HOI4 Hydra 1.7.0 BETA patch [checksum: d12e]

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CuckSlayer 69

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Are there any plans to fix the "meta" for division width/size. The whole division designer is a great idea but entirely wasted when everyone is basically forced to use 1-2 templates or face a penalty which can be game losing in multiplayer. They dont even represent real world division sizes or equipment used in the war.
 

Dan1109

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Are there any plans to fix the "meta" for division width/size. The whole division designer is a great idea but entirely wasted when everyone is basically forced to use 1-2 templates or face a penalty which can be game losing in multiplayer. They dont even represent real world division sizes or equipment used in the war.
There are plans. It’s one of the few big ticket items left on podcat’s to do list. It would be a huge fundamental change to land combat, I hope they get to it in 1.8.
 

Crowarior

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There are plans. It’s one of the few big ticket items left on podcat’s to do list. It would be a huge fundamental change to land combat, I hope they get to it in 1.8.
I dont think we will ever move away from combat width but there is a possibility that a change to how doctrines work and affect troops will change how we make divisions.
 

SanguiniusStyle

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hush, nothing to see here :3 there will be more info later about it
h6C1BE0DA
Preorder music pack available again in a future? I need Panzerlied for my German games :p:p:p
 

Dan1109

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I dont think we will ever move away from combat width but there is a possibility that a change to how doctrines work and affect troops will change how we make divisions.
I personally don't propose an elimination to combat width, but rather a change to the fundamental combat mechanics. Right now, 40W is king because it stacks up so much damn defense and breakthrough, that 2x 20W vs 1x 40W is absurdly unfair. And, only humans can effectively use 40W unless you give the AI massive production bonuses, because the AI needs a lot of divisions because so many are wasted away not being utilized, being in bad or useless positions. I'm hoping they actually move towards a per battalion combat roll, which would eliminate the 40W issue. Size of an individual division shouldn't make a big difference, what counts are the battalions and their stats. Divisions should really be there just for a management point of view. Again, something this big won't come in 1.7, and perhaps not even 1.8, but I hope it will. Espionage/Intel overhaul and Wunder weapons will be decent amount of content for one of their normal size expansions (plus their as-usual a-historic NF Tree updating, etc). But if centered around SOV for the next expansion, a combat mechanic overhaul would be the appropriate timing.
 

Dan1109

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Please make sure to explain the exact behavior in the release notes, like carrier aircraft get X free attacks regardless which of sortie times, etc. also, wouldn’t it make a difference as to who spots who?? Maybe an extra attack if you spot first or one less extra attack if you are spotted first?? This would give an even better reason to research and equip naval radar (and by 1944, naval recon planes had airborne surface search radar as well).
Well, I've looked at all the defines and there aren't any parameters to tweak this ourselves :oops:
 

coreymas

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Did anyone notice the Stellaris Easter egg hidden inside of Hydra for HOI4?

Its been a request from a very well known Fourumite that has been demanding them for years now...

Heres a hint... it is in the most popular country... inside of some user selectable things inside of Armies.....

:)
 

rekab

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Hi, Is 1.7.0 playable as UK or is it a 1.6.2 port? (Have the sea missions been sorted as in Blackice but still not playable because of need to research Royal Navy which does not Research)
 

marcelo r. r.

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https://forum.paradoxplaza.com/foru...4-retreating-navies-concentrate-fire.1164452/

Basically retreating navies get a huge advantage, because all retreating ships choose 1 single target ship and shoot at it at same time , killing it immediatly, while chasing fleets continue firing as if things are normal ( dealing damage spread over ships )

It is a super game breaking bug that makes mp bit unplayable

Can be observed by making starting japanese and US navies fight eachother, and immediatly clicking retreat with one side,

Whoever retreats , always wins

so game strategy with navy is to no matter what, click on disengage button asap, and always be on low str engagement

I did re test it in my screenshot above, where you can see that alive US ships are mostly full hp, while japanese alive ships are damaged, but US took a lot more casualties since reason is because japanese are picking targets and finishing them first , whoever retreats gets this advantage,


wow thats critical one.
 

Enriador

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Australia still blocked from its democratic focuses if UK goes ahistorical, it seems.

Perhaps one day. :)
 

AP Erebus

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Haha, literally my first game on 1.7.0 BETA as GER (historical, ironman, no mods), the Allies rejected the remiliterization of the rhineland...

Probably only 1 of 2 times I've ever seen it.

A9DD74C638D1B2E29DA2BA295B99A8F1E0EE83EC
 

adil3tr

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Big issue for me is that now field marshall size orders have a better UI, but won't distribute troops among more than one front line I assign. I assumed it would still decide how to divide them up between the two. We either need to make one frontline for a whole faction or for it to decide how to split them up.

