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I am not sure i want them to be gone completely - i just dont agree to their implementation for most of them. Looking at the Wiki-list, i am currently pondering them...
 
HPP overhauled the modifiers (so they are more logical - no matter how you look at it, it doesn't make sense to gain 12% more LP as the UK by conquering some random Saudi provinces, lol), but it changes many other things, too. Anyway, all of them are moddable in triggered_modifiers.txt, so you can change them yourself or remove them.
 
Thx. Could you please give an example or two of the modifiers in HPP and a rough outline of the concept and reasoning?
I don't have HPP installed on my computer ATM, but IIRC the bonuses are generally much lower and divided into several categories (straits, gulfs, sea lines etc.). Also, no LP and supply throughput bonuses (as they cannot be local in HOI3), but mostly stuff like lowered CG, increased resource/money production etc. I think that you can find an old thread about the issue in the HPP subforum.
 
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 :)
 
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 :)

Wow! Impressive! It's a pity the delay, but next week is something acceptable :)

Thanks for the update.
 
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:



Axis superfriends :)

Awwww :( and also Yaa! I am glad to hear about the feedback.
 
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:



Axis superfriends :)


Once again I practice my silent meditation and chant "OM" as I ponder the virtues of patience. Perhaps you should move your team to Australia. Send them all to Perth, where the sun always shines and your programmers will never catch a chill, even if they go for an early morning swim with some locals. They deserve nothing less! Have a vote! Let democracy speak with a thousand tongues!

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!
 
Its halloween guys, go to your weekend parties, maybe enjoy a nice long scary movie marathon, and if your really desperate theres always teh L4D2 free weekend promo ;)
 
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 :)
 
Interesting, in my current game, Japan conquers the north of Phillippines but stucks not conquering Manila. there's one division in and Japan dont attack. they have 80 divisions surrounding Manila but never attack. strange
 
Interesting, in my current game, Japan conquers the north of Phillippines but stucks not conquering Manila. there's one division in and Japan dont attack. they have 80 divisions surrounding Manila but never attack. strange

Try reloading the save and see if they attack after the reload.
 
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:



Axis superfriends :)

Can't wait to play again!!
 
In TFH I've seen this on a great many occasions with puppets. Manchuria, siam, and Phillipines will sometimes miraculously maintain their capitals with a skeleton crew and the invading army stands at attention saluting them and not engaging. I dont know why this happens, my guess is its the same "bug" that existed in FTM with denmark and singapore with the AI. If its well fortified and 10 day dug in, most AI's will not attack without a reload.
 
Try reloading the save and see if they attack after the reload.
done several times...its oct 1943 and they stuck for 6 month yet...i delete the phillip. forces in the savegame and look what happens.
 
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