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HoI2:Doomsday....

Posted: 2006-04-20 11:17pm
by Enigma
What a disappointment. It is just HoI2 with some tweaks and that is it. A patch for HoI2 was all that is needed to bridge the gap between the two games.

I do like the editor but the date edit is useless if I can't get past 1954. But the editor does have it's flaws. Messing with the tech tree is a sure ticket to screwing up the game.

Posted: 2006-04-20 11:21pm
by Gandalf
Damn. At least it'll give the CORE guys some stuff with which to work.

Do you remember what the new scenarios are?

Posted: 2006-04-20 11:27pm
by Enigma
Gandalf wrote:Damn. At least it'll give the CORE guys some stuff with which to work.

Do you remember what the new scenarios are?
One of the main scenario is Doomsday. :) Which I think starts off with the end of WW2 until 1954.

Looking through the scenario folder that there is 24 scenarios?

Honestly, Paradox wasn't even trying. Why couldn't they just patch HoI2 to add the extra stuff than sell Doomsday separately.


Mind you, I can't wait for Europa Universalis III. The screenshots looks great!. :) Unfortunately it won't come out until Q1 2007.

Posted: 2006-04-20 11:30pm
by LongVin
Doomsday scenaro is just WWIII starts in September 45. Its not that fun of a scenario. I am playing it as the U.S. and its just a slow campaign. Theres tons of micromanagement and you just got thrown into it in the middle of the war.

Posted: 2006-04-21 05:36am
by Netko
I dislike that it has a great chance of starting up even if you select one of the more historic scenarios. I started the '44 scenario with the intention of avoiding WW3 and doing my stuff for 10 years and instead once Japan surrenders the Soviets go "Erm, we would kinda like to control the whole world. Right now." Retarded...

Posted: 2006-04-21 10:29am
by acesand8s
Enigma wrote:Honestly, Paradox wasn't even trying. Why couldn't they just patch HoI2 to add the extra stuff than sell Doomsday separately.
Doomsday offered more than anyone could expect from a free patch: new scenario, the intelligence tab, new units, and the scenario editor. It's certainly not one of your standard $40-50 expansions, but it fits well in the $20 range.

Posted: 2006-04-21 05:52pm
by Enigma
acesand8s wrote:
Enigma wrote:Honestly, Paradox wasn't even trying. Why couldn't they just patch HoI2 to add the extra stuff than sell Doomsday separately.
Doomsday offered more than anyone could expect from a free patch: new scenario, the intelligence tab, new units, and the scenario editor. It's certainly not one of your standard $40-50 expansions, but it fits well in the $20 range.
It is a stand alone expansion. Basically it is a slightly expanded HoI2. HoI2 is currently more expensive (as far as I know) than Doomsday despite the latter having more content.

I wonder if the editor works with HoI2 also. If it does then forget Doomsday.

Posted: 2006-04-21 07:01pm
by Duckie
Still buggy as usual, IMO. I'm waiting for 1.3 or equivalent to buy, as with all Paradox games.

Posted: 2006-04-21 07:09pm
by acesand8s
Enigma wrote:I wonder if the editor works with HoI2 also. If it does then forget Doomsday.
The Paradox forums seem to suggest that the editor works with regular HoI2, but you get EUII version 1.0 style CTDs. You remember, where the game would crash every half hour or so.

Posted: 2006-04-21 09:15pm
by Enigma
acesand8s wrote:
Enigma wrote:I wonder if the editor works with HoI2 also. If it does then forget Doomsday.
The Paradox forums seem to suggest that the editor works with regular HoI2, but you get EUII version 1.0 style CTDs. You remember, where the game would crash every half hour or so.
Ahh. I tried but the editor wouldn't work without some doomsday file.

Forget it. I went back to HoI2.

Posted: 2006-04-27 06:22am
by Gandalf
I started playing Doomsday today.

What shits me is the lack of a new tutorial entry for the intelligence folder.

Otherwise, this might be pretty neat come patch 1.3 or the CORE mod.

Posted: 2006-04-27 06:40am
by Stark
Many games at this level are doing this sort of thing - releasing 'sequels' that are really just slightly up-featured versions of the original. It's the impression I got reading about Dominions 3 (the game looks almost exactly the same as D2), and SEV doesn't seem to me to be a significant stop from SEIV. Sure, not everyone can do a Stardock and go from 2d sprites to full 3d everything, but honestly there are mod teams that do better for nothing, and that's damning. Indie developers shouldn't be immune from criticism in this regard.

