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SkySteak
Sep 9, 2010
Also I decided to go with the 1933 scenario, is it any better/worse than the 1936? The only thing is, I start with horrifying amounts of dissent, could I still build enough IC to make it worth it?

On top of that, given I'm running around 1918 inf, when should I upgrade them?

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YF-23
Feb 17, 2011

My god, it's full of cat!


SkySteak posted:

Also I decided to go with the 1933 scenario, is it any better/worse than the 1936? The only thing is, I start with horrifying amounts of dissent, could I still build enough IC to make it worth it?

On top of that, given I'm running around 1918 inf, when should I upgrade them?

The last time I played it (admittedly a fair long while ago) the 1933 scenario was terribly unbalanced. Expect non-player USA, Germany and USSR to reach absolutely ludicrous amounts of IC by 1940.

Gort
Aug 18, 2003

Good day what ho cup of tea

SkySteak posted:

Also I decided to go with the 1933 scenario, is it any better/worse than the 1936? The only thing is, I start with horrifying amounts of dissent, could I still build enough IC to make it worth it?

On top of that, given I'm running around 1918 inf, when should I upgrade them?

Remove all dissent before building IC, start no new IC building after 1936.

Never upgrade old units unless you have no manpower.

Riso
Oct 11, 2008

by merry exmarx
I find 1933 scenario is nearly unwinnable because everyone builds IC like crazy.

ArchangeI
Jul 15, 2010
I've tried it as Germany and as Britain so far (two attempts as the US were ended early because the German AI failed to expand properly, didn't even manage the Anschluss by 1939). Both are near unwinnable. As Britain, expect the US AI to be braindead and never invade anything ever while the German AI casually rolls up the Russians by 1940 and you are faced with a 450 base IC juggernaut. Without the Americans doing anything.

On the other hand, if you play as Germany, expect a very aggressive US and British AI who will always attempt landings everywhere you don't have troops stationed right that second.

Gort
Aug 18, 2003

Good day what ho cup of tea

Riso posted:

I find 1933 scenario is nearly unwinnable because everyone builds IC like crazy.

Your amount of IC does not equal your chance to win, and if the AI builds IC, you can build IC too? :confused:

Space Bat
Apr 17, 2009

hold it now hold it now hold it right there
you wouldn't drop, couldn't drop diddy, you wouldn't dare
If you've played that timeline mod for EU4 you guys would realize "tea partiers" don't revolt, it's the Castllian majority that constantly rise against the American government. Has anyone actually shown that mod off here? I did some pretty amazing things with the modern scenario.

burnishedfume
Mar 8, 2011

You really are a louse...

Space Bat posted:

If you've played that timeline mod for EU4 you guys would realize "tea partiers" don't revolt, it's the Castllian majority that constantly rise against the American government. Has anyone actually shown that mod off here? I did some pretty amazing things with the modern scenario.

I showed a bit of it off but nobody took any interest. I solved the Israeli/Palestinian conflict as Assad. Turns out, all he has to do is become a fascist dictator and then invade half of the Middle East!

E: Found it

DrProsek posted:

Guys who cares about the Paradox Cold War game, we have all the Cold War fun we could possibly want right here in the Extended Timeline EUIV mod, available at the Steam Workshop.



The world after a couple of years of playing. Not too much has happened, other than learning Slovakians are actually confused Hungarians and Slovenians are confused Austrians. Although I did turn Syria into a fascist dictatorship and invaded Jordan and Israel. I was surprised to learn the Israelites were actually Egyptians however.



Also, Japan has found what it needs to tip the scales for its quest to be the dominant power in the Pacific.




Not pictured: The Syrian secular crusade on Jordan, the UK's mission to gain a foothold in Western India (NOT AGAIN YOU FUCKERS :argh:), South Africa has nothing but English and Dutch people, and more!

A link to the Workshop page if anyone is interested (you can also play al the way back to the year 51 and make sure the sun never sets on the Roman Empire ;));
http://steamcommunity.com/sharedfiles/filedetails/?id=217416366

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill
Based on the Dutch/English South Africans and the Egyptian Israelis I'd say it's almost a worthy successor to steppe wolf.

Farecoal
Oct 15, 2011

There he go

Riso posted:

I find 1933 scenario is nearly unwinnable because everyone builds IC like crazy.


ArchangeI posted:

I've tried it as Germany and as Britain so far (two attempts as the US were ended early because the German AI failed to expand properly, didn't even manage the Anschluss by 1939). Both are near unwinnable. As Britain, expect the US AI to be braindead and never invade anything ever while the German AI casually rolls up the Russians by 1940 and you are faced with a 450 base IC juggernaut. Without the Americans doing anything.

On the other hand, if you play as Germany, expect a very aggressive US and British AI who will always attempt landings everywhere you don't have troops stationed right that second.

