HOI4 Sunflower 1.2.0 BETA patch [checksum: a9ce]

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podcat

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Hello! Sunflower is now ready for open beta testing. If all goes well with the testing we'll make it into a real live patch later this week hopefully. Make sure you have the correct checksum etc which is listed in the title

Why beta patch and should you download it:

We do open beta patches to make sure we get a lot of testing and catch new issues before a patch goes live.
So, if you know how to use beta patches and dare to live a little dangerously (I wouldnt attempt ironman on this build tbh in case it ruins your save), and would love to help then check this out. I am not going to promote this patch outside the forum because, well, its beta and not fully supported. If you run into problems, just roll back to default version.

Patchlog:
Features
- Added Hotjoin for smoother multiplayer experience.
- Added Resyncronization option for the host if the game decides to go out of sync.
- Added custom difficulty settings

AI
- Added abort to AI strategy that made germany down prioritize navy
- Romania now has a chance of refusing soviet demands on Bessarabia if in a faction
- Japan AI now has semi sanity triggers before starting new wars via focus
- Added AI weights for election events. Should stop nations from always moving towards fascism or communism over time
- Added AI chance to prevent France turning communist during first election in a historical play through
- Lithuania may now reject German demands for Memel if Germany is losing a war when demanding it
- Various front balancing to improve situations like countering invasions, not piling everything in Africa, overassigning to straits etc
- AI is now able to remove factories and build nuclear power plants in stead. Also made the AI better at reasearching nuclear tech. Watch out, the nukes are coming!
- Fixed a bug that made the AI unable to properly reorganize volunteer troops
- Various changes and bug fixes to template design AI, making it better at creating new ones as well as designing according to target templates
- Improved (read "fixed") match score calculation for AI template design
- Added a minimum target template match to avoid AI moving on to shit templates too early
- AI now evaluates current deployment lines to see if they should be replaced by newer templates
- Made AI much faster at replacing templates for units in the field. Will primarily impact large nations. Seriously, it was WAY too careful about this before
- Improved AI nuke targeting
- Units is no longer make arbitrarily long port rushes. This should reduce the number of map snakes significantly
- AI is now be better at noticing when they are about to get cut off from the front and react to it
- Germany is not backing down from declaring war on tiny Luxemburg just becsause it is so tiny that it does not prepare a full on invasion
- AI can now cancel unit production if they are struggling with supporting their units in the field
- Made AI better at balancing multi type production
- Made sure AI does not retreat willy nilly from a valuable VP
- Made AI a bit more cautious/clever when deciding on plan activation for undermanned fronts
- Now AI actually turns on naval defence when it is threatened by generating wargoal or actual wargoals
- Now ai does nuke only cores and when it will actually lower NU
- Germany should no longer have a crippled fighter production
- Merged in Enhanced Peace Conference AI mod (for more historical ai peace behaviour), with a few modifications
- AI will now avoid taking occupied land from its faction members in peace deals
- Fixed a booboo in AI code that counted front size in a way that resulted in min units being one less than intended (sometimes leaving a hole in the front)
- Historical France should no longer go early communism.
- AI should no longer attack the swiss during historical period if france etc alive
- Now ai will be less careful in some attacks :D (Previously it was SUPER careful)
- Made unit controller more reluctant to leave empty front provinces
- Tweaked template progression script to make it better at moving to medium tanks.
- Tweaked down AI desire to make variants in stead of templates.
- Tweaked AI template design script to improve modern armor designs.
- Changed AI blocker for Germany's USSR war goal to only look for neighboring wars in home area
- Fixed a bug in AI template switching and tweaked the balance of it a bit to match the correct functionality
- Added tooltips for add_leader_trait and remove_leader_trait
- Tweaked AI to be slightly less cautious against fortified enemies.
- AI now able to pick all ideas players could (was restricted by allowed during play that was scripted for startup condition only)
- More robust check for enemy capital area, fixing stuff like ITA abandoning ETH before they were defeated.

