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Is there anyway to stop people getting on boats? It's so frustrating.
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# ? Jun 21, 2017 12:13 |
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# ? Apr 25, 2024 12:57 |
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I have a strange problem. When I select air missions, any missions, they don't stay active. They just turn off almost instantly. I have no mods that have anything to do with this. Google gives me nothing. Have you heard or seen anything like this before?
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# ? Jun 21, 2017 12:23 |
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fanman posted:I have a strange problem. When I select air missions, any missions, they don't stay active. They just turn off almost instantly. I have no mods that have anything to do with this. Google gives me nothing. Explain more what is happening.
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# ? Jun 21, 2017 12:26 |
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fanman posted:I have a strange problem. When I select air missions, any missions, they don't stay active. They just turn off almost instantly. I have no mods that have anything to do with this. Google gives me nothing. It took me hours to find out you need to right click the airzone where you want them to be active.
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# ? Jun 21, 2017 12:29 |
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WhiskeyWhiskers posted:Is there anyway to stop people getting on boats? It's so frustrating. I don't have the game open right now but I think there is a toggle for it next to the one for them using railroads.
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# ? Jun 21, 2017 12:48 |
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Tahirovic posted:I don't have the game open right now but I think there is a toggle for it next to the one for them using railroads. Nah, just checked. There's a picture of a boat, but it just shows the weight of the divisions. It would be a good place for the toggle though.
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# ? Jun 21, 2017 13:02 |
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Alchenar posted:Explain more what is happening. Ah yes, that's pretty vague, sorry. So I have a wing of fighters who are on standby. I select air superiority, the light in the top corner for that mission lights up. But the wing never leaves standby, and the light on the mission tab goes out. I am away from the computer right now so that is from memory, but I'll check it again when I get home.
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# ? Jun 21, 2017 13:48 |
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WhiskeyWhiskers posted:Is there anyway to stop people getting on boats? It's so frustrating. Yeah I'm really tired of the over-use of sea transports in silly situations. I had AI Italy sending troops via sea to come help out in Northern France. Predictably, they lost tons of troops to British ships en route. Same thing happens a lot around Greece, trying to get from the area around Thessaloniki to the area around Albania it's not uncommon for troops to try to go by sea.
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# ? Jun 21, 2017 14:14 |
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Once in an MP game as the Germans were closing in on Moscow, my divisions holding the line there decided the best course of action was to strategically redeploy waaay north to the port in Arkhangelsk so they could get on boats somewhere. I didn't notice until it was almost too late, so I deployed new units from training right into Moscow and set them up with a front line that was almost right next to them. They started fighting, then immediately decided to follow the last group to Arkhangelsk.
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# ? Jun 21, 2017 15:05 |
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fanman posted:Ah yes, that's pretty vague, sorry. After you select the mission you need to right click the region you want them to perform in.
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# ? Jun 21, 2017 15:14 |
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fanman posted:I have a strange problem. When I select air missions, any missions, they don't stay active. They just turn off almost instantly. I have no mods that have anything to do with this. Google gives me nothing. How is the wing's strength, and how is their "don't run missions below X% strength" setting? How is their mission efficiency rating? Do the planes actually have the range needed to operate in the area you're trying to send them to? Have you been losing territory? The only situation I can think of where planes automatically turn off their mission is this one: quote:If their air base is overrun by enemy divisions by taking control over the state the air base is in, then the air wings will automatically redeploy to another air base under friendly control. If the new air base is within range, then they continue to operate the same missions. Their mission efficiency will be adjusted accordingly. If the mission is no longer within range, then the planes will complete any current combat mission they are engaged in, then will go into Standby at the new air base.
