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4. Since 1.4.1 the AI uses its Fleets not anymore in big fleets, but spreads them over all Oceans. YOu can see 30-40 US Fleets, some only with 2 Aircraft Carriers, or others with just 3 battleships, without any Cruisers or Destroyers protecting them. And then numerous lonely sailing ships like Destroyers. That leads that masses of ships get on the ground of the ocean fast. Japan, US and UK loses nearly all smaller ships in the first years. I Dont remeber that is aw such behaiviour in 1.3 or even in 1.4. Also masses of lonely sailing Infantry Divisions on the seas, especialy the pacific, where the masses of lonely sailing enemy ships have a easy game to fight against them.
Dont know about those small fleets, but playing italy with the 1.4/1.4.1 patch i see lots of destroyers dying, because they always storm the enemy and get in range of enemy BS/CA long before their own capitals get into range. So even in a fight of a big fleet with capitals and destroyers vs. a fleet with only capitals, destroyers are dying a lot without actually doing anything because they just drive into range of the enemy and get destroyed instead of just waiting/defending they're own capital ships. This leads to pretty much losing all destroyers in a short time while still having lots of capitals.
Cant remember seeing it so extreme in earlier patches.
Has anyone else played as the Raj? I ask because I am not sure about being able to both go fascist and the two country theory. Any help would be nice, especially from devs.
Did you fix the not working Munich Agreement for CZE/GB/Allies, where the guarantees of GB/FR for CZE persist, even if they decide not to support CZE in the Agreement, leading to a war Allies vs. Germany in 1938, if CZE refuses to give up Sudetenland? Can't see a fix in the patchlog.
Dont know about those small fleets, but playing italy with the 1.4/1.4.1 patch i see lots of destroyers dying, because they always storm the enemy and get in range of enemy BS/CA long before their own capitals get into range. So even in a fight of a big fleet with capitals and destroyers vs. a fleet with only capitals, destroyers are dying a lot without actually doing anything because they just drive into range of the enemy and get destroyed instead of just waiting/defending they're own capital ships. This leads to pretty much losing all destroyers in a short time while still having lots of capitals.
Cant remember seeing it so extreme in earlier patches.
The other problem, as I mentioned somewhere else (I thought I had answered this question before in this thread, but w/e), is that the initial starting USN OOB is in administrative divisions (so, things like the Second Battleship Division, First Carrier Division, DESRONs etc), and not an operational organization. The AI doesn't know how to modify this, and so you wind up with Carriers unescorted, etc. Short of encouraging PDX to figure out how the ships were actually organized in their respective task forces or telling the AI to first look for available ships in other "unbalanced" fleet groups, this isn't going to get fixed.
The other problem, as I mentioned somewhere else (I thought I had answered this question before in this thread, but w/e), is that the initial starting USN OOB is in administrative divisions (so, things like the Second Battleship Division, First Carrier Division, DESRONs etc), and not an operational organization. The AI doesn't know how to modify this, and so you wind up with Carriers unescorted, etc. Short of encouraging PDX to figure out how the ships were actually organized in their respective task forces or telling the AI to first look for available ships in other "unbalanced" fleet groups, this isn't going to get fixed.
I'm sure I'm not the only person who immediately just combines their starting fleets and airforces into big buckets then parcels them out to where they're needed. For players such as me (and possibly the AI, don't know what they do exactly) the effort that goes into historical deployments of forces is completely lost.
been tweaking, but not finished yet for this update. should make it in for when we go live (hopeful me thinks wednesday if all looks ok). We are chasing an elusive out of synch bug in MP atm.
If I may make a request, please, please don't put patch notes inside quote tags. The quote box reduces the font size of the text inside, and italicizes it as well. This makes it very difficult to read, to the point where I need to copy/paste it to an external text editor to read it. As an alternative, the spoiler tags also keep the text inside from stretching out the page, but without distorting the formatting.
Edit:
Also, the quote tags prevent people from quoting the text within directly, so people need to copy paste individual lines if they want to quote them.
