• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

Beladriel

Not a 15 year old anarcho-communist
11 Badges
May 9, 2008
892
273
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Divine Wind
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
Beladrial:
If you REALLY want Japan since you called it first then I can be Canada if the peacetime penalties are removed or reduced. As it stands now though if I'm forced to spend an entire session with 10 IC and 10 MP there's no point even playing in this game.

Keep it, mate. Next time, it's mine, tho.
 
C

Calad

Guest
Storm can tell me is this an exploit: after creation of Vichy-France Germany decides cede whole occupied France to Vichy and this makes D-day impossible so can Germany do that? And if he could then will you mod human-Vichys cores to whole France?

And another idea: if human-Vicky decides join axis then can whole occupied France be ceded to Vichy? Historically Occupied France were under Vichys economical control and it was more like "military district of German forces" and after joining axis this militaryzone should be part of Vichy.
 

unmerged(115311)

4chan is so mature today
4 Badges
Sep 20, 2008
2.484
0
www.facebook.com
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Darkest Hour
  • Hearts of Iron III
First of all if you want to give provs to Vichy, you need to ally with it. So the Allies could land anywhere in France, because Vichy would be a German ally.

Then there will be no modded cores to Vichy. Without the cores, I consider giving entire France to Vichy pretty weird. Germany would lose 50-100 IC there and France doesn't have a lot of partis anyway.
 

Beladriel

Not a 15 year old anarcho-communist
11 Badges
May 9, 2008
892
273
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Divine Wind
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
My vote for Delex issue: Yes. Although it's a little bit mean, that justice crap he gave to Hebe a while ago pretty much annoyed me.
 

KevinG

General
8 Badges
May 9, 2009
1.855
667
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • 500k Club
Before we start I'd like to make one request to be modded in this game. Can you cut down the time it takes to build airbases to 90 days? You can increase the IC cost to 2 as well. It's always bugged me that it takes half a year to make a level 1 runway and in SP I always queue multiple airstrips but since this is banned I'm basically stuck with whatever level of airstrip is in a province I conquer until the end of the game.
 

unmerged(115311)

4chan is so mature today
4 Badges
Sep 20, 2008
2.484
0
www.facebook.com
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Darkest Hour
  • Hearts of Iron III
It can't be modded in the misc file, so I would have to include a seperate building_costs.txt file for ppl to download just for that modification. Also I'm not too keen on lowering the building time, since it makes a lot easier to build airfields on the field for all sorts of Stuka exploits and so on. It does take as long as 1800 days without the gearing bonuses to make a full lvl 10 airfield, but that's how it is supposed to be, I think. ;)
 

unmerged(115311)

4chan is so mature today
4 Badges
Sep 20, 2008
2.484
0
www.facebook.com
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Darkest Hour
  • Hearts of Iron III
http://files.filefront.com/misctxt/;13851189;/fileinfo.html

Ok, here is the modded misc file. So just download that and extract it in your db folder and overwrite the old one.

Code:
# IC to Supplies ratio
	4.0 to[B] 3.0[/B]

# Attrition Severity Modifier
	0.05 to [B]0.15[/B]

# Combat Modifier: Offensive Combined Arms Bonus
	0.05 to [B]0.25[/B]
# Combat Modifier: Defensive Combined Arms Bonus
	0.15 to [B]0.25[/B]

# How effective is ground-def efficiency when applied to defence chance rolls.	
1.8 to[B] 2.0[/B]

# Maximum sizes of air-stacks
	8 to [B]8 [/B] (kept the same)

# Damage factor versus Infra from bombing
	0.14 to [B]0.07
[/B]
Here are the changes it does compared to our previous modded misc file. The new checksum should be
Untitled-2-44.gif
 
Last edited:

unmerged(81877)

First Lieutenant
Aug 8, 2007
224
0
Code:
# IC to Supplies ratio
	4.0 to[B] 3.0[/B]

# Attrition Severity Modifier
	0.05 to [B]0.15[/B]

# Combat Modifier: Offensive Combined Arms Bonus
	0.05 to [B]0.25[/B]
# Combat Modifier: Defensive Combined Arms Bonus
	0.15 to [B]0.25[/B]

# How effective is ground-def efficiency when applied to defence chance rolls.	
1.8 to[B] 2.0[/B]

# Maximum sizes of air-stacks
	8 to [B]8 [/B] (kept the same)

# Damage factor versus Infra from bombing
	0.14 to [B]0.07
[/B]
Hey Storm can you coment every point that you want to mod and why it is important and needed?
 

