HOI4 - Dev Diary - June 17th - Patch 1.1 "Red Ball Express"

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

repent

sinner
82 Badges
Jun 1, 2008
541
174
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Stellaris: Ancient Relics
  • Crusader Kings III
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Achtung Panzer
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings III: Royal Edition
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Dharma
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Steel Division: Normandy 44 -  Back to Hell
  • Crusader Kings II: Holy Fury Pre-order
  • Stellaris: Distant Stars
  • Europa Universalis IV
  • Europa Universalis III: Collection
  • Prison Architect
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Steel Division: Normandy 44 Deluxe Edition
  • Rome: Vae Victis
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normand 44 - Second Wave
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
It's strange because there is a strategic deployment button, and it should be off by default. So, if it is happening automatically as part of battle plans then it could be a bug. I doubt it is intended...?

That's exactly what I thought. I tested it after watching the stream and as you pointed out, it doesn't work like that.
It's currently;

SR not ticked : AI uses SR if it thinks it needs to.
SR is Ticked : AI forced to use SR.

We need a third state for the button ;

SR red cross : AI will not use SR.


What @SteelVolt is suggesting will help but on big fronts this will still be a problem (like in Russia).
 
  • 1
Reactions:

Sleight of Hand

retired modder
On Probation
14 Badges
Feb 14, 2012
12.114
5.868
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • Hearts of Iron III
  • March of the Eagles
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Steel Division: Normand 44 Sign-up
Why do the armies that you start the game with have to be resupplied with infantry equipment when the games starts? Is it to prevent exploits?
Not all divisions begin at full strength and with full equipment. Some do, but many don't. You can see for yourself in the OOB files.
 
  • 1
  • 1
Reactions:

Zwirbaum

(Formerly known as Zwireq)
105 Badges
Jun 2, 2011
4.451
2.251
34
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron III
  • Heir to the Throne
  • Magicka
  • Sengoku
  • Victoria: Revolutions
  • Rome Gold
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis III Complete
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Teleglitch: Die More Edition
  • Victoria 2
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • 500k Club
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Colonel
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Holy Fury
  • Steel Division: Normandy 44
  • Europa Universalis IV
  • PDXCON 2018 "The Emperor"
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: No Step Back
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Europa Universalis III Complete
  • Shadowrun Returns
  • Shadowrun: Dragonfall
I think that might be something worth looking at. But as a first quick solution to make it less of a problem I have increased the minimum size of the path for the SR to activate (there is also a define added for this, so it can be modded to be even larger.)
Good to hear that, Cheers! :)
 

kingsword

Paladin Commander
58 Badges
Mar 6, 2004
1.059
1.045
  • War of the Roses
  • Majesty 2 Collection
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Magicka
  • War of the Vikings
  • 500k Club
  • Cities: Skylines
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Surviving Mars
  • Victoria 3 Sign Up
  • Deus Vult
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Arsenal of Democracy
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
The problem isn't just production or template, the AI leaves WHOLE FRONTS oftentimes when they want to go help somewhere else. It's not limited to Germany. I'm worried to see it's not being addressed here, hopefully it'll be among the fixes.
 
  • 10
Reactions:

PSKR

Corporal
103 Badges
Oct 25, 2015
35
33
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Crusader Kings II
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Third Rome
  • Warlock 2: The Exiled
  • Tyranny - Tales from the Tiers
  • Sword of the Stars
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Tyranny: Archon Edition
  • Steel Division: Normand 44 - Second Wave
  • Europa Universalis IV: Mare Nostrum
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Heir to the Throne
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Pillars of Eternity
  • Battle for Bosporus
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Victoria 2
  • Crusader Kings II: Way of Life
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
The problem isn't just production or template, the AI leaves WHOLE FRONTS oftentimes when they want to go help somewhere else. It's not limited to Germany. I'm worried to see it's not being addressed here, hopefully it'll be among the fixes.

I'm also hoping that is one of the "easy" fixes Steelvolt mentioned. I've seen that affect many wars - just the sudden withdrawal from an active front to send troops elsewhere. It could be that the military access fix will also help with this, but I've seen this with the USSR fighting against both Finland and Latvia (and no one else) and suddenly inexplicably withdrawing all its troops from the Finnish front for a couple of months to who knows where.
 
  • 2
Reactions:

wildbillhdmax01

Lt. General
128 Badges
Jun 11, 2012
1.542
875
  • Europa Universalis IV
  • BATTLETECH: Flashpoint
  • Europa Universalis 4: Emperor
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • BATTLETECH - Digital Deluxe Edition
  • Island Bound
  • BATTLETECH
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Darkest Hour
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Semper Fi
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Call to arms event
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
Are you also fixing the German aI over all? Like stopping them from sending 100 divisions to have a staring contest with the Swedes? Or having 170 division on the Yugoslavian border? Or Just not attacking sometimes? Having weird stalemate even though the Germans outnumber the enemy?
 