Now that tactical bombers can naval strike, I kinda wish naval bombers were rolled into them. You could have an air-dropped torpedo tech to buff up their naval strike capability.
If I may make a request, please, please don't put patch notes inside quote tags. The quote box reduces the font size of the text inside, and italicizes it as well. This makes it very difficult to read, to the point where I need to copy/paste it to an external text editor to read it. As an alternative, the spoiler tags also keep the text inside from stretching out the page, but without distorting the formatting.
Edit:
Also, the quote tags prevent people from quoting the text within directly, so people need to copy paste individual lines if they want to quote them.
Dunno how i should post this, didn't start this gaming with the intention of doing it so i'll give an overall and then single out the main issues:
I gave the full 5 ticks to Germany and Italy only, then decided NOT to expand at all while playing with the USSR, nothing, just send volunteers to Spain and China.
Poland formed its alliance, Romania joined and then Poland gave in and surrendered Danzig, "interesting" i thought, France was completely overrun by Germany (although they did attacked the maginot, they pushed very quickly through the low countries) Hungary formed an alliance with Italy... "ok" i thought, Germany will still be very strong, when i noticed that southern France was held by the allies, basically an unbuffed UK and it held it for years... so much so that Germany went full retard, closed its economy and had scraping the barrel, over 11 million men left over in the pool, completely unnecessary move when it had over 200 military and civilian factories, they didn't do the M-R pact nor did they attack Miedzymorze so i was completely safe and could continue to expand my industry.
Then in like 42' they do the M-R pact and DON'T attack Poland, by then i was bored as hell so i overran Miedzymorze and honored the pact... months later they declared war but were so weak, had no airforce that pure infantry was enough to push them back and, most of their army was not
Main issues:
Germany doesn't take advantage of the massive amount of factories it gains through the conquest of Europe, independent of tactics.
Germany abandons the northern "berlin" front, and keeps doing suicidal, brute-force attacks.
Germany builds very few tank divisions for a 200 MIC nation in 39'.
Spain suicidally joined the Allies while Germany had just finished conquering France.
Italy doesn't know what to do when the pact of Rome forms.
Germany doesn't know what to do if Poland gives up Danzig.
Romania AI seems to pick focuses at random from its open tree.
Hungary manpower issue apparently fixed.
Poland doesn't build a large enough industry or army even by 1943'
@SteelVolt - as promised, here are the saves from multiple points from a couple of hands-off runs (this morning, based on the latest build - checksum 73d8 at the launcher, although I'm playing with debug on, so menu checksum is 901c) . GER1 saw considerable Maginot attacking. GER2 was much better behaved, but there were still a handful of attacks that weren't particularly sensible use of force, including one after BEL and HOL were in the game, and GER was making good progress through the low countries . The save file names should give a pretty good clue as to what they represent - GER1 are saves from the first German game, GER2 from the second. The sequences in chronological order for both are:
GER1 Pre-war
GER1 Maginot attacking
GER1 2nd Maginot Thrust
GER1 Maginot after HOL and BEL in war
GER2 Pre-war
GER2 training pre-war
GER2 - Maginot assault 1
GER2 - Maginot post-BEL HOL in war
GER 1 screenshots of 'points of interest':
This is a look at one of the less sensible attacks, in case it helps.
This is GER1's first maginot assault (I'm pretty sure), with HOL and BEL still out of the war. This is almost definitely the save GER1 Maginot attacking.
GER2 screenshots of 'points of interest':
GER did a great job swinging through the low countries in this one.
There weren't many Maginot attacks in GER2 after HOL and BEL were in the game, but this one still looked unnecessary (particularly given the thrust through HOL and BEL). This is almost definitely GER2 Maginot post-BEL HOL in war (sorry, memory's wobbling).
