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korny

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Sapper_Astro said:
Soviet Union. They are almost always in to the reich (unless i run it) by 43 at latest. Anyone found a way to make it less predictable? a mod?

This issue has almost killed the game for me.

Usually I just edit the saved game file at the start of game - I give germany max resources, 2000 manpower and I edit the AI militarty build priorities...
 
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unmerged(22001)

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korny said:
Usually I just edit the saved game file at the start of game - I give germany max resources, 200 manpower and i edit the militarty build priorities...

Or take SOV at 1936. Then grant independence to all possible countries , save it and reload as germany.
Or go into the save at the very beginning, give the SOV dissent 99,00 and watch them starving

a very nice feature would be:
edit the scenario and edit the war ITA-ETH and change it into a war SOV-USA instead - very nice results await you.

of course you should take ENG out of the allies, too.
And put in the USA as first (and leader) instead.

And ENG should be Comintern, perhaps - as a member ??? :lol:

PH
 
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unmerged(22001)

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FERT said:
It's a good idea but the game become very easy, or no?

THIS depends on YOUR skill !
I'd say: no !
the WE of ENG will rise due to the war and VERY soon the DOW you !

The more experience the less "cheats" you will need.
But don't worry - I've played a lot of SP-games with such kind of changes.


PH
 

unmerged(17617)

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You may want to try these AI-files by Roxxor. They work for me, I've had several hands-off games where the Germans managed to advance into Russia historically, before they were beaten back in 1944 (probably due to a lack of MP).

1.06;Axis always lose?

I have also changed some events regarding the moving of the Belgium and Dutch capitals. In the current set up it is impossible for the Germans to capture the resource stockpiles in Amsterdam and Brussels. In the file "Hearts of Iron\db\events\ai\ai" the events 10893 and 10894 should be replaced with these two, and the events 5036 (Netherlands moves capital when threatened) and 5040 (Belgium moves capital when threatened) should be removed altogether.

event = {
id = 10893
random = no
country = BEL

trigger = {
ai = yes
war = { country = GER country = BEL }
control = { province = 557 data = GER }
control = { province = 552 data = GER }
control = { province = 548 data = GER }
}

name ="AI_EVENT"
desc =""
style = 0

date = { day = 1 month = january year = 1936}
offset = 3 # Check for trigger conditions every 3 days
deathdate = { day = 3 month = december year = 1947 }

action_a = {
command = { type = secedeprovince which = GER value = 557 }
command = { type = secedeprovince which = GER value = 552 }
command = { type = secedeprovince which = GER value = 548 }
command = { type = capital which = 1130 } # Leopoldville
}
}

event = {
id = 10894
random = no
country = HOL

trigger = {
ai = yes
war = { country = GER country = HOL }
control = { province = 551 data = GER }
control = { province = 561 data = GER }
control = { province = 550 data = GER }
control = { province = 590 data = GER }
}

name ="AI_EVENT"
desc =""
style = 0

date = { day = 1 month = january year = 1936}
offset = 3 # Check for trigger conditions every 3 days
deathdate = { day = 3 month = december year = 1947 }

action_a = {
command = { type = secedeprovince which = GER value = 551 }
command = { type = secedeprovince which = GER value = 561 }
command = { type = secedeprovince which = GER value = 550 }
command = { type = secedeprovince which = GER value = 590 }
command = { type = capital which = 1950 } # surabaya
}
}

And, as always, back-up the original file just in case.
 

unmerged(31947)

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Actually, the recent HSR mod has gone a long way toward making AI Germany less of a push-over. Recent testing prior to the next release shows a little more improvement on that score, too. It looks like we
may have it under control within one or two more releases.
 

unmerged(3221)

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You can also easily modify the German Austrian and Czech events to force the historical routes. Then Germany gets all of Austria, splits Czech, and goes to war over the Danzig crisis without any alternatives. Germany gets two resources stockpiles and is in a much better position to dominate western Europe and start to advance into the Soviet Union.

You need to modify German, Austrian, Czech, and Poland events to make the changes. PM me with your email address if you want these changes from me.
 

danoh

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A low-tech solution I usually implement when playing against Germany is to disband the Maginot troops after Germany has those areas surrounded. Save your game, then load up as the French, then disband all troops in Metz, Strasbourg and Colburg plus and builds or SRs the French might have in the que that could be dropped down in Maginot.

Just eliminating these pesky fortress areas behind German lines goes a long way towards improving it's overall performance.
 

Tamerlan

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john heidle said:
You can also easily modify the German Austrian and Czech events to force the historical routes. Then Germany gets all of Austria, splits Czech, and goes to war over the Danzig crisis without any alternatives. Germany gets two resources stockpiles and is in a much better position to dominate western Europe and start to advance into the Soviet Union.

You need to modify German, Austrian, Czech, and Poland events to make the changes. PM me with your email address if you want these changes from me.
Yep, this should significantly help :)
 

unmerged(14271)

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danoh said:
A low-tech solution I usually implement when playing against Germany is to disband the Maginot troops after Germany has those areas surrounded. Save your game, then load up as the French, then disband all troops in Metz, Strasbourg and Colburg plus and builds or SRs the French might have in the que that could be dropped down in Maginot.

Just eliminating these pesky fortress areas behind German lines goes a long way towards improving it's overall performance.

How do you load up as France when playing german?

JT
 

gzav

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fluid said:
How do you load up as France when playing german?

