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Polishruskie

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I believe there might be a bug with China. I was playing as Nationalist China and the "Forging the United Front" didn't fire. It's 1938 now and China did not annex the different cliques.
 

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Ericafaq

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I believe there might be a bug with China. I was playing as Nationalist China and the "Forging the United Front" didn't fire. It's 1938 now and China did not annex the different cliques.

Find this event(Decision?) in a folder and remove line AI = yes
 

HarkovAdm

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Quick question how are naval bombers in DH:TRP? I notice in misc.txt the naval vs. air value is 0.5 instead of 0.04 as it is in vanilla DH. This implies that ship AA is over 12 times as effective at shooting down naval bombers. Is it compensated by some other factor? Are naval bombers still effective?
 

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Watch out for carriers however...Their AA values are supposed to provide some kind of screening effect for the whole fleet and a CV fleet will cause quite some damage to naval bombers.

How did you achieve that? I've been trying to balance out the NAV vs. Ships for quite sometime.
 

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What we wanted to achieve was some kind of tradeoff between fleets and bombers. We just thought that it's demotivational if a bomber squadron sinks a ship in 5 hours which you spent months and years to build on while not taking any significant dmg in return.

So we did three things:
1) We removed most of the bomber focus fire for capital and damaged ships from the misc.txt. In the past, bombers used to snipe single ships. Now their damage gets dispersed over several ships.
2) We set the bombers' naval attack values and the vessels' air defense values so that our standard contemporary bomber stack (5) would be able to sink a capital ship in one bombing run only if lucky.
3) We set the naval AA attack values for CVs so that they would compensate for the ground defense values of more than one bomber squadron with escort fighters attached (I think it's 1.5). So if just a single squadron (randomly) attacks a CV it suffers very heavy damage for exceeding the 'minimum dmg' zone.
 

Pasha

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What we wanted to achieve was some kind of tradeoff between fleets and bombers. We just thought that it's demotivational if a bomber squadron sinks a ship in 5 hours which you spent months and years to build on while not taking any significant dmg in return.

So we did three things:
1) We removed most of the bomber focus fire for capital and damaged ships from the misc.txt. In the past, bombers used to snipe single ships. Now their damage gets dispersed over several ships.
2) We set the bombers' naval attack values and the vessels' air defense values so that our standard contemporary bomber stack (5) would be able to sink a capital ship in one bombing run only if lucky.
3) We set the naval AA attack values for CVs so that they would compensate for the ground defense values of more than one bomber squadron with escort fighters attached (I think it's 1.5). So if just a single squadron (randomly) attacks a CV it suffers very heavy damage for exceeding the 'minimum dmg' zone.


Thank you. This is very enlightening. I've only modified #2 in your list.
 

HarkovAdm

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I have played this mod with a couple restarts up thru the polish campaign. I'm enjoying the events and decisions. There was one weird glitch: when I conquered the last VP in Poland, the Soviet "Eastern Poland to USSR" event fired prematurely and when the USSR DOWed eastern Poland, the Allies DOWed the USSR! A couple days later I annexed poland, the event fired a second time, USSR got it's territory and the war with the Allies was erased. Situation fixed, but I wonder if I could have just left things as they were.... For a moment there France and UK were facing off vs a giant Germany/Russia blob!
 

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It isnt a glitch. There is no other way to simulate the polish-soviet war. When poland is under attack they will join the allies. So anyone who declares war against poland will start a war with the allies. That is the reason for the soviet-allies peace event.
 

HarkovAdm

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Regarding naval bombers, it's good to know they are somewhat balanced now!

Regarding subs and convoy raiding, are they effective in this mod?
My experience so far: In Sept. 1939 I sent out 7-8 groups of 6 subs (1936 cruiser and regular subs). They fought about 10 battles against the British and French navy, and "lost" every single battle although I haven't lost a single submarine although several were heavily damaged. The only ship sunk over 3 weeks of fighting was one poor British destroyer. Most of my fleets were forced to return to port, with the exception of a couple sneaky cruiser sub fleets in the middle of the Atlantic. I've sank perhaps 20 merchant ships, and I've damaged a couple cruisers and an aircraft carrier. But that's mostly due to AI incompetence. I'm limiting myself to 6 subs per sea zone.
 

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Regarding naval bombers, it's good to know they are somewhat balanced now!

Regarding subs and convoy raiding, are they effective in this mod?
My experience so far: In Sept. 1939 I sent out 7-8 groups of 6 subs (1936 cruiser and regular subs). They fought about 10 battles against the British and French navy, and "lost" every single battle although I haven't lost a single submarine although several were heavily damaged. The only ship sunk over 3 weeks of fighting was one poor British destroyer. Most of my fleets were forced to return to port, with the exception of a couple sneaky cruiser sub fleets in the middle of the Atlantic. I've sank perhaps 20 merchant ships, and I've damaged a couple cruisers and an aircraft carrier. But that's mostly due to AI incompetence. I'm limiting myself to 6 subs per sea zone.

I just set them to avoid battle and manually ported them every 6 months to repair. 3 per region worked fine.
 