A large maginot assault, but before HOL and BEL are in the game (this is GER2 - Maginot assault 1)
This is the odd training situation outcome - at the start of war with POL, a large group of divisions is kicking things off with very low org (this is either or very shortly after GER2 - training pre-war)
One thing I noticed that's worth highlighting is that that in GER2 most of Germany's army for the attack on Poland was training pretty much up to the declaration of war, leaving them at low org when war broke out (see the save GER2 training pre-war - GER2 pre-war precedes this chronologically if you need a "before" save, and the Maginot saves are all "after"). I'm not sure if this happened in GER1 - I wasn't looking for it, and only noticed it by chance in GER2.
I hope that helps. Not in any way criticising, HoI4's AI is getting much better with each iteration, and I understand it's an incredibly complex job - just data in case it helps getting things even better .
- Now you can mark all of the equipment as obsolete (even if base type) and equipment conversion is only done for obsolete equipment
- tactical bombers can now pick the naval strike mission
- Planes are able to attack several ground targets at the same time now rather than one per wing
Great work and great fixes . The above three are my highlights . Qn, if easy to answer - does the last mean that there's no more 'optimal' sized CAS/TAC air wing any more (ie, would 600 CAS in a region attack the same amount of ground targets whether they were in one wing of 600 or sixty wings of ten, or anywhere in-between?)
The other problem, as I mentioned somewhere else (I thought I had answered this question before in this thread, but w/e), is that the initial starting USN OOB is in administrative divisions (so, things like the Second Battleship Division, First Carrier Division, DESRONs etc), and not an operational organization. The AI doesn't know how to modify this, and so you wind up with Carriers unescorted, etc. Short of encouraging PDX to figure out how the ships were actually organized in their respective task forces or telling the AI to first look for available ships in other "unbalanced" fleet groups, this isn't going to get fixed.
In my experience, the AI re-arranges its fleets as it likes them at the start of the game, and the starting OOB has no impact except on what these fleets are called. I just did a quick human_ai run with the US for a couple of weeks to see what it did, and it builds balanced fleets and doesn't leave unescorted carriers (see pics in spoiler below). I think what you're seeing isn't an OOB thing, but that later in the game, AI fleets tend to get very splintered, and that this can result in fleets of very small numbers of ships, which if the right composition of small fleets doesn't come together in a battle, can leave carriers and BBs unescorted, and similar. That second thing is an 'educated guess' though, and could be off.
That said, I do think having fleets arranged in operational rather than administrative divisions at game start is a good thing . Just not that it's affecting the AI.
Just played one MP game as England with the latest update to the beta and found this to be a nice change. It helps un-clutter the production menus when you can just mark inferior base types as obsolete.
Wasn't the idea that it won't stick because the country buying the license won't build it as well as the original country? I guess this was deemed too confusing.
Btw might want to consider moving the Australian and Canadian fighter focuses down a bit in their focus trees. Right now England can get 1944 fighters very early in MP by doing a bit of licensing with its minors. IIRC it goes so that CAN gets FTR 2, AST buys the license, gets FTR 3 and then ENG buys the license from AST.
##################################
# AI
##################################
- fixed ai scoring for volunteer only manpower law that meant hungary (maybe others?) could get stuck on Disarmed Nation.
- lowered prioritiy more for doctrines for ai if already researching one
- fixes for ai strategy files referencing the wrong focuses
##################################
# UI
##################################
- The person who unpaused the game is now shown in pause tooltip (if someone keeps unpausing annoyingly in MP)
- Changed license production cost icon in tool-tip
- Added description in add new air wing tool-tip
- fixed color issue for Israel
- fixed color issue with Korea
- Encirclement loses now displays on combat log. Manpower lost in convoys (which is shot by navy forces) now displayed as "Losses to enemy navy" in combat log tooltip.
- Added overrun casualties to combat log.
