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Also....

- Added an event trigger "ai = [yes/no]"
- New event command "type = ai which = [file name]". Switches the ai file of a country.
- Using the name "AI_EVENT" on an event will cause it to not show up in the log. This can be used for pure ai events.
- The AI preferences are now saved in the save game file.

Any way we could see these lovely gems in the next EU2 patch? :D
 

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No, they didnt update, I have Me163s, but it shows a ME109 icon. Same with my bombers, transports, and V2 rockets, and subs. (Do the subs even have extra icons)

Does anyone know if these problems will be addressed? I assume that if they can do it with tanks, they can do it with planes/boats, but they just wanted to get this patch out first??
 

Finnish Dragon

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Great work, Paradox. The HOI version 1.03 is great, however there is still something to fix:

Oil supply which is shipped across ocean isn´t working well. If you have a lot of ships, motorized, mechanized or armoured forces in other continent they may not have enough oil and it is very annoying. Please fix this because if you have a convoy between your home land and the other continent where you have a power and rapidly moving force your convoys should transport enough oil if you have enough oil in your stockpiles.

Anyway, well done Paradox, now electronics for example are worth to research.:)
 

Marquoz

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Originally posted by Finnish Dragon
Great work, Paradox. The HOI version 1.03 is great, however there is still something to fix:

Oil supply which is shipped across ocean isn´t working well. If you have a lot of ships, motorized, mechanized or armoured forces in other continent they may not have enough oil and it is very annoying. Please fix this because if you have a convoy between your home land and the other continent where you have a power and rapidly moving force your convoys should transport enough oil if you have enough oil in your stockpiles.

Anyway, well done Paradox, now electronics for example are worth to research.:)

Add more ships to your convoy, and send them more oil. That's all it takes. Make sure you aren't shipping steel/coal/rubber, too. Paradox doesn't need to fix anything here. You do :)
 

Dinsdale

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Originally posted by Marquoz
Add more ships to your convoy, and send them more oil. That's all it takes. Make sure you aren't shipping steel/coal/rubber, too. Paradox doesn't need to fix anything here. You do :)
Sorry, but this is not true. I've had 200 transports in a convoy, and they only oil that the AI calculates your forces need.

There is something wrong in the calculation, depending on the timing of unloading new units, or something to do with basing a large fleet out of the supply port.

You might not notice it happening, but if you keep focus on a mech/armour unit you will notice periodic out of fuel symbols on the unit.

Funnily enough I never see units drop out of supply which makes me wonder if the calculation is done based on the actual consumption of the unit. Thus, if you have 20 gas guzzlers doing nothing, then move them all, depending on the timing they will go out of fuel.
 

Marquoz

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This has never happened to me, in either 1.02 or 1.03, and I send mechanized armies overseas all the time. The only times they run out of oil are when a) my convoy isn't large enough or b) I need to move the convoy's destination closer to where they are. Otherwise, no problems, and I've marched 12 division tank armies from Egypt to South Africa as Germany, all the way across the US as Japan, etc etc etc.
 

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I think that Finnish Dragon ment that when you ship oil FROM the place where your mot/mech/whatever troops are, they are not getting enough oil. The same is happening to me and I got it around only by stopping the convoy so the oil stays there.
 

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how do you use the new commands:

1) command = { type = add_division which = [div type] value = [brigade type] }
what goes in [div type] ?
what goes in [brigade type] ?

2) type = setflag which = [keyname]
what is [keyname] ?

3) type = clrflag which = [keyname]
the same :D

4) what is the diference between "add_division" & "build_division"?
add_division= adds the division to the force pool (you can use it now)
build_division= adds the division to the force pool to be build (you have to wait until it is finished)
is that right?

thanks
 

unmerged(11258)

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World Market?