Why is the AI different in different scenarios? :psyduck:

Raskolnikov38
Mar 3, 2007

We were somewhere around Manila when the drugs began to take hold
The "point" of the 1933 scenario is Germany (possibly) going communist which is going to need the ai to react just a tad differently to things.

Kavak
Aug 23, 2009


Raskolnikov38 posted:

The "point" of the 1933 scenario is Germany (possibly) going communist which is going to need the ai to react just a tad differently to things.

I think he meant that there are different AI behaviors for each country depending on who the player is. Like ArchangeI said, playing Britain gets you a hyperagressive Germany and utterly passive USA (Which you can't get military control over because of IC differences), while playing Germany will have everyone launching spy missions at you around the clock and landings up the wazoo.

Also Gort, while I get not doing any upgrades as a strategy thing, it seems just as ahistorical and gamey as switching doctrines.

Shimrra Jamaane
Aug 10, 2007

Obscure to all except those well-versed in Yuuzhan Vong lore.
Hey Paradox devs, for HoI 4 are there going to be efforts made to make epic conflicts like Barbarossa feel more... epic? What I mean is that in HoI 2 and its variants you basically win the war with Russia in the first couple months. If you know what you're doing as the Soviets you can blunt the German invasion and annihilate it before it reaches Minsk. And conversely if you play as the Germans once you've broken the Soviet doomstacks on the border the war is basically over already. The war doesn't need to get into Gary Grigsby WiTE levels of difficulty but surely there's a healthy medium.

Pornographic Memory
Dec 17, 2008
The war in the east is probably pretty hard to get right because you'd want to achieve a balance where Russia loses the equivalent of the entirety of the Red Army in Barbarossa, raises an entirely new army...during Barbarossa...has it destroyed AGAIN, and rebuilds it again. Ideally without resorting to something like just giving them free units via event.

Gort
Aug 18, 2003

Good day what ho cup of tea

Kavak posted:

Also Gort, while I get not doing any upgrades as a strategy thing, it seems just as ahistorical and gamey as switching doctrines.

Well, the only reasons it's a bad idea to do upgrades as the USSR is that their economic slider gives them a massive penalty to it, and the upgrades aren't powerful enough to justify doing them compared to building new units. There's no real historical reason why Central Planning gives you a huge penalty to upgrades, or why 1939 infantry aren't walking all over 1918 infantry.

But we play the game that's there, not the game we want to play. I'd say that a country deciding to neglect the equipment of existing formations in order to equip new formations with the newest kit is less ahistorical and gamey than every General in the Red Army getting a brain transplant with those in the Wehrmacht, though, and keep in mind that a lot of the kit used in World War 2 had been around since the 1800s.

Kavak
Aug 23, 2009


Gort posted:

But we play the game that's there, not the game we want to play.

Except you could just mod out the penalty to upgrades and replace it with a huge malus to consumer goods production or something. I don't know how balanced that is, but like you said the penalty doesn't make any sense.

Gort
Aug 18, 2003

Good day what ho cup of tea

Kavak posted:

Except you could just mod out the penalty to upgrades and replace it with a huge malus to consumer goods production or something. I don't know how balanced that is, but like you said the penalty doesn't make any sense.

Central Planning is horrible enough that you could just edit out the upgrade penalty entirely and the game would be better off for it. Here are the modifiers for full Central Planning and Free Market:

Full Central Planning:
8% more gearing bonus
25% penalty to upgrading time and cost
20% bonus IC & resources

Full Free Market:
10% less gearing bonus
20% bonus to production time and cost
25% bonus to upgrading time and cost

Time and cost are effectively cumulative - your total expended IC on an upgrade that costs 25% more and takes 25% more time to complete is 150% of the basic amount. So Free Market effectively gets units at a 40% discount while Central Planning gets 20% more IC. The only thing Central Planning has going for it is the gearing bonus, which is barely noticeable since it takes so long to get to the point where Central Planning will have more than Free Market.

You should basically be running as close to full Free Market as you can at all times in Darkest Hour.

Ofaloaf
Feb 15, 2013

Why do Clausewitz-engine games use a coordinate system where the origin is in the lower left while graphics editors like GIMP have the origin set to the upper left? Is there any alternative to inverting maps that'll provide a game-acceptable set of coordinates, fit for mapping purposes?

Kavak
Aug 23, 2009


Ofaloaf posted:

Why do Clausewitz-engine games use a coordinate system where the origin is in the lower left while graphics editors like GIMP have the origin set to the upper left? Is there any alternative to inverting maps that'll provide a game-acceptable set of coordinates, fit for mapping purposes?

:psyduck: I haven't taken a math class since I was a freshman, but why earth would someone do that? Every single graph I have ever made had the bottom left as the 0,0 coordinate.