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# ? Jun 21, 2017 15:21 |
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Molentik posted:It took me hours to find out you need to right click the airzone where you want them to be active. Traxis posted:After you select the mission you need to right click the region you want them to perform in. Well, poo poo. How did I miss that? Thanks a bunch
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# ? Jun 21, 2017 19:11 |
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If any of you haven't gotten the 2 Sabaton DLCs you should do it. Nothing beats killing Nazis or dirty commies or hippie-dippy democracies while listing to this stuff. Also I think I had the most...odd WW2. The Nazis suck if you push on them at the first moment (Rhineland) and you can conquer them by the late 30s as France if you aggressively recruit friends, build forts and have a little luck. Which gives us the following strange war when the Soviets decided to do the Winter War. Comintern USSR, PRC, ROC (yes, really), all the Chinese client states, Tannu Tuva, Italy, Spain Entente France, Czechoslovakia, Yugoslavia, Romania, Poland, Finland, Netherlands, Denmark, Portugal, Japan Poland conquering the USSR Finland taking half the USSR in the peace while I take Spain and the Yugoslavians and I split Italy Please forgive me for what I did to you Asia I think my favorite thing about that is mega-Tannu Tuva but I don't know if it's enough to offset all the border gore. There are two different Republic of Chinas. I have no idea I wish it was a little easier to recruit other factions into wars as things could've gotten even more crazy if the US or UK had actually done anything. Instead the Allies were just the UK and the US formed an alliance with...Australia. Oh and immediately after all this the Russian Federation declared war on the Ukranian Socialist Republic and Afghanistan for still being communist. HOI4 can get hilarious if you let things run off the rails. axeil fucked around with this message at 06:18 on Jun 22, 2017 |
# ? Jun 22, 2017 06:15 |
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fanman posted:Well, poo poo. How did I miss that? Thanks a bunch Alternatively, assign them to a region first, then assign them to missions. e: I suspected this was the problem, but didn't want to discount the possibility you had an actual bug. The key thing to remember is that the Air system itself hasn't actually changed, just the UI representing things. You still assign air wings to bases, then to air regions, then to specific mission types.
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# ? Jun 22, 2017 12:58 |
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Anyone any good at modding this? I want to make light tanks just early medium tanks (to avoid that awkward switchover) and make mechanised just late versions of motorised, but don't really know where to begin. I'm most worried the AI won't understand and will continue trying to use the old unit types.
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# ? Jun 22, 2017 14:18 |
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Gort posted:Anyone any good at modding this? I want to make light tanks just early medium tanks (to avoid that awkward switchover) and make mechanised just late versions of motorised, but don't really know where to begin. I'm most worried the AI won't understand and will continue trying to use the old unit types. You'd need to look in common\units\equipment Move the light tanks you want to keep into the medium tanks file and blank out the light tanks file. Do the same for motorised/mechanised. I've never modded research trees so you're on your own there
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# ? Jun 22, 2017 14:31 |
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Gort posted:Anyone any good at modding this? I want to make light tanks just early medium tanks (to avoid that awkward switchover) and make mechanised just late versions of motorised, but don't really know where to begin. I'm most worried the AI won't understand and will continue trying to use the old unit types. In HOI2, didn't light tanks automatically upgrade to heavy tanks while still keeping the option to make light tank divisions? Maybe it could be like that.
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# ? Jun 22, 2017 14:49 |
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Democrazy posted:In HOI2, didn't light tanks automatically upgrade to heavy tanks while still keeping the option to make light tank divisions? No, they way it worked was that the 1918 and 1930 techs of medium tanks were classified light tanks but then the 1936 level of the tech produced medium tanks and divisions just upgraded in a straight line. There was then a separate actual light tank tech line that started in 1944. That's a different system though because in HOI2 the tech was the division. My impression is that the system is what it is to represent the fact that the 30's was an odd experimental time for armoured units across Europe and nobody really knew what they were doing and even the Germans stumbled across the 1940 Panzer Division org template quite late in the day. Also a tank in 1936 is so different from a tank in 1939/40 that it makes sense to force the player to spend resources to reflect the need for armies to adjust doctrine to match the new capabilities of tanks. That awkward switchover is a fundamental part of how the game is supposed to be balanced.
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# ? Jun 22, 2017 16:38 |
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Alchenar posted:No, they way it worked was that the 1918 and 1930 techs of medium tanks were classified light tanks but then the 1936 level of the tech produced medium tanks and divisions just upgraded in a straight line. There was then a separate actual light tank tech line that started in 1944. Almost but the 1944 tech was an upgrade for light tank brigades, which were attached to divisions. The light tank divisions upgraded into medium tank divisions though.
