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Jul 27, 2007
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liebgot said:
They fixed subs people.They balanced stuff somehow in the logics of the game!
I am observing and "suffering "becouse of behavior of subs and their desteny from the days of old HOI II.
For the first time since old HOI II was released subs are satisfactory balanced!
I am happy,and from now on only enjoying this capital and fully matured game.
To the day HOI III will be released,whenever this will be.
Thank you Mr Johan,and Paradox dev. team, again. :D
I sincerely agree.
 

unmerged(74599)

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Gormadoc said:
It happened because of the AI did not take into consideration the number of brigades in the build que when ordering new, combined with the undeployable brigade bug resulted in the AI in some circumstances started making fleets like mad to put all those units in which it where building and not able to deploy.

Or something along those lines.

I think the real issue was that it did not take into account that DD's could only have one brigade each, therefore it built all possible brigades for each DD in service, even though those DD's could only take one brigade. This is why minors like Australia and Netherlands, which build a lot of DD's, were the worst offenders. The ai built 5 brigades while only 1 could be used on any DD.

There were other reasons why the ai overbuilt brigades, but this was the main reason, as far as I can tell. Overproduction then became undeployable in the build queue after restarting, but it was the DD brigade build that caused the most problems.

In the EIR mod, I simply disallowed all but ASW brigades on DD's and this mostly solved the problem.
 

JeanNYGUARD

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Okay got a problem ... I installed the patch... then reinstalled DAIM mod.... but I still have the ghost fleet problem. And it builds fast... within 1 day England builds 23/24 ghost fleets. If I forget to combine them for a week or so... I get over 1100 ghost fleets and it really affects the game.

France too... they get a average of 800 or so.

What do I do?
 

Ulsterman

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JeanNYGUARD said:
Okay got a problem ... I installed the patch... then reinstalled DAIM mod.... but I still have the ghost fleet problem. And it builds fast... within 1 day England builds 23/24 ghost fleets. If I forget to combine them for a week or so... I get over 1100 ghost fleets and it really affects the game.

France too... they get a average of 800 or so.

What do I do?

Wait for the DAIM team to release a version compatible with 1.2
 

Adm. Spruance

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JeanNYGUARD said:
Okay got a problem ... I installed the patch... then reinstalled DAIM mod.... but I still have the ghost fleet problem. And it builds fast... within 1 day England builds 23/24 ghost fleets. If I forget to combine them for a week or so... I get over 1100 ghost fleets and it really affects the game.

France too... they get a average of 800 or so.

What do I do?

V1.2 only applies to vanilla. Do not use any mods until the modders make them compatible with v1.2

Edit: LOL Ulsterman, you beat me by few secs. No post, then I post and there you are... :rofl:
 

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Cueball said:
I think the real issue was that it did not take into account that DD's could only have one brigade each, therefore it built all possible brigades for each DD in service, even though those DD's could only take one brigade. This is why minors like Australia and Netherlands, which build a lot of DD's, were the worst offenders. The ai built 5 brigades while only 1 could be used on any DD.

There were other reasons why the ai overbuilt brigades, but this was the main reason, as far as I can tell. Overproduction then became undeployable in the build queue after restarting, but it was the DD brigade build that caused the most problems.

In the EIR mod, I simply disallowed all but ASW brigades on DD's and this mostly solved the problem.
according to 1.2 patch notes this was the problem with overbuilding of brigades so i went from that.
Code:
- AI now takes naval brigades under development into account when determening to build more.
But nevermind what caused it as long as it is gone.
 
Last edited:

unmerged(74599)

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Apr 17, 2007
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Gormadoc said:
according to 1.2 patch notes this was the problem.
Code:
- AI now takes naval brigades under development into account when determening to build more.
But nevermind what caused it as long as it is gone.

Well, all I can say is that when I modded DD's so that they only took 1 type of brigade, the GF's all but disappeared.
 

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DOH'

So Uninstall DAIM...

But I have a saved game Ive been playing for weeks now.... I dont want to loose all that

Two questions:

Is V.1.2 AI better than DAIM... cause the DAIM AI rules... its ALOT Smarter and lifelike.

2. If I uninstall DAIM... and install Patch 1.2... can I play the saved game... with no problems?
 

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Cueball said:
Well, all I can say is that when I modded DD's so that they only took 1 type of brigade, the GF's all but disappeared.
Would make sense since the AI can then only build one brigade for DD's.
 

unmerged(74599)

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Apr 17, 2007
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JeanNYGUARD said:
DOH'

So Uninstall DAIM...

But I have a saved game Ive been playing for weeks now.... I dont want to loose all that

Two questions:

Is V.1.2 AI better than DAIM... cause the DAIM AI rules... its ALOT Smarter and lifelike.

2. If I uninstall DAIM... and install Patch 1.2... can I play the saved game... with no problems?

You could probably just go through the save and take out the undeployed naval brigades manually. They usually be searched for easily by looking for "NavalDivision." In most cases these are the undeployed Naval brigades, since most ships are organized into fleets under the title, "Naval_unit." Note: I am being careful to say in most cases, because in some cases there are legitimate "navaldivisions" such as DD's operating alone, but that is rare.

