HOI4 Ironclad 1.6.2 BETA patch [checksum: 6f7d]

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Ksyr

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Anyone else seeing frontlines while at peace sending all of the divisions assigned to them to one end of the frontline?

As Manchukuo, I sent a dozen divisions to the border with Mengkukuo (with whom I'm still at peace), and they all went right to the north end of the line. I had to draw a fallback line to get them to spread out.

Presumably this is happening to the AI as well.
I saw this a long time ago, but it was difficult to reproduce. I believe the devs would like a save where this happens.
 

Parabola

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I dont know if this would make sense but wouldn't it be more historical if Bulgaria went facist on their own in historical mode and choose the right focuses for that?
Historically Bulgaria was essentially forced into the Axis by Germany. They were basically told Germany would invade if they didn't join, and were given some Greek territory in return. So perhaps the answer in terms of this game would be for an event or decision based on German actions that leads to them joining Axis?
 

PigletCNC

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Historically Bulgaria was essentially forced into the Axis by Germany. They were basically told Germany would invade if they didn't join, and were given some Greek territory in return. So perhaps the answer in terms of this game would be for an event or decision based on German actions that leads to them joining Axis?
Something should also be done about Iceland. They now get declared on by Britain. It's sort of realistic but it should not let Iceland join the Axis. something like a white peace with them joining the allies should be prefered.
 

Monkbel

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German has two (2) Panzerschiffe variants. Both are set in /history/countries/GER - Germany.txt. The first is redundant (as it doesn't define the class) and should be disabled with a "#" in front of panzerschiffe = 1.
Code:
if = {
    limit = {
        has_dlc = "Man the Guns"
    }
    set_technology = {
        basic_naval_mines = 1
        submarine_mine_laying = 1
        early_ship_hull_light = 1
        basic_ship_hull_light = 1
        early_ship_hull_cruiser = 1
        basic_ship_hull_cruiser = 1
        early_ship_hull_heavy = 1
        basic_ship_hull_heavy = 1
        #panzerschiffe = 1                        # // Repeat variant, not needed

This is the segment of code that defines the proper variant (and we want to retain).
Code:
if = {
    limit = { has_dlc = "Man the Guns" }
    create_equipment_variant = {
        name = "Deutschland Class"
        type = ship_hull_cruiser_panzerschiff
        name_group = GER_CA_HISTORICAL
        parent_version = 0
        }
    }

Just as an aside for modding, when a variant is defined it automatically unlocks all the technology you set with "modules = {".

The first part of code is not variants, it's technology. And it has to be there, it is correct as it is.
 

Parabola

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Something should also be done about Iceland. They now get declared on by Britain. It's sort of realistic but it should not let Iceland join the Axis. something like a white peace with them joining the allies should be prefered.
Essentially when the British invaded Iceland they didn't actually have to do any fighting. So I think really they just take control of the country through the decision.
 

TheNexxus

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The first part of code is not variants, it's technology. And it has to be there, it is correct as it is.
Try actually disabling it. You’ll find that the game runs fine regardless. Why?
1. As this is a MtG-specific setting, it’s already defined when you name the variant.
2. The Panzerschiffe hull specs are already defined in 00_ship_modules (going off memory).

I realize that you probably looked at this and just arm-chaired it because it looked off, but maybe next time try actually implementing it before jumping to conclusions.
 

Vohen

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Yeah I wouldn't mind having it be a specific game rule that you have to toggle on, for it to work. But you could always just use the already existing mods.
You could, and that's what I do myself, but the argument was that it couldn't be in the base game because it would become exploitative and unbalanced, which would be very simple to solve with a game rule.
 

ShvnDrgn

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I'm having an issue where a carrier refuses to join a task force and just bounces back and forth between reserves and the task force every half second of real time. The task force template is setup to take carriers of any type and it's under-strength.
 

PigletCNC

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I'm having an issue where a carrier refuses to join a task force and just bounces back and forth between reserves and the task force every half second of real time. The task force template is setup to take carriers of any type and it's under-strength.
I have had this issue with the converted carriers (battleships and such to carriers) and have found it to be resolved by setting carriers to accept only the aircraft icons and updating all old carrier designs to the aircraft icon and make sure the battleships only accept one other icon. Though sometimes it would also go away when everything is repaired or after reloads. But the first thing seemed to fix it most of the times for me.
 

SeekTruthFromFx

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US abusing their industry to militarise the entire Allies. Especially when they run out of building slots. Like, imagine the US, spamming forts in the USSR. Or just spamming forts everywhere. Or spamming MILs for USSR's high level tanks. Or God forbid, spamming forts in France.

In historical, the US and the USSR are in different factions. And the US isn't usually in the same faction as France until after France has lost its mainland territory. So none of these exploits should be possible in a historical game, whether SP or MP.

And if you have an alt-timeline where the US joins the Allies in 1938 or whatever, then it seems quite reasonable that this 1930s version of NATO would want to build forts on its frontier. These examples might support some sort of argument for implementing the Great Depression better (so the US has a less productive economy rather than more CIVs), but I don't see anything here that resembles an exploit or unfairness in MP.
 

stjern

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From my testing: How the AI uses frontlines is 100% broken in 1.6.2. This MUST be reverted to the 1.5 state. As a modder I can't work with this, we are back with the old 1.3 bugs where AI for example abandons north part of the eastern front while massing units in the south. It also seems like the 1.3 bug where AI does the terrain calculation wrong for its front assignment, leaving masses of tanks in mountain provinces for no reason.
 

Thumping_Fox

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Great job paradox, made huge AI improvements.

But recently it seems Germany are producing hardly any armour divisions, which makes the game very stale and innacurate.
CA44BC5EC19FF5351AB92B3CE225ED169972CB00


Also the Spanish civil war seems odd, sometimes the Republicans win on historical, and every time the Nationalists take huge losses despite having almost won.
B0907E3C26843E93A8CAAD2D01DA89743117DB6F
 

stjern

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Another input from testing: AI ship production is 100% broken. It reacts strongly to the ratio, WAY TOO strongly so when it thinks it needs a few more LCs to reach the ratio it will happily cancel the half built battleship. This might be cool for some SQA kid but from a gameplay perspective its just really bad. Please revert this to 1.5, worked perfect there.
 

Wintermist

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I did two games now where I prevented the Japanese from going to war with the Allies, and both those games ended with Allied victory pretty much accurate to the real dates. So, whatever is going on with the AI that is making both Soviet lose and Allies to not be able to breach into the mainland could have something to do with how the AI tries to deal with Japan.

Something I also did notice was that while the Allies had fought all the way to the top-ish of Italy, they suddenly abandoned the front completely, letting them take half of it back before returning. So instead of just pushing on for victory, something triggered them all to just leave and go somewhere else.

So with that and how the exlusion of Japan changed the game, I would guess that the war goes like it does simply because they can't prioritize fronts properly, and also overpopulate certain other fronts - completely halting any progress due to attrition.

So, don't leave fronts in major countries, and don't overpopulate fronts to cause severe attrition. If someone is there fighting already, find somewhere better to fight...
 
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