HOI4 Sunflower 1.2.0 BETA patch [checksum: a9ce]

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Havebeard

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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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In the games I have played I noticed that Japan gets all its divisions destroyed by relentlessly trying to invade the Chinese coast after getting pushed out of the mainland. Also Germany sends all of its airforce to Japan and Japan sends theirs to Germany.
 
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srfcboy

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With this beta patch, I have some questions:

when we play Germany, the divisions of "American volunteers" arrived as yet non-stop on the coasts?

When you walk in to the "fascist united states," Japan they still declared war, and suddenly, the US come to fight against us, is this still the case?

When we attack Denmark, still impossible to Copenhagen, blocked by divisions over 30/40 of all the allied countries?
 
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Meglok

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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.

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.

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

Technically it is not a bug. Everything is working exactly as designed, the problem is the sequence of focus choices in the Ai_Focus file for Italy is not historically accurate and can cause early European war by accident. I have had it happen in a couple of my historical games and it train wrecks them. Also, thinking about it this issue could probably be exploited by a crafty Soviet MP game player to trigger an early war with the Axis with an AI_Italy in the game.

Claims on Slovenia/Dalmatia is the 10th choice in the Italian Ai_focus file which fires it in mid 1938. Italy declares war after it has the claims on Slovenia and Dalmatia. Yugoslavia has a 50/50 shot of going allied or communist because it's ideology wheel is split evenly between democracy and communism. Either way, if it joins a faction and draws that faction into war early, European war can break out in late 1938 or early 1939, long before Germany can fire Danzig.

Historically Italy did not begin planning to press it's claims or invade Yugoslavia until after it had annexed Albania and relations soured. Germany's invasion of Poland stopped Italy from implementing it's plans to take Dalmatia.

The fix is to realign Italy's national focus tree so that the Slovene/Dalmatian Claims is after Annex Albania, and move the Slovenia/Dalmatia line down below Annex Albania in the ai_focus file to reflect historical accuracy. You might also give a slight bump to democracy in the ideology wheel so that AI Yugoslavia goes Allied when attacked. After all, we are talking about a historical game choice.

@podcat @potski and I were discussing this issue earlier this morning, forgot to tag you in on it.[/QUOTE]
 
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fredos386

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I tried a game with romania, first of all after germany took poland they turned against france and walked through the maginot line (there wasn't anyone guarding it) and just walked to paris like there was nothing defending it. Later denmark joined the allies and there was 0 division in it so germany walked through it too. Feels like you guys weakened europe allies to the extreme to avoid germany fails hmmm. Also soviets didn't claim bessarabia they just declared war on me, strange. Even if they declared on me, i had built some forts along the border so soviets never attacked. 1 year after the war declaration the death count was still 0 to 0 and allowed me to prepare properly. One last thing, i noticed that the ennemy AI has been improved but not mine. What i mean is that my AI allowed holes in my lines that soviets AI exploited right away and overran me. I reloaded, tried again, i microed myself so i could move forward, then i allowed AI to fully take control of my army, it opened hole in my line and soviet AI instantly exploited it again and completly overran me. Wtf, does that mean we have to micro everything now? Feels like our own AI is on (very easy) mode and ennemy AI is on (very hard). So feels like before patch team A was too strong so patch fixed team B that is now too strong... lol. Now i'll try a UK game to see why allies are so darn weak.
 

Uladh88

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I have a really hard time connecting to multiplayer games in this new patch. It loads for a while and then it says that the server declined the join invitation.

Any solutions to this?

the server host has enabled hot join , when you click connect to game he is seeing your message looknig to join server and he is not accepting the request thus leaving you in limbo waiting to join
 

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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Starisc

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Thanks for the beta patch.

I went through the details and dev replies but couldn't find anything on balancing changes for air wings. Is it still optimal to create 20 tiny wings of 50 instead of a couple of large wings?
 
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Dalwin

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Thanks for the beta patch.

I went through the details and dev replies but couldn't find anything on balancing changes for air wings. Is it still optimal to create 20 tiny wings of 50 instead of a couple of large wings?
As far as I know that has not changed. In fact, I do not even recall a single thread in which the devs acknowledged that problem. They did very little involving the air war for this patch, as in almost nothing. Some changes to production priorities and the port strike rule are about it for this patch.
 