OddObserver
Apr 3, 2009

Kavak posted:

:psyduck: I haven't taken a math class since I was a freshman, but why earth would someone do that? Every single graph I have ever made had the bottom left as the 0,0 coordinate.

Roughly, that's how computer screens/graphics memory work.

Ofaloaf
Feb 15, 2013

Kavak posted:

:psyduck: I haven't taken a math class since I was a freshman, but why earth would someone do that? Every single graph I have ever made had the bottom left as the 0,0 coordinate.

:shrug: It's been like that in Paint since forever.

SkySteak
Sep 9, 2010

Gort posted:

-Central Planning problems-

It honestly feels like a lot of the sliders have been just left alone since HOI2 and have never really had attention paid to them.

Of course I guess the USSR 1936 start is still lowering dissent, building a fuckton of Militia/Infantry, lowering dissent again and resuming that construction process. 1936 doesn't exactly leave you with a lot of time to build IC I imagine.

grancheater
May 1, 2013

Wine'em, dine'em, 69'em

Ofaloaf posted:

Why do Clausewitz-engine games use a coordinate system where the origin is in the lower left while graphics editors like GIMP have the origin set to the upper left? Is there any alternative to inverting maps that'll provide a game-acceptable set of coordinates, fit for mapping purposes?

I think the map used to be inverted until like, EU3?

Riso
Oct 11, 2008

by merry exmarx

Gort posted:

Full Central Planning:
8% more gearing bonus
25% penalty to upgrading time and cost
20% bonus IC & resources
-25% tech team costs

Full Free Market:
10% less gearing bonus
20% bonus to production time and cost
25% bonus to upgrading time and cost
+25% tech team costs

Because of your post, for Hegemonia I now toy with the idea of doubling gearing and removing the upgrade costs.
The other idea I have is changing the resource stockpile you can have depending on your policy.

Kavak
Aug 23, 2009


Riso posted:

Because of your post, for Hegemonia I now toy with the idea of doubling gearing and removing the upgrade costs.
The other idea I have is changing the resource stockpile you can have depending on your policy.

Gearing's still not that useful, and resource stockpiles would have to be totally crippled to make Free Market unappealing.

A Buttery Pastry
Sep 4, 2011

Delicious and Informative!
:3:
I feel like playing some Victoria II again, but it's been a while. How is the mod situation? POP Demand Mod used to be crippled by some weird design decisions as I recall, but is that still the case? Basically, what I'm asking is, which mods are worth playing for someone that appreciates a challenge, and realism in general?

The Narrator
Aug 11, 2011

bernie would have won

A Buttery Pastry posted:

I feel like playing some Victoria II again, but it's been a while. How is the mod situation? POP Demand Mod used to be crippled by some weird design decisions as I recall, but is that still the case? Basically, what I'm asking is, which mods are worth playing for someone that appreciates a challenge, and realism in general?

New Nations Mod always gets my recommendation; it fleshes out the world with events and new nations (duh) but steers clear of the PDM-level fuckery.

Riso
Oct 11, 2008

by merry exmarx

Kavak posted:

Gearing's still not that useful, and resource stockpiles would have to be totally crippled to make Free Market unappealing.

A was thinking of halving it for FM actually.

Demiurge4
Aug 10, 2011

What's the big issue with pop demand mod? I've been using it for a while and the only really big thing I noticed is that Korea is a subject nation which makes westernizing a bitch.

Drone
Aug 22, 2003

Incredible machine
:smug:


The Narrator posted:

New Nations Mod always gets my recommendation; it fleshes out the world with events and new nations (duh) but steers clear of the PDM-level fuckery.

Unfortunately NNM is no longer being updated, right?

(Then again, I'm pretty sure Vicky 2 itself is also no longer being updated, sooo...)

Empress Theonora
Feb 19, 2001

She was a sword glinting in the depths of night, a lance of light piercing the darkness. There would be no mistakes this time.

Drone posted:

Unfortunately NNM is no longer being updated, right?

(Then again, I'm pretty sure Vicky 2 itself is also no longer being updated, sooo...)

NNM worked fine with the last V2 game I played like a couple of months ago, and it hasn't been patched since then.

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes

Pornographic Memory posted:

The war in the east is probably pretty hard to get right because you'd want to achieve a balance where Russia loses the equivalent of the entirety of the Red Army in Barbarossa, raises an entirely new army...during Barbarossa...has it destroyed AGAIN, and rebuilds it again. Ideally without resorting to something like just giving them free units via event.

Yup, it's tricky. We do have some ideas to make it interesting, but it's too early to really talk about them.

Alchenar
Apr 9, 2008

Darkrenown posted:

Yup, it's tricky. We do have some ideas to make it interesting, but it's too early to really talk about them.

I wouldn't consider it inappropriate to go full on "Russia is special and special things happen" in order to make it work.

