Page 1 of 1
HoI II mods?
Posted: 2006-05-17 10:50am
by Vympel
So I've finally begun playing HoI II- even though I bought it positively ages ago, I never touched it until now.
Then, I remembered one of my big gripes from HoI.
When playing as the USSR, the fucking bullshit that is the purges. For some reason, there is a colossal "down side" to the purges, basically, +30 to national dissent. Which is fucking absurd- Stalin's rabid paranoia about the purges had no connection to reality. In truth, there should be *zero* negative effect on the state from not carrying out the purges, and nothing but negative effect for someone who chooses to carry it out. And to add icing on the cake, when you carry them out, your national dissent shoots +10!
I mean for fuck's sake, every officer in my unassigned officer pool was wiped out except for Mj. Generals and and *one* Lt. General. What's the point of playing a game like HoI II if you're forced to repeat history even when you really goddamn shouldn't? You might as well force the player to attack the USA when you're Germany.
So- how do I mod the event to get rid of this stupid bullshit? I remember it was done in HoI by some intrepid modders. The +30 increase to dissent is intolerable- you can't whittle that down efficiently without devoting huge IC to consumer goods, and that's just not practical when you're preparing for a coming war.
Re: HoI II mods?
Posted: 2006-05-17 12:18pm
by Steve
Vympel wrote:
So- how do I mod the event to get rid of this stupid bullshit? I remember it was done in HoI by some intrepid modders. The +30 increase to dissent is intolerable- you can't whittle that down efficiently without devoting huge IC to consumer goods, and that's just not practical when you're preparing for a coming war.
Go into the event file and change the value to 1, or simply remove the command line for the dissent increase.
Here is the relevant action for said event in HOI2 (The ussr file in the events directory):
action_b = {
name = "ACTIONNAME2609B" # No need for brutality
ai_chance = 2
command = { type = dissent value = 30 }
command = { type = domestic which = defense_lobby value = -2 }
command = { type = domestic which = free_market value = -2 }
Remove or edit the line I bolded.
Remember that there are four purge events (At least in HOI2). You need to edit them all.
Or if you don't mind cheating and you're not completely out of supplies, just use event 1005 six times (it removes five percent dissent). I presume you know how to use the F12 console? If not, well, press F12 and type in "event 1005" (sans quotation marks).
Posted: 2006-05-17 01:18pm
by acesand8s
The developers once gave their rationalization on the Soviet purges. In the game, as in EU2, you play the 'Grey Eminence', the figure behind the leader, rather than the leader itself (which is why you continue to play the country even when the leader changes. When you are playing the USSR, Stalin is paranoid and wants to purge his officer staff. You don't let him; in other words, Stalin is still paranoid and the object of his paranoia still exists. This fact and its consequences leads to dissent.
EDIT: The out-of-game reason for the dissent is that the developers did not want the player to be able to avoid such a ruineous event like the officer purges without some negative consequences.
Posted: 2006-05-17 02:24pm
by Jalinth
Various mods exist and a number modify the purges. Most don't eliminate it entirely, but they adjust the negative consequences.
I once played the USSR on hard without the purges (modded out) and was able to rollover Germany fairly easily. And I'm not that great a grand strategy player - average difficulty is generally fine for me. I think this is one of the main reasons why the purges were kept in - it is difficult to model the USSR's weaknesses in the game engine without completely gutting it.
Look for the HSR/Stony Road mod. The Total Realism isn't bad and the determined AI mod (these just alter how the AI plays) can really up the challenges. I know the USSR one makes it much more difficult to encircle dozens of divisions and wipe them out. In the vanilla, I cut the USSR from 350 divisions to about 90 in about 2 1/2 months. Tried with the determined AI - was able to get about 100 or so, but the damn commies were able to stop me from getting Baku (oil - a major problem for Germany) before winter set in. At which point, I entered a meat grinder and was stalemated through 1945.
Posted: 2006-05-17 02:34pm
by Duckie
SMEP + DAIM is nice, for the extra events and the marginally improved AI. SMEP mostly appeals to me on the New Order events it has that alter the countries after conquering to be either historical or not like Puppeting China as Japan, Mengjiang/Menkukuo's spoils after a sucessful Barbarossa, Axis China after Defeating Japan, the Greater East Asian Co-Prosperity Sphere, and the Germans remapping the Balkans as they invade (Croatia, German-owned Serbia, etc.), etc.