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Axe99

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Played five or so hours now, and here are some impressions/things noticed. General impression is a substantial improvement from 1.1, so congratulations and thanks to the team :). There's no doubt the game is more enjoyable, which is probably the best yardstick to measure it on. That said, there's still plenty to do, but can't have you all getting bored eh? :).

Playing as UK, no mods. No observer mode, but some tag switching while paused to look at what was going on.

- Still getting convoy ‘battles’ with no attackers and no damage done (at least, according to the battle results – screenshot taken). All involved aircraft so far.

- Template updating is much, much, much better. I'm not convinced 20 width should be the target, but the mechanic looks to be working hugely better. The templates are better, and the AI uses them. Great work :). There was still the odd wrinkle (in Feb '39, FRA had made better light tank divs (with another support battalion), but was sticking with an older light tank div that was identical except for lacking support AA, despite having 300 AA in stockpile - I checked every french tank battalion, and they were all with the inferior model - they did swap out for a better INF template on a large scale though).

- GER isn’t building any SS (and hasn’t deployed any of its fleets). It’s possible to write an ai_strategy that encourages GER sub building (on top of the buff for trade interdiction, which isn’t strong enough to get sub building happening given the current hardcoded side of the way the game selects what to build), although I'm not sure what's needed to encourage them to use them.

- Convoy battles are happening, and a lot, but the two I’ve watched so far were stackwipes (whereas even unescorted convoys that got hammered usually had a few ships escape). There were some escorted convoy battles that worked out better, but still seemed a bit brutal. AI still doesn't path its convoys very well though - plenty of axis convoys sailing unescorted up the English channel and off the coast of Spain.

- Winter war didn’t end up with Finland in the Axis or Allies and Italy didn't get involved in the war in France right away, which worked very well :). Japan did jump in early though, which I don't mind in general, but is probably a bit out of place in historical mode, particularly as they were struggling in China.

- GER likes tanks. They really like tanks! Maybe a tiny bit more than necessary. They do effectively switch to medium armour, and are making good templates for it, but the ratio of armoured to other divs is far, far higher than historically. Didn't see a lot of Motorised divs either (why ride in a truck when you can ride in a tank? :)).

- FRA still a civilian economy three months after war started.

- GER aggressively contested skies of Benelux and Western Germany, but nary a Luftwaffe aircraft in sight over Northern France once the advance reached that point. Instead, they’ve largely gone to the Adriatic (in force!) and the Central and Eastern Med – not entirely sure why, Italy not in the war yet. Then, a little while later, they all went off to Asia in a similar fashion to Tom's post relating to it above. I know it's not something that this patch is trying to address, but it's not something I can recall seeing before either (although I wasn't looking for it).

- Fleets still maintain an action and don’t disengage until they're at rather ahistorical/implausible odds – for example, 1 CV, 3 CA and 4 CL kept plugging away at 2 CV, 1 BC, 5 CA, 2 BB, 13 DD and 7 CL. It ended about as well as you'd expect. The naval game is going to be ahistorically abrupt if every outnumbered fleet dutifully engages and gets destroyed. Assuming the patch hasn't changed them, there are defines that can be changed to make fleets far more survivable (and also succeed in getting smaller fleets to engage with parts of larger fleets and actually do more damage than they take, if they get lucky - which did happen historically but I've never seen in vanilla). Potski mentioned looking at tom_jones' mod - they're the kind of things I'm talking about. Deffo only look at if that's the way you want to go.

- Skull and crossbones symbol for naval invasions stands out well, and is useful. Would be even more useful if it fired at the start of combat, rather than just before, but a big step forward. Actual invasion repeats a lot (10+ times, 1 div vs Hong Kong, repeatedly failing), and the alert isn’t always followed by an invasion (and I’m playing slowly, so it’s unlikely I’m missing them, and I would have had to miss quite a few for there to be an actual invasion every time).

- Africa much, much better. Whatever you did worked a heap :).

- The base speed of 1940 DDs is a bit quick at nearly 38 knots! There were a number of 1940-level classes with speeds of 35 knots, and none that can go as fast as a the 43 knots for 1940 DD with 5 points on speed - if not a balance thing, might be worth toning down a little. Haven't looked at the rest of the naval stats, just noticed that when I was doing a variant. Will give them a good look over the next few days.

- Japan successfully invaded New Zealand! Great to see and a resounding success for Japan's ability to invade things. Would have been handy to have some kind of notification though, only found out when they capitulated, and with combat in Europe, Africa, the Med and more than a few oceans, it's a bit much being expected to scroll down to NZ every week or two to check they haven't been invaded yet. The AI being better at naval invasions (and more capable in general) does highlight the UI's limitations a bit more.