Gr1pen

Second Lieutenant
70 Badges
Oct 11, 2015
178
111
  • Crusader Kings II
  • Crusader Kings II: Monks and Mystics
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis III Complete
  • Europa Universalis III
  • Darkest Hour
  • Arsenal of Democracy
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Common Sense
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normand 44 Sign-up
  • Crusader Kings Complete
  • Europa Universalis III Complete
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Steel Division: Normand 44 - Second Wave
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Golden Century
  • Europa Universalis III Complete
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings III
  • Battle for Bosporus
  • Victoria 2
  • Shadowrun: Hong Kong
  • Imperator: Rome
  • Europa Universalis IV: El Dorado
Thanks for the information on the upcoming patch, it looks good and I'm really looking forward to it. I wouldn't mind a beta patch! ;)
Keep improving the game!!!! :cool:
 

podcat

Game Director
Paradox Staff
12 Badges
Jul 23, 2007
12.793
38.305
  • Europa Universalis IV
  • Hearts of Iron III
  • Semper Fi
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: Pre-order
  • Hearts of Iron II: Beta
  • Europa Universalis: Rome Collectors Edition
  • Mount & Blade: Warband
  • Paradox Order
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Together for Victory
The problem isn't just production or template, the AI leaves WHOLE FRONTS oftentimes when they want to go help somewhere else. It's not limited to Germany. I'm worried to see it's not being addressed here, hopefully it'll be among the fixes.

if you find such a case and have a savegame from before it happens feel free to report in bug forum
 
  • 8
Reactions:

Think Tank

Colonel
35 Badges
Aug 21, 2009
984
5.727
  • Hearts of Iron Anthology
  • Sengoku
  • Semper Fi
  • Heir to the Throne
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis III Complete
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: No Step Back
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Empire of Sin
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
"AI has also been tweaked to prefer several larger invasions at once to pose more of a threat to players and bleed less troops in smaller invasions."

Podcat does this mean I won't see colonial defense units undertaking amphibious landings instead of defending wherever they came from?
 
Last edited:
  • 1
Reactions:

xHorst

Corporal
22 Badges
Jun 15, 2015
41
29
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Semper Fi
  • For the Motherland
  • Empire of Sin - Premium Edition
  • Empire of Sin
  • Battle for Bosporus
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normand 44 - Second Wave
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
I think that might be something worth looking at. But as a first quick solution to make it less of a problem I have increased the minimum size of the path for the SR to activate (there is also a define added for this, so it can be modded to be even larger.)

Isnt better solution to add rule for AI so no strat redeploy if unit is or will end up 1(2) province or closer to enemy.
This way AI cant redeploy along frontlines at all and reinforcements for frontline will end up 1(2)provinces behind the front and then move to the front normaly?

Also I would like to see button in UI to hide/show my own battleplans/frontlines same way as it works for allied BPs.
Everytime those get messy and u cant see rivers/borders/etc below them

Anyway great news about your work on patch!
Keep them cuming!
 
Last edited:

CommissarWallace

Private
78 Badges
Jun 9, 2016
18
10
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Humble Paradox Bundle
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Victoria 2: A House Divided
  • Ship Simulator Extremes
  • Sengoku
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Impire
  • Hearts of Iron III: Their Finest Hour
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Hearts of Iron III Collection
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron IV: Colonel
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • War of the Roses
  • Europa Universalis IV: Mandate of Heaven
  • Victoria 2
  • Teleglitch: Die More Edition
Can we get some more options with regard to battle planning please? My spearhead armies have a tendency to fan out and require obscene amounts of micro to do focused pushes, so some options with regard to more specific battle plans would be great.
 
  • 2
Reactions:

rjohansen

Colonel
40 Badges
Mar 21, 2013
933
1.938
  • Crusader Kings II: Charlemagne
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Prison Architect
  • Crusader Kings III
  • Crusader Kings II: Holy Fury
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
I find the "Execute Battle Plan" mode looks very good, kind of resembles that of HOI3, but hopefully even better.

Questions:
  1. I noticed in the screenshot there is an "2. Infanterie-Division (mot)" - does that mean there will not be a "2. Infanterie-Division" in the game? This is one of the things I (personally) really miss, and I have to keep an excel sheet up at all time to record what is being built etc. In HOI3 you could prevent this by using the text files, but here you have to rename every single division being built.
  2. Any news about messages/alerts? News when divisions are destroyed/shattered, drowned, ongoing invasions, actual battles?
  3. When does the holiday start? Will the patch be released a few days before hand? What if some new bug appear (god forbid) and you are all on holiday, is there any way to "roll-back" the version if that happens?
 