The "World War I Redux" events if you ally with Austria at Anschluss instead of Annexing are nice in a totally ahistorical way.
Posted: 2006-05-17 08:45pm
by Vympel
Ah good, I'll do that, my current save game is set a few days before the purges happen, if I make the modification will it "apply" to the save game?
As for the devs rationalization- pfft. Wishy-washy nonsense. I want a prepared Russia when the war comes around, not one reeling from the purges. They can kiss my ass.
I must say, I miss HoI's research system. This new one is a bit restrictive, though more intuitive, I think.
Posted: 2006-05-17 10:03pm
by Steve
Vympel wrote:Ah good, I'll do that, my current save game is set a few days before the purges happen, if I make the modification will it "apply" to the save game?
As for the devs rationalization- pfft. Wishy-washy nonsense. I want a prepared Russia when the war comes around, not one reeling from the purges. They can kiss my ass.
I must say, I miss HoI's research system. This new one is a bit restrictive, though more intuitive, I think.
Yes, it'll apply to a saved game.
Posted: 2006-05-18 10:12am
by Nieztchean Uber-Amoeba
Hrmm, I bought this yesterday and I can honeslty say it's too complex for me, at least for now. The tutorials don't help much (hell, in the last one I can't even get my airborne soldiers to attack Taipei) and since I tend to get into the 'learning curve' by cheating gratuitously, it's egregrious that 'Event 1012' and 'difrules' seem to have no discernable effect.
Posted: 2006-05-18 10:38am
by Vympel
I've lost my manual (hopefully temporarily), but I find it quite intuitive- just like in my first HoI game, I left my military build-up too late (1940) and couldn't save France from being taken over by Germany in time, even though I took roughly half of Poland (I told Germany to fuck off in regards to the historical pact), I became mired in stalemate.
It also didn't help that I just threw my frontier divisions at them, with no thought for the calibre of the commanders, or whether they were appropriately equipped.
I think next time, I'll devote my production far more to building new units than to upgrading old ones- it took a long time to get all my units up to 1939 infantry standard, and it didn't help that I got 1941 infantry in 1940 either to upgrade to. I'll likely start in 1938.
Posted: 2006-05-18 10:50am
by Duckie
Vympel wrote:I've lost my manual (hopefully temporarily), but I find it quite intuitive- just like in my first HoI game, I left my military build-up too late (1940) and couldn't save France from being taken over by Germany in time, even though I took roughly half of Poland (I told Germany to fuck off in regards to the historical pact), I became mired in stalemate.
It also didn't help that I just threw my frontier divisions at them, with no thought for the calibre of the commanders, or whether they were appropriately equipped.
I think next time, I'll devote my production far more to building new units than to upgrading old ones- it took a long time to get all my units up to 1939 infantry standard, and it didn't help that I got 1941 infantry in 1940 either to upgrade to. I'll likely start in 1938.
The HoI2 Manual is pretty useless, since it was poorly written and based on 1.0. 1.3b with Soviet GDE fix is the way to go. (With 1.3b straight from Paradox without the Sov GDE Fix, the Soviet Union's troops are practically invincible). 1.3a is the way you want to go if you don't want to download a mod like SMEP that fixes the Ground Defense Efficiency, although the AI in 1.3a is lesser.
Posted: 2006-05-18 11:23am
by Vympel
GDE fix? Please explain. I'm always willing to hear about invincible Soviet troops.
EDIT: I just started a new game, rather than go back to my old save just before I declared war on Germany even though I clearly couldn't save France, I'll try and militarize quicker with larger forces to really put the pressure on and save France properly, like I used to do in HoI.
Posted: 2006-05-18 11:29am
by Duckie
Vympel wrote:GDE fix? Please explain. I'm always willing to hear about invincible Soviet troops.
EDIT: I just started a new game, rather than go back to my old save just before I declared war on Germany even though I clearly couldn't save France, I'll try and militarize quicker with larger forces to really put the pressure on and save France properly, like I used to do in HoI.
In 1.3, the Soviets were given a new event series. Their troops start off with a Ground Defense Efficiency (which sounds exactly like it is, but also applies to Offensive IIRC) of like 0.2 compared to most states with 0.6 or 0.8. The Soviets are, in essence, total suck. They take like 30 divisions to match 5 Germans in 1936.