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# ? Jun 22, 2017 17:47 |
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Alchenar posted:That awkward switchover is a fundamental part of how the game is supposed to be balanced. Eh, I wanna be able to mix and match light and medium tanks in the same battalion. Likewise motorised and mechanised. Mechanised are in a bad place at the moment. They're too expensive, not good enough, and too late in the game to generally bother switching away from motorised. Gort fucked around with this message at 19:01 on Jun 22, 2017 |
# ? Jun 22, 2017 18:52 |
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Gort posted:Eh, I wanna be able to mix and match light and medium tanks in the same battalion. Likewise motorised and mechanised. They were decent when I spent an entire game as switzerland getting ludicrously swole off broken mod stuff from road to 56 and managed to turn all 30 or so divisions you can feasibly support into near-100% hardness modern armoured divisions. But yeah I usually never care about them, even panzergrenadiers which is sad. I just don't really know what they're meant to be excelling at.
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# ? Jun 22, 2017 19:24 |
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The problem with them is that by the time you have it researched and are able to build them in enough quantity to supply your divisions you have probably already won. If they could be researched sooner, or meshed in with motorized divisions somehow then they would be worth the time and expense. Psychotic Weasel fucked around with this message at 19:38 on Jun 22, 2017 |
# ? Jun 22, 2017 19:27 |
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I think the thing is even if you do get them, what are they actually for? All I can think of is "supporting tank divisions", but motorised is usually sufficient and far more economically viable than mech. They're too expensive as a division on their own, so you can't use them to fill your tank army's back line like you can with motor divisions, and if you want to clown on people with no anti-armour capability light tank divisions exist for (probably, I haven't checked) less cost. Hell, light tanks are faster than mechanised, since motor infantry can keep up with light tanks while mechanised start at heavy speed. One thing I probably wouldn't hate seeing is Great War tanks being their own slot type, or at least the GW Tank slot filling either light or heavy tank slots, since a lot of great war tanks could fill in as either. spectralent fucked around with this message at 19:56 on Jun 22, 2017 |
# ? Jun 22, 2017 19:52 |
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Mechanized have tank-like hardness levels and infantry-like defense levels. They're to make well-rounded divisions that soft attack-oriented units can barely scratch.
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# ? Jun 22, 2017 20:08 |
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Yeah, they're pretty much for beefing up tank divisions even more. Trouble is, you're only going to really have researched them by mid-1940 or so, and they're five times the cost of motorised, plus the cost in land experience to redesign your tank divisions to include them, plus the production efficiency lost from your motorised production line for switching over, plus the awkwardness of switching from tank/motorised divisions to tank/mechanised division while you're probably at war. They're also slower in open terrain (they get less penalties in rough terrain than motorised, though), so sometimes you'd even prefer motorised. Most players don't bother, so I thought I'd do some stuff to make the switchover easier - if mechanised are just "motorised plus" then you can just throw a production line of mechanised into the mix and have some of them show up in your existing divisions. Same kind of thing I want to do for the light/medium switchover.
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# ? Jun 22, 2017 20:20 |
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If you're playing a minor with relatively low manpower, using mechanized in place of motorised can dramatically cut your losses. I like them because it's much easier to increase your industry through expansion than it is to increase your recruitable manpower.
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# ? Jun 22, 2017 20:24 |
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popewiles posted:If you're playing a minor with relatively low manpower, using mechanized in place of motorised can dramatically cut your losses. I like them because it's much easier to increase your industry through expansion than it is to increase your recruitable manpower. That's true.
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# ? Jun 22, 2017 20:30 |
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popewiles posted:If you're playing a minor with relatively low manpower, using mechanized in place of motorised can dramatically cut your losses. I like them because it's much easier to increase your industry through expansion than it is to increase your recruitable manpower. The problem for the armor doctrine in general seems to be that it's most beneficial for countries with a smaller manpower, but with enough IC and resources to support armor and mobile infantry. Most small countries are too poor to pull it off and will probably not have enough armored/motorized/mechanized to really make a dent. Sure, a country like Germany or the US could do it too, but they can also afford to make enough artillery for their infantry and blow everything up using the superior firepower doctrine.
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# ? Jun 23, 2017 15:11 |
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Democrazy posted:The problem for the armor doctrine in general seems to be that it's most beneficial for countries with a smaller manpower, but with enough IC and resources to support armor and mobile infantry. Most small countries are too poor to pull it off and will probably not have enough armored/motorized/mechanized to really make a dent. The trick is expansion - occupying territory boosts your industry but doesn't really buff up your manpower, so if you start as a small country and then occupy the entire continent, you'll have the economy of a major but still be stuck with crap for manpower. Also, a lot of minors start in places with awful terrain, poor infrastructure, and weak equipment, so your initial expansions will be incredibly bloody and you'll already be running up against manpower limitations by the time you've expanded enough to start slugging it out with the majors.
