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View Full Version : HOI Patch 1.05 Out TOMORROW! WOW!!


sachmo71
06-26-2003, 09:26 AM
This patch looks great! Can't wait till tomorrow!!!






*********************************
* Gameplay tweaks
*********************************

***** Naval Combat
- Changed transports sea and air defence to zero.
- Transport ships can no longer shoot back.
- In Naval Combat, escorts are more often killed before transports now.
- Tweaked naval targetting algoritms.
- Planes should now scramble automatically from carriers when they engage in combat, to join in bombarding.
- When fog of war is off, enemy fleets are now also visible on the map, although detection still works as normal.

***** Paratroopers
- Multiplied transport plane cost by 5 (a division needed around 1000 planes in order to be transported!)
- Raised cost and supplyconsumption of paratroopers significantly.
- Can no longer drop paratroopers if the transport planes are not fully organised.
- Loading paratroopers now makes the transport planes completely unorganised.

***** Technology and Units Stats
- Tech trees have been revised extensively, implementing alot more prerequisites, so it is no longer possible to
tech-rush.
- Reworked Tactical value for the later model Tactical Bombers
- Mechanized troops are now available alot later with Mechanized HQ's. This is historical. First full mechanized
divisions were not fielded before 1941 anyway.
- Reworked IC cost*Duration of constructing fighters, they should now be faster to build and cheaper than bombers.
- Reworked costs and durations of all plane types
- Reworked panzer costs and durations. They should now be more historically linked with their type.
- Added one default softattack point to marines, as well as higher default organisation (35 ~ 30). Higher speed too.
It should compensate now for their longer build period and higher cost. Before, there was no point in building
marines as infantry was better anyway.
- Added a higher defense value and a higher movement value to bergsjaeger.
- Updated the artillery, naval doctrine and land_doctrine techs in favour of the "special" infantry units.

****** Misc
- There is now a dissent penalty for producing too little supplies when a nation is out of stockpiles.
- You should no longer be out of oil or supplies suddenly in allied territory extending from an allies homearea.
- Landunits moving (not retreating) will now lose about 1% of organisation each day.
- The leave alliance diplomatic action now causes the standard 7 day diplomatic delay
- Unit leader names are now shown in the unit rollovers (except at the lowest intelligence level for foreign units).
- Province rollovers now display the correct owner and controller
- Military access is now always automatically cancelled for countries that end up at war with each other.
- Reduced the english convoy transports daily-increases.
- Increased US Consumer Goods Demand.
- Flying Bomb and Flying Rocket are no longer influenced by bad weather
- Advanced types of Nuclear Bombs now deactivate less advanced type.



*********************************
* Mod Support
*********************************
- Fixed alot of reported problems with mod-dir.
- Scenario editor updated to conform to new data formats.
- The event commands "set_leader_skill" and "set_leader_loyalty" should no longer cause CTDs if the leader has been slept.
- The event command "addcore" should no longer cause problems when adding a province that is already a national province of a country.
- Removed the following defunct event commands:
+ reveal_leader_loyalty
+ reveal_minister_loyalty
+ detect_units
+ minister_loyalty
+ leader
+ wake_leader
- More feedback should now be given to modders on serious errors in their files.


*********************************
* General Bugfixes
*********************************
- Fixed a CTD that occured shortly after the last member of the last opposing alliance was annexed.
- DI now used correctly for military access diplomatic actions.
- DI now used correctly for the leave alliance diplomatic action.
- Changed country.csv and renamed existing sprites to make sure USA and France and others have tanks that change sprites.
Same for fighters. No more bi-planes all around.
- Mirrored the vertical Polish flag. According to flag laws, when vertical, the Polish flag should have white on the
left and red on the right
- Fixed a problem with the US goverment for the 39 and 41 scenarios. Roosevelt's HoS ID was used for his HoG position
as well, causing problems upon reload
- Fixed an ID problem in the Japanese Minister file which caused the 1937 Elections sometimes not to show up. Also fixed
another less notable ID error in that file.
- Fixed lots of ID errors in the Republican Spain minister file which could cause crashes.
- Fixed a minor error in the Australian 1939 setup that caused the 2nd Cavalry Division to be indestructible
- Added correct AI references to all countries that had none specified in all scenarios.
- Removed the coastal fort in Ilagan (Phillipines). It had no sense since there wasn't a beach either. It was quite a
rocky coast anyways.
- Renumbered lots of ID's for all minister files to fix all possible conflicts.
- Fixed a small bug which made org recover quicker at higher difficulty for the player.
- Fixed another ctd with province control changes.

