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podcat

Game Director <unannounced>
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Jul 23, 2007
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Hi guys and gals! I hope you are all having fun playing Their Finest Hour. My goal with this dev diary is to tell you a bit about how we do expansion projects, the reception it has gotten and what we have been up to to make it even better since release.

From what I’ve read so far on forums, both here and in the deep reaches of the internet fans are really liking the expansion. This makes me and the dev team very happy and proud! The reason we are in this line of business is after all that we like to make gamers happy and make products both we and others like.
It also seems to me from reading around that many new people took advantage of the sales of the base game when TFH came out and tried it for the first time. This usually only happens for expansions when they turn out well and get recommended by word of mouth to friends. So thank you all for playing and enjoying the expansion!

How we make an expansion
I’ve gotten some questions from people who are interested in how we work, so I thought I'd outline how we developed TFH.
The first step is to come up with features. This is usually a combination of taking down notes we made from making the base game, or previous expansion. We usually have a long list of things we didn’t have time to get in at that time, or came up with too late.

The rest, or rather the big meat and potatoes part of the design is usually brainstormed at the pub. We do a lot of our rough base designs over a few beers. It is a relaxed and creative environment. The day after someone will summarize and pick out the best ideas and work out the details. Once it's time to start I will sit down and estimate how much time each feature will take, what priority it should have (e.g. how much fun it sounds) and slot everything into a big plan. Expansions vary a lot, but most are around 4 months development time with 3 people in the main team. Then we have shared "resources" like QA testers and artists, and the occasional work done by a programmer from another team if they have special skills we need. So as game development goes we run very small efficient teams and we like it that way.

When the project starts we run in "sprints", which basically means every week, or 2 weeks a new feature is done. Once we have enough features implemented to be fun the alpha testers get to start trying it out. These are usually people who have done great jobs on previous expansions and whom we trust not to get bored playing a game full of half finished stuff and balance issues for weeks (I love you guys, but you are all crazy! :D). These guys also help out a lot with things like historical research. Once all features are more or less implemented we open up for beta testers from the rest of the forum and that’s when we start working off important bug reports and issues people have. At this stage betas usually have a lot of input on how we should solve design issues as well. Its a very open environment where we discuss stuff. They are not just little testing automatons! In TFH we also added a small group of testers who won a competition during the last few weeks. This was great because we got fresh eyes, and they found bugs and helped us polish even more. I think this is something we'll do more of in the future. Betas stay on after release and help out with filtering forum feedback, and testing patches (we usually start working on the first patch the moment we have made the gold master and locked down that version of the code).

So what have we been up to since release?
Other than supporting, helping out and answering questions on the forum we have been hard at work on the 4.02 patch. Since TFH turned out to be our most stable and bug free hearts of iron expansion so far this put us in a great situation on being able to work on pretty much what we wanted instead of fire fighting. Most of the work has been put into AI improvements. The pacific theater is a very lively place now as this was one of the issues the forum felt strongest about and I hope you will like it when you get to try it.

pacwar.jpg

We have managed to put in a few great feature improvements as well. In the division designer you will now be able to view terrain bonuses directly of your unit:
M77wU.png


Another feature we have added is an indicator to show you if the mission time is being set for the target province's local day or night time. Now you can order a dawn attack without having to worry about calculating time zones.
Yt5qm.png


Then we have also done some gameplay streamlining. Attack delay now scales depending on the length of combat, with a cut-off at 12 hours where it returns to the old values. This means that you can no longer exploit by throwing HQs at the enemy to slow them down. It also means that a well oiled German panzer force can roll over weak infantry quicker. Another change is that divisions who cant fight, like pure HQs no longer adds to stacking penalty. This is a little buff to the AI and removes some micro management in multi player.

I know I will get questions, but I can't really list all the bugs we have fixed - the actual full changelog is pretty long and will be included with the patch. We are currently testing it and hopefully it will be done for public consumption next week (no public beta. it goes straight to official). No promises though, in these times of autumn colds anything can happen to a time table.

Lastly I'd like to thank all our awesome beta testers again. We really couldn’t do a project like this without you and many have pulled as many hours of work as we have to help out!

