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Ricox

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I forget but whats the end date for Semper Fi again? December 31st 1948 the last day? :wacko:

Code:
end_date = '1948.1.1',

It's the same in every HoI III version and expansion pack - 1st January, 1948. You can check that in your game folder by going to common/defines.lua (common being a sub-folder inside the game folder and defines.lua being a file).
 

unmerged(228153)

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What's the actual point of encryption and decryption technologies? What do they change? I doubt the AI actually uses military intelligence like gained from RADARS to design its plans[...]
Actually, it does. Theatre HQs will request units based on estimations of the enemy's strength, and from what I've gathered, the military AI is more hesitant to attack provinces that it has low intel on. The AI is not omniscient; it sees only as far as it should be able to, and it appears to know that. Of course, since we are not given any insight into how the military AI works in the first place, I cannot verify any of my claims with actual proof. :happy:

However, the Japanese AI definitely takes intelligence into consideration when it observes the Soviet-Manchurian border. If the border looks forsaken, and the AI has sufficient intel on the border provinces, it will declare war. See the "JAP.lua" file in the "scripts\countries" folder.

I've also heard that having more encryption/decryption than the enemy gives you a slight edge in combat, but if so, the difference must be barely noticeable.
 

comsubpac

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Actually, it does. Theatre HQs will request units based on estimations of the enemy's strength, and from what I've gathered, the military AI is more hesitant to attack provinces that it has low intel on. The AI is not omniscient; it sees only as far as it should be able to, and it appears to know that. Of course, since we are not given any insight into how the military AI works in the first place, I cannot verify any of my claims with actual proof. :happy:

However, the Japanese AI definitely takes intelligence into consideration when it observes the Soviet-Manchurian border. If the border looks forsaken, and the AI has sufficient intel on the border provinces, it will declare war. See the "JAP.lua" file in the "scripts\countries" folder.

I've also heard that having more encryption/decryption than the enemy gives you a slight edge in combat, but if so, the difference must be barely noticeable.

you are right but when the AI decides to declare war or not only the divisions positioned directly on the border actually count.
 

unmerged(218151)

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Quick question, want to start a Japan game and haven't done so for a while. I assume it's entirely possible naval combat has changed significantly since Semper Fi, is there an optimal carrier task force composition in FTM 3.05?

EDIT: Sorry if this gets asked a lot, had no luck finding any recent threads on the subject
 

geo44241

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Quick question, want to start a Japan game and haven't done so for a while. I assume it's entirely possible naval combat has changed significantly since Semper Fi, is there an optimal carrier task force composition in FTM 3.05?

EDIT: Sorry if this gets asked a lot, had no luck finding any recent threads on the subject

I like to use 2CVs and 3CLs trying to stay under the hull limit. Although I think the optimal is something like 2CVs, 1 Cl, and 2DDs. Something like that.
 

Wraith11B

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Find user Delra, and review some of his posts. He's gone into great detail concerning the games' naval aspect.
 

Alex_brunius

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I like to use 2CVs and 3CLs trying to stay under the hull limit. Although I think the optimal is something like 2CVs, 1 Cl, and 2DDs. Something like that.
Why do people care so much about hull limits off carrier forces? In my experience they keep their distance fine anyways and friendlyfire isn't really a problem when your not bringing any big-guns.

The only thing relevant is CAG stacking and that is hardly noticable until you got 5+ CVs...
my CTFs usually bring around 4-6 CVs and that worked for me so far.
 

Terraferma

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Why do people care so much about hull limits off carrier forces? In my experience they keep their distance fine anyways and friendlyfire isn't really a problem when your not bringing any big-guns.

The only thing relevant is CAG stacking and that is hardly noticable until you got 5+ CVs...
my CTFs usually bring around 4-6 CVs and that worked for me so far.

Penalties screw with your efficiency whether in the air, on land or at sea. If its a small penalty I don't think it will be a huge difference but let it hit double digits and lets see how one would fare.
 

Ricox

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Quick question, want to start a Japan game and haven't done so for a while. I assume it's entirely possible naval combat has changed significantly since Semper Fi, is there an optimal carrier task force composition in FTM 3.05?

