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 Post subject: Re: Hearts of Iron 4 Multi
PostPosted: Sun Apr 16, 2017 1:01 pm 
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EUBanana wrote:
House rules were, no more than 2 artillery brigades per division, no justifying


Soviet Strelko div featured 4 line and 1 support ART, even if its not per div but per 20 width that´s stretching it.

He was short some 50K+ pieces of arty and AT though to make that template happen in the field :P
Plus he had heavy tanks in the armour div, slowing it down to infantry speed!!

Damn, that savegames is interesting!

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 Post subject: Re: Hearts of Iron 4 Multi
PostPosted: Sun Apr 16, 2017 1:40 pm 
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Yeah the house rule only really prevents

A) super lavish late war divisions
B) tiny numbers of game breaking/very unrealistic divisions (the 2 MNT / 5 ART sort of stuff).

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 Post subject: Re: Hearts of Iron 4 Multi
PostPosted: Tue Jun 13, 2017 4:01 pm 
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https://forum.paradoxplaza.com/forum/in ... k.1028635/
Quote:
###############################################################
# VERSION 1.4 "Oak"
################################################################

#######################################################
# Death or Dishonor Country Pack
#######################################################
- New focus trees, generals, companies, and ministers for Romania, Hungary, Czechoslovakia and Yugoslavia including alternate history paths.
- New 3d models for vehicles, planes and infantry as well as accompanying 2d art for the new nations
- 3 new war themed music tracks by composer Andreas Waldetoft
- Voice over sounds for infantry units in Czechoslovakia, Romania and Hungary
- You can now License Produce equipment from other nations
- Added Equipment conversion ability on production lines that allow you to convert older equipment to newer and/or self-propelled models
- Added 2 new industry techs that allow you to improve conversion efficiency

- New subject levels for fascist nations: Satellite, Reichsprotectorate and Reichskommisariat
- Added 10 new achievements


##################################
# Free Features & Important
##################################
- All new air controls and interfaces including new air combat screen
- Air missions and wings now visible and selectable on map with ranges etc
- Radar now more visible with ranges on map that can be toggled

- Added possibility to rename air wings and added historical naming schemes to most nations
- Its now possible to stop being capitulated by getting back to 90% and recovering your capital. Rules show on war participant items when they have the capitulate icon up.
- Grabbing territory occupied by others in peace conferences now much more expensive
- Several changes to map and strategic areas for better play
- New impassable borders and areas (Sahara) making warfare in certain parts of the world much more interesting
- Updated interfaces for War overview. Now with more casualties, strength and industry shown.
- Updated interface for Trade for easier overview and easier checking of convoys