*********************************
AI Fixes
*********************************
- Improved AI handling of dissent.
- Improved AI for setting sliders.
- AI strategic redeployment threshold raised
- AI should now be better at building up forces on the border prior to declaring war.
- AI is now handling naval stacks a little bit better.
- AI will now attempt to retreat with his navies if the odds are against him.
- AI will no longer sign peace immediately when protecting their sphere of interest.
- Japan should now be more wanting to invade the Phillipines, Indonesian archipel and the Pacific Islands. Might
even attempt entries into Burma and other territories
- USA should now be more active in the Pacific and Europe
- United Kingdom should now go all the way in North Africa and will also attempt invasions in Southern Italy and Normandy
- Killed a bug that caused the French to build forts along the Belgian border again
- Changed build preferences for most major countries to make for a more historical force distribution
- Changed garrisoning priorities for USSR. It will no longer put troopson the borders with Tannu Tuva and Mongolia. Emphasis
on Japan is also lower.
- Changed garrisoning priorities for Japan. They will now put more troops on their islands, next to USA. Lower emphasis on the USSR. Higher
emphasis on China and the Philipines
- UK and USA should build a tad bit less planes now
- Germany now has an invasion header added to its AI's to make the execution of an invasion in Crete and Norway much more likely
- UK AI should now keep more troops on their home islands
- Italian AI should now defend Northern Africa a little better
- Italian AI should now ignore garrisoning borders with fellow Axis powers
- Major players in the war should now research doctrines more
- Nationalist China should now focus more on land doctrine too
- Venezuela and the Czech Republic now have an own AI file
- Germany should now hopefully invade and garrison North Africa, Corsica, Crete, Norway and Italy a bit more
- Reduced the influencing lists for quite some majors
- USSR AI now uses reserve_prop parameters which causes them to defend in depth and keep more reserves
- USSR AI now ignores some more borders and garrisons more likely borders again