A Buttery Pastry
Sep 4, 2011

Delicious and Informative!
:3:

The Narrator posted:

New Nations Mod always gets my recommendation; it fleshes out the world with events and new nations (duh) but steers clear of the PDM-level fuckery.
Okay, I did enjoy that mod back when I played it last. Just realized I've lost the modifications I did to that mod though, guess I have a bit of modding to do!

Demiurge4 posted:

What's the big issue with pop demand mod? I've been using it for a while and the only really big thing I noticed is that Korea is a subject nation which makes westernizing a bitch.
I think (one of) the issue(s) with PDM is that they made a lot of changes that would have made sense in terms of realism, except due to the way the mechanics actually work, their changes had completely different ingame effects than one might have expected. (Such as artillery becoming a front line unit.)

fuck off Batman
Oct 14, 2013

Yeah Yeah Yeah Yeah!


Demiurge4 posted:

What's the big issue with pop demand mod? I've been using it for a while and the only really big thing I noticed is that Korea is a subject nation which makes westernizing a bitch.

Nah, it's a good mod. It's just that several years ago it had some dumb combat mechanics for several versions, and goons will never let it go. That said, since it's an overhaul mod that changes almost everything, NMM is better since it's more lightweight.

Drone
Aug 22, 2003

Incredible machine
:smug:


Disco Infiva posted:

Nah, it's a good mod. It's just that several years ago it had some dumb combat mechanics for several versions, and goons will never let it go. That said, since it's an overhaul mod that changes almost everything, NMM is better since it's more lightweight.

I've had some really fun games with PDM pre-Heart of Darkness. One of my favorite Vicky games to this day was Argentina -> La Plata takeover of South America with PDM, but my biggest issue with the mod is that it multiplies the normal Vicky 2 late-game system slowdown by a factor of 5.

Guildencrantz
May 1, 2012

IM ONE OF THE GOOD ONES

Demiurge4 posted:

What's the big issue with pop demand mod? I've been using it for a while and the only really big thing I noticed is that Korea is a subject nation which makes westernizing a bitch.

There's a few, it's a mixed bag. I play it about half the time, as it fixes a lot of my main gripes with vanilla (like every industrialized country having a socialist government by 1900 because apparently the political system was written by Karl Marx) but for every issue it fixes, it introduces a new one. IMO it's kinda sad because a lot of the new features are really cool, they just don't play well with existing mechanics.

The biggest one is, of course, the shitload of new goods and factories. While some of them are good ideas (banks, cigarette factories, synthetic rubber gently caress yes) there's just too many and it compounds the problems with capitalists. Since they have so many more ways to make lovely investment choices, laissez-faire manages to be even more utterly terrible. In particular, dividing certain factories into more and less advanced ones was a terrible choice. Of course, this doesn't particularly matter because every country is swimming in cash 24/7; whereas in vanilla countries go bankrupt all the time, PDM swings the pendulum the other way and nobody ever has financial issues short of being fully occupied.

The second big thing is the military changes. I may just be dumb, or used to vanilla's various quirks, but I cannot make heads nor tails of how late-game warfare supposed to work, especially the changes to digging in. It isn't documented anywhere. The AI seems to build engineer brigades instead of regular infantry and apparently that works :psyduck:

Riso
Oct 11, 2008

by merry exmarx
Trying to unfuck PDM is more work than writing something new from scratch.

YF-23
Feb 17, 2011

My god, it's full of cat!


Disco Infiva posted:

Nah, it's a good mod. It's just that several years ago it had some dumb combat mechanics for several versions, and goons will never let it go. That said, since it's an overhaul mod that changes almost everything, NMM is better since it's more lightweight.

The moment I realised PDM was terrible was when my banks and stock exchanges, as Sweden, could not operate because there was a world paper shortage. That was before HoD but I honestly very much doubt the economy is any better balanced now.

Guildencrantz posted:

In particular, dividing certain factories into more and less advanced ones was a terrible choice.

Oh yeah, your capitalists will build lovely early-game small arms and artillery factories when you're in the 1920s. And one only has so much patience for closing down lovely capitalist decisions.

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fuck off Batman
Oct 14, 2013

Yeah Yeah Yeah Yeah!


YF-23 posted:

The moment I realised PDM was terrible was when my banks and stock exchanges, as Sweden, could not operate because there was a world paper shortage. That was before HoD but I honestly very much doubt the economy is any better balanced now.

To be fair, that's Vicky's mechanic. Shortages that are also present in the base game.

YF-23 posted:

Oh yeah, your capitalists will build lovely early-game small arms and artillery factories when you're in the 1920s. And one only has so much patience for closing down lovely capitalist decisions.

This is true. There's no need for several different factories all producing the same thing from different materials. It could work if the transition is seamless, but that's impossible to do right now.

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