New version is getting close. We have reworked the armor techs. This involved changing the tech layouts, how the models progress, and a general rebalance. One of the main changes was the way each new model level uses a prototype design tech to upgrade. The prototype tech requires at least 4 main techs to unlock. For armor this is chassis, engine, armor plate design, and the gun. By themselves none of these techs add any stats to the tank. So tech rushing your gun or armor plate will not now have any point. You need all those techs to unlock the new prototype tech which will then increase the tank stats. You will still have minor techs to customise and increase some stats of the tanks. Besides making tech rushing almost pointless this also means event OOB armor will now be more up to date and require less upgrading before going into battle. Good news for the Afrika Korps , and the various sea invasion OOBs.
We are doing the same system for infantry based units. The main aim no is to make this system easy to grasp and intuitive in the tech tabs.
Besides the changes to these techs there has been a lot of rebalancing and tweaks across the board. IC will in general be lower and possibly less efficient. Heavy IC is not available to build until a nation goes to war and the IC techs are slightly less productive.
Still got some play testing to go here, though in general having huge IC amounts will be a thing of the past. Along with this ship costs have been increased substantially and CAGs are back in vogue. A little faster to build and better anti ship capabilities.
Speaking of ships we have added new unique capital ship units for the majors. This means that the Bismarck now has its own unique ship counter and its own unique ship loss event. Lose the Bismarck and the Kriegsmarine morale will fall for a short time. We have also added a small event chain for the 2nd London Naval Treaty which mainly effects the Allies and their ship tech levels.
There has also been some substantial reworking of the AI LUA and its research. Also we have remade the BICE launcher to prevent save game compressions and currently working on adding the mod difficulty settings into the launcher itself.
Aiming for the 2nd week in October
Will this update fix mid-to-late game lag? That's the biggest problem for me. Once I hit 1944/1945 it becomes almost unplayable.
difficult to say as it depends on what is causing the late game lag for you. Sea mines in particular are a culprit for this. Apart from that the reduced IC might help to prevent too much units spam.
It seems to be a result of how much of the map is not under FOW. The later into the game I get, and the more territory that's visible seem to be major culprits, but unit spam can be an issue too. I never play with sea mines though (there's a lot of pop-ups and OOB organization as-is).
not sure what can be done to fix this. Its not an issue with my playtests.
How about the Heavy Armour units not being the main counter of a division?
Heavy Armor will not appear as the main counter as it is a support brigade.
what is the main difference between heavy industry and industry ? i cant seems to find the difference ? because when i built it, both just increase my total IC by one.
heavy IC adds 25% IC to the province. So for example 10IC + 1 HIC will equal 12.5IC
Looking forward to it. Keep up the good work.
Perhaps I'll add my main complaint about the game is that AI always keeps building units even when it doesnt have manpower to sustain a long war. So after a long war AI nations drain their manpower and have tons and tons of units at 0 strength when consolidation would have been wiser. I dunno, always found that to be silly behaviour. Eitherway love Hoi and love BICE. Thanks
this is probably a result of build queues and the AI inability to cancel or reprioritise its build queue order. It is set to change what it builds based on manpower amounts, however if it already has 20 infantry divisions in the queue these will still be built. It also builds based on what it has on the map. So if it has taken large infantry losses and has the manpower it will attempt to replace those losses. The catch then is if it continues to bleed manpower and will then have to field new infantry units without the manpower to sustain them. This is generally why we give the AI a manpower bonus. It can't manage its builds like a player can.
Great!!!!!!!!!!!!!!
I can't wait!
Eagerly waiting..............!
Await! Await!
most likely end of October/ start of November. The GUI and LUA changes have taken longer then expected.
Have you been to fix the error?
Custom game airforce error.
no the custom game won't work with BICE due to how the techs are organised. The air techs and now many of the land unit techs as well.
Hope it's released before Friday :D
probably not this Friday. in fact no chance I would say, but should be ready by the following Friday fingers crossed.
Any news on the release date Panzeroo?
Shortly before the release of East vs West.
should be either the 15th or 16th November on the paradox forum. Once its certain there are no critical bugs or issues the links will go up here ( usually within 24 hours ) and Facebook page. ModDB uploads have to clear the admins permission first which can take a few hours to a day.
So it's been more than a week since your last comment. Is the new version going to be uploaded on here soon? I'm eager to try the new features.
Never mind I finally figured out how to access the official forums.
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