Posted: 2006-04-27 09:34am
by Adrian Laguna
How far does the tech tree go to in Doomsday? HoI2 goes up to late 50s weapons tech if you're the US and decide to tech rush.

Also, is Doomsday an expansion pack or a stand-alone?

Posted: 2006-04-27 11:21am
by Gandalf
Adrian Laguna wrote:How far does the tech tree go to in Doomsday? HoI2 goes up to late 50s weapons tech if you're the US and decide to tech rush.
A few additions on a lot of the army related branches, reflecting models that appeared between 1948 and 1953. A few more in industrial. The doctrines seem to be untouched, though land has a few more bits and a new line reflecting field hospitals.

But from what I've seen it doesn't appear to be enough to last until 1954. Unless things happen which I have yet to see, as my current game is at early 1941.
Also, is Doomsday an expansion pack or a stand-alone?
Much to my irritation, it's HoI2 with a few new bits. So it's a total stand alone.

Posted: 2006-04-27 03:42pm
by Adrian Laguna
Gandalf wrote:
Also, is Doomsday an expansion pack or a stand-alone?
Much to my irritation, it's HoI2 with a few new bits. So it's a total stand alone.
So if I wanted HoI2, I only need to buy Doomsday and I'm set completely?

Posted: 2006-04-27 05:23pm
by acesand8s
Adrian Laguna wrote:So if I wanted HoI2, I only need to buy Doomsday and I'm set completely?
Yes.

Posted: 2006-04-27 07:54pm
by Enigma
acesand8s wrote:
Adrian Laguna wrote:So if I wanted HoI2, I only need to buy Doomsday and I'm set completely?
Yes.
What is also stupid but funny is that Doomsday is half the price of HoI2.

Posted: 2006-04-27 09:34pm
by Gandalf
I feel I should mention, patch 1.1 is out.
**********************************
******* Gameplay Balancing *******
**********************************
- Tweaked formula for calculating how much can be convoyed on a given amount of transports.
- Changed auto convoy code so it evens out shipping better between days
- Autoslider overproduced supplies, this will no longer happen.
- Auto sliders will now allow you to run deficits in supply and money if you have enough of them and has prioritized production
- Reduced chance of getting terrain specific combat traits.
- The cost of doing intelligence actions will now depends of the size of the country. This is implemented the same way as in diplomacy action.
- Dissallowed trading away units given as expiditionary forces
- Rewrote development (production) system to avoid bugs with finishdates changing alot even late in developments.
- Improved distribution of convoys when scarce.
- Autoproduction prioritizes money when negative, reducing dissent overrides building supply stockpile
- Changed so indirect approach minister gives bonus instead of penalty for building transport/destroyer
- Developments that havent started to be built doesnt use supply
- Summary Global manipulation no longer always succeeds.
- Smear campaign mission should now work correctly
- Tool tip for attrition displayed should now display the correct value.
- It is no longer possible to build level 2 nuclear reactor with tech for only level 1.
- Players can no longer demand units from non-allied countries in the open negotiation screen.
- Now the auto trade only make proposals two days a week,
- Fixed a problem with occupying allies territories sometimes when attacking adjacent to their territory.
- Reduced naval experience gain.
- IC sliders are now update when a production is started or cancelled
- There is no longer possible to perform an airborne assault with low org.
- Sometime when you found partisans you will not see any effect. This is caused by a province can have a negative revolt risk that is not displayed to the user.
- Only one leader per battle can gain a leader trait.
- Divisions “sea transported” no longer looses 50% org.
- Players will now loose a spy when counter espionage fails.

