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I would try to post some screenies of a 'developed' tech tree, but I don't know how, so I'll just tell the problems (v4.1): [Edit 41.h]

- It is still possible to jump Level 2 in the armor tree by not developing 'Amphibous Tanks' and going directly to 'Basic tanks'. 'Amphibous tanks' does not show up in the available techs window on the right of the tech screen but can be devolped by clicking in the tech tree. [see below]

-You still can't develop MBT's [still stands]

- 'Post war Tank Prototypes' have both 'Post war Tank Technology' and 'MBT Theory' as a prereq. [still stands]

- In the Rocketry tree 'nuclear delivery vehicles' (level8) and 'mobile launch sites' (level 9) are null levels, because the techs in them amount to nothing (description for 'Nuclear Modified Flying Bomb' and 'Towed Missile Containers' says "subs may now launch nukes" and "subs may now launch missiles" respectively) [still stands]

-in the naval tree you can jump from level 1 directly to level 4 'Basic ASW and Convoy Escorts' by not developing 'Amphibous Warfare' (level2) and 'improved naval armament' (level3), both of which don't show up in the available techs window but can be devoloped by clicking on them in the tree itself. [see below]

-you can't develop battleships beyond 'basic battleship'
 
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unmerged(14038)

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The techs that aren't in (v4.1): [EDIT v4.1h]

-improved flying bomb [still stands]

-improved nuclear weapons [still stands]

-advanced nuclear weapons [still stands]

-divisional reorganization [still stands]

and I don't see your mentioned major changes to the naval tech tree [fixed]
 
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unmerged(14038)

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Ok, I've tested 4.1h.

-The 'jumping tech levels' are caused by your assignment of starting techs and tech levels while leaving out earlier tech levels which are prerequisites. Those then don't show up in the 'available techs window'. I suggest that when you edit in some starting techs, you edit in all prerequisites, including the preceding tech levels.

- In the naval tech tree 'surface homing torpedoes' and 'improved surface homing torpedoes' can't be developed, this means that 'airborne homing torpedoes' in the bomber tech tree can't be developed.

[see the v4.1h comments in the earlier posts above]
 
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MKSheppard

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4.01i released, and takes into account suggestions
and comments from holland on the Stony Road Forum,
and includes the CORRECT tech tree files.

http://mywebpages.comcast.net/rcrierie/wargames/HOI/TechMod4i.zip

Reduces "Winter Warfare Experience" Land Doctrine advantages
to just 5%

Reduces AVRE Fortress attack to just 5%

Corrects the artillery tech tree some to give infantry, motorized,
and mechanized units access to all artillery pieces under 150mm
that are not rockets.

Fixes supersonic fighters and
Supersonic bombers' defense/attack ratings so they
own anything less than them, and correcting the UK's
starting techs (you can now build Nelsons and KGVs
in the beginning of 1936), fixes bug with Improved
Cruiser tech giving you advanced cruisers.

Fixes UK, German, and US tech trees, with regards to
Naval Technology and gives US/UK marines as a starting
tech.

Adds Fortress levels to the following cities to simulate fighting
in built up areas:

#Major Cities
province = { id = 643 landfort = 5 } #Warsaw
province = { id = 602 landfort = 5 } #Berlin
province = { id = 650 landfort = 5 } #Konigsberg
province = { id = 527 landfort = 5 } #Paris
province = { id = 548 landfort = 5 } #Antwerp
province = { id = 550 landfort = 5 } #Amsterdam
province = { id = 621 landfort = 5 } #Vienna
province = { id = 775 landfort = 5 } #Kiev
province = { id = 709 landfort = 5 } #Riga
province = { id = 707 landfort = 5 } #Tallinin
province = { id = 915 landfort = 5 } #Vichy
province = { id = 124 landfort = 5 } #New York City
province = { id = 499 landfort = 5 } #London
province = { id = 500 landfort = 5 } #Southampton
province = { id = 503 landfort = 5 } #Portsmouth
province = { id = 413 landfort = 5 } #Belfast
province = { id = 495 landfort = 5 } #Dublin
province = { id = 972 landfort = 5 } #Madrid
province = { id = 975 landfort = 5 } #Lisbon
province = { id = 908 landfort = 5 } #Rome
province = { id = 738 landfort = 5 } #Belgrade
province = { id = 757 landfort = 5 } #Bucharest
province = { id = 633 landfort = 5 } #Budapest
province = { id = 778 landfort = 5 } #Minsk
province = { id = 781 landfort = 5 } #Smolensk
province = { id = 891 landfort = 5 } #Athens
 

MKSheppard

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Re: possibly serious bug

Originally posted by TBR
Shep, Ive tested 4.1.

When the war began in 1939 (Danzig event), I decided to test out some of your new units. I was astonished to discover that I couldn't order stratbomb missions with pure Intercontinental bomber squadrons, navalbombport missions with pure advanced naval bombers, and even had difficulty ordering tacbomb missions with pure semimodern tacbombers.

from STEEL on the "wishlist forum"

Press 'CTRL' and click on the province, this forces the combat box to appear.
 

unmerged(14038)

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[Edit: ignore, see below]

got your fix, teted it.