HarkovAdm

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3 per region worked fine.
Well historically the Germans built over 1000 submarines... it seems that HOI2 simply can't handle this. (Not to mention that it would be micromanagement hell). There aren't even enough sea zones for that! I guess all you can do is build 20-50 subs and just use them for minor nuisance.

I do have one question: in november 1939 I got an event about a failed assassination plot. I had to take 5 dissent for a bomb that missed Hitler. Why 5 national dissent for this? I think conquering France gives -5 dissent, but if I attack them early then I get some sort of penalty apparently. This is really quite silly that I feel forced to go with an ahistorically early attack on France just because of the beer hall bomb plot event. Am I missing something?
 

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Well historically the Germans built over 1000 submarines... it seems that HOI2 simply can't handle this. (Not to mention that it would be micromanagement hell). There aren't even enough sea zones for that! I guess all you can do is build 20-50 subs and just use them for minor nuisance.

I don't know about that but that statistic probably goes to 1945 and includes replacements, those sold to other countries and coastal subs. Pretty sure each "division" of subs is not just 1 sub. Never read up on the Atlantic war but documentaries consistently argue that Donitz never had enough U-Boats.

I do have one question: in november 1939 I got an event about a failed assassination plot. I had to take 5 dissent for a bomb that missed Hitler. Why 5 national dissent for this? I think conquering France gives -5 dissent, but if I attack them early then I get some sort of penalty apparently. This is really quite silly that I feel forced to go with an ahistorically early attack on France just because of the beer hall bomb plot event. Am I missing something?

Just deal with the penalty. You should have an overwhelming advantage in doctrine, tanks and even numbers on both the land and even the air. It makes sense that an attempt on Hitler would throw a wrench into the organization of the government.
 

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Well historically the assassination plot didn't change anything. It was a failure. In 1939 the Kriegsmarine had something like 20 boats in the Atlantic, by 1943 they had well over 100 boats at sea in the Atlantic at the same time, but it was too late. In theory if they could have put 200+ uboats out at the same time in 1939/1940 then England would have been in serious trouble. That would have required a fleet of maybe 400-500 boats, the production of which would certainly not have gone unnoticed.

I'm thinking of attacking France early. Is there any long term negative to this decision besides missing out on the "offensive chit"?
 

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Alright well so far I've played to March 1940. I conquered France early. From my playing experience so far and from what I have read in the event and decision files, I give this mod a thumbs up! It is the closest thing to the fun experience of CORE from HOI1 that I've found yet, and it is probably a better game overall. My compliments to the modders.

I'll find out just how "realistic" this mod is when I invade the SU. Hopefully it won't be either too easy or impossibly difficult. If it's a fun challenge then I will be extremely impressed.
 

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They are no longer OP - a lot more balanced. You can still have some great use for NAV, but the days of sinking entire fleets without taking a lot of damage are gone in TRP.

Yeah ouch, I tried attacking a medium sized fleet that included a couple light carriers, and my bombers got WRECKED.
 

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MECH divisions seem like the way to go over ARM.

I'm looking at a cost (after bonuses) of:
MECH 1940: 182 days x 10.6 IC = 1929.2 IC days and 17(20) manpower
ARM 1940: 182 days x 17.9 IC = 3257.8 IC days and 15(18) manpower
INF 1939: 104 days x 4.1 IC = 426.4 IC days and 17(20) manpower

Given the premise that you want to build expensive units and not just Infantry (and you do as Germany considering your manpower will run out), it seems like MECH is the clear winner. It's way cheaper to build than Armor and you have to upgrade it less frequently. And its combat strength seems to be as good or better. They both move at speed 15 and are both "hard" units.

MECH 1940:
defensiveness = 38
toughness = 40
softness = 55
airdefence = 18
softattack = 33
hardattack = 2
airattack = 1
supplyconsumption = 3.39
fuelconsumption = 5.625

ARM 1940:
defensiveness = 30
toughness = 48
softness = 41
suppression = 1
airdefence = 18
softattack = 39
hardattack = 20
airattack = 2
supplyconsumption = 6.3
fuelconsumption = 6

The ARM is definitely a bit more powerful, considering the lower softness and much higher hard attack, but considering that it costs 69% more to build AND you have to upgrade it more often (which is absolutely brutal for non free market countries) I don't see the point.
 

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Alright well so far I've played to March 1940. I conquered France early.

That's one of the things we're trying to tweak right now. Our french AI needs to start its army buildup somewhat sooner.

From my playing experience so far and from what I have read in the event and decision files, I give this mod a thumbs up!
I'll find out just how "realistic" this mod is when I invade the SU. Hopefully it won't be either too easy or impossibly difficult. If it's a fun challenge then I will be extremely impressed.

Thx, i hope you'll have some fun with Barbarossa. :)

MECH divisions seem like the way to go over ARM.

The ARM is definitely a bit more powerful, considering the lower softness and much higher hard attack, but considering that it costs 69% more to build AND you have to upgrade it more often (which is absolutely brutal for non free market countries) I don't see the point.

Mechanized infantry works quite well against soft targets and is very cost-effective against those units. But they get hard-countered by tanks since their hardattack value is rather low. As a minor country like CAN or even ITA, mechanized units may be worthwile exactly for the reasons that you mentioned, though.
 
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