CplKatie

Field Marshal
36 Badges
Oct 31, 2009
5.092
1.448
  • Crusader Kings II
  • Semper Fi
  • Hearts of Iron III
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Way of Life
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
Either can you remove the strategic redeployment ability from the game, or properly tell the AI to not use it near enemies before the Summer vacation please? It really does destroy even the most superior forces when all you need to do is send 1 division via water around a front and watch as 90% of the front loses allits org as it systematicaly adjusts for the new front width. I'm leaning towards the removal of Strategic redeployment or a different penalty for it.

Just make units with strategic redeployment effect have a combat penalty for X amount of time.

This is singlehandedly why Yaniel looks so good on streams. He pushes through with an army division causing the front to explode and then even though the opposing side has superior numbers, 90% of the front line has just initiated a ton of strategic redeployments to cover his armor divisions and now even though they numerically dominate, all their lines are on the defense stuck retreating due to having no time to regain org, and encirclements are unabated because everything a breakthrough faces has just stopped using strategic redeployment and is trying to fight armor with no org.
 
Last edited:
  • 5
Reactions:

CplKatie

Field Marshal
36 Badges
Oct 31, 2009
5.092
1.448
  • Crusader Kings II
  • Semper Fi
  • Hearts of Iron III
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Way of Life
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
Will this patch address the single most frustrating issue in the game right now: automatic unpauses?


I was told via twitter by both dev teams that stellaris and hoi4 are aware of the auto unpause/auto pause issues and Podcat said hes addressed it in this patch.
 
  • 7
Reactions:

Bridger15

Major
80 Badges
Feb 14, 2009
575
1.175
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Sword of the Stars II
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Nemesis
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • 500k Club
@podcat I am a little disappointed not to see the AI fixes in this mod addressed. Are you not aware of the things the modder has found? Or has he been incorrect in his assumptions? (More details in this reddit thread)

Specifically:
  • All non-German nations only build light armor until very late in the game. This is becasue they do not research armor at a high enough priority. he has incresed other major nations to match Germany's preiority numbers and run observer games and found that the AI now properly researches, builds, and equips medium and heavy armor divisions.
  • Edit: see response here
  • The AI doesn't seem to change it's trade laws to be more restrictive during wartime when it needs those resources. The mod author mad a few changes to fix this.

Will these issues be addressed in patch 1.1 or will we need to keep using this mod to get the AI to behave properly?
 
Last edited:
  • 8
  • 5
  • 1
Reactions:

Bobemor

First Lieutenant
69 Badges
Aug 30, 2014
208
208
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Crusader Kings II
  • Stellaris
  • Stellaris: Galaxy Edition
  • Victoria 2: A House Divided
  • Hearts of Iron III
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Distant Stars
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis 4: Emperor
  • Crusader Kings III
  • Prison Architect
  • Europa Universalis IV: Golden Century
  • Victoria 3 Sign Up
  • Battle for Bosporus
  • Stellaris: Megacorp
  • Imperator: Rome Sign Up
  • Crusader Kings II: Holy Fury
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Victoria 2
  • Stellaris: Lithoids
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
The peace imrpvoements don't look like they'll solve much of my gripes about the peacedeals. But it's certianly a step and much sooner than I imagined. Hard to complain :p
 

Adar1

Major
15 Badges
Jul 7, 2015
547
244
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Semper Fi
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
View attachment 189949

Hi everyone and hope you are enjoying Hearts of Iron! The team has been busy working on the 1.1 path that we have decided to name "Red Ball Express" (since we thought it was a cool idea from Stellaris team to use names, we will be doing the same for major patches). The idea is to have the patch out before we go on vacation in July, so expect it one of the last days of June with a open beta patch some days before to make sure it goes smoothly.

I'll be presenting some of the more important stuff we have done so far, but we have of course also fixed minor bugs, optimization, crashes and the like. Next week will have a diary with the full patch log and I'll talk about the other stuff we have done also.

Access to allied territory
One of the biggest talked about issue has been the fact that as long as you fight the same enemy you automatically gain military access, even from other factions. This was kind of a bandaid for an old issue, and we never liked it either... so we have been listening and working on a solution. The way things work now is that you will be requiring military access as expected and the game will also alert you if you end up in a position where you are trying to move into occupied area you don't have access to (as this for democracies would liberate those nations you will need to ask for permissions, which ai will give you). We are still testing our solution, so there might be further changes still.