*********************************
Scenarios and Events
*********************************
- Updated the country specific model names, and extended the amount.
- Added new graphics for ITA, JAP, USA and UK.
- Added a few more historical flags.
- Added several thousand new pictures.
- Updated minister files.
- Updated leader files.
- New minister & leader files for country's that had none.
- Revised techs and oob for GER, ITA, UK, USA, JAP, FRA, MAN and POL in all scenarios ( no POL in 41 of course )
- Updated models.csv.
- Added some missing event triggers and faulty commands.
- Removed the event triggers from the UK guarantee to Poland. a historical "road to war" should now be much more likely
- Collaborating french leaders will now be "slept" via event in all scenarios. Vichy has its own leaderfile
- Collaborating Romanian and Hungarian leaders will now defect to Germany in the Anschluss event and be slept in their national leaderfiles then.
- Austrian leaders that served in the German Army will be awaken in the German leaderfile after the Anschluss has occured.
- Updated and fixed UK, Dutch, Japanese, Italian, French, German and USA convoy files for all scenarios.
- - Fixed a unit placement error for the USA in the 1941 scenario, as the Panama Mobile Force has been relocated from Panama City to Colon, as the former was not American territory.
- Fixed the naming error that caused a Lend-Lease Event not to show any text
- Alot of German doctrines removed from the 1936 setup. Germany now gains its doctrines through some of the pre-war events.
This in an attempt to stop early, a-historical succesful German moves. They will switch to their normal build AI in the Munich Event.
- Gave a few major nations extra transports and escorts in their scenario setups
- Gave rudimentary techs to Iraq, Mongolia and Sinkiang in all scenarios. Same for Communist China in 1941 and Liberia in 1939 and 1941
- Added some AI_event to automatically create convoys between Canada-UK, UK-USSR and USA-UK when the war is on
- Added some minor national claims to some countries
- Republican Spanish leaders and ministers that defected to the Nationalists in the Civil War are now slept in the Civil War event series
- IC in Cape Town was lowered and raised in Johannesburg.
- In case of Romanian refusal of the Vienna Diktat, the command now carrier a leave_alliance command for Romania as well to prevent it DOW'in the Axis if it's Axis already
- Revised alot of unitnames.
- Added minor oil reserves in North Vietnam
- Changed troop X and Y coordinates for Georgetown (GUY) so that the troops don't show up in Paramaribo anymore
- Changed city X and Y coordinates for Prince Rupert so that the coal reserves there don't show up all the way in Vancouver anymore
- Done alot more map changes, mainly terrain. Astrakhan region is now marshy (lots of swamps there), some mountain regions were made hilly, Nederosterreich is now clear, etc etc.
- Event Major Worker Strike (ID 1008) should now no longer lower IC permantently. It was a little too severe. Supplies are distracted instead
- Romanian Oil events are now more severe. Germany now gets 15000 oil in each event
- The oil that goes round in the Molotov-Ribbentrop pact is now higher: 30000 units
- Germany is now no longer able to dishonor the Molotov-Ribbentrop Pact after it has been forged. They really weren't in the position to do that back then.
- Vichy now also gets claims on Lebanon and Syria
- There is now an AI_Event that makes Nationalist China join the Allies when they are at war with Japan and Japan has DOW'ed the USA
- Lend-Lease Events from USA to USSR now only trigger if the provinces affected by the event are not in Axis control
- Added AI events to make the Dutch and Belgians move their capitals to the colonies when nearly annexed
- Added an AI choise event to make Germany DOW Denmark sooner
- Brazil now has 150mm+ Battleship tech in all scenario to correspond with their OOB
- Iraq, Mongolia and Saudi Arabia now have basic techs in all scenarios
- Japanese Mechanized divisions are edited to Motorized divisions. Halftracks were extremely rare in the IJA
- Major Seapowers now have naval supply techs 6009 6010 6011 13103 13104 in all scenarios
- Liberia is now a puppet of the USA in all scenarios. USA controlled the Liberian rubber industry during HOI timeframe and it prevents the Axis exploit of conquering Liberia for the rubber.
- Anomalities regarding province ownership in North Africa (1941 scenario) are now gone. Italy and UK now control and own the correct provinces. No more double owned
- Nationalist China has now extra techs in each scenario and rightfully so. They were ahistorically weak before
- Coastal Forts removed from the Phillipine islands
- Czechoslovakia now has larger resource stockpiles. This to allow them to support their industry without giving the Germans an edge
- Nations are now given resource stockpiles in 1941
- In 1941 Vichy now also has claims on Syria and Lebanon
- Argentina now has claims on the Falklands in all scenarios
- Ireland now has claims on Belfast in all scenarios
- Japan now has the 400mm+ Battleship Gun researched in 1936 in order to make research of the Yamato Class possible
- Coastal forts removed in Singapore, Bergen and Trondheim. Only a small measure and it helps the AI alot
- Added transports to most major war participants in all scenarios
- There are now steel convoys running from Norway to Germany in 1936 and 1939. Steel is deducted from Germany mainland
- Corrected the German OOB's in 1939 and 1941
- Added some IC to the 1939 Soviet file that normally is added through events.
- Pacific islands have been given VP points to encourage a more historical Pacific campaign
- VP points on the Aleutians removed.
- Basrah and Kuwait now have beaches

Anrhydeddu
06-26-2003, 11:08 AM
That truly is one awesome update. Too bad I don't have time to get into this game.

Calis
06-26-2003, 06:56 PM
Wow, awesome. They kept this one pretty tight-lipped eh?

I'll have to reinstall, haven't played the game in a while, this might start me back up.

We'll have to try another game with FOFC'ers, from the little bit we played, seemed like it would be fun.

tucker342
06-26-2003, 10:16 PM
damn, that's a pretty big patch

sachmo71
06-27-2003, 09:43 AM
Yes, and in patch size, too. The patch is 19 megs! But considering the magnitude of the patch, it's not surprising.

Calis
06-30-2003, 11:18 AM
You get a chance to give this a run yet sachmo?

Curious to hear impressions.

sachmo71
06-30-2003, 02:40 PM
Not a full game, no. I did start a MP game, but it crashed (?) early in the game. The biggest difference that I noticed right off of the bat was that mechanized units were pulled out of the game (you now have to research the correct doctrine) and that MANY of the unit types had updated to be more historically accurate.

I'm planning to start a single player game tonight.

Just for fun, here is a link to an AAR report started by someone analyzing the AI.

http://www.europa-universalis.com/forum/showthread.php?s=&threadid=93038

Looks like it could still use some work, BUT there is a new forum for HOI AI mods, and it looks like Paradox is going to allow the modders to update the country AI for them, and add the updated files to the next patch! Talk about a labor of love!

sachmo71
09-06-2003, 08:22 AM
Patch 1.05C came out yesterday. Here is the list of changes:

*******************
* Gamebalance Tweaks
********************
- You can now hold SHIFT on the worldmarket interface, and it will increase/decrease by 10 instead.
- You can now go through The Sund if you control Malmö.
- You can now liberate puppets. (button at diplo screen if own country selected /or at default)
- Halved the encirclement penalty.
- Airunits should no longer be blocked passing through the blockable straits.
- Introduced a severe stack penalty on any air-stack above 12 airunits.
- A naval taskforce with more than 12 non-transport ships will now face severe penalties.
- Allied taskforces are indepently calculated towards that penalty.
- A division or ship at org 0 can no longer fire at an opponent.
- Naval Bombardments and Naval Combat now have a 50% chance to target the weakest ship instead of random target.
- You can no longer retreat immeditately at the start of a battle. A battle lasts at least a few hours no matter what when engaged. (Naval battles lasts longer than air/land.)
- You will no longer lose your resources on a failed trade at the worldmarket.
- Increased experience gains for land and naval commanders...



********************
* Bugfixes
********************
- Asking to join an alliance should now work properly.
- Countries created from "independence" command are now created out of territory controlled, not owned.
- Aircombat should no longer damage fortresses.
- The game should now identify the difference between forest and jungle at all times.
- The impossible to reinforce combat bug is now fixed.



********************
* AI changes
********************

- The AI will now balance their transport fleets slightly better
- The AI will now attempt to escort their bombing missions better.
- Fixed a serious bug in the AI-admiral which made it 1) disregard preferences for seazone bases. 2) miscalculate distances.
- Made some improvement to fix lockups in the invasion AI.
- Fixed a problem which caused the invasion AI to disregard what happened after a beachhead was taken.
- AI Invasions should now be slightly larger.
- All Russian AI's will now also ignore borders with the UK


********************
* Event Changes
********************

- There is now a new event file, increased_spheres.txt, that makes declaring war ahistorically early, or exploiting alot harder.
- VARIOUS [AI Event] - The AI Events that cause some nations to join Axis have now a trigger that checks if their government is either PA, FA or NS
- VARIOUS [AI Event] - The AI Events that cause some nations to join Axis now checks if they aren't in any other alliance already
- DEN [US Occupation of Greenland and Iceland] - The USA gets Iceland and Greenland event now has a more complex trigger
- GER [Germany claims the Memel] - If Lithuania refuses the Memel claims now, Germany will DOW Lithuania
- GER [Assassination on Hitler Succeeded] - List of sleepleaders/sleepminister commands added for leader/ministers that would have been forced to resign or killed should the conspirators have succeeded
- GER [Assassination Attempt Failed!] - List of sleepleaders/sleepminister commands added for leaders that were killed, forced to resign or forced to commit suicide
- JAP [Japan demands bases in Indochine] - Some redundant convoys that were created by event once Japan got Indochinese colonies were deleted
- JAP [Japan demands bases in Indochine] - Japan demands Vichy bases in Indochina event now checks if Japan and France were not at war at the time of the event
- ROM [AI Event] - The AI Event that makes Romania join the Axis now checks if Romania and the Axis are not at war due to Vienna Diktat being refused
- SIA [Japanese Pressure] - Siam now lays claims on parts of the Malayan peninsula when it accepts the Japanese pressure
- SOV [Stalin Sues for Peace] - The trigger for this event is slightly reworked
- SOV [AI Event] - There is now an AI event for the USSR annexing Tannu Tuva in which it also gains a claim on their territory
- SOV [End of Finnish Winter War] - USSR now gains Arctic Warfare Equipment at the end of the Winter War
- SPA [Victory!] - Now has a date allowing it to trigger correctly
- VIC [The Vichy Regime] - Reintroduced the Vichy event (lets get it to work correctly)
- the french vichy event now reduces the maginot line