I'm still worried about the world market. Every game rubber crashes on the world market until there is none available. I find this particularly annoying when playing minors such as Finland or Poland because it cripples their economies beyond any use. What's strange to me is this doesn't seem to happen in in the .02 Bolted games. Has anyone else noticed this phenomenon? I'm wondering if any of Bolt's World Market tweaks were implemented.
 

juv95hrn

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I received a tech as Italy from Finland.

A tried Germany in 1941. The Russian AI defended Moscow with a lot of troops for a while which was good. Then he pulled back and left only 10 divisions that I smashed. LEningrad and Stalingrad he abandoned at scenario start. I say close but no cigar!

Also German subs are eliminated at the start of the scenario because the start with no organization and strength.
 

unmerged(11567)

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Originally posted by Dinsdale
Sorry, but this is not true. I've had 200 transports in a convoy, and they only oil that the AI calculates your forces need.

There is something wrong in the calculation, depending on the timing of unloading new units, or something to do with basing a large fleet out of the supply port.

You might not notice it happening, but if you keep focus on a mech/armour unit you will notice periodic out of fuel symbols on the unit.

Funnily enough I never see units drop out of supply which makes me wonder if the calculation is done based on the actual consumption of the unit. Thus, if you have 20 gas guzzlers doing nothing, then move them all, depending on the timing they will go out of fuel.

I don't have a problem with the low oil light going on in overseas operations. Isn't it 'harder' to supply troops overseas?

At it's worst, my mechs and tanks are without fuel for 2-4 hours a day, then get 'refueled' in the morning. I actually like the feature, it keeps me from plowing through the enemy at great speed.

Remember, there are MANY MANY people who complain that units move to fast, which I agree with, and now you are complaining they move to slow?
 

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Originally posted by Generalisimo
how do you use the new commands:

1) command = { type = add_division which = [div type] value = [brigade type] }
what goes in [div type] ?
what goes in [brigade type] ?

2) type = setflag which = [keyname]
what is [keyname] ?

3) type = clrflag which = [keyname]
the same :D

4) what is the diference between "add_division" & "build_division"?
add_division= adds the division to the force pool (you can use it now)
build_division= adds the division to the force pool to be build (you have to wait until it is finished)
is that right?

thanks

Hi,

I saw in another post that Havard will update his site with the new events commands by Wednesday... I guess we'll have to wait until then...

Extro :)
 

egross

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Originally posted by whyamihere
Yes and no. In the later years of the Pacific campaign the Yanks were able to take many Japs with AA but that was down to two reasons. Firstly they learnt to put up huge walls of flak and secondly, the kamikazes were flying straight at them.

Not quite true, there, on the last point.

U.S. naval antiaircraft fire began proving devastating to Japanese conventional air attack as early as late 1942, in the Solomon's campaign -- long before kamikaze's showed up. In the Battle of the Philippine Sea (aka "The Marianna's Turlkey Shoot") naval AA fire obliterated nearly every one of Ozawa's aircraft that made it through the CAP, and limited the Japanese to one bomb hit on the battleship South Dakota. No attacking aircraft were kamikazes. It was, however, in part the disaster in this battle that helped convince several Japanese leaders to adopt kamikaze tactics.

US naval AA lethality was a function of the following:

1.) A whole lot of weapons stuffed onboard ships
2.) Effective radar and fire control direction
3.) The VT fuse proximity detonation feature.
 

Ibn

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I did a complete reinstall and applied the patch, I have only run a couple test games so far paying attention to the Italians, Japanese, and Chinese primarily... since this server is running about as fast, and well, as george bush's brain at the moment, I'm not sure this post will actually get posted, so I'll be really brief for now ;)

Japans Naval forces are inaccurate in 1936 and 1939. The submarines they should have (as was discussed in the bug thread last month), are not in existence, 1941 looks about right.
Japan (starting in 1936) still sends a few dozen capital ships up the the South Kuril islands to mindlessly wander, then lets their org values plummet for years without docking them. I didn't notice this behavior go away until I had reloaded two saves and they attacked the US in 1942, when they promptly lost half of them and docked the rest... (this issue has been mentioned a few hundred times in various forums) I'm not sure if its a sleeping AI issue, or gross negligence on its' part...

