HOI4 Husky 1.9.1 BETA hotfix [checksum: 3d42] (Not for problem reports)

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Why not 5, so you can always have 1 for counter-intel? It goes on, and on....3 is perfectly fine for a non-spy master, as doing the HARD missions is very costly and time consuming. As Podcat has said, that is their intention - if you are not SM, then Intel Networks with the occasional 2 spy mission and rare 3 spy mission should be your expectation. Else, become a SM. Can't become SM by joining a faction, SOL.
Are you talking about 5 spies without being spy master? Or 5 spies with spy master. Sorry a bit confused :p.

Edit: oh okay now I get it, yeah I do agree with just 3 as well, 4 was just a suggestion :p.
 
- SMERSH now gives +1 slot and coutner intel if you have LaR

I may be having a brain fart but what does SMERSH stand for?

It is National Spirit for Soviet Union you get after selecting National Focus.

SMERSH in approximate translation from Russian means Special Methods of Detecting Spies. Sometimes as acronym was used: Death to Spies (Smiert szpionam)
 
- SMERSH now gives +1 slot and coutner intel if you have LaR

I may be having a brain fart but what does SMERSH stand for?
and on same topic, what does "reduce subversive activities" do for NKVD? I thought that was useless prior to LR, and it was going to be address/fixed in LR with the new mechanics...but the old stuff is still there....so what are "subversive activities" in LR, and do they have a cost? Is a coup a subversive activity? What about setting up collaboration governments?
 
- Soviet NKVD spirit now gives an extra operative slot
Hey, has Trotsky been changed to account for these changes as well? Trotsky gives -50% subversive activities cost like the old NKVD spirit, but it's not very useful in the current update. Maybe Trotsky could instead increase effectiveness of propaganda and coup actions.
 
- While it's good that you're trying to solve the spy-spam problem, I think that you're taking the wrong approach. The main problems is that 1) a nation that doesn't want to be in a faction should still be allowed to build a large agency, 2) a nation that wants to heavily invest in its agency shouldn't have a magical hardcap, 3) its still illogical since spies should require an economy not faction members. Why not make additional operatives slots bind civilian factories instead? During late game, some nations have 100+ civilian factories doing nothing, this would make them useful.
Yea, I don't think that spies should be hardcapped, it doesn't make much logical sense. Maybe have a hardcap for spies from faction members, and allow more operative slots to be unlocked with certain industries?
 
- Fixed edge case where Spain could unlock two mutually exclusive faction branches (aka Anarchist and Communist) while the SCW starting event was active.

Why couldn't we have just one patch without this but with Expand Soviet Aid bypassing after the CW so I could create glorious Anarcho-Stalinist Spain???

(Currently, the only way to be non aligned, and therefore make it to the end of the anarchist tree while dual wielding paths is to end the CW before the gamers rise up, and you can only Expand Soviet Aid after that happens. It doesn't work with taking Masters of Our Own Destiny, as that always will flip you communist if you have taken the first communist focus, no matter what shenanigans you try with the anarchist side)
 
- mitigated the effects of deleting your whole army to get more XP training exploit
- fixed an exploit that was done by renaming unit templates to the one that will be used in script
- Fixed faction members joining wars via one's puppets, overriding master's consent

Awesome, thank you
 
Now that we have 4 different things to send reinforcements to. Can we get another reinforcement pip on the Recruit & Deploy screen? Still only have 3 pips.

Reinforcements, Upgrades, Operations, Garrisons.
 
Nice one, Paradox, props for the immediate rise to action.
Will there be any art (portraits/ministers ideally) thrown in along the way prior to the full release?
 
I decided to load a save where I had the Naval Invasion Support bug on beta patch, and America/Britain immediately put a bunch of caps into new strike forces, and Germany swapped it's invasion support fleet to strike force after a few days of game time. So that may have been fixed to some extent in the beta patch?
 
There's only like 5 icons.

That is true, but as @Dan1109 said, it is 5 for each ship design you make, so 5 for Carrier I, 5 for Carrier II, etc etc.
So you can have 5 different Light Cruiser builds on the '36 hull (AA, ASW, Screen, Fleet, & Raider lets say).
Assign each of the 5 designs a different icon - shield, turret, crab, binocs, skull when you create a task force template with light cruiser + crab to only use crab types.
There may also be mods that have more icons, but I never looked.
You can then easily re-classify obsolete designs from Fleet duty to Convoy Escorting by changing the icon.
It works very nicely with the Task Force designer and auto-updating too.
 
That is true, but as @Dan1109 said, it is 5 for each ship design you make, so 5 for Carrier I, 5 for Carrier II, etc etc.
So you can have 5 different Light Cruiser builds on the '36 hull (AA, ASW, Screen, Fleet, & Raider lets say).
Assign each of the 5 designs a different icon - shield, turret, crab, binocs, skull when you create a task force template with light cruiser + crab to only use crab types.
There may also be mods that have more icons, but I never looked.
You can then easily re-classify obsolete designs from Fleet duty to Convoy Escorting by changing the icon.
It works very nicely with the Task Force designer and auto-updating too.

It is much easier and simpler for a text list of your ship classes to pop up and choose them. Rather than having to memorize which icons represent which ship classes in every category. The current task force reinforcement design is limited and confusing.
 
and on same topic, what does "reduce subversive activities" do for NKVD? I thought that was useless prior to LR, and it was going to be address/fixed in LR with the new mechanics...but the old stuff is still there....so what are "subversive activities" in LR, and do they have a cost? Is a coup a subversive activity? What about setting up collaboration governments?

atm it reduces wargoal costs etc, but I agree we should add some of the new spy modifiers isntead if you got LaR

Nice one, Paradox, props for the immediate rise to action.
Will there be any art (portraits/ministers ideally) thrown in along the way prior to the full release?
yeah we plan to make some, but might be in a later update rather than this particular one. depends on the timing.
 
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