Peace conferences
We fixed a serious issue where instead of taking turns in a peace deal when there were 2 major contributors it would instead end up so that the 2nd of those gets to push through almost all changes in the peace deal. This could lead to some really weird peace deals. Now you will instead get to take turns (as well as do a little more per turn if you are close in points). Hopefully this should make peaces feel a lot more sane and rewarding.

Invasions and Naval bombers
When it comes to invasions and ease of reinforcing invasions into Germany we have now made Naval Bombers able to attack troop transports (before only fleets could stop them, which isn't a great option for Germany when facing the royal navy obviously), so you only really want to do invasions with sufficient control over the skies. AI has also been tweaked to prefer several larger invasions at once to pose more of a threat to players and bleed less troops in smaller invasions. I've also been looking at general balance around naval bomber and other air war being a bit too bloody, but I'll give you an update on that next week instead because it's not done.

AI
When it comes to further AI improvements, I'll hand over the mic to SteelVolt:

This path we have taken a look at some things in the AI where relatively small effort would give a rather big payoff. A lot of this focus was around mistakes Germany was making, such as building too many dock yards and thus lagging behind in the production of military factories. Another thing we discovered that Germany did was to start using the Austrian division designs after the Anschluss, due to looking at the latest date edited. Both of these have been taken care of, but we have also looked at how to make them not rush the maginot line without making large changes that could break other cases.

Aside from this I have been working on keeping the AI up to date with some rule changes we have made for this patch, such as the "enemy of my enemy access" rule.

I am also very happy to be able to introduce a new feature today. When working on how to improve the warfare AI I realized that it would be very beneficial if there could be different modes of plan execution. While something along these lines had already been discussed, the intention was to have it in a later patch as we expected it to take some time. But as the AI needed at least something basic like this I added three modes, and to test them I added some buttons in the order group interface for it.
As it turned out, it worked so well that we are making the feature available for players as early as patch 1.1!

SS2Aj5L.jpg


The three modes are as follows:
Careful: The units will not attack heavily fortified locations (what counts as heavily fortified is set in defines, so modders can tweak this) and will not attack provinces that has a score below 50 on a scale that goes to 255. This means that if a part of a front has level 6 manned forts, that part will not advance at all unless micromanaged. It also means that they are significantly less likely to push into provinces that would end up very exposed or extending the front line.

Balanced: This is the default mode, and it works exactly as it does already in the game.

Rush: The units will aggressively advance into provinces that are part of the order. This mode is ideal to quickly crush weaker enemies that would be unable to mount a proper counter attack anyway.

I hope you enjoy this new feature. Defines have been added for score limits for the different modes, as well as fort levels for the careful mode. Please note that this only applies to how land battle plans are carried out.
Of course, there are also various minor tweaks here and there

See you next week everyone when I'll talk about other changes in the patch!

Oh, and if you missed the three day war, the multiplayer skirmish featuring Enter Elysium, Quill18, Marbozir and Arumba, then you can check it out here.
Very dear Podcat:

1 Access to "allied" (notice please the commas) territories:
yes, the automatic accees for foreign, NOT ALLIED at all nations fighting the same enemy was really the worse issue, which terribly spoiled the game, threfore the correction is much welcome and thanks;


2.: NAVAL BOMBERS: I heard and read too here and there that there are people complaining for excessive losses in air combat and clashes; It should be lease noted though, that one only torpedo hit wrecks out 300% every submergible/submarine, 80-95% every destroyer, 60% a light cruiser and so on; NO discount on this please, yes, you do not enter with your precious ships an area without air supremacy; this was an old issue, extremely painful for me, from HOI3;
on the contrary, I still see that a hit from "my" torpedo bomber delivers some fractions of damage only (10%, 20%, and so on) even on small vessels, that's a big pity;
Also, air raids in the ports were extremely lethal, therefore I don't find complains on this issue well founded or right;
Great losses in air combat: well that's the way it was; very frequently whole wings exposed to intensive fightings had to be retreated to reorganize, due to heavy losses, this was avery critical issue in the air war, true even, sometimes, for the American Air Force, so pleaso NO NO discounts please;

INVASIONS: thank you for setting the AI to prefer concentration of force for large invasions;
And, incidentally, vivid congratulations for the new invasion system, this is one of the best improvements from HOI3- i mean, the need for time to organize the invasion, instead of ordering immediate imbarcation of troops as it was in HOI3 (horrible, abominous);
And please, modify also the time needed for troop to embark and/or disembark from ship transports, which is still instant here as it was in HOI3, and as said before , that's very not plausible and unlikely;
 
Last edited:
  • 2
  • 1
Reactions: