Open Beta Patch 1.11.4 (Steam Only) (Updated Mk4) - Checksum b22c

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The problem i have found in the beta is that the navy for the player is pretty much worthless. My ships can't spot nothing imt the English Channel even with radar 4, full naval intel and and level 6 coastal radar so I can't engage the enemy fleet. Actually the) spotting instead of increasing it always decreases no matter where I try to use my navy.
 
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The problem i have found in the beta is that the navy for the player is pretty much worthless. My ships can't spot nothing imt the English Channel even with radar 4, full naval intel and and level 6 coastal radar so I can't engage the enemy fleet. Actually the) spotting instead of increasing it always decreases no matter where I try to use my navy.
Yes, something's gotten borked with detection in naval, but there's nothing to 'post' about it for a bug report.; i.e. no 'evidence' Please check this out, Paradox.
 
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Ok even though the dlc dropped and now i cant run road to 56
Of course you can't run Road to 56 with 1.11. That last-minute update to Road to 56 is the final update *to run with 1.10*, not 1.11.

If you want to run Road to 56, with Steam at least, you can go to Betas and run the 1.10.8 version.

Road to 56 is incompatible with 1.11 until the Road to 56 people say they've got it updated for 1.11.
 
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I detailed my experience with it here. Sadly I couldn't submit a proper bug report as I couldn't upload files for some reason.

Just a thought, and sorry if you're already well across this, but I'm fairly sure you can't upload the save files - you need to zip them first (.7z and .zip both work, I think). It also makes them heaps smaller, which doesn't hurt.

The problem i have found in the beta is that the navy for the player is pretty much worthless. My ships can't spot nothing imt the English Channel even with radar 4, full naval intel and and level 6 coastal radar so I can't engage the enemy fleet. Actually the) spotting instead of increasing it always decreases no matter where I try to use my navy.

Thanks for the heads-up - I might use some console-fu and see what I can turn up this arvo - it's about time the Royal Navy and Marine Nationale met (or perhaps, given what you're saying, don't meet!) in the channel again :)
 
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According to the Barbarossa patch notes, weren't Poland and Germany supposed to both have cores on Silesia? Historically, it would make sense.
How would it make sense historically?

3gav87xdwup41.jpg
 
Okay - now I'm not sure whether this messes with the bug report side of things (Sorry to Cranium Muppet, MatRopert et al if it does) - but testing this in a controlled environment I hope highlights the mechanic without AI decisions confusing the story. Assuming I haven't messed things up/misunderstood things (quite possible - I'm a bit brain-dead today), this looks like a critical "must-fix" bug (although obviously that's just my take - you should triage the bugs as appropriate at that end - I can't see what other tasty bug morsels you have on your plate, and I might make a horrible bug prioritiser even if I could :) ).

Version: 1.11.4.45cf
Checksum: 6c71

DLC - all except music packs with vocals

Repro steps:
1) Load attached save as ENG - do not start time running.
2) Open the console, and enter "AI" to stop the AI doing things to make it hard to work out what's going on.
3) Observe that as ENG you're at war with France.
4) Press F2 and click on the fleet in the channel, and observe they are set to "always engage", as per the first screenshot below.
5) Open the console and change tags to FRA
6) Click on the FRA fleet in the channel and observe, as per the second screenshot, they're set to "always engage" as well.
7) Hover over the detection bar for the ENG task force to get a look at their detection stats, and as per the 3rd screenshot below observe that despite wanting to engage at all costs, the British have a negative detection chance.
8) Let time run until 18 Jan (or so) - observe that two fleets that really want to go at it, are taking days to find each other, in the English Channel.
9) tag back to ENG, and hover over the detection stats, and observe as per the 4th screenshot, and note that from the ENG point of view, despite both fleets wanting to come to action, the ENG detection chance is negative, driven by the French having a negative detection chance, and the large speed differential in favour of FRA.
10) Let time run again, until 25 Jan - observe, as per the 5th screenshot below, that the ENG detection chance never gets above 21% - so the ENG fleet would never be able to find the FRA task force, despite both wanting to have at it.

I'd also argue the rate of FRA spotting is far too low, even if ENG didn't want to come to action, given the speed differential - three or so months to spot the enemy is a bit on the long side (given the size of the sea zone at least).

Screenshots in a spoiler because there are five of them:

1638165257029.png


1638165341417.png


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1638165575017.png


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One of our QA is looking into it
Again, not related to NSB, but since you're making a quick fix for Romania's National Focus Tree, can you look into another issue?

Since Corneliu Codreanu was added, there are some issues.
Codreanu.png


- You start with Corneliu Codreanu as fascist leader.
- After you take the focus Appoint Pro-Axis Government you get Fascist Demagogue & fascist leader Octavian Goga.
- After you take the focus Iron Guard to get fascist leader Ion Antonescu but lose him as General/Chief of Staff.

The issues are this:
1. If you want to play with Corneliu Codreanu or Octavian Goga it blocks you out of the fascist focus tree since the next focuses (Appoint Pro-Axis Government & Iron Guard) will change leaders. You can't play with Corneliu Codreanu or Octavian Goga and end up taking the Forced Abdication focus
2. Minor nations already have a few generals to begin with, having one removed isn't so fun gameplay-wise. Remove the "Ion Antonescu stops being Chief of Army" and "Ion Antonescu stops being Field Marshal" when taking the "Iron Guard" focus.

download%20-%202021-11-24T130458.029.png


In order to fix the first solution and not be locked out of the rest of the focus tree, I came up with an idea, feel free to use it if you like it:
SC5e8H3.png

1. The game starts with the fascist party "Iron Guard". With Codreanu as the leader.
2. If the player takes the path "Night of the Vampires", Codreanu is assassinated and replaced with Antonescu.
3. If the player takes the path "LANC" then the party "Iron Guard" is replaced with the party "PNC" and Octavian Goga becomes the leader.

And since each political party in Romania has its own national spirit:
Democratic -> Constitutional Guarantees (+5.00% factory output)
Communist -> Securitate (Foreign suversive activities -40%, damage to garrsions -10%)
Fascist Iron Guard -> Iron Guard (Foreign suversive activities -20%, damage to garrsions -20%, core defense +5%, core attack +5%)
NEW: Fascist LANC -> Lancierii (meaning "Lance-bearers", their paramilitary units) (damage to garrsions -10%, core defense +10%, core attack +10%)

Only 1 thing needs to be changed in the AI strategy to make this work for AI, with no further ramifications:
ai_national_focuses = {
ROM_preserve_greater_romania
ROM_army_maneuvers
ROM_expand_the_air_force
ROM_civil_works
ROM_agrarian_reform
ROM_local_development
ROM_army_war_college
ROM_danubian_transport_network
ROM_malaxa
ROM_institute_royal_dictatorship
ROM_revise_the_constitution
ROM_flexible_foreign_policy
ROM_air_superiority
ROM_expand_the_galati_shipyards
ROM_trade_treaty_with_germany
ROM_iar_80
ROM_night_of_the_vampires (removed: ROM_appoint_allied_friendly_government)
ROM_cas
ROM_royal_guards_divisions
ROM_the_zb_53
ROM_vanatori_de_munte
ROM_hunedoara_steel_works
ROM_appoint_german_friendly_government
ROM_invite_german_advisors
ROM_iron_guard
ROM_force_abdication
ROM_join_axis
ROM_the_armored_division
ROM_expand_ploiesti_oil_production
ROM_german_romanian_oil_exploitation_company
ROM_expand_the_university_of_bucharest
ROM_acquire_modern_tanks
ROM_invest_in_the_iar
ROM_artillery_modernization
ROM_mobile_tank_destroyers
ROM_mountain_artillery
ROM_coastal_defense_navy
ROM_modern_destroyers
ROM_the_maresal
}
 
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EDIT: I'm a bit dumb but it turns out I was kind of right. The spirit is there - it's just in the air not the naval branch, however, it doesn't work. I've tested it quite a few times both in terms of missions during naval battles and missions flying from carriers to land zones. Neither receive any buffs from the spirit.

The UK now no longer has access to their naval corp spirit "Cag night fighters" (I might have gotten the name wrong but it was something similar) that buffed carrier sortie efficiency by 33% at night. Unsure why it was removed, probably a bug.

Attached screenshot shows they now have the night fighting spirit instead of cag night fighters.
 

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The UK now no longer has access to their naval corp spirit "Cag night fighters" or something to that effect that buffed carrier sortie efficiency by 33% at night. Unsure why it was removed, probably a bug.

Attached screenshot shows they now have the night fighting spirit instead of cag night fighters.

The Americans and British were the two nations who used their Carriers at night I think. But I think this only happened once radar equipped planes were invented and it was only done against land targets.
 
The Americans and British were the two nations who used their Carriers at night I think. But I think this only happened once radar equipped planes were invented and it was only done against land targets.
Sure, whether or not that is correct is a historical question I'm not qualified to answer. What I can say however is that prior to this beta patch the UK was the only nation that had this spirit. They had it from day 1 (which involves them having basic radar researched) and given HoI4 does not currently have a plane designer there is no 'installation of radar' for planes.

I agree with you in the sense that it would be more interesting (although also more complicated which can sometimes be a downside) if certain spirits are only available after certain tech is researched or certain vehicle designs are made. However, given that you can currently do every spirit/use basically every tactic without any equipment checks (for example you can use the blitz tactics if your commander skill is high enough without having any tanks in your divisions) this is clearly a very simple bug. Something that was unique to the UK for flavour/game balance reasons is no longer available to them. Whether America should also get this spirit for historical accuracy is a different question. The UK clearly just needs to get the spirit back and then there can be other discussions about different nations getting a similar spirit, or whether the spirit is gated behind a certain tech level etc.
 
The Americans and British were the two nations who used their Carriers at night I think. But I think this only happened once radar equipped planes were invented and it was only done against land targets.

Definitely not only done against land targets - amongst other things, the US had specialised night carriers for sending up CAPS for defence against night raiders (aircraft) - but the British also were capable of night strike against ships in Apr 1942 (although in the situation in question didn't find the enemy fleet, so didn't launch a raid - but they had training, procedures and equipment for it).
 
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I wonder if this potential naval spotting bug is why I'm finding naval invasions a bit easier (as canada from the UK, historical) when invading Norway. I get naval superiority with just a few destroyers.
 
The Americans and British were the two nations who used their Carriers at night I think. But I think this only happened once radar equipped planes were invented and it was only done against land targets.
The Americans dabbled in it, and by 1944 they had a light carrier, Independence set up as a night carrier, and then later in 44 or early 45 they set up Enterprise as a night carrier. She served as a night carrier with a night air group (no dive bombers!!) for an interval until her encounter with Tomi Zai in her forward elevator well. Enterprise was done with war after that.

Much of that is detailed in the book 'The Big E', where they did night intruder work, etc, around the Home Islands, and some at Truk, etc. Also, there was some pioneering work with TBFs done by VT-10 from Enterprise before the 'night carrier' stuff happened.

I don't know much about what the Brits did at night with their carriers, though.
 
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Re cag night fighters - never mind I'm a total idiot and you shouldn't take the word of people on the internet. It's an AIR BRANCH spirit instead of naval branch, still there and still works :rolleyes:

EDIT: After some testing it seems like while you can acquire the spirit just fine it doesn't work. See attached screenshot for an example. You can see the night time efficiency multiplier is x0% so they aren't flying at all. Maybe I'm misunderstanding here but it seems they should fly in this situation?
 

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Okay - now I'm not sure whether this messes with the bug report side of things (Sorry to Cranium Muppet, MatRopert et al if it does) - but testing this in a controlled environment I hope highlights the mechanic without AI decisions confusing the story. Assuming I haven't messed things up/misunderstood things (quite possible - I'm a bit brain-dead today), this looks like a critical "must-fix" bug (although obviously that's just my take - you should triage the bugs as appropriate at that end - I can't see what other tasty bug morsels you have on your plate, and I might make a horrible bug prioritiser even if I could :) ).

Version: 1.11.4.45cf
Checksum: 6c71

DLC - all except music packs with vocals

Repro steps:
1) Load attached save as ENG - do not start time running.
2) Open the console, and enter "AI" to stop the AI doing things to make it hard to work out what's going on.
3) Observe that as ENG you're at war with France.
4) Press F2 and click on the fleet in the channel, and observe they are set to "always engage", as per the first screenshot below.
5) Open the console and change tags to FRA
6) Click on the FRA fleet in the channel and observe, as per the second screenshot, they're set to "always engage" as well.
7) Hover over the detection bar for the ENG task force to get a look at their detection stats, and as per the 3rd screenshot below observe that despite wanting to engage at all costs, the British have a negative detection chance.
8) Let time run until 18 Jan (or so) - observe that two fleets that really want to go at it, are taking days to find each other, in the English Channel.
9) tag back to ENG, and hover over the detection stats, and observe as per the 4th screenshot, and note that from the ENG point of view, despite both fleets wanting to come to action, the ENG detection chance is negative, driven by the French having a negative detection chance, and the large speed differential in favour of FRA.
10) Let time run again, until 25 Jan - observe, as per the 5th screenshot below, that the ENG detection chance never gets above 21% - so the ENG fleet would never be able to find the FRA task force, despite both wanting to have at it.

I'd also argue the rate of FRA spotting is far too low, even if ENG didn't want to come to action, given the speed differential - three or so months to spot the enemy is a bit on the long side (given the size of the sea zone at least).

Screenshots in a spoiler because there are five of them:
thanks for detailed report! how sure are you that the same problem isnt on the live version of the game? I dont see anywhere we touched navies for this one... at least not intentionally
 
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German Focus Tree, Air Innovations II Focus.

Formerly this boosts the research speed of a specific doctrin tech path. I think you forgot to adapt the bonus to the new system, because the applied national focus do nothing now (for doctrines) and I suppose it should give a cost reduction for the doctrin path instead.
 
Hello everyone!

We have setup an opt-in open beta branch for Barbarossa, aptly named open_beta. If the branch does not appear, restarting Steam should fix it.
This is meant for the brave souls who want to try out the upcoming fixes & balance changes early.
The consumer goods nonsense of the five year plans is still there. If you wanted to nerf the Soviets, why not just have fewer CIVs to start with, rather than a permanent debuff that's tedious and unhistorical - I don't recall Soviet shops being full of consumer goods, quite the opposite.

EDIT: Do people disagreeing with this comment actually believe the USSR was a worker's utopia? I guess those propaganda missions were effective...
 
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