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tyanogy

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Aug 19, 2009
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the games unplayable after 4 years since it takes me about 3 minutes for a week to go by and thats just in peace time and the constant needing to reset back to a previous save due to CTDS every so often
 

unmerged(19841)

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I think the idea is that a part of the users come from steam, or dont use the forum...

So it would be best to focus on releasing a 1.04 instead quickly that fixes the issue and gives some extra goodies, instead of releasing a hotfix that only solves the issue for those who know where to find it.

On a sidenote, i just found another alghorithm today that might solve all our speed issues regarding logistics completely.
I will try to implement it this week, and report how it goes.


You are the man ,keep up the good work...i didn't read though every post but what is the lasted news on the patch?
 

HarkovAdm

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I think the idea is that a part of the users come from steam, or dont use the forum...

Paradox has often released unofficial hotfixes on the forums. It's not even necessary to call it 1.3b. Obviously they make the decisions, but I disapprove.

Is the performance issue a NEW one for 1.3 or something that has been around but wasn't noticed until recently?

Anyways unless the game truly slows down the patch should be good stuff :)


What does this mean: "Auto Promote leader - leaders in units now preferred for all types of units." Does this mean the game will autopromote leaders who are commanding a unit before it will autopromote leaders in the leader pool?
 
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Epaminondas

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I think the idea is that a part of the users come from steam, or dont use the forum...

So it would be best to focus on releasing a 1.04 instead quickly that fixes the issue and gives some extra goodies, instead of releasing a hotfix that only solves the issue for those who know where to find it.

If that is the thinking then it's exceedingly muddled. Given that the 'fix' has already been identified (that's the thrust of earlier posts, I believe), then the two actions need hardly be mutually exclusive.
 

unmerged(115675)

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the games unplayable after 4 years since it takes me about 3 minutes for a week to go by and thats just in peace time and the constant needing to reset back to a previous save due to CTDS every so often
The laggy problem appears in those small limited scenario as well. Hope things get better in 1.04.

Also, Korea scenario is still not playable. For some reasons, the US army reinforcement always suddenly disappear in Busan and let NK destroy SK.
 

HisMajestyBOB

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The laggy problem appears in those small limited scenario as well. Hope things get better in 1.04.

Also, Korea scenario is still not playable. For some reasons, the US army reinforcement always suddenly disappear in Busan and let NK destroy SK.

I think that's because the US uses them to stage amphibious landings, even if it means Busan will fall.

Another (minor) issue - SK should be at least Social Conservative, if not Paternal Autocrat, in that scenario, and Rhee Syngman should change party accordingly.
 

Blecky

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What does this mean: "Auto Promote leader - leaders in units now preferred for all types of units." Does this mean the game will autopromote leaders who are commanding a unit before it will autopromote leaders in the leader pool?

Naval and air leaders in the pool are more likely to get autopromoted than those assigned to units in the current version of AoD. This will hopefully change with the new patch.
 

iceHawk

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Just a little update...

Since most bugs are out with 1.03 i have been using the time to work on the AI - you are all gonne Loooove this one :D

When 1.03 is officially out i will start a new thread....

This should be interesting... :eek:
 

LeeDub

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Please let it be making puppets' armies useful on their own... :)
 

Ithron

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I hope that once you'll have the system that dissent reducement becomes harder and harder as it goes lower (mentioned as a future idea), you'll then make exact same thing with repairing provinces. Since the removing war destruction usually took years, many many years. I don't have numbers for another example, so I'll mention Latvia, which reached economical level (which is not really the same as IC in Hoi2, especially with getting independent economy AND war destruction is not the same thing as getting just the war destruction, but still) of 1913 only in 1938, even though repair process was rather fast and succesfull. For Germany and France post WW2 I think, though am not sure if remember correctly, the restoration and repair took some 10 years (and thats with Marshall program and France getting reparations and taking away German factories). So please, include that too. The hot Cold war has to include such things as a destroyed Europe, China, Japan, and also it should include bancrupt Britain, etc. Also with a WW3 Germany and Eastern Europe should probably have almost no working industry and barely working infrastructure left if at all. Currently Europe is happy as daisy after the war.. By the way, does AI uses Schorched Earth option? Player probably would never use it, but AI should, though, only in totalitarian countries.. In general, there should be far more relations between countries political situation and the military, intelligence choices and attitudes that AI makes.

There should also be some correlation between repairing process and dissent. For example, if player chooses to ignore repair process in peace time (instead wishing to arm for the next conflict), there should be dissent rising. And dissent also, should take years to heal, and since there always is some event, reason, inteligence operation or whatever that rises again the dissent, then there nearly never should be the "political paradise level on earth" with 0 dissent. I don't think there has been - especially in the very turbulent times of 20th century - a country of which one can claim that it had 0 dissent, well, maybe in Iceland or some other small island nation :)
 

unmerged(147489)

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I hope that once you'll have the system that dissent reducement becomes harder and harder as it goes lower (mentioned as a future idea), you'll then make exact same thing with repairing provinces. Since the removing war destruction usually took years, many many years. I don't have numbers for another example, so I'll mention Latvia, which reached economical level (which is not really the same as IC in Hoi2, especially with getting independent economy AND war destruction is not the same thing as getting just the war destruction, but still) of 1913 only in 1938, even though repair process was rather fast and succesfull. For Germany and France post WW2 I think, though am not sure if remember correctly, the restoration and repair took some 10 years (and thats with Marshall program and France getting reparations and taking away German factories). So please, include that too. The hot Cold war has to include such things as a destroyed Europe, China, Japan, and also it should include bancrupt Britain, etc. Also with a WW3 Germany and Eastern Europe should probably have almost no working industry and barely working infrastructure left if at all. Currently Europe is happy as daisy after the war.. By the way, does AI uses Schorched Earth option? Player probably would never use it, but AI should, though, only in totalitarian countries.. In general, there should be far more relations between countries political situation and the military, intelligence choices and attitudes that AI makes.

There should also be some correlation between repairing process and dissent. For example, if player chooses to ignore repair process in peace time (instead wishing to arm for the next conflict), there should be dissent rising. And dissent also, should take years to heal, and since there always is some event, reason, inteligence operation or whatever that rises again the dissent, then there nearly never should be the "political paradise level on earth" with 0 dissent. I don't think there has been - especially in the very turbulent times of 20th century - a country of which one can claim that it had 0 dissent, well, maybe in Iceland or some other small island nation :)

+1

I think among plenty of strategic level ww2 games, the simulation of socio-economic realities to this extent is the way to differentiate your product. Hope AoDevelopers can do this in their next game, if not in the nex patch.
 

iceHawk

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+1

I think among plenty of strategic level ww2 games, the simulation of socio-economic realities to this extent is the way to differentiate your product. Hope AoDevelopers can do this in their next game, if not in the nex patch.

+1 as well. Points above are all very good & would help improve the socioeconomic aspect of the game very easily. This needs to go into the wish list!
 

Charest

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While I agree that repairs should take longer, the destruction should also be a lot lower too. It's just ridiculous what a bomber run of a few planes can tear up a whole province apart in one sortie.
 

unmerged(58579)

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While I agree that repairs should take longer, the destruction should also be a lot lower too. It's just ridiculous what a bomber run of a few planes can tear up a whole province apart in one sortie.

"In September 1939 Bomber Command consisted of 55 squadrons (920 aircraft). However, only about 350 of these were suitable for long-range operations. Fighter Command had 39 squadrons (600 aircraft) but the RAF only had 96 reconnaissance aircraft."

http://www.spartacus.schoolnet.co.uk/2WWraf.htm

920 + 600 makes 1520 aircrafts

translates to: 13 units most of them at 85 percent strength - 1520 devided by 13 is 117 planes pr unit - and can not be counted as a few

# ############################
# ROYAL AIR FORCE 1939 OOB####
# ############################
airunit =
{ location = 17
base = 17
id = { type = 13016 id = 266 }
name = "Advanced Air Striking Force(No.1 Group)"
division =
{ experience = 35
id = { type = 13016 id = 267 }
name = "Advanced Air Striking Force"
type = tactical_bomber
model = 1
strength = 85
}
}
airunit =
{ location = 14
base = 14
id = { type = 13016 id = 268 }
name = "No.2 Group"
division =
{ experience = 35
id = { type = 13016 id = 269 }
name = "No.2 Group"
type = strategic_bomber
model = 0
strength = 85
}
}
airunit =
{ location = 11
base = 11
id = { type = 13016 id = 270 }
name = "No.3 Group"
division =
{ experience = 35
id = { type = 13016 id = 271 }
name = "No.3 Group"
type = strategic_bomber
model = 0
strength = 85
}
}
airunit =
{ location = 11
base = 11
id = { type = 13016 id = 272 }
name = "No.16 Group"
division =
{ experience = 35
id = { type = 13016 id = 273 }
name = "No.16 Group"
type = naval_bomber
model = 0
}
}
airunit =
{ location = 11
base = 11
id = { type = 13016 id = 274 }
name = "No.18 Group"
division =
{ experience = 35
id = { type = 13016 id = 275 }
name = "No.18 Group"
type = naval_bomber
model = 0
}
}
airunit =
{ location = 11
base = 11
id = { type = 13016 id = 276 }
name = "No.4 Group"
division =
{ experience = 35
id = { type = 13016 id = 277 }
name = "No.4 Group"
type = strategic_bomber
model = 0
strength = 85
}
}
airunit =
{ location = 17
base = 17
id = { type = 13016 id = 278 }
name = "No.5 Group"
division =
{ experience = 35
id = { type = 13016 id = 279 }
name = "No.5 Group"
type = tactical_bomber
model = 1
strength = 85
}
}
airunit =
{ location = 20
base = 20
id = { type = 13016 id = 280 }
name = "No.11 Group"
division =
{ experience = 35
id = { type = 13016 id = 281 }
name = "No.11 Group"
type = interceptor
model = 1
strength = 85
}
}
airunit =
{ location = 20
base = 20
id = { type = 13016 id = 282 }
name = "No.12 Group"
division =
{ experience = 35
id = { type = 13016 id = 283 }
name = "No.12 Group"
type = interceptor
model = 1
strength = 85
}
}
airunit =
{ location = 21
base = 21
id = { type = 13016 id = 284 }
name = "No.13 Group"
division =
{ experience = 35
id = { type = 13016 id = 285 }
name = "No.13 Group"
type = interceptor
model = 1
strength = 85
}
}
airunit =
{ location = 1866 # Baghdad
base = 1866
id = { type = 13016 id = 286 }
name = "Middle East Air Command"
division =
{ experience = 35
id = { type = 13016 id = 287 }
name = "Middle East Group"
type = tactical_bomber
model = 2
strength = 85
}
}
airunit =
{ location = 1457
base = 1457
id = { type = 13016 id = 288 }
name = "India Air Command"
division =
{ experience = 35
id = { type = 13016 id = 289 }
name = "Indian Group"
type = tactical_bomber
model = 2
strength = 85
}
}
airunit =
{ location = 1353 # Singapore
base = 1353
id = { type = 13016 id = 290 }
name = "Far East Air Command"
division =
{ experience = 35
id = { type = 13016 id = 291 }
name = "Far East Group"
type = tactical_bomber
model = 2
strength = 85
}
}
 

Charest

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I don't want to go OT but I made 2 points and you're nitpicking about a word.

1: It's way too easy to destroy infrastructure, and buildings with bombers. I will add that pre-1943, it was almost impossible to strike land targets with any type of accuracy, and this is not really modeled in the game. Even in 1943, barely 50% of planes found their target, and a huge number could not even touch it! It is not for nothing that Bomber command decided early to hit the center of towns and hope for the best.

2: It took tens of thousands of planes to really cripple the german economy and they acheived it late 1944-early 1945, when the war was over anyway. Game speaking, it should be really tough to hammer the production of any country, especially if we are going to make it really hard to repair things.

3: You are speaking of 350 planes usable for long range at the beginning of the war, fighters and bombers together. Hambourg was attacked in 1943, over a week by 2700 planes and they destroyed the town but left the industries almost intact. The bombing of Dresden alone had a whopping 1300 BOMBERS in one day. So basically, yes, 1520 aircrafts and 350 fit for long range is really few airplanes.
 

unmerged(58579)

The Grand God of Fried Eggs
Jul 1, 2006
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I respect your point Charest I simply stated how I look at it - nothing personal

im sorry simon... i might look stupid asking this... but what was your post all about ?

The representation of strength of an air force
 
Last edited: