HOI4 - Development Diary - 5th of August 2016

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Yay! Finally back from vacation.. hopefully the forum whinings will be kept to a minimum.

Yes Football Manager is arguably the best AI for sports games but Command Ops 2 so far has the best AI out there for military type games.
 
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Ok, so I was waiting 3 weeks until PDS vacation ends, then I was teased from monday every day with really large DDs from other games and getting hyped what I will learn from friday's HoI 4 DD - and all I got is this?

DD which contains three paragraphs:
1. general speech
2. promises about AI
3. small feature for Mutliplayer

Sorry for that, but when I looked on yesterday's DDRJake Development Diary about Coptic religion and compare it with this one - I am strongly suspicious that someone did not do his job pretty well... :confused:
The week that everyone got back from vacation, they told us they are back, they are working on the AI, and showed off a feature in progress.

I get the desire for HOI4 to be improved, but you should be more realistic about what can actually get done with less than a week from their team. They're not going to show off things that are half done.
 
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Japan in its own faction. They should not be invading the Soviet Union alongside the Axis. This also helps in preventing both fascist factions in sending large armies to each others theatres of war.
It would also help in ending war in europe without bothering invading japan.
 
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This might work on a gameplay point of view but all this area is not that impassable. The Hoggar region for example is a valid route for a small army, even is some population probably wishes it was impassable, http://hadalzone.blogspot.be/2012/10/pin-cia-base-on-map.html.
Area of sand dunes should be impassable, yes, but it is far from covering all this area.
It may be passable for a small army now, but does it mean it was just as passable by regular sized military unit(s) 75 years back, with the equipment of that era? I'm not aware of any such pass attempts occurring back then (much less fighting taking place there) De Gaulle might've wanted to attack Libya from the south, but given ultimately no such operations happened, perhaps there's some good (logistics) reason for it..?

Mind you, am not entirely against something more refined, like even just copying the EU4 map with its 'passages' from north to central Africa in these spots you bring up. As long as the AI can be then prevented from taking 20 and more divisions through those, like it's currently strongly inclined to do.
 
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In all honesty I'm a little disappointed in this Dev Diary. I was hoping for some kinda road map. Some kind of idea of what will be getting fixed and worked on in the next patch.

Not just working on AI and a Hotjoin. I would of like to see you say: "Hey we're working on the problem in Africa that been breaking games. We know about the German AI problem with not being able to conquer The low counties, France or even take Copenhagen etc... Japan Steam rolls China, Russian sends it's entire army to Asia, Naval Invasions still messed up, Italy can't defend it's self etc..."

We want to know whats going and whats being taken care of. We just want some good info of whats happen with this game after being left out in the Dark for month with a broken game. I would just like some reassurance. You know, Hey we've been reading your guys bug reports and we understand the frustration.

After a month this is all we get?
 
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Not sure that would be all that helpful.
1. there needs to be a lot more feedback and special cases for a new terrain type and occupation rules etc
2. wouldnt really make AI stop sending stuff

havent totally ruled it out, but we are trying to improve ai first for sure
Thank you! I'd hate to see impassable terrain, since I think the infrastructure system works well enough for representing areas like the Sahara and Siberia.

Also, will the new patch bring extra achievements? I've run out of achievements to complete :3
 
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Good to see the Multiplayer Aspect being worked on. Since the AI is unfortunately very lackluster in its current state; at least for a veteran Paradox Player, i find Multiplayer the only way to properly play the game at the moment.
Since you are looking into improving it, here are some QoL fixes i would like to see:

- Multiplayer Friendlist Browser as seen in EUIV and Stellaris.
- Locking Lobbies as the Host to negate the need to keep kicking joining players to be able to start.
- Additional Multiplayer Settings when hosting, such as maximum number of players, major countries only, Minors only, etc.
- Being able to copy from the chat, eg. to exchange Voicechat links easily.
- Player Mapmode Ingame, just a very useful tool and should be ingame as well not only in the lobby.
 