First: A whole lot of new techs suddenly become available!

But: All those techs use the same default picture!
And all units/models enabled by these techs come wtihout a name (-> Unknown String Wanted as 'name'):

The divisional reorganization only reorganizes mechinf (no 'Unknown String Wanted' for MotInf,Inf and Cav)

The 'improved Flying bomb' does not create a new model
(no 'Unknown String Wanted ' for V1)

A whole lot of 'Unknown String Wanted' in the battleship selection.

MBT is research- and producable but 'Unknown String Wanted'. Comment: the MBT really need its own gun, a +5 speed and ground def doesn't cut it agains a postwar tank with a 1200mmT gun and its higher attack values.

'Unknown String Wanted ' for supesonic bomber also.
 
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unmerged(14038)

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Press 'CTRL' and click on the province, this forces the combat box to appear.

I'm well aware of this. If I order my bombers this way (that is, if I don't get a 'game not found') I hear a starting engine sound but the bombers don't go on the mission and the mission descritpion in the unit window doesn't change (and yes, it is not a time issue, the set attack time is +1hour, the earliest)
 

MKSheppard

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Originally posted by TBR
got your fix, teted it.

First: A whole lot of new techs suddenly become available!

But: All those techs use the same default picture!

I'm starting to see the problems here.

You downloaded the early beta of my Tech Mod 4, and later
applied the updates, which didn't work with the final release
version that I posted, because my updates assumed that
you had downloaded the full release version earlier.

Download THIS one, it includes all the tech pictures, the
model names and modtext.files....it's the current "full"
version, with EVERYTHING put in. I have verified it,
by opening up the ZIP and checking it.

http://mywebpages.comcast.net/rcrierie/wargames/HOI/TechMod4i.zip

1.5 MB
 

unmerged(14038)

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Those issues still stand however:

- In the naval tech tree 'surface homing torpedoes' and 'improved surface homing torpedoes' can't be developed, this means that 'airborne homing torpedoes' in the bomber tech tree can't be developed.

- 'Post war Tank Prototypes' have both 'Post war Tank Technology' and 'MBT Theory' as a prereq.

[Edited someting out, I'm too impatient, sorry]
 

unmerged(14038)

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Suggestion:

The advanced indutstrial computer enables the payload drop computer. From the description it should also enable a like tech in the naval tree, eg. 'artillery trajectory calculator', giving ship attack and land bombardment bonuses to battleships and cruisers. Perhaps another tech 'advanced 'artillery trajectory calculator' enabled by 'advanced electronic GP computer' giving bonuses to battleships, cruisers and now destroyers (I did my first voyage on a steampowered DDG and we had an 'antique' calculator (hesitating to call it a computer) for the trajectories of the ASROC launcher).
 

MKSheppard

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Originally posted by TBR
Those issues still stand however:

- In the naval tech tree 'surface homing torpedoes' and 'improved surface homing torpedoes' can't be developed, this means that 'airborne homing torpedoes' in the bomber tech tree can't be developed.

- 'Post war Tank Prototypes' have both 'Post war Tank Technology' and 'MBT Theory' as a prereq.


Urgh, this is a nightmare....I blame myself for this mess...

I need to begin a systematic cleanup of my tech tree

Try this fix to see if it works:

http://mywebpages.comcast.net/rcrierie/wargames/HOI/TankFix.zip
 

Riever

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Great Efforts -- And Thoughts About "Oversupply"

Just spent the last hour reading this thread. Amazing work and even more amazing is the rate of work!

GJ!

I just downloaded the latest version and will be testing it out tonight.

A couple of thoughts...

1) Concerning the newly proposed "downsizing" tech that allows divisions to decrease the Manpower required to fully staff a division... I like this idea, and it is plausible in that it is intended to model the increased supply of automatic weapons and the like, which would offset the reduction in manpower. As such, I hope you don't forget to model the extra armament and extra munitions in the form of increased supply costs similar to other tech upgrades.

2) This ability to underman a division by oversupplying it with key weapons (and keep fighting strength at par) makes me think back to the concept of "oversupply" as put forth in the classic game Panzer General. The proposed "oversupply" works to allow lesser manpower in divisions, it makes me wonder if it is possible for you to model the tech advance in a way that would allow players to "oversupply" any division (increasing it's fighting capability) and carry on this Panzer General tradition?

Just a thought from a grognard!

Carry on guys.

Riever
 

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MKSheppard would it be possible to add some earlier tech to simulate the difference in tech for countries like the non-European minors. I was thinking on lines of breach loading rifles, water and air cooled machine guns.

I have a rejigged industrial tech mod I developed during the beta but is it is a bit obsolete after all the changes in techs effects. Its something like 120 or industrial techs that add a bit more depth in the economic engine and a lot of it is "backdated" so that modern countries start in the middle of it. Its going to be some work in fitting it in again, I can do the tech effect descriptions and supply a design document for it (well after I finish writing them that is ;))