Every couple of years or year or so (I don't know, I'm a GER fan myself, not SOV) the Soviets get an event that makes their troops fo up by like 0.1 or so in GDE. Which makes them less total suck. This is to help them suck against Finland and also keep the old Soviets Blitz Europe In 1936 trick.
If the Soviets are at war long enough (I don't think they have to be losing), they'll get an event called "Great Patriotic War" that immediately kicks them back to normal for modern tech European powers. This is so that people can't take advantage of their suck too easily.
Otherwise, it'll take like till 1944 until you're totally set, although by 1942 there's essentially parity. (In real life, I guess you could say that after Fall Blau, the Soviets got their event and started to kick ass).
It was bugged, however. The dates were screwed up on the events so they would never fire. Essentially, IIRC 1.3a left the Soviets with troops that couldn't fight 6:1 odds even at tech parity.
1.3b tried to fix this, but ended up screwing it up even more. The Soviets start with a GDE of like 1.2 or something, which makes them practically invincible as time goes further and further on. You have to dogpile them with divisions or they never, ever lose a battle.
I think that's how it goes, I really didn't pay attention. It's all fixed, though, in the mod I have so I didn't pay attention. I'll go look it up in a minute.
EDIT-
""What will go wrong" depends on which patch you are using.
If you are using v1.3a, then the Great Patriotic War event will never fire... the dates are wrong. Russia's Ground Defense Efficiency will remain artificially low all through the war... creeping up by 0.1 each May, and will only reach 0.7 in 1943 (0.8 in 1944). That means that as Russia, you will be taking extra Manpower and ORG losses until those dates. If you are NOT playing Russia (and the AI is, instead), there's no problem... not under v1.3a.
If you are using v1.3b, it's much worse. Both an AI-Russia and a Human-Russia get boned by the v1.3b GPW bug. An AI-Russia will have their GDE boosted to 1.0 (more-or-less invulnerable, unless seriously dog-piled). A Human Russia will have it boosted to 3.7 or so... again, invulnerable.
This fix will prevent all that from happening... Russia's GDE will assume the correct values, AI or Human, before or after the Great Patriotic War event... which DOES now fire correctly, I've tested it."
Go into HoI2's DB, then Events folder. Find the Soviet Events file. Paste this huge part over the ENTIRE Great Patriotic War Events part:
http://forum.paradoxplaza.com/forum/sho ... ostcount=8
Read the post carefully, HoI2's text events are unintuitive.
Posted: 2006-05-18 11:39am
by Vympel
There's a 1.3b patch? All I found was 1.3a.
You know what- this explains my bizarre losses to inferior German infantry pretty well.
Posted: 2006-05-18 11:41am
by Duckie
Vympel wrote:There's a 1.3b patch? All I found was 1.3a.
You know what- this explains my bizarre losses to inferior German infantry pretty well.
forum.paradoxplaza.com/forum/showthread.php?t=226786
Extract into your HoI2 Folder
EDIT- For some reason it won't dress my links and I'm too out of it to check my BBCode.
I don't like 1.3b because it disables AI construction of Submarines, but the AI didn't use Submarines right ever so at least it makes them more challenging if less realistic. Except for AI Germany, which needs Submarines. I think Doomsday solvse that, but I'm not buying a Paradox Game until 1.3 patch ever.
Lots of neat stuff, though, like
"HUN will no longer research Ship Assembly Line"
and
"USA will build a larger carrier presences if atwar or after 1941"
and
"USA should no longer help his allies with EXP forces (causing to many issues with no DDay being launched)"
and the Czechslovak AI won't surrender SLovakia to Hungary as often. Nor will Slovakia annex itself into Hungary as often, because their Territortial Demand Agree/Reject ratios have been reworked. That always pissed me off if I was in a historical move, seeing the Czechs surrender Slovakia even before the Munich Conferance.
And everybody's Tech Costs and Tech Team Skill/Specialities and AI Tech Research/Build/Minister/etc. things have been reworked.
Posted: 2006-05-18 11:51am
by Vympel
So- let me see if I get this- with the current 1.3a patch (and for the life of me I can't find 1.3b) the Soviets are stuffed. But there's a third party fix that changes it into what is "intended", that being the Soviets being handicapped until they get enough "preparing for war" events?