Soviet resource missions for steel appear to be repeatable indefinitely as well.
 
Last edited:

orochi2k

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Haha, literally my first game on 1.7.0 BETA as GER (historical, ironman, no mods), the Allies rejected the remiliterization of the rhineland...

Probably only 1 of 2 times I've ever seen it.

A9DD74C638D1B2E29DA2BA295B99A8F1E0EE83EC
AI is greatly improved. Now they have free-wills to decide their own choices. :eek:
 

DestinyCalls

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Frontlines seem stable now. But germany doesnt push out the soviets even tho they kinda won the war. They are simply not finishing them and standing around in 1944/45 , moscow and stalingrad have fallen. All they have to do is go aggro push and finish them. All of their guys have the "unit organisation too low" altert on them.
Maybe you should make it so if there is a 75% inferior enemy modifier the ai goes aggressive. Just a thought. Says its 80% inferior enemy right now and they are on normal push.
They are ever so slowly pushing tho but very very slowly. By 46 they made only 1% surrender progress. The sooviets throught lend lease managed to completely reequipp their divisions on the frontline now. Germans still is slowly puhsing and making small gains. The Soviets lost 7th june 1947.

pro:
germany is slowly winning anways and isnt wasting equippment and manpower so much

negative:
soviets stay alive for a long time even tho they basically have completely lost the war


I DO LIKE that germany isnt attritioning their entire army on the frontlines tho!
Maybe this is not a big issue for the game overall. What do you guys think?
7B667FB1321AC5617824E1FA86A506FC74925E6D
 
Last edited:

lordgoof

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Germany don't want to attack the Soviet Union. Never happened in 4 simulated AI vs AI Sessions (observed with New Zealand).

I had germany not declare war on poland. It then started the war by finishing around the maginot line and attacking luxemburg............. not game breaking, but a little weird.
 

Alex_brunius

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Another fairly serious issue that still seems to be present in 1.7 is that fighter airwings gain XP when flying against no or very little enemy opposition.

Basically it can be broken down into 4 closely related issues:
  • Fighters gain XP when flying air superiority even if there is no enemy airplanes at all ( based on this defines AIR_WING_XP_GROUND_MISSION_COMPLETED_GAIN = 0.28 ) If this is intended then it should be capped to the same maximum XP as exercises is.
  • Fighters gain XP when flying against almost no enemy opposition ( 5000 fighters against 10 enemy fighters gain the same XP as if you were fighting 5000. I would expect that only the number of fighters that actually can engage in combat which is 30 due to 3:1 defines would gain XP )
  • Fighters gain XP at full speed when flying at deliberately low efficiency like swapping zones or flying where you have low range. ( maybe XP gain should be multiplied by mission efficiency to prevent this and reward using appropriate planes? )
  • XP lost when a plane shot down seem to always be the same regardless of the XP level of the airwing, which punishes low XP airwings and rewards high XP airwings. Expected it would be like divisions where replacements always have low XP and it's harder to keep veterans being veterans when they start to take losses.
More details here:
https://forum.paradoxplaza.com/foru...ide-on-how-to-farm-veteran-air-wings.1180681/
 
Last edited:

jpd

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Regarding XP lost due to airwing losses. I would expect to see a split:

Fighting over own territory: replacements come in at high XP (no or little XP loss for the wing)
Fighting over enemy territory: replacements come on at low XP (high XP loss for the wing)

Reasoning: Battle of Britain. German pilots shot down over the combat area were captured by the british (if not killed when shot down), and out of the war. A replacement would have to be a new/fresh pilot. British pilots shot down landed in friendly territory, could take the bus/taxi or whatever to make it back to the air field, given a replacement plane and get back up there. The pilot doesn't lose his flying ability just because he's now in a replacement plane (assuming the replacement is of the same type/model).
 

Alex_brunius

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Regarding XP lost due to airwing losses. I would expect to see a split:

Fighting over own territory: replacements come in at high XP (no or little XP loss for the wing)
Fighting over enemy territory: replacements come on at low XP (high XP loss for the wing)

Reasoning: Battle of Britain. German pilots shot down over the combat area were captured by the british (if not killed when shot down), and out of the war. A replacement would have to be a new/fresh pilot. British pilots shot down landed in friendly territory, could take the bus/taxi or whatever to make it back to the air field, given a replacement plane and get back up there. The pilot doesn't lose his flying ability just because he's now in a replacement plane (assuming the replacement is of the same type/model).

That effect is already modeled through a separate defines as far as I know. If I remember correctly XP loss is reduced by 30% if over friendly territory.