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1.4 rundown

Discussion in 'Hearts of Iron' started by Anderan, Mar 18, 2010.

  1. Anderan

    Anderan Member

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    I've taken the liberty of condensing the list of 1.4 changes currently listed on the paradox forum (they currently are in like 10 different threads total). This is all copied directly from the paradox forums. Here is the thread http://forum.paradoxplaza.com/forum/showthread.php?t=461966

    Submarines:
    - Worse positioning for submarines
    - "Fleet_auxiliary_submarine_doctrine” and “trade_interdiction_submarine_doctrine” change boni and get them raised.
    - Higher org and morale by submarine_crew_training.
    - Increase in positioning by Acoustic torpedo tech.
    - Better Sea attack on Submarines.
    - Upgradable AA on Submarines.
    - IC cost slightly reduced on Submarines.
    - Visibility dependent on Hull tech.
    - Hull tech don’t increase Sea defence.
    - Hull tech got higher difficulty.
    - Included a “Sea_defence” boni in “Sonar” tech.
    - “Sonar” tech got increased difficulty.
    - Smallwarship_asw increased difficulty.
    - Light Cruisers got slightly worse Sub_attack by Smallwarship_asw.
    - Increase of difficulty of submarine_technology.
    - Slight decrease in Convoy Raiding on submarines.
    - Effect of Seawolf trait increased 100%.

    Production, Manpower, & Leadership:
    Production:

    - Rocket Tests and Nuclear Reactors now give far more practical when built.
    - Escorts and convoys are now a fair bit more expensive to build.
    - Reserves cost modifier is now applied correctly as a percentage of cost.
    - Building ships now properly draws manpower at construction for entire series.


    Manpower & Leadership:

    - Service by Requirement now gives far more manpower.
    - Soviet Union now gets more manpower from their decisions.
    - Increased manpower in Soviet Union by about 25%.
    - Added leadership to Holland, Belgium, Canada, Australia, Norway, Sweden, Denmark, Finland, Czechoslovakia & Hungary.

    AI Fixes:
    The patch has been delayed a bit, how come?

    Johan:
    Quote:
    1) Basically, we had a long debate whether we should add a few features to the patch or not. And we decided you guys deserved them in 1.4 instead of waiting for the expansion for everything. So what have we focused on? Well, we have worked on improving the allied cooperation and the supply model, as we feel those were design issues that most people had a problem with.

    What changes have you made for the allied cooperation?

    Doomdark:
    Quote:
    - AI-controlled armies are now fully aware of fronts in allied territories, and will no longer stop in confusion
    - AI nations will tend to send forces to aid their allies in preference to launching invasions of their own
    - Expect to see massive British forces land in France, and Italian troops in Barbarossa
    What else have been done for the AI, except the allied improvements?

    Doomdark:
    Quote:
    Amongst other things, we have done the following to the military AI: The strategic AI has been improved, it is now a lot better at determining when to start wars and how to prepare for them by moving its forces. It is also better at managing its manpower reserves. The theatre AI has learned a lot about where it should use its troops, and when to use them. The unit AI will no longer create super-stacks, and has also gotten better at handling reserves and fighting hostile invasions. The invasion AI is now better at selecting appropriate beachheads, it should transport its HQ's with the divisions, and should avoid over-stacking by landing in multiple provinces. The Air AI should be better at selecting where to keep air cover, and use the air force to fight hostile invasions.
    What will work better? (supply, joint operation at fronts, other?)

    Doomdark:
    Quote:
    - Supply propagation through allied areas should now work much better.
    - AI allies will aid each other properly
    - Pure AI inter-theatre priorities should be better

    Interface changes:
    "We have added a lot of tool tips and other improvements to make it easier for both new and experienced players to better see how things like supply work. Another welcomed bugfix I assume, is the one where chat would stop working if you selected a unit first. Plus a lot of other fixes." List here:

    - Added a tooltip for port throughput in supply map mode.
    - Colorized and tweaked the tool tips for supply map mode.
    - Improved coloration in revolt risk map mode.

    - Research alert now checks the year for the next tech, not the current tech.
    - Range checks are now applied properly in the order interface.
    - Fixed chat output after selecting units.

    - Added a tooltip to the mobilisation button, detailing approximately how much manpower is needed to mobilise.
    - Added tool tips to the deployment interface, so that is easier to see details of military units there.
    - Improved the tooltip for national unit value, to show the monthly change in detail.

    - Improved tooltip for money gain.
    - If you have trade automation or full diplomatic automation on, you will no longer see messages about trade.
    - Improved tool tips for resources in the production screen.
    - Fixed a few precision errors with the production and leadership slider values.
    - Fixed resetting sliders in production view.
    - Fixed production sliders going below zero.

    - Each message about tech level now shows exactly what that level will give you.
    - Upgrading doctrines on a unit will no longer change the model name.