Isn't there a way to just have parity from the start? The whole thing sounds retarded.
Posted: 2006-05-18 11:55am
by Duckie
Vympel wrote:So- let me see if I get this- with the current 1.3a patch (and for the life of me I can't find 1.3b) the Soviets are stuffed. But there's a third party fix that changes it into what is "intended", that being the Soviets being handicapped until they get enough "preparing for war" events?
Isn't there a way to just have parity from the start? The whole thing sounds retarded.
I posted a link to 1.3b, but I'll repeat it:
forum.paradoxplaza.com/forum/showthread.php?t=226786
Extract into your HoI2 Folder
In 1.3b the Soviets are invincible, in 1.3a the Soviets are practically unplayable since it's meant to simulate the incompetance and chaos in the Red Army in the pre-WWII years. (I'm suprised you managed to hold the line in Poland).
I don't know about Parity, but it seems fair enough to me. The Soviet Union in 1937 or 8 was hardly able to conquer Europe, but once they started to steamroll through Germany in 1943 they became unstoppable. It's not like Finland or Poland is going to blitzkrieg you through while you build up and wait for your efficiency to rise. And even then, Finland still always (in my games) loses the Winter War. It's just hard and painful for the Soviets to do so since even the Finnish troops do better.
It's not like you'll lack divisions to do that. Just sic 2 on every 1 German and you've got spare.
Johan, one of the Devs, On 1.2's GPW Events:
The Soviet Union has a combat penalty in the early years to reflect the chaos, incompetence and paranoia of the purge era. It will find it more difficult to bully its neighbours and so the debacle of the Winter War against Finland may be reproduced. It only becomes more effective after the Great Patriotic War is declared and the country is fighting for survival. [Or if you wait long enough, that's not totally true. -Ed]
Posted: 2006-05-18 12:04pm
by Vympel
So short of fucking around with the events to get rid of something I don't want in the game at all (the whole purges crap which Paradox thinks it's a good idea to railroad you into repeating whether you want to or not) the best option would be to avoid 1.3b and use that modification on 1.3a to get the GDE thing back to what it was suposed to be, then, without the fucked up dates?
Posted: 2006-05-18 12:10pm
by Duckie
Vympel wrote:So short of fucking around with the events to get rid of something I don't want in the game at all (the whole purges crap which Paradox thinks it's a good idea to railroad you into repeating whether you want to or not) the best option would be to avoid 1.3b and use that modification on 1.3a to get the GDE thing back to what it was suposed to be, then, without the fucked up dates?
1.3b with GDE fix is the best option.
1.3a with GDE fix is the same as 1.3b with GDE fix, only it has a lesser AI (like those crazy Hungarians, giving me blueprints for their ship assembly lines, it always made me laugh.)
Either way you have the whole railroaded Purges that I don't agree with, and either way you have shitty initial Soviets. Both are basically meant to paralyse the Soviet Union in the early years, so that they can't do shit until the Winter War except maybe demand territory from the Baltic States and fight them if nescessary.
But with the GDE fix on 1.3b, at least you have a good AI and your troops will get better every year until they reach parity, instead of 1.3a's Always Shitty Soviets. Unless you're at war long enough (there's a chance/month, noncumulative, that you'll automatically get shot up to normal, German/Brit/US efficiency by the Great Patriotic War event), that is.
EDIT- Parity numbers were off, removed.
Posted: 2006-05-18 12:28pm
by Duckie
From an AAR by Kanitatlan, it doesn't seem that bad. 30% dissent can apparantly be knocked out in 100 days if you devote your entire country to propag- erm, Consumer Goods.
Edge of Darkness wrote:One of the assumptions in the above is that I will go along with the great officer purge. This option costs 10 dissent and lots and lots of officers. If I reject the purges then I will get a 30% dissent hit (note that this is an extra 100 days of dissent reduction) and 2 dove slider moves. The 2 dove moves are a bit of a crisis as this would mean that my unit builds would be at 90% cost and time (81% of list price) as opposed to 80% cost and time (64% of list price). This represents a reduction of about 21% in unit builds, which would be unacceptable. The alternative is to forgo 2 interventionism moves and do them 1940 and 1941. This would cost some ICs (about 30 IC years more on consumer goods) and force me to use diplomatic methods with the Baltic States. There is something to be said for both alternatives but I have decided to try going with the purges. The gain for me is something like a total of 90 IC years, which is enough to build an additional 20+ factories. That amounts to about 8% more IC and TC for the key years of the game.
If you're at war for about 2 months and
you did not declare the war (And thus it's defensive, and the Soviet Union goes "Aaaaaa Motherland!"), you've got an almost certain chance of getting GPW:
Ground Defence Efficiency (GDE) and the Great Patriotic War (GPW)
This is without doubt the key issue for any Soviet player. At the start of the 1936 scenario I have a GDE of a mere 20%. This means that for each casualty (org or strength loss) that a foreign unit would take (GDE 80%) I can expect to take 4. Now this means that for any force of mine to fight as effectively against an enemy as a force with GDE 80% then it will have to be significantly larger. If it is N times the size then it will inflict N times as many casualties and its individual units will take casualties at 1/N times the rate. This makes it NxN better at winning. This is the square rule of combat – it means that to compensate for the 4 times penalty I only need a force that is twice as big (2x2=4). This double size force will be as effective at winning battles as the smaller force with full GDE but it will still take twice as many casualties as the full GDE force. This means that it is still not fully equivalent as I won’t really want to lose all that manpower or ICs to reinforcements. It is a good guide to the strength needed for the Winter War.
The Soviet player received a series of increases in GDE, specifically – 1 during the Winter War (12 dec 1939) and then 1 every spring (1 May) from 1940 to 1944. These would eventually bring GDE up to 0.8 but we can’t be waiting all that time. After someone has DOWed the USSR there is a GPW event which has a 10% chance of occurring every 10 days and it restores the full 0.8 GDE. (Note that the comments say it is moved to 0.7 but it is in fact moved to 0.8). This GPW event is the key issue in Soviet strategy as my units will be fighting at a severe disadvantage until it occurs. In fact some of the events will have occurred by the time of the invasion so I will already have GDE of 0.5 giving me 2.5 times the casualty rate of the enemy. Applying the same square rule as before I need a force that is 1.6 times as large. Or, looking at it the other way round, each stack of 24 Soviet infantry divisions will fight as effectively as 15 full GDE divisions.
Rather interestingly this is quite close to being a –40% combat penalty in terms of consequences. The difficulty setting (combining my penalty and AI advantage) is equivalent to only a –25% combat penalty (I get 90% strength versus AI 120% = 75% of their strength). This is quite nasty.
The strategic response to this is clear and obvious. I simply don’t want to fight until the GPW event triggers. In fact I need a defensive strategy that attempts to minimise combat until it triggers. Prior to 1.3 the chance was 100% within 30 days which made the situation fairly predictable. What I have now is the following probabilities that it has NOT triggered after the given number of days
10days 90%
20days 81%
30days 73%
40days 66%
50days 59%
100days 35%
200days 12%
300days 4.2%
360days 3.25%
As you can see there is even a small chance that it hasn’t triggered in time for the 1942 summer campaign. Basically I need a flexible defensive strategy that lets me roll with the punches until the GPW event triggers. This is going to be so unpredictable that I must plan to be able to handle no GPW for the entire 1941 campaign period until snow closes down the frontlines.
Anotehr reason why you want 1.3b:
Blue Emu wrote:
Now that the 1.3b patch has been released, are you [Kanitatlan, the AAR Writer -Ed] going to be re-starting this game?
The key changes include a BIG boost to the Russian Tech Teams (Nizny Tagil is now Skill 6, good for your Industrial Development; and many other teams have gained a Skill Level), and... according to the patch notes... a more aggressive German DoW vs Russia algorythm.
Under 1.3a, they often refused to attack the Soviet Union at all.
Posted: 2006-05-18 10:10pm
by Vympel
Thanks for the info- btw, what's the difference between parallel and serial runs in production?
Posted: 2006-05-18 10:26pm
by Pablo Sanchez
Vympel wrote:Thanks for the info- btw, what's the difference between parallel and serial runs in production?
Parallel runs build all at the same time, serial runs build one after the other. With serial builds you can get gearing bonus over time. Like if you cue 12 runs of 1 infantry division, the first one will take 100% of your basic cost-time, but the next will take only 95%, and the next 90%, and so on to some limit (depending on your standing army slider).