##################################
# AI
##################################
- Made AI not bother with fallback orders if the area they would be defending is tiny. Makes the AI better at pushing after landing a naval invasion.
- Made unitcontroller units more decisive in where they are going, as well as various tweaks and fixes to reduce shuffling.
- Significant improvements to front balancing( Units should be far less likely to abandon parts of the front and far better at spreading units out across the front )
- Units controlled by the front should now cancel orders that are heading towards provinces that are no longer part of the front
- Fixed bug that would cause units to get very poorly assigned when an attack order auto splits ( for instance when it reaches its target at a province at the center of the order )
- Improved AI focus a little bit, making idea evaluation a little better.
- Tweaked what it means for a front to have the same value for highest and lowest prio score. Used to cause some fronts to never move.
- Made sure the AI is not trying to upgrade specialist templates before it has the tech.
- Removed mobile template designs, because the AI cannot handle them properly.
- Found and fixed an issue that could lead to AI not assigning units to a plan.
- Found and fixed some rare situational plan activation bugs.
- Fixed to pretty nasty issues with plan activation that caused France to act dumber than usual and charge across the Maginot line again.
- Fixed major booboo that cause AI to often just redraw attack plans
- AI now rebuilds attack plans if they are almost done and getting stuck
- Fixed issue with SOV putting an anti tank battalion in their infantry divisions
- Made sure AI does not convert equipment, for now. AI is better off using what it has than trying to optimize through conversion.
- Tweaked what AI sees as an easy target and weak units for better front activation.
- Overhauled AI plan activation and mode setting.
- Fixed mistake in AI fortification evaluation for plan activation, and made them better at taking advantage of weaknesses in fortified enemy fronts.
- AI will now respect impassable borders when drawing plans.
- Fixed a case of redundant unit shuffle.
- Implemented scriptable production prio per template target.
- Made sure 4 hour rule applies when changing attack target.
- Tons of AI template design bugfixes, improvements and tweaks in both code and script for many of the majors, as well as in the general script for other countries.
- Integrated logic for adding battalions together with replace so both options are evaluated at the same time.
- Found a mistake in template match calculation and fixed it. Now seem 100% solid.
- AI non capital area garrison order no longer guards the whole coast.
- Fixed bug in template match score calculation that could cause some countries to get stuck and not develop any new templates.
- Made sure rounding error does not break unit distribution on fronts.
- Tweaked port building desire based on AI naval focus.
- AI production tweaks taking role changes into account.
- Germany and Soviet are now able to field anti armor divisions.
- Soviet and Germany should now prioritize tank destroyer technology as they are facing enemies with increasing armor.
- Added first pass anti armor roles for Germany and Soviet as well as AI test scripts for it.
- Implemented caching of armor and piercing values per country as well as intel functions to get some of them (others can be added as needed, but keeping).
- Tiny change in AI personality; being hostile towards someone now also means they want to weaken them.
- Made custom icons for AI templates scriptable.
- Increased priority for infantry expert for Japan.
- Trying out Japan starting out doing army primacy.
- AI can handle reinforce priority better when designing templates.
- It is now possible to script reinforcement prio for AI templates, and the AI can handle it.
- Rather drastic changes that effect how many troops end up in Africa.
- Fixed bug in AI deciding on which templates are best for production.
- Improved unitcontroller front shuffling when fighting.
- Improved distance factor for unitcontroller handling fronts during wars.
- Germany no longer loves spending time on motorized.
- Improved Germany AI garrison template.
- Improved AI garrison template design. AI now badly wants to assign garrison units to garrison orders and will avoid assigning armor to garrison or naval invasion orders.
- Separated strategies for building ships, airplanes and land units in order to make saves work with roles.
- Added trigger for if AI has fielded divisions of a certain role for AI testing and template scripting.
- Germany should now be able to design and field garrison units.
- Template roles should now be saved along with deployment lines (they get assigned one to make sure the count per role to build is proper.)
- AI template design progression now works as earlier, but locked within role.
- Roles now exist in upgrading templates and deployment.
- The AI should now be sending and recalling expeditionaries intelligently.
- Removed silly AI code that could potentially lead to AI only front shuffling.
- Fixed the bug when air ai would not deploy any air wings if no airwings deployed already
- Fixed the bug when air AI was too focus on naval air superiority rather than getting air superiority in land combat areas
- Fixed the bug when air AI prioritized own units on friendly territory, rather own units on own territory
- Now AI logic for request and recieve lend-lease equipment should be consistent with each other
- tweaked China's templates so they try to aim for something less industrially costly until strong enough (burn manpower!)
- fixed a case where AI would manage to sneek in nations it didnt actualy want in factions (like finland in axis too early) just because it really really really hated their opponents
- fixed a case where ai would jump on total mobilization despite having low manpower laws and ruinign their reinforcement (probably only ever happened for big nations like china)

- added separate ai scoring bonus for ahead of time techs so they better take advantage of them
- Units that already have good positions on the front are no longer considered for moving along the front
- Fixed bug that could cause units to take a naval path to nearby provinces they could just walk too.
- Fixed bug that could cause units to cancel their move orders when they shouldn't.
...