Looking forward to playing some more, it's great seeing the game's AI improving over time :).

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)

There's no real evidence to support giving them special design companies - it was airpower that made the Med so dangerous for the Commonwealth navies (although German aircraft were more effective than Italian). That said, giving Italy (and France) a few special design companies so they're on par with the RN is a sensible thing to do. Italy's naval strengths were long range gunnery and speed, if that helps? German submarines and surface raiders in the Atlantic (and some in the Indian Ocean, if the mechanics can cope) should also make the RN have to spread out a bit more, limiting their capacity to concentrate in the Med.

Also worth keeping in mind that with the current limitations with convoy pathing, if ITA did get on top in the Med, ENG would be in a world of hurt if it kept sending its convoys through (I'll try and remember to play an ITA game and see if it responds to getting its convoys sunk).

It's probably caused by something in the HOI 4 folder found in Documents, usually the path looks like this on Windows: C:\Users\*Username*\Documents\Paradox Interactive\Hearts of Iron IV
Create a backup and delete it or alternatively simply move it (all save games are in there), then try again.

Uninstalling or verifying the game through steam doesn't affect that folder, that's why you have to do it manually.

I did a bug report about this and its causes a while ago, but it seems to have been ignored, sadly.

Cheers for the info :). I did delete a bunch of stuff from there (the key stuff I thought), but being brutal (so brutal I almost deleted the last couple of days of my mod work by mistake, but thanks be for prompts for administrator rights!) and getting rid of everything still doesn't work (I still appreciate the suggestion though, it was a good one). @potski - in case still interested - basically I deleted all of the Steam files, and deleted the local HoI4 folder (in my documents), and it still thinks I have a modded game/edited save (when trying to start a new game without a save, with no mods enabled, from a completely clean install). It's no biggy at my end, but it sounds like something that's not working that should be.
 
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Phelian

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Funny (and not so funny) things that happened so far:
Played the SU with Trotzki in power (Historical Focus on):
Attacked Finland and they joined the Axis (okay).
Axis declares war on me.
Invited Non-Aligend Poland to the comintern.
Germany attacked poland and I declined to help poland (wanted my troops on their border first).
Poland calls Mongolia in to their war (why is a puppet able to accept calls?) and I got involved immediatly.
Japan (which had again an easy victory in china but I like how they now make the peace deal) joined the Axis and the war.
Germany declares war on Luxembourg which was guaranteed by France.
Germany and Italy defeated France (the only major Ally in the Luxembourg-German War) and both got annexed in the following peace deal.
Japan does realy annoying naval invasions in Finland.
Somehow my Field Marshall left the province of Muntenia undefended for a couple of hours and one japanese kamikaza division ran all the way up to Dnipropetrovsk. Now I have to get rid of the divisions that followed him and the front spans from Rostock till Odessa.
In the far east Japan is slowly advancing.
What I'am most worried about is, that France has lost all its cores because of the peace deal and the other Allies are not in the war yet.
 
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HenkieDePost

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The first thing I did after downloading the beta-patch is releasing all the new countries to see how a game would unfold. (A friend of mine had already done that so I borrowed his savegame.) I then proceeded to play as Isreal. I found out that there are still some issues in the way these new releasables behave. The first 'problem' is that countries like Israel practically have no advisors. There are no theorists, chiefs of the relevant army sections (air, land and navy), and political advisors except for the fascist demagogue, communist revolutionary and democratic guy (forgot the ingame name). 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?

A more pressing issue is that most of these countries also have no factories (Israel has 1 civilian factory but it is inacessible thanks to civilian economy), meaning that there is no production possible whatsoever until the country goes down the industrial national focus tree. This is doable for a human player but it just seems as if the AI can't get out of this harsh start. Combining this with the fact that all these released countries start with no armies will mean that an AI will never field troops. It is now 1940 in my campaign and I have steamrolled every released nation in my immediate surroundings. (Jordan, Lebanon, Syria, etc.) Even Egypt, which has 2 or 3 military factories from the start, will never field their first armies, making them a complete joke and an easy landgrab.

Another 'thingy' is that I start off with templates which contain units I haven't even researched yet. This seems to be thanks to the fact that you take over the templates of the country which released you but I am not a 100% sure if that's the case. My infantry template has an engineer corps attached as an example, but I haven't even researched support equipment yet. I also have access to a Light Tank template although I still need to research great war tanks. The game also seems to be a bit picky when it comes to what gets transferred to the released country and what not. I get the templates but I get no extra research. It does make me wonder if this would also be the case for these countries if you release them in, let's say, '45. Will they still only have basic infantry equipment or will they get level III thanks to the country which releases them?

Why is this relevant? In this case me and my friend released countries in '36 to see how a game would unfold. I understand however that this is not the reason these new countries were added. They were intended to cut up empires so that people could make new puppets out of conquered territory for practical purposes or just for roleplaying/flavor. A big issue which immediately came to light however was that puppets were practically useless. It seems that this is still the case. They have no, or almost no factories, seem to not make any armies and will (presumably) be lightyears behind in tech. I am not writing this post as a rant because as an avid EUIV player I love tag-switching and releasable countries, but more as a heads up that puppets and released countries still need some work. I'm going to continue the campaign now, if I find anything new I'll update this post. Except from these small things it seems to be a solid patch. Thanks for the hard work Paradox!
 
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fredos386

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Im working on my 2nd game, and China steamrolled japan both times. And when i say steamrolled, it's literally destroying them without competition. Japan both times launch marco polo and chinese start pushing into manchukuo right away. Wtf is happening ;(
 

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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Jorlem

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Im working on my 2nd game, and China steamrolled japan both times. And when i say steamrolled, it's literally destroying them without competition. Japan both times launch marco polo and chinese start pushing into manchukuo right away. Wtf is happening ;(
Something similar happened in my game, China was able to push slightly into Korea before Japan turned things around, and by early 1940 they had captured Nanjing. Then the Germans declared war on the Soviets, Japan joined the Axis, and, well, Manchuko and Korea now are under Soviet control, and it doesn't look like this war will ever end, as China can't attack Japan's islands.

Edit:
Here's where things stand, now that the area has pretty much quieted down:

iGLsb4n.png
 
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Biker1984

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Played five or so hours now, and here are some impressions/things noticed. General impression is a substantial improvement from 1.1, so congratulations and thanks to the team :). There's no doubt the game is more enjoyable, which is probably the best yardstick to measure it on. That said, there's still plenty to do, but can't have you all getting bored eh? :).

Playing as UK, no mods. No observer mode, but some tag switching while paused to look at what was going on.

- Still getting convoy ‘battles’ with no attackers and no damage done (at least, according to the battle results – screenshot taken). All involved aircraft so far.

- Template updating is much, much, much better. I'm not convinced 20 width should be the target, but the mechanic looks to be working hugely better. The templates are better, and the AI uses them. Great work :). There was still the odd wrinkle (in Feb '39, FRA had made better light tank divs (with another support battalion), but was sticking with an older light tank div that was identical except for lacking support AA, despite having 300 AA in stockpile - I checked every french tank battalion, and they were all with the inferior model - they did swap out for a better INF template on a large scale though).

- GER isn’t building any SS (and hasn’t deployed any of its fleets). It’s possible to write an ai_strategy that encourages GER sub building (on top of the buff for trade interdiction, which isn’t strong enough to get sub building happening given the current hardcoded side of the way the game selects what to build), although I'm not sure what's needed to encourage them to use them.

- Convoy battles are happening, and a lot, but the two I’ve watched so far were stackwipes (whereas even unescorted convoys that got hammered usually had a few ships escape). There were some escorted convoy battles that worked out better, but still seemed a bit brutal. AI still doesn't path its convoys very well though - plenty of axis convoys sailing unescorted up the English channel and off the coast of Spain.

- Winter war didn’t end up with Finland in the Axis or Allies and Italy didn't get involved in the war in France right away, which worked very well :). Japan did jump in early though, which I don't mind in general, but is probably a bit out of place in historical mode, particularly as they were struggling in China.

- GER likes tanks. They really like tanks! Maybe a tiny bit more than necessary. They do effectively switch to medium armour, and are making good templates for it, but the ratio of armoured to other divs is far, far higher than historically. Didn't see a lot of Motorised divs either (why ride in a truck when you can ride in a tank? :)).

- FRA still a civilian economy three months after war started.

- GER aggressively contested skies of Benelux and Western Germany, but nary a Luftwaffe aircraft in sight over Northern France once the advance reached that point. Instead, they’ve largely gone to the Adriatic (in force!) and the Central and Eastern Med – not entirely sure why, Italy not in the war yet. Then, a little while later, they all went off to Asia in a similar fashion to Tom's post relating to it above. I know it's not something that this patch is trying to address, but it's not something I can recall seeing before either (although I wasn't looking for it).

- Fleets still maintain an action and don’t disengage until they're at rather ahistorical/implausible odds – for example, 1 CV, 3 CA and 4 CL kept plugging away at 2 CV, 1 BC, 5 CA, 2 BB, 13 DD and 7 CL. It ended about as well as you'd expect. The naval game is going to be ahistorically abrupt if every outnumbered fleet dutifully engages and gets destroyed. Assuming the patch hasn't changed them, there are defines that can be changed to make fleets far more survivable (and also succeed in getting smaller fleets to engage with parts of larger fleets and actually do more damage than they take, if they get lucky - which did happen historically but I've never seen in vanilla). Potski mentioned looking at tom_jones' mod - they're the kind of things I'm talking about. Deffo only look at if that's the way you want to go.

- Skull and crossbones symbol for naval invasions stands out well, and is useful. Would be even more useful if it fired at the start of combat, rather than just before, but a big step forward. Actual invasion repeats a lot (10+ times, 1 div vs Hong Kong, repeatedly failing), and the alert isn’t always followed by an invasion (and I’m playing slowly, so it’s unlikely I’m missing them, and I would have had to miss quite a few for there to be an actual invasion every time).

- Africa much, much better. Whatever you did worked a heap :).

- The base speed of 1940 DDs is a bit quick at nearly 38 knots! There were a number of 1940-level classes with speeds of 35 knots, and none that can go as fast as a the 43 knots for 1940 DD with 5 points on speed - if not a balance thing, might be worth toning down a little. Haven't looked at the rest of the naval stats, just noticed that when I was doing a variant. Will give them a good look over the next few days.

- Japan successfully invaded New Zealand! Great to see and a resounding success for Japan's ability to invade things. Would have been handy to have some kind of notification though, only found out when they capitulated, and with combat in Europe, Africa, the Med and more than a few oceans, it's a bit much being expected to scroll down to NZ every week or two to check they haven't been invaded yet. The AI being better at naval invasions (and more capable in general) does highlight the UI's limitations a bit more.

Looking forward to playing some more, it's great seeing the game's AI improving over time :).



There's no real evidence to support giving them special design companies - it was airpower that made the Med so dangerous for the Commonwealth navies (although German aircraft were more effective than Italian). That said, giving Italy (and France) a few special design companies so they're on par with the RN is a sensible thing to do. Italy's naval strengths were long range gunnery and speed, if that helps? German submarines and surface raiders in the Atlantic (and some in the Indian Ocean, if the mechanics can cope) should also make the RN have to spread out a bit more, limiting their capacity to concentrate in the Med.

Also worth keeping in mind that with the current limitations with convoy pathing, if ITA did get on top in the Med, ENG would be in a world of hurt if it kept sending its convoys through (I'll try and remember to play an ITA game and see if it responds to getting its convoys sunk).



Cheers for the info :). I did delete a bunch of stuff from there (the key stuff I thought), but being brutal (so brutal I almost deleted the last couple of days of my mod work by mistake, but thanks be for prompts for administrator rights!) and getting rid of everything still doesn't work (I still appreciate the suggestion though, it was a good one). @potski - in case still interested - basically I deleted all of the Steam files, and deleted the local HoI4 folder (in my documents), and it still thinks I have a modded game/edited save (when trying to start a new game without a save, with no mods enabled, from a completely clean install). It's no biggy at my end, but it sounds like something that's not working that should be.

Thanks Axe99 for this overview. This is very useful information as I during my own testing (about 1.5 hours) I was not was not aware about the diversity this patch would bring to the air and naval warfare. The majority of your listed concerns cover air and naval warfare. I can image that this is more difficult to coordinate as land battles can better be prediteced and acted too than naval/air warfare. I have seen several posts addressing this, so there is still some improvements to go for future patches. I hope the issue with the overproduction of tanks will be resolved before the offical launch.
Glad to see that Japanese AI also operates more in the Pacific, would be even better if they would go for Australia instead.

I'm personally looking for people who can share their experience with the sliders and give some feedback about their difficulty defeating France/SU with Germany/Italy or trying to beat a stronger Germany with the US or the SU. I'm wondering what the optimal settings are for them to seperate a real challenge from an impossible task ;).
 
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