(p.s notice how I managed to write the whole thing without a This was Their Finest Hour PR pun :))
 
Really nice reading.

Are you looking at how AI pretty constantly strategic redeploy it`s troops around the long front, needlessly? It is very easy to see in cases of Barbarossa, when the line is a little thin, AI redeploys like crazy, but the problem is, it doesn`t shift troops from one direction to other, it just redeploys them from one place to other, but the overall strength remains same im most places.

Are you looking to teach the AI how to play in situations where the overall strength of sides is almost equal? Lime making small, consentrated offencives, but keeping most of the line standing?

Does AI still fall asleep from time to time?

Are you looking at making AI better with using Ships and Carriers for ground/invasion support. It is great that CVs do suppoit troops in land, but the naval AI doesn`t seem to understand where to move carriers, so the air support is just an accident of randomly transpassing around carrier, rather than AI`s intention in the first place.

Would you change US AI build, it builds a lot of leg infantry, which it should not, for both historical(us mostly used motorised troops) and ingame reasons(a lot of IC and a few manpower, better go with good troops).

- not sure if the strategic redeploy problem is there anymore. we have done a lot of work with scaling forces on borders and garrisons though.
-doing things like schwerpunkt is not something the AI can handle, you would need a different front system (for player too!). its on my top list for the future though but I dont think we will patch it into TFH.
- afaik AI doesnt fall asleep at all now. There were 2 issues we fixed but they were not necessarily sleep but things like Ai forgetting to grab home troops in foreign land, or piling too many troops on single borders with no supply and getting stuck (particularly if both sides did this). We also solved an issue with transport planes never arriving so ppl sat around waiting.
- We changed US build a bit. there was a bug making AI sometimes building too many cheap units so we had to redo a bit for several majors
 
What about solving the slowness problem for some configurations?

http://forum.paradoxplaza.com/forum/showthread.php?634472-INSANE-loading-times.

yeah this is fixed now.

What was the reason again for having Italy puppet Ethiopia rather than annex it in the last patch of FTM? Do you guys think it would be possible or is there a way to make Italy annex Ethiopia without it harming the AI?

supply reasons. a puppet can supply troops on its own without transports moving from italy.

Great diary !

1: Do you think superstacks are fixed?
2: Has anything been changed to encourage the UK to defend itself rather than to commit to Norway (or some other invasion) before Sealion?

1. this is way to vague a question, but for land troops at least we have fixed issues with it.
2. yeah UK defends much better now.
 
nice devdiary
but i have 2 questions:
1- have you worked on the behaviour of ai when partisans take control of a province? ai needlesly sends too many (i mean 15 divisions sometimes) from the front to surround the province.
2- what aabout auto-cancellation of plane orders when they are low on str?

1 - fixed today I believe. we are still testing it
2 - fixed a couple of these
 
I believe the US threat issue is fixed right? (Silly question perhaps)

yes

Good stuff. What exactly have you changed in the Pacific? The AI's passiveness (prepare stance, objectives on Soviet territory etc.)? Infrastructure?

Will the AI still use GARs to invade enemy's territory?

We did a lot of rewriting of the invasion AI. how to prioritize, how much to reach out. that was one part. the other part was a big job redoign how AI evaluates hostile borders and how much units to put there. they for example piled a lot against people who really wouldnt attack them and they didnt plan to attack, troops that could be used for invasions or strengthening the home island. 3rd we reduced infrastructure going into burmese jungles so an AI wont be able to push in there with a massive army because once that front opens up and becomes big vs UK it gets a lot of priority. A player can still go around or repair infra, but an AI will stalemate in the jungle much more.

I thought they did that already. It says they do in the manual.

if you mean mod in a covert ops mission you can do one that damages the base, but there are no effects available for damaging planes afaik
 
Wait, wait, wait... Does this mean that the AI will ignore logistics completely and move 515615 divisions to Burma and this is how "stalemate" will be achieved?:confused:

why you trolling me bro :(

remember we fixed the issue with greece etc where ai would pile units into a choke point
 
are we there yet, are we there yet, are we there yet??