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havent totally ruled it out, but we are trying to improve ai first for sure

Well, in the realm of AI improvements that would be pleasing to the eye and to the mind:

1. Curb the AI division spam by some combination of a) lowering minor access to high manpower percentages (National Focuses in particular), b) coding them to stop building new divisions when their equipment total in any required equipment type is getting highly negative. Example of that last: peek in on any Allied minor nation in about 1945 and you will see that they have built probably about 8-10 times as many divisions as they had at their historical peak, the large majority of which are still unequipped, and they are running huge negative balances in multiple equipment types, e.g. infantry equipment. An exception might be made for division templates that have the low priority set, e.g. militia type templates, but even there I'm a bit iffy about it, sensing the possibility of simply changing the problem from massive division spam to massive militia division spam.

2. Code the AI to set/have minimum force levels which it will at all times maintain along certain borders. For example, Germany should never, never withdraw so many of its divisions from the Soviet border (after the fall of Poland) that it can only place a single division in one province out of three. There needs to be some mechanic to force the AI to always maintain certain overriding defensive priorities, no matter what is happening on other fronts. Similarly, the Italy AI must never be able to send almost all its divisions overseas, leaving too few in Italy to defend against invasion by the UK....or South Africa!

2b. As a corollary to 2 above, the AI should set or have defensive priorities that are proportional to distance from the capital. For example, Japan should place highest priority on making sure it can defend the home islands, then secondary priority on defending Korea and the nearest islands, tertiary on defending the Philipines once it has conquered them, and so on.

3. The AI seems hardcoded to invite to alliance at the earliest opportunity, and then to call to arms about .000002 seconds after the invitation is accepted. This leads to some awkward and even badly ahistorical stuff, even when historical focus trees are enabled. For example, with historical focus trees, Italy is pretty much always an Axis member before war begins. No problem there. But it is also called to war the instant Danzig or War kicks off the action, which should not happen; they should not be called to arms until either, a) France is about to fall, or b) Germany's offensive in France runs into serious problems, e.g. any advance into German cores, etc. Another persistent example: the instant they are eligible to be asked, the USA is always invited to the Allies. This often occurs as early as the first quarter of 1940. Again, the instant they accept the UK calls them to arms. This has the result of pretty frequently bringing USA into the war too early, sometimes as much as 2 years ahead of schedule.

4. AI major nations, especially Japan and UK, have a lamentable tendency to run their major fleets without near enough, sometimes without any, screens. This one I suspect is trickier, and I haven't looked into why exactly it is happening. I suspect that the AI is just underproducing screens relative to the number of cap ships it has/builds, and perhaps sending too many of them out in dribs and drabs as tiny (and ineffectual) ASW task forces and to escort duties, not keeping enough of them back to fill out its cap ship fleets. And that latter practice may also be depleting them faster than the AI can keep up with.

5. AI nations should be coded to avoid the English Channel during wartime, and never, ever send transports through it unless their destination is adjacent to a Channel seazone. If Italy is retasking some divisions it has currently in the Low Countries, then they should not rush to Antwerp and hop on transports to pass through, and then to the bottom of, the English Channel. They should also be set to avoid the nastier straits if another path exists to reach their destination. Continuing the above example, if those divisions in Belgium are ordered to go to Egypt to reinforce defenses in North Africa against an Allied counteroffensive through Ethiopia (quite common), they should use overland strategic redeployment to a friendly port that has the minimum number of straits and seazones between it and the ultimate destination, in this case by SRing to say Taranto, then boarding their transports to Alexandria, bypassing entirely the English Channel and Gibraltar, even if the Axis currently hold Gibraltar. Similarly, divisions on the US eastern coast should SR to a west coast port in order to reach destinations in the west pacific, not rush to the nearest port and then transit the Panama Canal (not saying this example is a problem or unrealistic, just that it is an illustration of the pathing logic that would avoid large problems in other parts of the world, especially the Med). Put simply a unit SRing through friendly territory is much safer, in fact nearly invulnerable to enemy action, while one at sea is subject to being intercepted and sunk in each and every seazone through which it will pass. So it only makes sense for the AI to shift priorities from using the port closest to the starting location to using the port closest to the destination that can be reached via SR.