********************
* Unit changes
********************

- Fixed some inconsistenties in the motor, mech and panzer texts
- Advanced light tanks have now a speed 12
- Reworked combat values of high level fighters
- minor rebalancing of the cost of the panzer models
- minor rebalancing of the cost of the fighter models
- completly reowrked naval units



********************
* oob/country setup fixes
********************

- GERMANY 36: one of the two "Scharnhorsts" under construction is now named correctly Gneisenau, added the needed naval guns for impoved ships
- USA 36: USS Quincy, USS Vincennes and USS Yorktown are now under construction, added the needed naval guns for impoved ships
- UK 36: added the needed naval guns for impoved ships
- Ita 36: added the needed naval guns for a impoved battleship,
- Jap 36: added pre war combat testing (air) and blitz bombing
- removed battalion size units for the german oobs
- france has now better armor techs but worse inf techs in 36
- removed all Div off/Div def organisation doctrines where approriate
Removed transport planes from:
- ARG, CHI, ROM in 36
- ROM, SPA, CHI in 39
- ROM, SPA, CHI, AST in 41
- Moved all german north atlantic subs in 41 to #921.




********************
* tech changes
********************
- Advanced light tanks will now require Tech ID #11305 (Motorized Logistics Organization).
- Basic Heavy tanks will now also require Tech ID #11407 (Armoured spearhead Doctrine).
- Early, Basic and Improved Halftrack Troop Carrier are now prerequisites for Mechanized HQ's
- APDU ammo will now give boni to antitank brigades, *not* to artillery. APDU has always been a dedicated antitank round, not for artillery use.
- Added some more prerequisites in the infantry, armor, artillery and air doctrine tech trees
- Paratroopers don't benefit from the 90mm Howitzer and 100mm Infantry Gun anymore (too heavy) but do benefit from the 40mm AA Gun now
- Cavalry now benefits from a few of the earlier artillery techs
- Moved the benefits of the 30 mm inf gun to maneuvre artillery doctrine
- Divisional Offensive Organization now deactivates Divisional Deffensive Organization.
- Moved the benefits of the 30 mm at gun to both div off and div def org.
- Divisional Offensive Organization now gives an additional +1 sa for mot, mech, arm
- Moved the benefits of the 30 mm anti air gun to Synchronized Artillery Doctrine
- Moved the benefits of the 100 mm inf gun to Forward Area Logistics Organization (better amm supply -> higher SA)
- Moved the benefits of the 70 mm Field gun Forward Area Logistics (better amm supply -> higher SA)
- Added +1 air attack to combat training team doctrine
- Added +1 air attack to wingman doctrine
- Added +1 air attack to air superiority doctrine
- Added +2 hard attack to armoured spearhead doctrine ( Removed 2 hard attack from all panzer models)
- Moved 1 GD from elastic defence doctrine to force concentration doctrine
- Elastic defence now also gives +1 defence to armor and mechanized
- Terror Bombing gives +1 strat attack for strat bombers
- Wolfpack now gives +2 naval attack for submarines ( Removed 2 naval attack from all sub models)
- Flamethrowers now give +5 fort attack