*******************************
******* AI Improvements *******
*******************************
- Improved auto-leader assignment to behave better.
- Fixed problem with AI "forgetting" about some divisions after invasions
- AI will no longer swap divisions around between units indefinitly.
- Improved AI's handling of creating large fleet formations.
- Improved AI setting up ASW fleets.
- Fixed auto and ai trader which sometimes created strange deals.
- AI now assembles invasion shipping somewhat faster and with less risk of aborts
- Added research priorities for escort figher, escort carrier for many countries.
- Added AI spy priorities for many countries.
- Added new AI for 1945 scenario.
- Fixed bug in garrison AI moving around wrong number of troops
- Made transport ai keep somewhat less escorts with transport fleets
- New ai file parameter max_staging_distance, controls the maximum distance from a staging province the ai can do invasions. Defafault 10, suggested use is to keep it at 10 or lower while setting the old max_distance parameter high for any country that is supposed to do invasions worldwide
- Added min_core_attack_fleets for England.
- Increased invasion max_distance for USA.
- New ai file parameter min_core_attack_fleets, sets how many attack fleets (usually >15 ships) that a nation have to keep close to home, default 0
- Fixed some more stuff to do with invasions
- The AI should no longer unload nukes and change mission.
- The AI should no longer do spy actions I allied countries.
- The AI no longer ignores nuclear reactors for installation strikes
- All AI countries had their air threshold raised to 80/80
- JAP min attack fleets raised from 2 to 3
- JAP min CORE province attack fleets raised from 0 to 1
- USA min attack fleets raised from 3 to 4
- USA min CORE province attack fleets raised from 0 to 1
- HUN neutrality raised to 150
- HUN had new conditions added to lower his neutrality, Germany partitions CZE with HUN
- CHI Industry to the interior event redone into several events
- JAP had some garrison and front changes when he attacks CHI


************************
******* Bugfixes *******
************************
- Fixed problem with handsoff cheat not always stopping all pauses
- Removed some inconsitencies with Escort Carriers.
- There is no longer a CTD when coup’ing nations that isn’t member of an alliance.
- Succesfully delay tech team popup and history log should now be correct.
- Generals can no longer get the trait "unknown string wanted".
- When you do an assassinate minister action you will now always get a popup.
- Fixed a problem with ban from alliance.
- Fixed CTD when giving units in multiplayer
- Improved a few messages.
- Fixed ctd when country selected in spy screen was annexed.
- Fixed exploit with assigning brigades to wrong unit type
- Fixed serial productions of province improvements only using manpower for first building
- Steal blueprint should now work correctly.
- Now the player will get a popup when lost a minister to an assassination
- Intel: A discovered "Send spy" mission now gives no popup for the receiving nation
- The text in end screen after a finish victory in the winter war is now correct.
- The bug where the users get a message that he had performed a spy action the he hasn’t ordered should now be fixed.
- The game should no longer crash when you annex UK as Gremany
- Send spy and counter espionage popups will no longer be showed for country that isn’t affected by the actions.
- The CTD when leader died should now be gone.
- Puppets should no longer leave alliance at reload.
- The rank icon will nolonger be buged for noname leaders.
- Global manipulation should now work correctly.
- Sabotage industry should no longer give strange messages.
- The ai should now perform counter espionage.
- Disbanding a brigade should no longer cause a CTD.

**********************
******* Databases *******
**********************
- Changed tech fields for Mao
- Imp turbojet tac bomber uses one rocket component
- Changed event 971 to check for vichy owning Martinique
- Changed prerequesites for turbojet cag
- Changed tech component types in escort carriers and practical turbojet engine
- CAGs can now only be attached to carriers.
- Reduced probability of japan choosing option b in pearl harbour event
- Revised and tweaked a few technology teams.
- Basic Centimetric Radar Warning Sites (5440) now have radar_eff value = 15.
- The republicans will no longer win all the time in the Spanish civil war.
- Revised end dates in revolt database.

****************************
*******Scenario Setup*******
****************************

* 1936
- Corrected tech setup for Canada, New Zealand and Australia.
- Added a supplydepot to Shantou.
- Revised locations for Japanese Garrions.

* 1938:
- Corrected tech setup for Communist China.

* 1939:
- Gave blueprint 1240 to Germanu
- Corrected model of HMAS Australia and Canberra
- Corrected tech setup for Canada, Communist China, New Zealand and Australia.
- Added supply depots to Japan and tweaked their garrison and CVE setup.

* 1941:
- Corrected tech setup for Communist China and Japan.

* 1944:
- Corrected tech setup for Portugal, USA, Japan, Germany and Liberia.
- Revised bomber and escort setup for UK and USA.
- Changed ownership between Peru and Ecuador on a certain province.

1945:
- Removed a supply depot in Frankfurt in 1945, to make sure the oil and supply is traced from Bremen.
- Changed ownership between Peru and Ecuador on a certain province.
- Revised bomber and escort setup for UK and USA.
- Bornholm is now occupied by Soviets.
- Removed US IC bonus.
- Corrected SOV-POL and SOV-CZE borders
- Revised EXP of all soviet divisions.
- Corrected tech setup for a large amount of countries.