EDIT: Sorry if this gets asked a lot, had no luck finding any recent threads on the subject

AFAIK it's carriers-light cruisers at 1:2 ratio, I use 3 carrier-6 light cruiser fleets, they don't seem to have any hull penalty, and if they do - then you can always put a high-skill admiral that will negate this penalty.
 

Alex_brunius

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Penalties screw with your efficiency whether in the air, on land or at sea. If its a small penalty I don't think it will be a huge difference but let it hit double digits and lets see how one would fare.

Not really. The way stacking penalty works the maximum firepower will always be when the penalty is 50%. If you don't care about attrition (doing small damage over long time) but just want to sink as much as possible in one devastating strike this is what you want to aim for. Due to repairs being crazy cheap attrition in HoI3 is pretty much a worthless strategy and only sunk ships count.

As far as I know the stacking penalty for CAGs is 2.5% per airwing when on CAG-Duty or Naval strike bombing mission so the "optimal" number of CAGs for maximum firepower is 50/2.5 = 20. This gives you a fleet off 10 CVs. Anything less and your not having as much concentrated firepower as you could have.


So the optimal CTF if you want raw firepower is 10 CVs.
 

mahler5

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Is there any sort of "bitter peace" event if I defeat the allies? it would be interesting to have a tripartite cold war after the war ends (I was thinking I would use this with the August Storm mod)
 

Terraferma

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Not really. The way stacking penalty works the maximum firepower will always be when the penalty is 50%. If you don't care about attrition (doing small damage over long time) but just want to sink as much as possible in one devastating strike this is what you want to aim for. Due to repairs being crazy cheap attrition in HoI3 is pretty much a worthless strategy and only sunk ships count.

As far as I know the stacking penalty for CAGs is 2.5% per airwing when on CAG-Duty or Naval strike bombing mission so the "optimal" number of CAGs for maximum firepower is 50/2.5 = 20. This gives you a fleet off 10 CVs. Anything less and your not having as much concentrated firepower as you could have.


So the optimal CTF if you want raw firepower is 10 CVs.

Not really. Have two forces evenly matched at sea and see how you do with high hull penalties and if you overdo the ratios of screen ships to capitals add that penalty as well, if you outnumber the fleet big time then it won't matter much. Cheers.
 

Alex_brunius

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Thought the Cag penalty was 5% not 2,5% can it be confirmed? Optimal could therefore be 5 AC
There is some confusion since the stacking still is the normal 10% for port strikes, land bombing and air-combat.

But for attacking fleets on open water it was 2.5% per Airwing (or 5% per CV/pair of airwings) when I tested yesterday with FTM 3.05.

@Terraferma
Hull penalty, screening ratio and fleet stacking is only relevant if they are so bad that they allow the enemy to close distance and use guns against your CVs, otherwise they can be ignored in a CTF.
 

TerminusStop

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I need help with pocketing. I have never been good at doing it. My main problem is, all of my tanks will get stuck about 3-4 provinces in and they cant get any farther. How can i fix this?

You may be using too many units which will drain the supplies. Also, do these units get cut off by the enemy? Do you follow with infantry? Supply problems can also come from poor infrastructure.
 

unmerged(156365)

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Well, they dont get cut off i make sure there is one unit in each province, i usually get 3-4 provinces, and then my tanks cant seem to fight the enemy back. It seems like the enemy is just super strong or something, cause the counter wont get above 45, then they start to get flanked on the two provinces to the side, and they start to get pushed back
 

TerminusStop

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Well, they dont get cut off i make sure there is one unit in each province, i usually get 3-4 provinces, and then my tanks cant seem to fight the enemy back. It seems like the enemy is just super strong or something, cause the counter wont get above 45, then they start to get flanked on the two provinces to the side, and they start to get pushed back

Well, I think techs have a lot to do with it, also, you can try creating your pocket of say two province lines, so that you can attack from two provinces
 

Wraith11B

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Out of curiosity, howcome the RADAR stations show ground troops and movement. I wouldnt think a RADAR station could see anything above 100 ft or so. Is this just the game aspect to give more function to it?

RADAR is also an ELINT/SIGINT station in the game. So it captures all of those radio broadcasts from enemy army formations.