********************
* scenario changes
********************
- Reworked claims: Kars (USSR), Burns - Spokane - San Antonio (USA), Macao - Hong Kong (CHI/CHC), Pristina (ALB), Asmara - Djibouti - Berbera (ETH), Panama City - Colon (COL), Belize (GUA), Mahdia (VEN), Antofagasta (BOL), Quetta - Gilgit (AFG)
- Added Anti Aircraft batteries all over the map. Bigger cities have more batteries
- Added and redistributed VP over the map to make annexations a bit harder
- All manpower pools cut by 3. THis to make monthly gains more important
- Oman, Yemen, Bhutan and Nepal are now given some manpower in all scenarios


********************
* province changes
********************
- Quite alot of seazones and provinces should now be linked correctly (e.g. Sea of Pago Pago)
- Iraqi provinces now have manpower
- Miami beach and port moved northward to the Jacksonville region
- Some forgotten provinces in Europe with 0 IC now have at least 1 IC allowing them to be upgraded
- Lübeck now rightfully has a port
- Alot of provinces had an additional space behind their name in province.csv, making it impossible to find them through the ingame search function. Fixed now
- Fixed the port exit seazones for Charlotte, Akureyri, Constanta, Toyohara, Sapporo, Petropavlovsk-Kamsjatskij and a few others. Ships should now exit in the right seazone when docked there
- Lots of esthetic map changes: moved beaches/ports/capitals/vp to make it more visible. Kuddos to PMAN :D
- And a bunch of province changes too numerous to list here: changed/added IC/manpower/resources/infrastructure


********************
* graphic changes
********************
- Belgium, Czechoslovakia, Yugoslavia and Poland will now use French sprites
- Holland, China now use MIN sprites
- Lithuania, Latvia and Estonia now use German sprites
- Afghanistan and Greece now use British sprites
- If Iceland is created by revolt they should have their flag showing up now
***********************************************************


Big changes to naval combat in this patch. The game has been great since the first 1.05 patch and it keeps getting better. Paradox is letting users do work on improving the AI and including the new files in the patch. They have made excellent progress. If you have $30 to spend, pick up this game, patch it, then email me and we'll play an online game! :)

Fritz
09-13-2003, 02:40 PM
where does one get the 5C patch? I can only find the 5 version.

klayman
09-14-2003, 03:33 PM
Originally posted by Fritz
where does one get the 5C patch? I can only find the 5 version.

Attachment at the bottom of the first post (http://www.europa-universalis.com/forum/showthread.php?threadid=102759)

Fritz
09-16-2003, 07:28 AM
While I am in favor of tech that require other techs to ber researched, I worry that too much of this will narrow the strategic options.

As an aside, I wish there were some theories that were much more dramatic in their effect.

For instance: There could be a "Integrated Armor" theory. This would remove certain tank research and units, but activate or enhance infantry units. This was what everybody but the germans were doing to start with. There could also be a "Seperate Armor" theory that would allow for tank units to be built, and weaken the infantry unit. I would think of this as a toggle switch set of theories. Only one could be in effect, but you could swap between the two (of course the reaserch time would keep you from doing this too often.) Some of the features of the leaders should be mixed in as well. The best place a country could be in is to have a leader and a set of theories working in harmony.

I don't know how some of you play, but I will change my leaders depending on what phase of the war I am in. That sounds good, but there is a problem. Most military leaders have their skills in the form of a unit type cost reduction. If I want to build a fighter force, I hire a good fighter general. After building the fighter force, I may want to move on to strategic bombers. I fire my fighter guy, and bring in a carpet bomber. But I still have a fully effective fighter force to use. Operationally, there is no shift because of the change of philosophies.

Franklinnoble
09-16-2003, 02:22 PM
Stupid question... what game are we talking about here?

sachmo71
09-17-2003, 09:15 AM
Franklinnoble- This is Hearts of Iron.

Fritz- about changing leaders for the phase of the war, do you think that if you switch from on type to another there should be some sort of organizational penalty? So using your example, when you switch from the fighter Air Minister to the Strategic Bombing Air Minister, the fighter squadrons should take some sort of penalty rather than just making bombers cheaper? I really like that idea, but there are a few drawbacks in the game design that would probably cause people to just stick with the fighter Air Marshall instead of branching out, as fighters are the more versatile unit in the game. Also, since strategic bombers are so much more expensive now, you really need that price break, but I don't know if I would want to pay for it at the expense of my fighter force!!