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 Post subject: Re: Hearts of Iron 4 Multi
PostPosted: Tue Jun 13, 2017 4:30 pm 
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Its on the list... ;)

though this DLC isn't all that enticing. Not sure national foci for Romania are exactly awesome.

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 Post subject: Re: Hearts of Iron 4 Multi
PostPosted: Mon Jun 19, 2017 4:34 pm 
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They did some things to the economy/resources as well, tried my luck as JPN and ran into new problems and interesting spots
:)

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 Post subject: Re: Hearts of Iron 4 Multi
PostPosted: Mon Jun 19, 2017 4:43 pm 
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Scharfschütze wrote:
They did some things to the economy/resources as well, tried my luck as JPN and ran into new problems and interesting spots
:)


Oh? do explain.

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 Post subject: Re: Hearts of Iron 4 Multi
PostPosted: Mon Jun 19, 2017 4:56 pm 
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I´m afraid the details fall under the japanese War Secrets Act :lol:

Some infra/zoning shifts, the aircraft REAL max range (HOI3-style circles) is felt as you get no missions and boni beyond. Resource availability altered, much appreciated
:P

Getting better at jap setups covering all bases, if you win China and want to hedge vs the SU, DEI, Raj/UK, Philllipines/US that takes specific plans and a lot of micro, I won China in 39 and spent 3 hours for historic SE Asia gains more or less.

And there´s much room for optimization, builds, plans, techs 8-)

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 Post subject: Re: Hearts of Iron 4 Multi
PostPosted: Wed Jun 28, 2017 3:18 pm 
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I guess whatever applies to JPN is 1/4 pf what the UK faces,what with organizing that huge navy, adjusting contingency plans all he time and building for your pet invasion.

Thing with JPN is if you can do a 68k vs 1.8m surrender in decent time vs China and then you have tons of micro ahead to set up for contingency Pac-War, Singapore, Burma, DEI, Russian Far East, Ceylon, ANZAC stuff with reasonable claim to success, and you can do the recon for it - if you PAUSE and take your time ;)

Naval, careful, its important to catch them at Sea just right and then its all goodness :)

Same with Grand Battleplan, careful observation, set-piece, trigger when done and roll. Heh.

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 Post subject: Re: Hearts of Iron 4 Multi
PostPosted: Wed Jun 28, 2017 5:23 pm 
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Scharfschütze wrote:
I guess whatever applies to JPN is 1/4 pf what the UK faces,what with organizing that huge navy, adjusting contingency plans all he time and building for your pet invasion.

Thing with JPN is if you can do a 68k vs 1.8m surrender in decent time vs China and then you have tons of micro ahead to set up for contingency Pac-War, Singapore, Burma, DEI, Russian Far East, Ceylon, ANZAC stuff with reasonable claim to success, and you can do the recon for it - if you PAUSE and take your time ;)

Naval, careful, its important to catch them at Sea just right and then its all goodness :)

Same with Grand Battleplan, careful observation, set-piece, trigger when done and roll. Heh.


My bold emphasis above.

The "Pause".
I mostly play HoI 4 solo, and I do pause...I pause alot. I like to micromanage things.
But when you are doing a multi-player game, pausing is not so easy...especially if the game is zipping along at a 3 bar speed or higher.

I've played 2 MP games, and I got my ass kicked both times. :oops:

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 Post subject: Re: Hearts of Iron 4 Multi
PostPosted: Thu Jun 29, 2017 6:41 am 
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The UK isn't that hard. Most of it's huge navy is next to useless, so it ends up sitting in Scapa Flow as a reserve to replace losses anyway. It doesn't have the manpower to field a massive army, so you tend to have a small but very lavish force, which is easy to micro.

That said I barely micro anything, I let the battleplans do everything. Probably why I quite like Grand Battle Plan.

When I want micro, I play Steel Division. ;)

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