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# ? Jun 23, 2017 15:28 |
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I'd like to see a more fleshed out Americas, whether it is Mexican intervention in the Spanish Civil War, or ABC resistance to the United States, especially if the US goes down the Monroe doctrine path
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# ? Jun 23, 2017 15:29 |
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I hope they'll make a Pacific focused DLC next, that whole theatre is pretty halfassed right now with the Chinese buff in the latest patch being the bandaidiest bandaid. Add Focus Trees for the two Chinas and I don't know, Siam or the Dutch East Indies maybe.
Kainser fucked around with this message at 15:51 on Jun 23, 2017 |
# ? Jun 23, 2017 15:48 |
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Kainser posted:I hope they'll make a Pacific focused DLC next, that whole theatre is pretty halfassed right now with the Chinese buff in the latest patch being the bandaidiest bandaid. Add Focus Trees for the two Chinas and I don't know, Siam or the Dutch East Indies maybe. Yeah, I'm down with this. China is definitely badly in need of unique focus trees in particular. I'm sure it's high on the list of DLC priorities, though.
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# ? Jun 23, 2017 16:03 |
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Imagine a DLC/update that fleshed out the warlord aspect of China during the period. Can your military clique rise to the top and install a puppet government in Beijing while profiting off of the Japanese invasion? It would be like a whole new game! Democrazy fucked around with this message at 16:47 on Jun 23, 2017 |
# ? Jun 23, 2017 16:41 |
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WhiskeyJuvenile posted:I'd like to see a more fleshed out Americas, whether it is Mexican intervention in the Spanish Civil War, or ABC resistance to the United States, especially if the US goes down the Monroe doctrine path
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# ? Jun 23, 2017 16:57 |
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Deltasquid posted:So I started a multiplayer game of millennium dawn (the modern day conversion mod) with a friend yesterday and it's absolutely stupid in the best of ways. I'm playing as France, he's playing as Japan, and around 2002 China gave him an ultimatum re: the senkaku islands and when he refused they declared war immediately. While NATO was getting its poo poo in order to rush to Japan's aid, within the first week China had nuked every city and airport in Japan. They performed a naval invasion and occupied Kyuushu, Chikoku and a few provinces around Hiroshima before we could grind their advance to a halt. My rafales eventually gained air superiority above Southern Japan and the Franco-US navy managed to blockade the Chinese coast. After 3 years of grueling combat we're driving the Chinese back and we have already liberated Chikoku and Hiroshima. Is this the modern day mod that a goon was making? I remember someone posting about their mod itt E: after checking my post history the person I'm thinking about is ExtraNoise Yaoi Gagarin fucked around with this message at 19:29 on Jun 23, 2017 |
# ? Jun 23, 2017 19:25 |
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what are some fun minors to play, preferably non-european? i tried a few and they all seemed to have 2-3 factories and no steel. i was enjoying communist brazil until america re-affirmed the monroe doctrine.
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# ? Jun 24, 2017 00:54 |
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Antares posted:what are some fun minors to play, preferably non-european? i tried a few and they all seemed to have 2-3 factories and no steel. i was enjoying communist brazil until america re-affirmed the monroe doctrine. Yeah, that's the one down side of S. America; lots of interesting countries but once the US goes Monroe you're pretty much in for a slog/hosed.
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# ? Jun 24, 2017 01:21 |
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If you like playing minors, all the commonwealth countries are interesting if you have Together for Victory. Mexico is fun, just gear up asap and take over the USA. PRC and ROC and both solid of course. Or even one of the other warlords if you are feeling ambitious. Uh, Turkey is mostly not in Europe? Decent industry and can reasonably choose any side of the war. I guess you could try Iran, not sure what they have for resources?
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# ? Jun 24, 2017 01:54 |
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Arkest posted:Uh, Turkey is mostly not in Europe? Not with that attitude they're not.
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# ? Jun 24, 2017 01:56 |
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# ? Apr 25, 2024 12:57 |
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cheers allWhiskeyWhiskers posted:Not with that attitude they're not. the future is justice and development BadOptics posted:Yeah, that's the one down side of S. America; lots of interesting countries but once the US goes Monroe you're pretty much in for a slog/hosed. yeah, it seemed sustainable against UK/dutch/ANZAC. and then the marines arrived.
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# ? Jun 24, 2017 02:11 |