Have you suggested this change on the official board? They really are very good about taking suggestions. One of the big reasons that they nerfed tank speeds in the game was from a player discussion on the board.

Fritz
09-17-2003, 10:24 AM
Originally posted by sachmo71
Franklinnoble- This is Hearts of Iron.

Fritz- about changing leaders for the phase of the war, do you think that if you switch from on type to another there should be some sort of organizational penalty? So using your example, when you switch from the fighter Air Minister to the Strategic Bombing Air Minister, the fighter squadrons should take some sort of penalty rather than just making bombers cheaper? I really like that idea, but there are a few drawbacks in the game design that would probably cause people to just stick with the fighter Air Marshall instead of branching out, as fighters are the more versatile unit in the game. Also, since strategic bombers are so much more expensive now, you really need that price break, but I don't know if I would want to pay for it at the expense of my fighter force!!

Have you suggested this change on the official board? They really are very good about taking suggestions. One of the big reasons that they nerfed tank speeds in the game was from a player discussion on the board.

The price breaks are needed for leaders to encourage development along a specific track. What they ought to more of is have better modifiers for the "Chief of Staff" who would represent the national strategy. So a Japanese navy CoS might cheapen Carriers, Transports, Marines, etc. He would also make strategic bombers and tanks so costly that they become impractical to research or build. This is completely along historic lines. Only the US could afford to put any real effort into a non-focus area.

Yes, I think certain types of weapons/technology should be affected by philosophy/leader changes. When we look at Germany we see a national direction that directed them to subs, fighters, ground support aircraft/tactical bombers, and mobile combat.

So the Navy CoS would boost production and effectiveness of Subs. He would also penalize surface ships with capital ships and carriers taking the brunt. It would also cost more to repair the surface ships.

The Army CoS would boost production and effectiveness of Panzers and mobile infantry*.

The Air Force CoS would boost production and effectiveness of Fighters and dive bombers/tac air. He would also penalize strategic air.

*regular infantry should still be cheaper and may still emerge as the backbone.

In the national framework, the Navy was on a low priority for men and material, then the AF, and the ground forces had high priority. With a revamped CoS function for the head guy, ALL navy would have a penalty, etc... this represents the country sending their best manpower and equipment elsewhere.

But all of this would be much better if their were these "switch" theories. If you had a CoS and theory that worked together then you would have an efficient operation. If you try and convert to an Army first/armor first scheme with a Navy submariner at the helm, you will get some friction that is demonstrated in lower effectiveness and mismatched costs.

The changes would have effects on existing units as the best men and material are diverted to the new focus areas.


IRL: early in WW2 the best minds going into the Army/Air Force were sent to the Army Air Corps. AAC technicians we sometimes brighter and better qualified than officers in the ground combat arms. What they found was the groundforces were seriously lacking in leadership and brainpower. Later, they changed the policy and better men started flowing to the ground combat formations. This was to the detriment of the Air Corps.

Fritz
09-17-2003, 07:08 PM
my REAL HOI bitch (same forall games).

The damn ai still super stacks formations.

sachmo71
09-23-2003, 02:12 PM
Originally posted by Fritz
my REAL HOI bitch (same forall games).

The damn ai still super stacks formations.

True...but hopefully when the AI project is finished they will do a much better job at spreading their forces out. And they did help the problem of super-transport-battle-damage-soaker-upper-fleets by effectively eliminating them from the battle and not allowing them to do damage. That was a really frusterating bug.

Fritz
09-24-2003, 01:05 PM
They could do it now by rewriting the supply costs and consumptions.

As it is now, the game is far too generous with supplies. Only the US could afford to supply most of their active foces, and even then we had some important short falls. Recall that the Better part of the US Army in Europe was halted to provide the supplies need to the British to push into the low countries and towards the Ruhr.


---

The game itself falls a bit in this respect. In many older games concepts such a "port" values are core concepts. It doiesnt matter how big your stockpile is if you do not the facilities to unload it. Including a feature like this would not complicate the game much, but would greatly enhance the strategic flavor of the game.