouldn't hurt the troops so bad.

Is there any way to give a bonus to strategic bombing but not troop killing?

I would say that mountains are the worst for airplanes, and airplanes do very little damage. The most damage should be done on plains and desert (after all, for airplanes, desert and plains are the same mostly. Maybe a little penalty for deserts based on sand.


As for hills, forests and swamps, I'm not sure how we want it to work. Obviously more than plains and less the mountains, but beyond that...

Actually, I did not 'read' the zeros correctly and their are now plenty of air modifiers. But I did tweak/add a few. :eek:

Modder's habit.
:rolleyes:
 
Yukala said:
Actually, I did not 'read' the zeros correctly and their are now plenty of air modifiers. But I did tweak/add a few. :eek:

Modder's habit.
:rolleyes:

So no discussion then :(
 
GeneralHannibal said:
So no discussion then :(

Review the unit modifiers txt and discuss away.
:D
 
Gee, GeneralHannibal I did not mean to take the steam out of your ideas, I was only saying Paradox did a fine job with the file and I only saw a few things to tweak...
:cool:

Update:

Radar_station is a complete go. I have set it up for the mod as per ai builds, tech tweaks, the power of the radar station on air combat over the province.

Event chains pertaining to same will be done a few steps hence.

I am also testing the when and how via the introduction of the Basic Decimeter tech that authorizes building radar stations. I am thinking to 3 months in the game by having all countries possessing the 'plans' so the tech comes swift.

This though would still leave a 'narrow window' for first strike? I guess I am still paranoid over player strengths, but a game needs all the options, just want the 'gamble part' clearly into the equation. :D

Am setting up a few more tests with events, the next main one will be on the use of the 'random event chain' via that file. It is a very unique event chain and has not been in place mod wise last few beta's. (I pulled it sometime back)

A few other things cooking, will reveal later...
;)
 
Forgot about this for the last few days,
so is it ready yet? i've been waiting for years!
 
Andri said:
Forgot about this for the last few days,
so is it ready yet? i've been waiting for years!

What is beautiful about this Andri is that I am a philosopher at heart, and yes since the 11 puppies have come (now down to 6) it has been years.......
:rofl:
 
So is it ready?? Me want play me get stupid if me wait long and i start kill people me go crazy!
 
Andri said:
So is it ready?? Me want play me get stupid if me wait long and i start kill people me go crazy!

Well that's bad, but since you are located in Iceland, how much trouble could you possibly get into there? :p

If you mis-behave don't they have a 'leave you on ice somewhere' policy?
:D

I have lived on an island before and mostly everyone behaves nicely as there is no hiding... or quick departure so to speak. :cool:

Well have been a working along and thought to post an update soon.

But, have been building a dog kennel instead.
:)