    Land:
    - Engineers are now much better at defending in all rough terrain.
    - Engineers now gives nice bonuses to defending.
    - Tweaked stats of several support brigades, strengthening some and weakening others.
    - Decreased strength damage from combat by 20%.
    - Paratroopers now requires more officers, and have a slightly worse base hard attack.
    - Its no longer possible to extend the radio range of a HQ by stacking some tank brigades with a big radio strength together with it.
    - Suppression can no longer propagate over water.
    - AA Carriage Sights now increases soft attack slightly as well for AA brigades.
    - Bergsjaegers now gets more benefits from mountain warfare equipment.
    - Damage to org on divisions are no longer scaled by strength of the brigade, but evenly.

    Navy:
    - A fleet containing carriers will no longer attempt to close with an enemy fleet, but a faster enemy may force a closing.
    - Units on naval patrol now avoids stronger fleets if on defensive or passive stance.
    - Severely decreased the cost of building cags, but lengthened the time to be similar to carrier builds.
    - Fixed problem with navies not being able to escape hostile ports into certain provinces (Gibraltar, Panama...).
    - Effective visibility can never be below 1 when detect checks are made now.
    - Fixed an exploit with navy and air ranges.

    Air:
    - Air units that are based in hostile territory will now try to rebase in their daily update and be destroyed if they fail.
    - Stationary AA is now slightly more powerful.
    - Severely reduced the effect of strategic bombing.
    - Close Air Support and Tactical bombing is now twice as good.
    - AA on land units is now a fair bit better.
    - All types of AA can now fire occasionally even if modified value is <1%, (using same algorithm as normal combat now.)
    - Air combat is now slightly bloodier.
    - Added a few more restrictions to how nuke missions can be assigned.

    Supply:
    - Landlocked areas without supply production will be attached to allied supply networks where possible.
    - Being completely out of supply now reduces organisation daily.
    - Air Transports can now ship less supplies.
    - Rewrote supply logistics definitions to properly handle connected areas between puppets and non-puppets.

    Diplomacy:
    - Increased the proximity impact on alignment.
    - Revanschism is now scaled by victory percentage of a faction, where higher is making the countries less likely to care about it, and lower makes them far more likely to pushed away.
    - Reduced threat caused by combat and construction significantly.
    - There's no longer possible to revoke an embargo against a country you're at war with.
    - It is now possible to declare war on a country you're guaranteeing.
    - Now possible to directly declare war on countries with which you have military access

    Weather:

    - Winters can now be much colder.
    - Cold winters now slow down movement much more, with same threshold as land combat impact.
    - Severely increased the penalty for offensive combat in extreme cold.

    Leaders & Ministers:

    - Doubled xp gain from leaders.
    - Leader auto-assignment now handles river crossing trait correctly.
    - Pigheaded isolationist now impact susceptibility instead of neutrality.

    User Modding:
    - Added a modifier called 'local_resources'.
    - Added new date trigger, to make year and month triggers more readable.
    - Added a "load_oob = filename" effect. Use filename as a localisation tag for information.
    File to load must be in the units catalogue, and will be ADDED to the current OOB.
    - Exported a lot functions for handling flags and variables in the .lua script.
    - Added a lot of calculation functions for units and other things to the .lua script.
    - Full details of all new .lua function at (http://forum.paradoxplaza.com/forum/...7#post10544657 )

    Technology:
    - Updated starting techs for: Australia, Belgium, Bulgaria, Canada, Czechoslovakia, Denmark, Finland, Greece, Netherlands, Hungary, Norway, Poland, Portugal, Romania, Nationalist Spain, Republican Spain, Sweden, Turkey & Yugoslavia.
    - Fuel and Supply consumption increases from technology gains are now percentage instead of absolute.
    - Increased fuel-usage by about 15% for all units.
    - Fixed research progress, could start do diverge, making it impossible to finish.
    - Research efficiency techs now work properly.

    Strategic Warfare:
    - Damage done to convoys now impact National Unity hits.
    - Tweaked up the NU impact from attacking convoys severely.
    - Strength damage to convoy raiders is now far less, and its mostly org losses inflicted from escorts.
    - Decreased impact from ASW on sub warfare.
    - Supporting parties through spies is now more potent.

    Partisans & Revolts:
    - Partisans are now slightly more common.
    - Partisans is now increasing supply tax far more.
    - Revolt risk now reduces resource, manpower and IC from that province.
    - Improved police brigade is now a bit better at improving suppression.
    - Police Brigades now costs a little less manpower to build.
    - Suppression is now checked for up to 2 provinces away.
    - Occupation policies now impact resource gain as well.
    - Weaker occupation policies are no longer as good for getting manpower & leadership.
    - Revolt risk is now applied after nationalism is calculated, so impact on RR works.
    - Nationalism is a bit more powerful now, but there is no longer a minimum revolt risk.
     