Just my own personal wish list of tweaks to fix AI behavior problems.
 
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@podcat... So can we get some message settings now? Even just a popup and pause when a naval invasion or paradrop lands would be good. Please? Pretty please ?
 
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I'm not aware of any such pass attempts occurring back then (much less fighting taking place there) De Gaulle might've wanted to attack Libya from the south, but given ultimately no such operations happened, perhaps there's some good (logistics) reason for it..?

In Dec. 1942 Jan. 1943 Leclerc advanced from Fort Lamy (N'Djamena) in Chad with about a regiment of troops, crossed the Sahara while taking number of Italian desert forts* and finally linked up with British near Tripoli. After that his "L-Force" was resupplied and reinforced (including with the Greek "Sacred Band") by the British and participated in the advance into Tunisia.

*Supposedly included an incident where single low flying French airplane captured a company of routing Italians and then herded them back into arms of following troopers of (IIRC) French camel corps.
 
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In Dec. 1942 Jan. 1943 Leclerc advanced from Fort Lamy (N'Djamena) in Chad with about a regiment of troops, crossed the Sahara while taking number of Italian desert forts* and finally linked up with British near Tripoli. After that his "L-Force" was resupplied and reinforced (including with the Greek "Sacred Band") by the British and participated in the advance into Tunisia.

*Supposedly included an incident where single low flying French airplane captured a company of routing Italians and then herded them back into arms of following troopers of (IIRC) French camel corps.
Thank you, that's good to know :) a regiment of troops, so that'd be something like one of those 2-3 battalion units by HOI4 measures? If the AI could limit itself to that, I think that'd be fine.
 
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welcome back and good luck :)
also on your to do list, you'll probably want to address pending bug, like the one on fleet loss panel where you do not see loss from airplane.
as an improvement, a full ledger with stat on production vs loss for air / navy / land per item and per month would be warmly welcome I guess !
now, that we can have a good battle of the Atlantic it would be interesting to know how much convoy do we sink per month or how much sub.
 
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Making some terrain impassable is low priority because it doesn't actually fix anything in my opinion. I have the mod installed and it doesn't resolve the troops in Africa problem. Germany just marches along the Nile and Japan lands troops in Italian east Africa.

It also doesn't resolve the problem of fighting in unrealistic areas. Before I installed the mod there was never any fighting in the Sahara; nations were just using it to get to the fighting in central and southern Africa.

The only difference with the mod is that the route is different.
 
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Thank you, that's good to know :) a regiment of troops, so that'd be something like one of those 2-3 battalion units by HOI4 measures? If the AI could limit itself to that, I think that'd be fine.

It would also be pretty pointless operation had there not been victory in coastal Libya. Getting supplied in Chad was hard enough in itself, let alone getting supplied through Chad in Libya with closest railhead 2000km away. It was possible for tiny (in HoI scale) relatively expert force to cross Sahara in combat condition, but it's not good idea in isolation.
 
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@podcat... So can we get some message settings now? Even just a popup and pause when a naval invasion or paradrop lands would be good. Please? Pretty please ?

I would like custom unrelated alerts too. Like some reminder in 1941 to research new tanks models or so.
 
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I would of like to see you say: "Hey we're working on the problem in Africa that been breaking games.

...

but top priority for the patch is AI where we have identified division template designing and troop allocation to places like Africa as some of the more important issues we want to make sure we nail first.
 
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Do we really need something, as a priority (AI division design and limiting deployments to Africa), that has been effectively addressed by the modding community? There are other game breaking issues, such as AIs acting irrationally because of the NF system.
 
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