KevinG

General
8 Badges
May 9, 2009
1.855
667
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • 500k Club
It can't be modded in the misc file, so I would have to include a seperate building_costs.txt file for ppl to download just for that modification. Also I'm not too keen on lowering the building time, since it makes a lot easier to build airfields on the field for all sorts of Stuka exploits and so on. It does take as long as 1800 days without the gearing bonuses to make a full lvl 10 airfield, but that's how it is supposed to be, I think. ;)

The building_costs.txt is right next to the misc.txt though so logically if one were able to figure out how to mod the misc file they could easily do the same for the building_costs.

In terms of realism the Japanese started building an airbase in guadalcanal in june and it was operational in october, so that would be around 3-4 months. I think 120 days would be realistic and balanced. As it stands now there's no point to ever building airbases in occupied territory because no front stays static for 180 days. The only front that will even stay static for 120 days is possibly China and maybe Siberia so I don't see how anyone could exploit it.

Realistically speaking if your Germany and you have a crap load of CAS but no airfield to use them deep in Russia then lowering the building time to 120 days won't matter because it will still be far too long to make a difference. The only gamebreaking exploit is people stockpiling airbases which is already covered in the rules.

It also makes no sense that a level 10 airfield would build faster than a level 1 airfield or a level 10 port builds faster than a level 1 port. It's the exact opposite of reality, although we can't really do anything about that in game without going deeper into the modding so I won't go there.
 

DvD-IT

East vs West developer
33 Badges
Nov 25, 2007
1.043
2
  • Hearts of Iron II: Armageddon
  • 500k Club
  • Victoria 2: A House Divided
  • Supreme Ruler 2020
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Majesty 2
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For The Glory
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Deus Vult
  • Arsenal of Democracy
  • Crusader Kings II
  • Cities in Motion
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Achtung Panzer
  • Hearts of Iron IV: Death or Dishonor
  • Magicka: Wizard Wars Founder Wizard
  • 200k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Crusader Kings II: Sons of Abraham
Hey Storm can you coment every point that you want to mod and why it is important and needed?

As I strongly support these modifiers, I will tell my opinion about them. They might differ from Storm's, but hey.

Unlike many of you here, I liked WaW. It had potential. Perhaps it was way too forgiving to the Axis cause, but that was just a matter of balancing. Ironically, eventhough we avoided WaW like bubonic plague from that game on, we're now playing a game that mimics WaW's mechanics - starting in '38, supplies being more important.

Anyways.

IC to Supplies ratio
4.0 to 3.0

Supplies will be even more valuable and it will prevent nations from fielding ridiculous amounts of divisions. WaW modeled this by increasing supply cost especially for later models. Even if vanilla's models retain their supply cost even at later models, I'm happy with this solution as it emphasizes the 'guns and butter' part of an army management. If it were to me, I'd lower it to 2.

Attrition Severity Modifier
0.05 to 0.15

Because Winter's never been an issue for Germans stuck in Russia whatsoever. I'd even increase it tenfold. But anyways, vanilla's 0.05 is just too low and divisions only lose like 0.01% strenght/week in Winter, which is a ridiculously low percentage and makes the player not to worry about the implications in terms of casualties that Winter brings.

Combat Modifier: Offensive Combined Arms Bonus
0.05 to 0.25
# Combat Modifier: Defensive Combined Arms Bonus
0.15 to 0.25

I love it. A darn good reason to build MEC and MOT. Sure those divisions may suffer many more casualties than your ARM will, but those are choices to make.

How effective is ground-def efficiency when applied to defence chance rolls.
1.8 to 2.0

Even longer battles. Even more casualties. Even more focus on keeping your manpower pool. Even more chances of a sluggish WWI-style war.

Maximum sizes of air-stacks
8 to 8 (kept the same)

Personally I dislike it. I wish it were 4. Anything that makes the air war a short affair, easily decided by few, catastrophic battles, is something to avoid like Hitler leading your army. Air battles are too straight-forward and are mostly one-sided, in that one side usually takes massive, disproportionate casualties, only because you have numerical inferiority, which in turn was caused by the fact your INTs were one hour late to that province, or you didn't pause in time to get that aircraft moving. It's not like the RAF pwned the Luftwaffe in a week during the Battle of Britain; and losses for both sides were staggering.

If we want longer wars, we necessarily need longer air warfare. Air battles should be more of an attritional warfare, much like what you get with AAs.

Damage factor versus Infra from bombing
0.14 to 0.07

And, air power is decisive and all, but not THAT powerful to stop a 100-divisions strong Army in Belgium because your Airforce has been defeated in two short battles.

KevinG said:
The building_costs.txt is right next to the misc.txt though so logically if one were able to figure out how to mod the misc file they could easily do the same for the building_costs.

I think Storm's point what that he wants to keep things easy.
 
Last edited:

unmerged(115311)

4chan is so mature today
4 Badges
Sep 20, 2008
2.484
0
www.facebook.com
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Darkest Hour
  • Hearts of Iron III
So its 5 Yes versus Delexs 1 No. Unless 4 more people votes No hes out.
As I posted in the last page, you need 6 or more YES votes. I will give you Friday because you misunderstood, but you need 50% support or more for your voting.

EDIT: Fine, he's kicked.


When will this game starts?
On Saturday, same time. :D


The building_costs.txt is right next to the misc.txt though so logically if one were able to figure out how to mod the misc file they could easily do the same for the building_costs.

...
Ok, with voting I would allow the idea, but yes, I want to keep the modding simple and within one misc file. It may not seem so, but it makes a huge difference on having two modded files over one. But if several ppl want this idea, then ok.


Hey Storm can you coment every point that you want to mod and why it is important and needed?

IC to Supplies ratio - Less units, that simple. The game will run smoother and stalemates are less likely. It affects as much on all players, but only -20% or so.


Combat Modifier: Offensive Combined Arms Bonus / Defensive Combined Arms Bonus - Like in WiF. Combined arms bonus actually matters as it should matter IRL. Full tank armies aren't that dominating anymore, but still the most powerful army, I guess.


How effective is ground-def efficiency when applied to defence chance rolls. -
A bit longer combat, I think it was a bit too short in the last game. Defending is a bit easier, I don't know how far I should go with the modifier, so only raised it very little.


Maximum sizes of air-stacks -
I want to lower massive airstacking. Also they suffer more stacking penalty, but make the Red Airforce so cool. :D ...Masses of low org planes against the superior Luftwaffe. But it helps to create larger CAS groups and so on. So the effect is pretty balanced. It will just save time from flying 100 formations.


Damage factor versus Infra from bombing -
Yes, in our both games this has been an issue. Airpower is supposed to be a major advantage, but not to dominate 3 million men in Belgium. So the good (bad) old infra wh*ring is less effective now. :)
 
Last edited:

unmerged(115311)

4chan is so mature today
4 Badges
Sep 20, 2008
2.484
0
www.facebook.com
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Darkest Hour
  • Hearts of Iron III
Hi, could i join as Republican Spain?
Haha, my best AAR reader wants to join. :D ...Ok, you get the Republicans, but looks like Beladriel takes the Nationalists. So it will be one hell of a fight again, especially in the -38 scen.

All the info is on the frontpage, read the rules, get Arma 1.3b 2 and get the modded misc file. The session will be on Saturday at 1600 GMT, so it would be 1900 in Poland. ;)
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
How effective is ground-def efficiency when applied to defence chance rolls.
1.8 to 2.0

1.8 to 2.0
Even longer battles. Even more casualties. Even more focus on keeping your manpower pool. Even more chances of a sluggish WWI-style war.
.

Why many people don't like these high GDE effects is because you actually have to watch for overstacking, and play the battle. You can't just make a mega-stack and blow through, you actually have to work at the breakthrough point. Taking out units that are a 0 org, while replacing them with fresh ones, and keep grinding down the defenders.

Then you achieve breakthrough, because most of the defenders are degraded and exhausted.

That said, the one thing that really has to be adjusted is the speed of Support Defence, it has to be made to be about the same as the speed of units on "Reserve", otherwise it gives to much power to the defender, who can quickly reinforce key point on the line with motos and tanks, because the battles are longer.

Tanks and all units with decreased softness are key to this system, even more so than they are in vanilla. A lot of less experienced players don't like it because they have to play the battles, when they are used to just building a bunch of stuff and then walking through on the principle that he with the biggest army wins.
 
Last edited:
Status
Not open for further replies.