JT
Save your game, then exit to main menu, go into Multiplayer, change your name, then come back to Single Player and select your savegame. You will now be able to select any country as if it was a scenario.

Or, you can start a normal game as France and load up your german savegame.
 

unmerged(24320)

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gzav said:
Save your game, then exit to main menu, go into Multiplayer, change your name, then come back to Single Player and select your savegame. You will now be able to select any country as if it was a scenario.

Or, you can start a normal game as France and load up your german savegame.
don't forget to save the game from that French position, and then load the French save from a German 'startup'...

another thing that may work is give the AI a clear path to Paris... and see if they take the bait... :cool:
 

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I have made a series of events that help the axis powers by boosting their resources, manpower and DI enormously in 36, 38, 40, 41 - 46, which I use in my own games. It makes for some seriously unhistorical games, but it also makes the axis incredibly strong.
Thats the only way I know, I haven't played a single game in along time (except when I'm Germany) where the Soviet Union doesnt destroy Germany before 45, so the Axis AI needs some help.
 

HistoryMan

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Ever thought of handicapping the Soviets instead ? I used a tweaked AI file, so that their research is slowed down - this means the Soviet armies arent massively over tech-ed (as well as amazingly numerous!) by the time you come to fight them - I would imagine it would also slow down the USSR if you are trying to play another nation and let Germany & the Soviets slug it out

Tim
 

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HistoryMan said:
Ever thought of handicapping the Soviets instead ? I used a tweaked AI file, so that their research is slowed down - this means the Soviet armies arent massively over tech-ed (as well as amazingly numerous!) by the time you come to fight them - I would imagine it would also slow down the USSR if you are trying to play another nation and let Germany & the Soviets slug it out

Tim

That sounds like a really good idea to me. What kind of tweaks did you make?
 

HistoryMan

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Actually (having just checked) I modified the Soviet.inc file - right at the end, just after the deactivated techs section, and before the end file marker, I added the following lines :-

research_cost_app = 1.00
research_cost_theo = 1.25
research_time_app = 1.25
research_time_theo = 1.50

I did add some events into the Soviet event file, as well, that helped them speed up a bit once they hit wartime conditions (once they fight the Winter War, they recover about half their "slow down", they get most of the rest back if they go to war with Germany) :-

event = {
id = 2624
random = no
country = SOV

trigger = {
war = { country = FIN country = SOV }
}

name = "War spurs on our scientists"
desc = "Real wartime experience gives our scientists and generals many insights into new research fields and applications"
style = 0

action_a = {
name = "OK" # Excellent!
command = { type = research_time which = theoretical value = -15 }
command = { type = research_cost which = theoretical value = -10 }
command = { type = research_time which = application value = -10 }
}
}

event = {
id = 2625
random = no
country = SOV

trigger = {
war = { country = GER country = SOV }
}

name = "This Great Patriotic War spurs on our Generals"
desc = "Wartime experience against the Germans gives our scientists and generals many further insights into research and battlefield applications"
style = 0

action_a = {
name = "OK" # Excellent!
command = { type = research_time which = theoretical value = -20 }
command = { type = research_cost which = theoretical value = -10 }
command = { type = research_time which = application value = -10 }
}
}

Feel free to tweak and play with these ideas as you wish. I'd be interested in any feedback.

Tim
 

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HistoryMan said:
Actually (having just checked) I modified the Soviet.inc file - right at the end, just after the deactivated techs section, and before the end file marker, I added the following lines :-

research_cost_app = 1.00
research_cost_theo = 1.25
research_time_app = 1.25
research_time_theo = 1.50

I did add some events into the Soviet event file, as well, that helped them speed up a bit once they hit wartime conditions (once they fight the Winter War, they recover about half their "slow down", they get most of the rest back if they go to war with Germany) :-

event = {
id = 2624
random = no
country = SOV

trigger = {
war = { country = FIN country = SOV }
}

name = "War spurs on our scientists"
desc = "Real wartime experience gives our scientists and generals many insights into new research fields and applications"
style = 0

action_a = {
name = "OK" # Excellent!
command = { type = research_time which = theoretical value = -15 }
command = { type = research_cost which = theoretical value = -10 }
command = { type = research_time which = application value = -10 }
}
}

event = {
id = 2625
random = no
country = SOV

trigger = {
war = { country = GER country = SOV }
}

name = "This Great Patriotic War spurs on our Generals"
desc = "Wartime experience against the Germans gives our scientists and generals many further insights into research and battlefield applications"
style = 0

action_a = {
name = "OK" # Excellent!
command = { type = research_time which = theoretical value = -20 }
command = { type = research_cost which = theoretical value = -10 }
command = { type = research_time which = application value = -10 }
}
}

Feel free to tweak and play with these ideas as you wish. I'd be interested in any feedback.

Tim

Thanks, I'm gonna add these to my files and I'll run a hands off game to test it tomorrow when I have more time.
 

BarMonger

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HistoryMan said:
Ever thought of handicapping the Soviets instead ? I used a tweaked AI file, so that their research is slowed down - this means the Soviet armies arent massively over tech-ed (as well as amazingly numerous!) by the time you come to fight them - I would imagine it would also slow down the USSR if you are trying to play another nation and let Germany & the Soviets slug it out

Tim

The reason I chose to boost the Axis instead, is to ensure that they are a tough opponent for me as well :)