9 out of 10 times they are the undeployed naval brigades, which will look like this:

Code:
navaldivision = { 
        id = { type = 4712 id = 343211 } 
        name = "AA" 
        model = 0 
        strength = 100.0000 
        organisation = 0.0000 
        morale = 30.0000 
        experience = 0.0000 
        defaultorganisation = 0.0000 
        redep_unit_name = "" 
        maxspeed = 0.0000 
        supplyconsumption = 0.1000 
        fuelconsumption = 0.0000 
        surfacedetectioncapability = 0.0000 
        airdetectioncapability = 1.0000 
        subdetectioncapability = 0.0000 
        visibility = 0.0000 
        seadefence = 0.0000 
        airdefence = 1.0000 
        seaattack = 0.0000 
        subattack = 0.0000 
        convoyattack = 0.0000 
        shorebombardment = 0.0000 
        airattack = 1.0000 
        transportcapability = 0.0000 
        range = 0.0000 
        distance = 0.0000 
        travelled = 0.0000 
        }

You would then have to take out the ghost fleets either manually, or by elminating them from the save, but getting rid of the undeployed brigades should stop them being produced.

Make sure you do all your editing in a copy of your save not the original.
 

unmerged(74599)

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Apr 17, 2007
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Gormadoc said:
Would make sense since the AI can then only build one brigade for DD's.

Right and my observations of the Australian build queue, showed me that the ai was building a full slate of brigades (Torpedo, ASW, AA, etc) for each DD, even though any individual DD could only take one brigade, or at least this is what my observations led me to believe.

So it seemed to me, it was thinking: this kind of ship can take an ASW brigade so I will build one of these, and it can take an AA brigade so I will build one of these, and it can take a Torpedo brigade, so I will build one of these, but did not realize that only one of those brigades could actually be deployed on the ship, since it was limited to one brigade only.
 

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Cueball said:
Right and my observations of the Australian build queue, showed me that the ai was building a full slate of brigades (Torpedo, ASW, AA, etc) for each DD, even though any individual DD could only take one brigade, or at least this is what my observations led me to believe.

So it seemed to me, it was thinking: this kind of ship can take an ASW brigade so I will build one of these, and it can take an AA brigade so I will build one of these, and it can take a Torpedo brigade, so I will build one of these, but did not realize that only one of those brigades could actually be deployed on the ship, since it was limited to one brigade only.
That was also my interpretation when looking into this in 1.1. But the patch notes indicated it was a problem with the AI not taking into account other types of brigades currently being buildt. So if the AI had 5 DD and all brigades where available to be built. A to E. It first ordered 5 off type A. Then when deciding how many of type B,C,D,E it needs. It did not include the 5 of type A already being built so it orders 5 of type B and soforth until it has built 5 of all brigades that can be attached to DD's. But as long as it is fix, who cares what was the cause :)
 

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I hope Paradox will release hotfix fast. Airborne assault bug, buing and selling units bug and bug with upgrading proces on statictics screen should be fixed prior to releasing patches to other games.
 

unmerged(74599)

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Yes, it would be nice to get rid of the buying and selling units screen entirely, I agree... is it gone?
 

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It seems they reversed the wrong spy message

This screnshot is from arma 1.2 showing reversed message. Germany succeeds to delay techteam in ... The real action was UK delaying techteam in Germany. Iam playing US. It can be seen on the flag which always shows the initiating countrys flag.
cimhlzxtpn.jpg

The log said: "Germany succeded in delaying a techteam in ". It still shows the target country as the initiating country and does not show the initiating country at all. Iam sorry Johan, but i think you need to grab a beer and have another go at this. :)

As a tiny side note:
Code:
SPY3PRODS_SETUP	When others managed to delay production
SPY3PRODS_HEADER	INTELLIGENCE BRIEFING
SPY3PRODS_1	%s have disrupted the production
SPY3PRODS_2	of
SPY3PRODS_3	%s
SPY3PRODS_4	in
SPY3PRODS_5	%s
SPY3PRODS_6	%s
SPY3PRODS_LOG	[COLOR=Red]We have disrupted production of %s. %s[/COLOR]
SPY3PRODS_BTN1	Ok
the above red line was changed in 1.2 to
Code:
SPY3PRODS_LOG  We have disrupted production [COLOR=Blue]in[/COLOR] %s. %s
Now it says We have disrupted production in x. it should be changed to the following.
Code:
SPY3PRODS_LOG   [COLOR=SandyBrown]%s[/COLOR] have disrupted production [COLOR=SandyBrown]of %s. In %s[/COLOR]
Under the assumption no code has been changed with regards to this message, it now should say country x have disrupted production of z in country y. Note that the z is not always shown half of the time it returns a blank.
 
Last edited:

unmerged(74599)

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Gormadoc said:
That was also my interpretation when looking into this in 1.1. But the patch notes indicated it was a problem with the AI not taking into account other types of brigades currently being buildt. So if the AI had 5 DD and all brigades where available to be built. A to E. It first ordered 5 off type A. Then when deciding how many of type B,C,D,E it needs. It did not include the 5 of type A already being built so it orders 5 of type B and soforth until it has built 5 of all brigades that can be attached to DD's. But as long as it is fix, who cares what was the cause :)

Perhaps this was the logic, then.

Awaru said:
No it has not been fixed yet.

Is it a bug? I like it. I consider it a feature.