Italy is semi brain dead.
The US took southern Sicily, Siracusa, from them. Then proceeded to lose its forces in a silly attack, leaving Siracusa completely undefended for months, and Italy, which had 10 divisions in northrn Sicily, didn't bother to march one down to reclaim it. This happened a few times, the US would land troops in Siracusa, get them killed attacking, to the north, and Italy would just hang out and drink wine for a few more months waiting for the US to unload more troops. It seems that El Duce doesn't recognize Siracusa as an Italian territory...

China needs a better AI file they are wasting resources and time trying to build an Air Force instead of troops, Trip has an 82% to 18% split of Land to Air production in the file, should probably be more like 97% to 3% like Bolt had it.

Lastly, everyone going mad and sending expeditionary forces all over the place seems to need tweaking...
I can understand the minors being forced to do this, but I watched Italy send a half dozen divisions off to Germany when they were in a desperate fight with Greece, getting beaten up in Egypt by the Brits, and dealing with continual US invasions on their mainland and Sicily, they really needed those troops they sent off. Meanwhile, the Germans were just weeks away from the Soviets begging for a bitter peace, they didn't need any help at all, much less from troops in southern Italy...

I noticed a few other really odd things, but I need to make more test runs to see if they might be aberrations. Overall the patch seems pretty good so far, it's is nice to see the economy fairly functional. I'm stunned you guys got so much done, nice work :)
 
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problems yet to solve:

- land unit speed is yet far too high. This factor is seriously breakink the reality flavour of the game. Precedent mods have shown reducing unit speed isn't handicapping AI and reduce rate of advance to a more real feel.

- armored units speeds are totally silly. Armored units were combined arms units with infantry, artillery and so giving them spped as high than 22 is totally unbelievable. Then the difference between tank models for spped is based on a totally flawed idea, ie the max speed was the speed constantly used in operations. In reality, operational speed of a unit is mostly based on the fear of enemy units and ambush , the oil autonomy, the need of maintenance. So there should be a differencebetween heavy and light tanks but the armored max should be the same than mechanized and motorized divisions.

- the naval range is flawed too. In reality, for the same reasons, most naval units would never go too far of a naval base. I know there were some exceptions ( raiders) but I prefer having a game with no Japan units in Mediterranean sea than unfinite raiders.

- diplomaty AI is strange. I've seen Italy in one year influencing 20 nations, from Yugoslavia to Cuba and Costa RIca, when France influenced in priority Luxemburg. I've attempted to use the new AI parameter without much results...

- Vichy case needs improvment: there should be a stteing where Vichy would be puppeted with Germany but would not send expeditionary forces to Germany. In the real war, Vichy was sometimes willing to enter war but Hitler refused because he would have been forced to make political concessions. Sometimes, it was the contrary.

- expeditionary forces should be limited to 5% of the unit number. I've yet to find why Italy should send 30% of troops to Germany. It would be more interesting to give AI control of minors if minor isn't invaded and to put a rule penalizing ttack or defense by units of several nationalities to force AI to keep units in national armies. Human player would too have this possibility automatically ending when minor is invaded ( Italy withdrawed his exp corps in Russia in 1943, Australia from North Africa with the Japanese treath).

- Diplomacy and military AIs needs to be coordonated as AI is yet attacking before massing troops.

- AI doesn't care of weather: no more German Barbarossa beginning in december...

- no more human border rule ( I know it's moddable). It's not reinforcing AI and disturb normal behaviour

- increase the garrison factor for capital for minor and USSR. I've done that and it's better.

- Give to each european minor its AI file. Switzerland army hasn't the same need than Belgium.

- Give China and possibly all nations basic conversion techs to avoid industrial starvation.


1.03 is a very good step. I suppose time will be needed to get better results. Modding is far more extended for AI so I suppose we will get quicky better scenarios.
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