UI
- Build cost of 0.1 or lower will no longer be shown in the tech window
- Fixed some stats for ships showing navy stats instead of ship stats
- Changed some highlights in navies and air overview to reflect if modifiers are good or bad
- Moved French foci to display the 'mutually exclusive'-arrows.
- Juggled some stuff around in the deafault mapmode tooltip.
- Added attack modifiers to unit tooltip when multiple units in the same province are selected.
- Added focus icon and national spirit icon for fourth international
- Ship combat history list no longer cuts at bottom
- Fixed texts out of boundaries issues in modding sub window
- Fixed linebreaks issue in production entries for names
- Fixed an issue with Czech letter ý not showing up in english version
- Added more army icons, there are now 14 in total
- Added ability to assign groups to orders on the theater item
- Added collapsing deployment conveyors
- Added changing order of deployment conveyors
- Added visualization for stalled lines (icons and progress bar coloring) in the deployment interface
- Focus progress bar now shows amount of saved days
- Navy and army leaders have now better area for skill tooltip
- Organizing airwing entry names no longer overlap
- Improved the damaged building progress bar, should be clearer now
- Replaced english flag with american in launcher for language selector
- Added tooltip for max factory modifiers
- Added tooltip explaining factory repair speed modifier
- Changed how and when National Focus displays tooltips for cancel triggers and requirements
- Added descriptive tooltip for resource gain efficiency modifiers
- Now when unit is not advancing because of too low str/org, the shoutmark with tooltip explains why
- Added better tooltip for Trotsky Focus. Proper effect shows up when Trotsky is back.
- Fixed a truckload of spelin erors and tpyos
- Lots of localization fix. Some minor, some embarrasing
- Added 2nd level invasion alert after enemy has landed
- Wargoal justification modifier for fascists now shows that it requires you to be at war with a major instead of just stating: "Fascist"
- Updated tooltip to reflect that you can get Trotsky to return by picking the Purge
- Added damage info tooltip to survivors in naval combat
- Tooltips showing complex keyboard shortcuts now display correctly (like ctrl+h)

Database
- Added portrait to Japanese general Naruhiko Higashikuni. Bumped skill 1 -> 3
- Moved some units and buildings around.
- Gotland is no longer considered a colony of Sweden. In the game...
- Added German Claims on Poznan and Danzig in 39 start
- Removed coastal from some inland provinces
- Added some more Persian names
- Removed Portugese cores in Africa
- Added Sinkiang cores to 36 start
- Removed building from Menguko in 39 start to avoid the wrath of the errordog
- Returned Fehmarn to Germany, despite my Danish heart wanting to cling on to it forever!
- Made new soviet province coastal and added naval base to avoid troops getting caught
- Added new Cambodia state
- Adjusted states in the Caucasus
- Added Stalinabad as a new state
- Added history files and cores for Cambodia
- Added history files and cores for Vietnam
- Added history files and cores for Laos
- Added history files and cores for Malaysia
- Added history files and cores for Indonesia
- Added history files and cores for Azerbaijan
- Added history files and cores for Georgia
- Added history files and cores for Armenia
- Added history files and cores for Ukraine
- Slightly toned down Croatia's color
- Fixed positioning of units in the province two east of Amsterdam
- Added TUR communism leader Sefik Husnu portrait
- Fixed urban terrain texture in the city of angels
- Cut down some 3d trees around Hannover and planteed some new ones in finland. Also cut down lots of trees in various parts of the world, global warming here we come
- Added armored division templates to commonwealth countries
- Removed lake Volta from the map
- Added portrait for leader of fascist Palestine
- Missing portraits for Georgia. Fixed Georgia generating arabian leaders
- Fixed some state and city names
- Changed date triggers in UK focus tree to look for threat levels and war instead
- Made sure Soviet can always create factions even if ideology changed


Modding
- Added trigger: has_non_aggression_pact_with = <TAG>
- Changed every_country random_country any_country all_country to include current country. -Added _other_ versions of all of the above. eg. any_other_country
- Autogeneration of cores in home area now only adds core if no other country has core on the state
- Added ROOT and PREV support for has_government
- Fixed CTD when the players capital state did not contain any provinces
- Fixed CTD when scripting victory points in a province that has no state
- Diplomatic actions now use FROM instead of PREV scope to store stuff
- is_ai trigger no longer unaware of human_ai console cheat
- added new "ignore" ai strategy for when we want ai to ignore actions against someone (implemented as stopping justifications and sets neutral attitude).
- Added console command to give nukes
- Added add_equipment_to_stockpile effect.
- Added is_researching_technology trigger.

Balance
- Added anti-Daniel trigger to USA focus Issue Warbonds. Now available if at war with any sufficiently large nation
- Added focus to access purge part of the Soviet focus tree if the player choses Trotsky
- Rebalanced some armor values for tank varaiants that were inconsistent with how the rest were distributed. 36 light tank AA armor 20 -> 10. 41 light tank AA armor 35 -> 25. 36 medium tank artillery armor 35 -> 45
- Lowered communist support 8 => 5 gained from revoking workers rights in 'Matignon Agreements' event
- Now regain of convoy efficiency starts after 7 days instead of 3
- Now regain base speed of convoy efficiency starts was lowered and has been changed to non-linear change
- Moved Around Maginot before war with france focus so its easier to take for AI when needed
- Subs no longer detect other subs leading to wierd infinite battles
- Reduced naval ranges across the board
- Balanced most ship's stats
- Fixed a bad bug with org impact on ship hit chance making it over all much too small (rebalanced base chance a bit to compensate)
- Evasion stat on ships now no longer makes such a drastic impact on hit chance (now capped and multiplicative)
- Ships with torpedoes AND guns will now try to close to torp range vs capital ships
- Added stacking penalty to hit chance for multiple ships targeting same target in naval combat
- Made ships spread targeting a bit more rather than focusing fire
- Fixed situation where ships would switch targets so often that they didnt bother closing range
- Dispersed industry now gains 5% higher starting efficiency for new production lines per level
- Lowered participation score from casulaties in war
- Submarines are now much better at detecting surface ships
- Submarines now worse at detecting other submarines
- Increased xp cost of land upgrades a bit (+5 base)
- Armor gun soft attack upgrade on variants now goes up to +15% rather than +50%
- Speed upgrade now stronger (max 20% rather than 10%)
- Fleets in combat in naval regions now also count towards supremacy so that you can't sacrifice some ships so easily and rush across
- SPART now much more costly (almost 2x)
- Increased mechanized infantry supply use by 30% and increased cost to be in line with MARM (+20%)
- Signal companies now give more effect on planning speed and cost less
- Reduced Hitler's PP bonus from +50% to +25%
- Battleship lvl 1 no longer have too high surface detection

Bugfix
- Prevented Zombie Amelia from returning from the dead to fly around the globe and other related weirdness
- Faceless leaders should no longer be a thing in HOI4. Forwarded idea to Stellaris
- Fixed a bug that required London to be held by France for 'Fall of London' event to fire
- Moved all houses in Los Angeles to the province next door. Moved urban terrain modifier to reflect this
- Blocked 'Communists Influence Foreign Policy' event from adding popularity with nations you are at war with. Added communist popularity to option for the event
- Germany no longer demands Slovenia while at war with Yugoslavia
- Game no longer suggests R'lyeh won't give you a building permit. Building tooltip no longer refers to water as "foreign territory"
- Fixed an issue with how saved event targets works with tooltips
- Fixed a bug where would lose all thirst for vengance during a civil war. Romania now retains revenge ideas
- Fixed 2 supply areas having the same state in Brazil
- Fixed a bug where Soviet focus 'Southern Thrust' would only work for Afghanistan if Persia owned the states
- Fixed a bug where UK would hand out land they didn't own in return for some old boats
- Stopped dead Roosevelt from dying again, and pulling the current president into the grave with him. What is dead may never die!
- Stopped zombie Chamberlain from coming back to sign Churchill's resignation papers
- Japan now keeps its promise to not kill Siam. Added check for NAP to 'Pressure Siam' focus for Japan
- Added special case for Anschluss when Austria has a civil war
- Fixed an issue where German AI would get stuck on demand sudetenland. Changed reward from the focus if another nation has taken sudetenland
- Fixed a bug where Germany would hand out territory and not care about ownership during the Vienna Award
- Blocked warlords from joining Chinese front if at war or in a faction
- Autogeneration of cores in home area now only adds core if no other country has core on the state.
- National Foci now looks for control of state before building in it
- Being a puppet now quenches Japans thirst for war. Blocked war foci
- National Foci are now blocked by default when a country has capitulated. Added "available_if_capitulated = yes" to disable
- Added trigger to look for control of state before loading units from China Unite event
- Added province for Eastern Chukota. Added to eastern Siberia
- Added check for different ideology for a bunch of foci leading to war
- Made sure it is not allowed to give control over a state to someone who is not an enemy of the owner
- Now on game sturt up puppet airbases are accessable for master
- Now submarines target only non empty routes
- Fixed efficiency interpolation, now it can regain to 100%
- Now Convoy efficiency will also cap to actual amount of convoys performing
- Now for supply calculation is used naval cap instead of supported cap
- Now the unit with strategic redeployment will cancel movement towards enemy territory
- Fixed the bug when naval base capacity was not updated on loading the game
- Fixed the bug when sunk ships was removed from combat
- Fixed the bug when after peace conference pause was not properly updated on clients in multiplayer
- Now resistance drop will be properly shown when it is bellow the resistance cap
- Fixed not maching estimation number on the production entry and the tooltip on the production screen
- Resistance modifier in the army overview is now shown as positive value
- Fixed the bug when supply system was not properly initialized on start (fixed SOV supply alert on new game)
- Fixed the bug when game could froze in the production screen for a long time
- Fixed the bug when player could trade with infinite amount of factories
- Now division performing support attack can't have planning bonus gain
- Fixed the bug when player could remove guarantee preformed by other country
- Fixed the bug when countries was not surrendering while being fully occupied
- Glorious return of navy delete button
- Now if user disconnected from steam cloud save button will notify about that
- Fixed issue when save game status was not updated for achievements after selecting bookmarks
- Now while peace conference after capitulation winners can annex all of the territory of surrendered nations instead of only controlled by winner and lost nation
- Fixed the bug when sometimes military and naval factories were redistributed incorrectly
- Now air combat kills counts towards killer statistics
- Added tooltip over red striped zones in the deployment map mode
- Added air superiority as requirement for port strike
- Now planes put on port strike will not add up to air superiority in the region
- Now port strikes demands less than 30% of enemy superiority (instead of heaving more than 70% of our)
- Now adjuster values given from leader traits apply in land combats
- Now resistance doesn't apply in states occupied by revolter during civil war
- USA intervenes in inter american war event now adds USA to the war instead of starting a separate war
- Com China can now move it's capital if it own Beijing OR Nanjing, not both
- Fixed Fourth International news event not showing for the player
- Fixed script error that required London to be held by France for 'Fall of London' event to fire
- Party popularity boosts correctly stack now when several countries boost the same ideology of target country
- Fixed rebasing of planes to puppet airbase on game start
- Ship types are not duplicated in navy statistics anymore
- Fixed issue where min convoy efficiency was not applied (plus smooth efficiency change showing)
- Changed tooltip for Compassionate gentleman to reflect what he actually does
- Fixed a case where too large defender fleets destroyers would guard capitals rather than convoys in a convoy assault
- Guarantees can no longer be used to call in nations to war if you have no defensive war
- Nuke count can no longer go so big it becomes negative (max 999 nukes)
- Added fallback surrender target based on war leaders if you somehow end up needing to surrender to someone without warscore. should stop infinite wars that could happen in soem wierd situations

Stability & Performance
- Fixed CTD for active naval missions.
- Fixed CTD when moving navies.
- Fixed CTD upon resign when running the game at high speed.
- Fixed CTD in AI when Handling Navies.
- Fixed CTD when validating if a province can be nuked or not.
- Fixed CTD when merging navies.
- Fixed CTD in the description of Remove Ideas Effect.
- Fixed few CTD's occurred during peace conference
- Optimized lategame AI handling of garrisons
- Strategic air view open no longer drops the performance to 1FPS at the late game. Now it takes almost no CPU!
- Fixed CTD when a nation would surrender to capital owner who might not be at war

Update of beta patch (15/9) (checksum: a9ce)
Changes:
- Blocked AI from attempting to upgrade expeditionary forces.
- More robust check for enemy capital area, fixing stuff like ITA abandoning ETH before they were defeated.
- Made sure Soviet can always create factions even if ideology changed
- river penalties now work again (was broken in the beta patch)
- fixed state names of Azerbaijan
- fixed a potential CTD in some of the new triggers

Update of beta patch (14/9)
Changes:
- Fixed the CTD when while drawing garrisoning order and deleting all orders player could get a CTD
- Fixed ctd when selecting russian localization due to polish dlc having incorrect files
- Fixed bug that upgraded units to garrison templates.
- Fixed an exploit for US War Bonds focus.
- Fixed tooltip for Great Purge saying you need to complete it to get Trotsky back.
- Added invalidation of ready after hot join command (to prevent CTDs)
- Added some zero checks in military overview (to prevent CTDs)
- Fixed OOS when host has gone back to main menu from lobby and then hosts again
- Game should now connect to correct databases for login
- Hotjoin no longer turned off in release

So how do I get this?
1. In steam right click the game in the list of games and pick Properties
2. Go to the Betas tab
3. in the drop-down select 1.2.0_beta (if it doesnt appear you might have to restart steam)
4. Close Properties. Steam should now queue up an update and will display the game in the list as Hearts of Iron IV [1.2.0_beta]
5. if all went well the last bit of the version number in launcher should display "(a9ce)" which should be the correct checksum
6. Once we go official you can just remove the beta branch and go back to main by doing this again and selecting NONE.

If this seems complicated just skip it and wait for patch to become official.

Enjoy!
 
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podcat

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i am not calling this beta patch savegame compatible with 1.1. It is very likely to work, so there is no block in the game, but in some situation it could crash on you because we have added provinces and states etc.
So please avoid continuing old saves if you plan on testing
 
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- Fixed positioning of units in the province two east of Amsterdam
If you`d give every province a name, you could avoid such descriptions

on the other hand we would have thousands of reports on how those provinces have the wrong names instead :3

@podcat @SteelVolt

that's a huge list of fixes, but scanning it, can't really see anything reported here. Any chance you could have a look at it? :( these are imo big issues that have major impact on how the AI currently (under)performs.

hard to tell. some of them I bet. let me know if you run into any
 
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SteelVolt

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@podcat @SteelVolt

that's a huge list of fixes, but scanning it, can't really see anything reported here. Any chance you could have a look at it? :( these are imo big issues that have major impact on how the AI currently (under)performs.

It may seem so on the surface, but you will find some of those to be working a lot better now, as they were symptoms of issues that have been fixed. When it comes to the others; don't worry, we will get to them eventually.
 
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@podcat

Have you come up with a solution for RAJ being considered a major due to its number of factories? (It causes issues with the Allies not surrendering) That's a problem I've noticed, and seen reported a lot.

Perhaps you could add some kind of trigger that stops puppets from ever being considered majors. I think that would be a sensible solution?

I'v been thinking about it, but its for a future patch.

Is the AI getting better at amphibious invasions? I rarely see Ai Japan able to take the Netherlands/British holdings in southeast Asia. Or Ai Germany invading the British Mainland.

Its much better in Sunflower but its still not really perfect. its something we plan to focus on in the future (whole pacific war)

Any comments on slightly nerfing forts or giving stronger options when dealing with forts?

on my long term todo list (not to nerf but to make more interesting)

Did the AI not assigning fleets more than 2 sea zones away not get fixed? I could have sworn that was mentioned but I didnt see it.

The US and Japan arent invading each other and theres no pacific war as a result. Did that fix not make the patch?

yeah, is much better now

Nice!

@podcat

Did you managed to fix the Issue that german declares War against the SU before killing of Poland or france which ultimately kills it?

i didnt find it in the changelog

not seen that happen in the last 30 test games so I'm calling it fixed

@podcat
Is the ability to log in with my forum account through the launcher supposed to not work with betas, or is this a bug that I should report? I'm entering my email and password exactly as I do to log in here, but the launcher keeps saying that my email and password don't match.

in the beta patch only? or you cant log in in regular 1.1 either?

First impressions:

Sliders in MP extremely open to abuse. Clients need be able to see what settings the host has chosen in order to avoid cheating.

good point

about testing guys...
1. I still dont trust observer mode. if you are just watching it peek around as dominican republic, or actually play against it
2. make sure you dont run mods. I see at least modded icons in some of those screens. mods wreak havoc with ai priorities if you arent careful since so many of them overwrite defines
 
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Allright, the first bug I have found is power projection not going down as USA. At first it went negative, when I hired the PP advisor, it doesn't go lower than 0, although it should. Was this also the case before the beta? I wouldn't know because I haven't played as the USA yet.

VbSyJpe.jpg
.

As you see in the screenshot, it says -0.20, even though nothing is extracted.

PP can go negative due to event options and such, but "ticking" will cap at 0. its been liek this since release afaik
 
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I'm running the game normally as passive minor, the observer is just used to peek on the paused AIs to see what they're up to, then the game is then reverted to passive minor save and allowed to continue, hands-off.

The only mods am using is a couple graphics ones I made. They don't touch anything else, and the checksum in the game matches what it's supposed to be.
cool, just wanted to make sure. a lot of people forget to disable their stuff
 
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on the plus side: the AI actually uses the planes for ground operations.
on the down side: it still doesn't use the air fields it has available on China mainland, neither the ones it owns from the start nor the ones it captures.
OK, maybe I was too quick to give thumbs up to the air force AI :/

we havent done anything with air ai for this patch. its prio for future tho.

Does playing with the "human_ai" console command have the same potential issues as observer mode?

its safer, but I did fix a bug where ai would treat player differently 2 days ago, so I also dont 100% trust it (just 90%).

the main point I think is that I would rather hear what its like to play vs the new ai than someone observing it. that is easy for us to do ourselves

neat! nice! any chance perhaps arms selling will make a come back like hoi3? perhaps lend leasing arms for factories/resources instead?

agree it would be neat. Bofors :)

Good :) thanks.
I guess the question now : how can we have two versions of the game on the PC ? 1.1 and 1.2 beta ?
not sure its possible, maybe copy the folder but I dunno. I'd just pick one for the testing period tbh

I'm having the same issue.

explain it. you cant log into the beta, or you cant log into main version, or you cant log into either?


After instaling sunflower BETA and loading the old savegame the action started rising

The variants suffer from the usual lack of focus/waste of points, too:

we havent worked with variant creation ai for this patch, just tweaked down its use compared to templates.

Did you see my bug report, just want to make sure I am not misunderstanding something. If you would like it posted in the other forum i can do that too.
yeah. I'll take a look. it might be as intended tho (lost stuff if cut off?)

@podcat

The changes to convoy efficiency are good but missing an important piece. There is a common exploit that many do not even realize is an exploit since it is natural to do it without much thought.

If you have a route whose efficiency has been reduced you can cancel that route and start a new one which will begin at 100% efficiency. I believe the proper fix would be for new routes to start at less than 100%.

yeah, that would make sense, optimally it would remember the route for a bit and set it to same

Sorry if anyone asked but how about AI's building priorities?

I don't see them building any infrastructure and improving naval base for example.. even when their supply power is very bad..

we havent worked on improving building ai in the patch. what you see in the changelog is the stuff we have done so far. There will be more patches :)
 
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More priority strangeness: the AI really likes tanks now:

View attachment 205783

It still appears to promptly downgrade the starting divisions to the trash garrison templates, btw. Both France and the UK already converted all of theirs, by late 1936.

Interesting. Never saw that in my tests. Is it specifically france that does this?

Btw: I see in the screenshots that you are using observer mode. This is known to cause AI bugs. Please do NOT use this as a way to evaluate AI behaviour as it WILL behave strangely.

EDIT: Confirmed that France does do this. I am on it!
 
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SteelVolt

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From a quick glance, i'm afraid at least some of the issues are still there:

View attachment 205775

View attachment 205776

War in Ethiopia goes to shit after Italy decides the attack is going so well, it can pull half of the troops back to Italy proper even though there's nothing of interest going there. Immediate result: ongoing attack on the northern front stalls and fails. Couple weeks later Ethiopia makes a nearly full comeback, and the Italian AI scrambles to recover, bringing back the same divisions it recalled:

View attachment 205779

The second attack goes much better, and the AI is inches from victory -- it has attack on the capital advance to 95 ... and then the AI stops it:

View attachment 205780

...


Performance of the air force AI is at best mediocre:

View attachment 205777

assigns bulk of the bombers to attacking naval zones, against enemy who has no ships. Meantime large amount of tactical bombers sit on the airfield unused. After a few months the AI pulls the planes it actually had assigned to the war back to the mainland, even though the war is still ongoing (visible in the earlier screenshot) Also visible: AI not making use of the airfields it captures, even though it could improve the coverage.

As Italy takes Ethiopia within two months in all of the tests I have run the past couple of weeks, this seems really strange to me. But seeing as you are using observer mode, that could explain the difference.
 
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podcat

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There is a problem with running Russian language version on the new batepatch: HoI4 crashes after pressing button "Play" and before the loading screens (it happens ONLY in Russian language version, English version is ok). The reason of this crash is Poland's dlc.
Somebody modified POL_equipment_l_russian.yml and delete the first line "l_russian:" in betapatch. After fixing this file russian language version will be running.
thanx, we'll take a look

I was a little sceptical about the strength bar for the AI, however after playing the Sunflower patch with Germany and just rushed to 1939 with the bar for the Allies at lvl 5, i was positively surprised. After defeating Poland (which had +1000 fighters possible from the UK/France) it was very hard, almost impossible, for me to conquer The Netherlands and Belgium as France defended all their borders with a lot of divisions.
Also Italy was getting a serious beating. This was for me an important feature I was looking forward too in this patch. I played not after end 1939, however first testing for me is very positive. Thanks Paradox, for this patch, this is atm a great improvement.
cool :) yes italy being weak on defense is a result of naval ai being much better for UK now. Long term I want to give italy more advantages in the Mediterranean to offset this (like focusing on naval bombers, and possibly getting special design companies for this close range naval fighting)

Sorry. I can log into the v1.1 version of the launcher, but when I swap to the v1.2 beta I get an error saying the username and password don't match. Everything else works (as in I can play the game), just the login on the launcher is dodgy.

reported by several and I think I know what it is. we'll solve for live patch

Wait!!!

Weren't signal supports getting buffed? It has a great potential for boosting attacks vs forts, and/or boosting organization.

I might have missed one of the batches from my own changes from last 2 weeks. I will be updatign the changelog during the day with those things.

The states are definitely numbered consecutively, IIRC it causes a CTD if you don't. Modders should just be able to look at the highest id numbers in the states folder to compare. I think 1.1 went up to 940 Vancouver Island, while there are a couple more in the patch? Same with provinces, if you compare the contents of the map\definition.csv file.

yup, no holes allowed so just look at highest number

Looking into the countries localisation file i saw that Kazakhstan names are there, but it isn't a releasable nation in the patch...

yes we put it on hold for future. doesnt make sense to be releasable without a few of the other nations there and would create really ugly borders.

Was there any changes to the DD /CL spamming. Or is that included in the changes to naval combat?
should no longer be optimal no
 
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And now for something completely different, this has suddenly appeared in the AI Italy templates:

View attachment 205868

... which is quite nice, except at this point in time Italy has researched neither medium SP Art, nor even medium tank. So, not sure where the idea to have it came from. It's not a global unlock, as the other nations don't show anything of the sort.

Still, seeing more variety in AI templates is good. the German AI is also actually researching medium TDs and SP Art, though it didn't put any in its templates, yet.

This is super strange. would love a savegame to debug it
 
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Havebeard

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@podcat
I don't know what Daniel pulled in a multiplayer Session, but the "Fix" for USA Warbonds Foci seems highly exploitable. (in Mulitplayer)

Declare war against Venezuela trough Foci, delete your complete Army, take Warbonds Focus, recreate your Army.

You only start with 24 Divisionen that is not so bad, and you could also already have new Units trained, but just not on the field.

So you would loose Great Depression and Splendid Isolation extremly early.
Fixing. This is why we like releasing a beta =)

This took me four or five read throughs to figure out what you meant, as I kept reading the numbers for the years as part of the values that were changed, as they are in the same range. When it comes time for the non-beta release of the patch, could you please consider putting the "19"s at the start of the years?
That's a lot more typing you're asking! I'll meet you half way and put a ' in font of the years ;)

On a more serious note in the following quote dont you mean either 36 heavy tank or 39 medium tank?
Rebalanced some armor values for tank varaiants that were inconsistent with how the rest were distributed. 36 light tank AA armor 20 -> 10. 41 light tank AA armor 35 -> 25. 36 medium tank artillery armor 35 -> 45
If not, I'm pretty sure the correct values were rebalanced. QA has tested and closed the issue. If you find similar weirdness in the beta, please let us know.

Are countries still gonna send massive armies into the sahara?
Only if you chose the secret ice age bookmark.

Well I guess I better get playtesting...

Lets see how the Pacific war is shaping up.
It probably isn't, since we haven't worked on it and it hasn't been a focus of the patch.

First impressions:

Sliders in MP extremely open to abuse. Clients need be able to see what settings the host has chosen in order to avoid cheating.
Good point, but also, who would want to cheat in MP?

YAY!

Checking out Japan now.


So far the SCW has gone better than Tom Jones, the Republicans have kept at least 2 divisions on all their ports. I wasnt able to just snatch their ports in the north and east in the first week. Its still a landslide for hte fascists, but Germany and the USSR both sent forces and have stalemated each other in the south. If it wasnt for my intervention I could see the SCW lasting a little longer. The Republican forces didnt start with a total deficit of equipment either.
SCW is one of those conflicts that doesn't really work too well with the current combat game play. It is impossible to implement one model that can be used for all conflicts during the WW2 period. But I think we would all prefer if it lasted at least a little longer.

Would mods that change flags mess with the stability of the beta?
Should not, but we don't know what kinds of craziness people sneak into a mod. If you can run Ironman, you should be good.

No, you never could get Trotsky if you pick Great Purge. I reported bug that civil war happen twice by selecting NOPURGE option three times in Great Purge event chain, and Dev fixed it. If Soviet player want Leon Trotsky, then he have to avoid Great Purge NF at least this version.