Patch is looking good currently, but due to horrible autumn colds striking down the team much like barbarossa during particularly cold winter I wont be able to get it out tomorrow. We still need to do multiplayer testing. Next week is target, hopefully early :)

To wet your appetite (or rather be smug because I can play it and you cant yet) here is a random comment from beta testers I took from last update feedback in our beta testing forum:

This patch at its finest: Japan conquers all the Rares of Pacific and sells to desperate for them Germans, sending convoy through Italian-owned Suez to Anton-annexed Marseilles. :)

Axis superfriends :)
 
I will have a slight moment of revenge however, courtesy of the English language. There are two words pronounced "wet". (Strictly speaking this isn't true - in some dialects like Scottish they pronounce the "h". But who can understand Billy Connelly?). One is "wet" which means well, to make wet. The other is "whet' which means to sharpen, as in "whet-stone". So although you can "wet your whistle", you can only "whet your appetite". What a fiendish device we have designed to make life hard for the rest of the world!

ah didnt know that. I thought it was "wet" as in make you drool in anticipation of a great meal and thats why it was called that.

as for AAR I dunno. If anyone has time they are free to post one but its quite a bit of work :)
 
What??? No patch on my birthday tomorrow? That sucks :(

Here is an early copy of the patch changelog for your birthday then:


#################################
# Changes for Their Finest Hour 4.02 below.
#################################

-----------------------------------------------------------------------
- Gameplay Changes
-----------------------------------------------------------------------
- Underground will no longer spawn partisans on foreign territory if underground was on a border province.
- Now when merging units, the best unit is picked not the first in the selection. Best unit depends on how many subunits it has, how much STR, and how good is the leader.
- Now motorized units does get the speed bonus from rubber - yeah!
- org hits no longer happen in CGM mode.
- Queued Techs that become invalid (f.ex lost province with building required) have no longer leadership points spent on them. Those points jumps over to the next entry on the technology list. The tech unpauses when it's available again.
- Combat delay now scales with time of combat. UNIT_ATTACK_DELAY_PERIOD controls period of scaling
- fixed issue with long attack delay from support attack
- fixed an issue where CAGs would still launch and fight despite org level
- Units that can't fight (like empty HQs or none org) no longer counts in stacking penalty.
- LL Convoy sinking affects the overall efficiency with every hit, and slowly regenerates.
- Fixed supplies exploit by (re)creating HQs in encircled areas to magically bring the supplies to the location.
- Upped limit for embargoing to 65 neutrality.
- fixed issue where call to arms incorrectly replaced war leader with the wrong country
- embargo diplo option now cost only 1 points
- officers ratio in CGM is set to the same as in historical start for specific date (+ custom amount defined per country in cgm files. Also scalable by "officers_ratio=1.0" in cgm_settings.txt)
- Fixed problem with calculating total points available in CGM technology stage
- Fixed bug where it was impossible to invade shore if the coastal province has missing port position defined in DB
- Fixed exploit in CGM where it was possible to build HQ but had no points left
- removed min revolt risk from nationalism

-----------------------------------------------------------------------
- Interface Improvements
-----------------------------------------------------------------------
- Added indicator for terrain effects on a unit in division designer
- Fixed message spam after CGM is done (for unit placements, deleting, rearrangements, etc).
- Fixed bad slider min/max icon offsets that was confusing the available range in CGM diplomacy.
- Fixed missing tooltip in LL offer/request action icon.
- Strategic warfare overview: Including losses from defeated units that are destroyed when nowhere to retreat.
- Strategic warfare overview: Including damage to land units mounted on air/naval.
- No longer possible to click on "Play" button if currently selected bookmark does not match the currently selected tab
- Now displaying IC value in CGM deployment stage.
- fixed issue with command history in console having trailing invisible characters
- Fixed bug in day/night local status in province override by GUI calls.
- Estimated Day/night at location for land orders view.
- Fixed incorrect intel levels on own provinces at startup
- Now it's possible to add convoys/escorts by CTRL+LMB +10/-10 in convoy edit screen.
- Reopening LL distribution screen now remembers which sliders was locked.
- Unit Speeds are now dislayed with higher precision
- winter effect (fur strat.resource) is positive - green colored
- Added detailed info about what affects the current unit speed
- counter espionage number now properly shows rough amount of spies allocated to counter espionage in a foreign nation
- fixed issue with foreign minister touching tech sliders
- Added unit type name to description in buy production licence request