- Fixed air stats showing too small in wing detail view
- fix for CZE civil war not being advertised enough in focus tooltip
- added two more portraits (Japanese communist leader, Ecuador historical leader)
- Now you can mark all of the equipment as obsolete (even if base type) and equipment conversion is only done for obsolete equipment
##################################
# Balance
##################################
- locked CZE political ideology pushers behind appropriate focuses
- lowered CZE fighter output boost
- rebalanced tech sharing group bonuses for CZE to be more in line with everyone else
- tactical bombers can now pick the naval strike mission
- Added building slots and infrastructure to balanced industry path for CZE, toned down the export focus spirits
##################################
# Bugfix
##################################
- Fix for volunteers transfers ending up in the impassible states
- fixed a localisation issue with a Hungarian event
- added an effect for German leaning focus
- fixed a bug with CZE "Sudden Shipyard" focus which would have required the rest of Europe to sink into the sea to work
- refusing the Sudetenland now kicks CZE out of the axis (was originally only handled in failsafe event)
- fix for Yugoslavia not actually leaving axis when they should be leaving axis in coup event (still some issues with automatic faction joining if Yugoslavia and Germany are in a war together)
- Slovenian and Slovakian flags now has proper med and small flags
- fixed dual event options for CZE news events (turns out countries are in a faction with themselves, who knew?)
- fix for logic bug in event DOD_hungary.1
- fix for incorrect Romanian Admiral's portrait
- fixed an issue with Hungarian Pact of Rome faction dragging Italy into a faction against its will
- fix for a number of text inconsitencies in news events
- Design companies now stick to licensed equipment
- fixed a Romanian division being assigned to Hungary
- Updated script for Invite German Advisors. Germany now correctly removed when Romania joins another faction.
- Planes are able to attack several ground targets at the same time now rather than one per wing
- TfV trees checking for an autonomy level will now accept DoD autonomy levels as well
- Supply areas now ignores impassable states while building the connection graph
- added missing localisation for a number of tech sharing group descriptions
- Navy leader can now gain the air_controller trait by having carrier airplanes in combat.
##################################
# Modding
##################################
- fixed issue where scripted amounts for force_equipment_variants did nothing
- Added has_carrier_airwings_in_own_combat trigger for combatants
###############################
# Stability & Performance
###############################
- Fix for CTD when airbase were removed or deleted while being selected
- Fixed a possible null pointer exception
- Fixing CTD in air interface
- Increased the size of atlas used for the country flags on map to fix glitches
- fixed CTD when AI tried to evaluate returning expeditionaries for someone with no homeland
- fixed CTD in mods related to naval base assignment
been tweaking, but not finished yet for this update. should make it in for when we go live (hopeful me thinks wednesday if all looks ok). We are chasing an elusive out of synch bug in MP atm.
Ran a new test game with the latest build (73d8 - nice changes!)
Still seeing these issues:
1) ai Italy is repeatedly Improving Relations with Bulgaria after it finishes the bulgaria_friend focus. This yo-yoing in and out of improving prevents Italy from having the PP to change conscription laws when needed or purchase new ministers.
See this bug report: https://forum.paradoxplaza.com/foru...roving-relations-w-bul.1032367/#post-23013394
#1 is huge because Italy can't replace losses and can't build new divisions.
#2 usually means the Med becomes an Axis lake because the UK can't defend the Rock in 1940 without doing it's fortification focus.
#3 just screws up the Yugoslav war, how badly depends on whether the Allies support. in an MP game is suspect this issue could be badly abused.
#4 harms Germany because it relies on Portugese tungsten to build armor once it is at war with Russia.
#5 Japan would be much better off using Marines to invade with instead of basic Infantry, not to mention the benefits they provide fighting along the Chinese rivers.
While Meglok works on things of weight and substance, I kicked off a new game as Hungary today, and in the focus tree, in the air force section (on the bottom row of options), there are two NFs entitled (at least in English) Cas Focus and Tac Focus, and they just look a little funny to me. Definitely disregard if you disagree, but they might look cleaner as CAS Focus (as CAS is an acronym), and "Tactical Bomber Focus" (it looks like there should be room). Totally non-vital, also subjective, just mentioning in case it helps .
Edit: Actually found a bug where there's something screwy going on with the display of the numbers of aircraft in airwings - it's posted in the bug forum, here, but mentioning in this thread as well, as if it's relatively common, then it's a potentially not-so-nice one. If it's just one of those weird edge cases, then all good .