This is bug reported thread : https://forum.paradoxplaza.com/foru...cond-russian-civil-war-keeps-happening.952263
Yeah, that's me working on too many different things at the same time. Good catch. I'll fix it.

what about pernament revolution focus for sov?
What about it?

Huh? I started new Sinkiang save but I don't see any new cores. What exactly was the change?
I think they had no cores on own territory before.

Great improvement!

Is it the developper's intent to make countries lose all their troops when they're puppeted or is it something you'll fix in the future?
I think puppet snowballing an army could turn out to be too much of an exploit and pretty impossible to balance.

so, now the condition

Code:
available = {
controls_state = 369
}

is not needed to give resources to the state 369 ? The game assumes it hardcoded?

is_owned_and_controlled is a very good scope.

Controls works fine here. Don't want to wait for a peace conference before it is available.

Are Afghani leaders still of the East Asian variety?
No, but we don't have portraits that really suit that region. Which of the ones available do you think best represents the region?

@Havebeard @podcat For a mod team's sanity, how many new provinces were added to the game. Like how many provinces were previously in the game and how many provinces are now in the game. Same with states. And the most important question, do you plan on adding anymore of either with this particular patch?
We will add provinces and states whenever it is needed, but it's no fun and generally something we avoid. There will be additions in the future as well.
Added states up to and incl 742
Added provinces up to and incl 13204

In my Italy game its January 1937 and the Spanish Civil War has yet to start. Anyone else experience something similar?
This can happen because of the MTTH on the event. Rare, but WAD.

Any chance that in the official patch Russia will be able to found its faction if not communist?
No.
Exactly what is it you want?
 
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SteelVolt

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Tom is just flipping to observer mode when he pauses and takes screen shots.

In that case I am ever so slightly confused. The biggest change I have noticed in the ITA-ETH conflict is that ETH ends up losing faster, but the behaviour I have seen has not been bad enough that it has made me worried about other situations. We will try to have look at it anyway.
 
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Havebeard

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I understand that these countries will probably have almost no historical advisors but shouldn't it be possible to random-generate these people so that these minors can also use them?
They were primarily added by a modder. I fixed the severe issues with them, but adding random generated advisors and other things like that require more effort than I have time to spend at the moment.
 
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podcat

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As i said there was a few items missing from the changelog: I'v updated the OP with them, but here is a summary:
- Dispersed industry now gains 5% higher starting efficiency for new production lines per level
- Lowered participation score from casulaties in war
- Submarines are now much better at detecting surface ships
- Submarines now worse at detecting other submarines
- Added damage info tooltip to survivors in naval combat
- Fixed a case where too large defender fleets destroyers would guard capitals rather than convoys in a convoy assault
- Fixed CTD when a nation would surrender to capital owner who might not be at war
- AI now able to pick all ideas players could (was restricted by allowed during play that was scripted for startup condition only)
- Guarantees can no longer be used to call in nations to war if you have no defensive war
- Nuke count can no longer go so big it becomes negative (max 999 nukes)
- Added console command to give nukes
- Added fallback surrender target based on war leaders if you somehow end up needing to surrender to someone without warscore. should stop infinite wars that could happen in soem wierd situations
- Increased xp cost of land upgrades a bit (+5 base) [AR-10060] - armor gun soft attack upgrade on variants now goes up to +15% rather than +50% [AR-10060] - speed upgrade now stronger (max 20% rather than 10%)
- Fleets in combat in naval regions now also count towards supremacy so that you can't sacrifice some ships so easily and rush across
- SPART now much more costly (almost 2x)
- Increased mechanized infantry supply use by 30% and increased cost to be in line with MARM (+20%)
- Can no longer use exploit to pull in nations to your war side through guarantee's in offensive wars
- Signal companies now give more effect on planning speed and cost less
- Reduced Hitler's PP bonus from +50% to +25%
- Tooltips showing complex keyboard shortcuts now display correctly (like ctrl+h)
- Battleship lvl 1 no longer have too high surface detection
- Added add_equipment_to_stockpile effect.
- Added is_researching_technology trigger.
 
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Havebeard

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Perhaps you could use the South American portraits. I believe they're used for neighboring Iran's generic leaders already. Obviously they're not perfect, but they do fit a little better than the Asian ones, in my opinion.
Those are the ones I chose. Was just curious what would be prefered with what we have at hand. Trying to avoid outrage from our Afghan fans or fans of Afghanistan.
 
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