-----------------------------------------------------------------------
- Database Changes
-----------------------------------------------------------------------
- Nuke events added!
- moved over some placeholder files to overwrite broken stuff in Hoi3 collection so we get same checksum between versions.
- Moved some 1944 us/jap units out of low infra areas
- Fixed errors in technology levels in country databases.
- AC techs are on a 2 year cycle
- AC gain +0.75 AP/Armour per tech
- AC gains less SA from techs
- Mengkukuo can be created when not at war with China
- WSS have MOT terrain penalties, besides Urban.
- moved some CHI VPs out of interior
- Rebalanced threat from decisions, war and combat
- lowered infra on burma/siam border
- hu_hanin events have a real picture
- TUR has little more MP/LS
- Port and airbase tweaks to TUR
- POL starting neutrality lowered
- GER pre-war decisions add some threat against POL
- JAP will now get strait of taiwan modifier from coast wargoal
- great_patriotic_war decision gives SOV more MP
- should be impossible to give eastern poland to soviets after bitter peace
- reduced neutrality to mexico as well from undeclared war
- removed chinese industry transfer decision
- added case anton decision to take over vichy coast.

-----------------------------------------------------------------------
- Performace and Stability
-----------------------------------------------------------------------
- Invalid modifier name in scripts no longer crash the game - error are now printed in logs.
- Invalid location id specified in OOB no longer crashes the game, but prints an error in log.
- Strategic warfare overview: Fixed rare CTD happened on refreshing countries that no longer exists (also fixed error in save/reload Strat-War data)
- resolution now goes down to 720
- no longer forced to have > 50hz refresh rate. Might fix some external TV crashes
- optimized savegame loading
- Optimized game startup time
- Fixed game freeze in inf loop when AI was trying to merge fleets with itself by "joinFleet" order.
- Fixed potential multi-threaded deadlock in startup
- fixed crash when tag switching to illegal tag length in console
- fixed issue with unallocated textures used in settings window
- optimized area calculations for invasion evaluations
- Fixed CTD when USA annex GER and all it's allies that are GiE.
- tiny optimization to weather calculation
- Fixed CTD when cancelling unit upgrade construction.
- game no longer crashes when missing 3d model, but instead prints error in system_error.log.
- Found and fixed an important CTD while saving game

----------------------------------------------------------------------
- AI Improvements
----------------------------------------------------------------------
- Rebalanced japanese invasion AI
- Fixed AI bug having problems with paratroop dropping. (also was sometimes spamming with empty transport planes)
- AI no longer does stupid embargoes
- fixed issue with US attacking neutrals without threat
- Invasion AI now evaluates supply need when invading to figure out troop amounts it can safely use
- AI objectives are now correctly refreshed whenever the priority changes, not only when the objectives list changes.
- AI now cares about huge overstacking, and spreads units on the front if there is some serious lack of resources.
- mengkukuo decision only taken by AI once war ends with china to stopunits getting stuck
- fixed AI response issue with trades of a resource being both imported and exported
- fixed an issue where AI got blocked from trying to break out of a supply-less pocket when invading
- AI will now differentiate between countries who are potentially hostile and ones that could be, but are too busy when garrisoning borders and calculating theatre weights
- fixed issue where AI would use wrong direction threat to assess threat from an owner area
- many tweaks and rebalances to country specific production AIs
- fixed issue when tag-switching left military AI crippled
- invalid war preparations will now be purged
- AI can now remove smaller wars to focus on big attacks instead
- Fixed AI having problems with retrieving exiled units.
- AI now allowed to invade while preparing for war with neighbors assuming opponents are weak.
- AI should now have a higher minimum for home defense units
- AI under player command should now be allowed sealions earlier
- puppets will now prefer exile until their masters are defeated
- JAP now avoids declaring wars if in a pinch
- fixed error where AI would not balance forces correctly on a border at peace depending on who was biggest threat
- Fixed supplies bug where AI doesn't produce necessary amount when receives some supplies from allied country holding their troops on our territory.
- fixed a broken check for war against POL as SOV in late war
- Fixed problem with AI ignoring important fronts and overreacting for small fronts (like rebels spawned from undergrounds)
- fixed issue stopping axis puppets getting called at start of war
- occupied norway should now be considered german home area since they can walk over when it comes to invasions
- Vichy is now on the menu again for US attacks!
- fixed an issue where AI would calculate HQs as regular infantry and overstack invasions
- US now gives more lend lease when it runs out of manpower
- fixed an issue for countries without airports trying to buy planes with production licenses
- fixed issue where AI evaluated beaches differently at the moment of sending the invasion and could switch to a worse one
- UK will now pwn spain in the face if they grab gibraltar and blocks them in
- AI now research prerequisites for motorized troops more diligently
- fixed an issue where it was impossible to invade gibraltar without using manual control because it tried to trace the landing path from the blocked sea zone with the port rather than the one without
- sweden now only gives military access once norway has fallen, not while they are fighting the germans
- fixed issues with reinforce invasions eating all supply
- made allies prefer german mainland invasions if soviet is losing
- JAP now declares war on UK same time as US roughly
- fixed issue with UK AI not properly embargoing JAP
- ai now do not calculate soviet troops as friends just because they have same goal for invasions (we are competing!)
- fixed issue with spy AI incorrectly boosting enemies parties
- only existing countries should now be performing espionage