  2. Tomcat

    Tomcat The One From Down Under

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    You didn't supply the link, so do you know if this patch is compatible with save game?
     
  3. mikebatzel

    mikebatzel Dreadnaught

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    "A fleet containing carriers will no longer attempt to close with an enemy fleet, but a faster enemy may force a closing."

    From what I've read over on their forum this is not the case. CV's still seem to close against enemy units. At least in the beta testing anyways.
     
  4. Anderan

    Anderan Member

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    sorry, didn't even think to I'll add it, and to answer your question it doesn't say anything on their forums about it but I'll assume that's a no since the past patches have not been compatable with old saves.

    mikebatzel, this is all straight from their forums.
     
  5. mikebatzel

    mikebatzel Dreadnaught

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    Yes I realize that. What I read from the the tech support section, the beta testers are still having issues with many of the items the patch is suppossed to fix.
     
  6. SOAR21

    SOAR21 Member

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    We need this patch. I showed Musso this right after it happened, but the dud American AI stacked 1351 Infantry Brigades in Washington D.C. It had a total of 1586 brigades, none of which I saw in France, while I was desperately trying to hold off the German invasion.
     
  7. Anderan

    Anderan Member

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    I'm looking forward to this patch honestly, the only thing I don't really like is that they are increasing the fuel usage for all nations in an effort to encourage offensives like Barbarossa to make nations go after fuel, problem is small nations already barely make enough fuel as is, hell most don't make enough at all. I personally think they could just reduce the oil income of the larger nations.
     
  8. Mussolini

    Mussolini Gaming Guru WW2|ORG Editor

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    Just trade with Venezela or Persia to get oil - they love getting supplies!
     
  9. mikebatzel

    mikebatzel Dreadnaught

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    I usually do not have a problem with the fuel. Even when I am losing crude, I almost always have a surplus of fuel. So I don't see much problem with increased fuel usage, as Tanks don't run on crude. While nowhere near as efficient, you can also try to increase your technology on conversion from energy. May help a bit in the crude area if you can not pay for trades.
     
  10. Anderan

    Anderan Member

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    ya, but once you're out of crude you're out of fuel, it can be hard enough to just get in the green on some smaller nations just doing a little trading.
     
  11. Mussolini

    Mussolini Gaming Guru WW2|ORG Editor

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    Those smaller nations shouldn't focus on tanks then (and probably won't survive long at any rate)...:rolleyes:
     
  12. Anderan

    Anderan Member

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    perhaps, but its always fun to try :p

    anyways one thing I do rather like is the increase of manpower to the Soviet Union. Perhaps now the Soviet AI will actually stand a chance against the German AI (I've yet to see the Soviet AI even so much as halt the German invasion). Oh and no more super stacks :p
     
  13. mikebatzel

    mikebatzel Dreadnaught

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  14. Mussolini

    Mussolini Gaming Guru WW2|ORG Editor

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    Sounds like it solves a lot of problems, though we'll have to start all our games over! Nat Spain might be more useful though - wont spend all its MP on units, lol!

    Joe is getting the patch right now too, so we can play 1.4 tonight.
     
  15. mikebatzel

    mikebatzel Dreadnaught

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    I was curious on whether or not we would wait. Looks like it will not be compatible with saved games.
     
  16. Mussolini

    Mussolini Gaming Guru WW2|ORG Editor

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    It certainly fixes a lot of issues we've faced. Should make it a bit more of a challenge and certainly less buggy. Will make our Allies game very interesting (Japan know kicks butt in china). Our Axis game too, as Nat. Spain won't run out of manpower.
     
  17. Anderan

    Anderan Member

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    I actually have a game on 1.3 right now where Japan has annexed most of China.
    I'll download 1.4 some time this week though.
     
  18. Mussolini

    Mussolini Gaming Guru WW2|ORG Editor

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    In all my games, other then Mike as Japan, Japan lines up on Russian Border and DOW's the Chinas. Shanxi then marches right up through Manchuria unopposed and triggers the Manchurian 'Refuses to Surrender' event, which kicks the Japanese out of mainland China save for maybe 4 or 5 units that are cut off in random areas of Manchruia which has now been given over to Shanxi. All their naval landings in Shanghai etc are also repelled, and thats that for the Japs.
     
  19. Tomcat

    Tomcat The One From Down Under

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    Well I am not updating until I finish my game. lol
     
  20. Anderan

    Anderan Member

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    ya, Mussolini that's usually how that ends up in mine to, but amazingly in the game I have going atm Japan has annexed all but one Chinese warloard, its the purple one I don't remember its name off hand. Thing is though it only has 5 provinces left Japan seems to refuse to actually send enough units to take the territories, they just kinda lined 10 divisions along the boarder and moves them back and forth.
     

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