-----------------------------------------------------------------------
- User Modding
-----------------------------------------------------------------------
- techs can now be flagged to be stealable or not through espionage (all are stealable by default) write stealable=no to turn it off.
- Fixed issue with replace_path in mods
- New any_controlled effect trigger that works like any_owned
 
What exactly does this mean? Are you trying to insult Norwegians again? Shame on you. ;)

the invasion AI handles invasion of major countries home areas a bit differently because they are so much more difficult. germany occupied norway slipped past the checks for carefulness because the AI was not considering if they had military access and could just walk across to strengthen their forces. So Uk would send a regular amount of troops and get totally surprised that germans just walked over and destroyed them.
 
What exactly does this mean? Are you trying to insult Norwegians again? Shame on you. ;)

I think you mean : "occupied Norway should be considered german home are since they *are* a walkover when it comes to invasions."

You could say that, but you would be way off base. But I like the Norway/Sweden mutual insult society stuff.

No it means the Germany army can walk over the strait, via Sweden, so it can quickly reinforce Norway. Hence ENG should be less keen to counter-invade Norway unless they feel up to fighting the entire German army.
 
Can I expect the patch to come on 1st Nov?

I'm not sure to be quite honest. The target date was monday 29th, but we have discovered an out of sync multiplayer issue that we are trying to hunt down. We are getting closer but these kind of bugs can be very random and hard to pin down so I cant promise any dates before it is fixed. Once bug is fixed it will take about a day of testing before patch can be released.

p.s before anyone posts "plz give me patch I only play single player" we really dont want to do that, there are a lot of MP groups that have been waiting on this patch as well and the effort of just rolling out a patch is non-trivial so I rather not do it twice in a short amount of time.
 
Any word on if they were able to track down the issue today? I'm assuming not, but thought I'd ask. I was really hoping to have this before the weekend, damn!

We tracked down one issue late yesterday, but there might be another so we will have to test today as well. If nothing new is found I think patch should be out early next week. The delay let me do some more balance tweaking as well so its not all bad :)

here is a picture of a marine with a kitten to make you feel better:
tumblr_m95ecxhmad1rubozqo1_400.jpg
 
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aaah - the old "dead kitty" troll

Go to your room!

fyi last guy who did that I banned >:)

Seriously - some artist-person should make an exhibit with pics of soldiers in war with kittens. At least I find the contrast of the gore of war and the soldiers finding some mental recess in smiling at a kitten very artsy, as it makes me ponder and feel odd.

we could have kittens as a buildable support brigade giving morale bonuses :p
 
should be out today. I'll make a thread about it when its out (you can also check from the game launcher). Steam will auto update as normal

3511027_700b.jpg