New Version with some critical bug fixes and balance changes.
As usual with a new version, manually delete the old BICE folder in TFH/mods and the launcher ! Reinstall the new version by placing in the main directory. 7.23 *might* be save game compatible with 7.03, however its likely many of the bugs will remain in the save file and result in issues.
7.23 Changelog.LUA critial error fix
jap version for the 2nd naval treaty
tweaks to increase money and supplies a little more
Cleanup of some localisation which was causing crashes, fixed a dupe localisation ID, etc.
Fixed the rare materials penalties/bonuses for difficulty levels
Fixed the war goals in the 1933 special events file
Removed 43rd Infantry Division from the default division names list, as it already exists in the starting OOB.
tweaks to blue china event + uk starting OOB + Japan has 2nd naval treaty
Leader tweaks for USA
Added additional historical leaders for USA starting OOB
Added U.S. 103rd and 104th Infantry Division counters/models/etc
Added U.S. 102nd Infantry Division counters/models/etc
Added U.S. 100th Infantry Division counters/models/etc
Added U.S. 99th Infantry Division counters/models/etc
Added U.S. 98th Infantry Division counters/models/etc
Added U.S. 91st Infantry Division counters/models/etc
Added add_core = GER to Brandenburg 1936.1.1
Nerfed IC need unit-upgrade for UK
Added add_core Stettin in 1936 for Germany
Added U.S. 90th Infantry Division counters/models/etc
Added U.S. 89th Infantry Division counters/models/etc
soviet far east army reinforcements during the winter offensive
increasing forts maginot some more
Fixed typo with plural "destroyers"
Added localisation for ballbearings_plant_cost
Removed some old unit models that are no longer in the game.
economic tweaks + light infantry nerfed
transport ships etc capacity increased
Replacement event images for POW (HMS Prince of Wales) and the Pocket Battleship image from the unit guide.
Italy added to the 2nd naval treaty
Replacement images for Bismarck and Gneisenau events
chinese nationality difficulty settings added
Soviet operations - Winter Offensive, Operation Uranus, Operation Kutonov, Operation Bagration
I am attacking the UK, but on their soil they seem to enjoy an enormous defensive bonus. I have panzers attacking infantry on the summery plains of Weymouth (but heavy ground attacks too) and they have a 993% defence bonus. Elsewhere in the UK, they have bonuses around 600%. I have also noticed random air wings (even led by chinless 2 skill generals) might have 400% attack and defend and will obliterate my fighters. It seems confined to the British mainland - I have some tommies bottled up in Bordeaux, and they're tough but within reason. Any idea where this bonus is coming from? I took the lowlands and france early on, by feb 1940, if that matters. Brilliant mod, by the way - utterly revitalised this game.
Attacking another nation on their home soil results in high territorial pride. This is a whay to help the AI defend itself better since it is so hopeless otherwise. The UK and the soviets ( and the german AI if you play as an allied nation or soviets) all get a TP bonus on their home land. It means you need a very large force to take the UK now. The bonus will get a little lower after a year or so. The RAF in the UK benefits from the Radar chain. You need a huge majority of fighters to wear them down.
It's a brilliant idea, but is there a way for me to tweak the value (maybe I will ramp it up as more territory is lost)? It just seems unlikely that the inexperienced Home Guard would fight like Spartans against veteran panzers like by Guderian.
You are assuming that history should repeat and all the UK has in 1940 is the HomeGuard ? The TP is used not as a way to help weaker units as such but rather to as a handicap for the AI which is too stupid to know how to defend itself against a player. For example it is very difficult to invade a player held UK. Just getting past the RN is bad enough. Unfortunaltey we can't mod the actual AI to fight better so we have to give it a handicap. this is designed to force the player to use a larger force and take a bigger gamble in Sealion. Send over too small a force and you will lose. Send too much and risk a soviet DOW.
Some players have suggested invading Ireland first and using that as a staging base. Along with some feints along the opposite shore, strong shore bombardment, the correct units for certain terrain, and a well organised command chain of the best generals. You will need overwhelming force and a large airforce.
The same issue will be found in Russia later in the war, esp towards the end of Barbarossa. We use TP mechanic as a way to help the stupid AI, otherwise its just a stroll in the park.
It's not a bad way to help out the AI, but right now I feel like I am not fighting armies and generals, but an arbitrary modifier. I would like to tweak it a little. Is it the values in the triggered_modifiers file that control this? Anything else? I see how Barbarossa TP is staggered - I may do something similar with the UK (as important cities fall, for instance).
But this really is a brilliant mod. Speaking as a game designer, I think you've created something beautiful and really brings the base game to life.
look in event_modifiers. There will be something related to the homeguard event which creates an OOB for the UK AI and boosts the TP bonus for a period of time. You could link it to cities falling in a similar way to Barbarossa.
Panzeroo, please fix the Custom Game Mode in your mod.
I really love your mod and am used to it to the extent that I can't play HOI3 without it, but I already have several years of historical start games and got bored of them so I started playing CGM. One problem - the tech (specifically aircraft, armor, some infantry, some ships and several other tech groups) are bugged and can't be increased. Whatever you do and however you click on the button it just wont increase. This sadly is a huge problem since there are a lot of countries who would hugely benefit on getting that aircraft/armor practical from the start and I have to wait a whole ingame year to even start developing those planes/armor, and another year until I have enough of them if I focus my production on them.
I would be really grateful if you looked into it and fixed it. The mod is kinda unplayable to those of us who prefer CGM.. I tried a workaround by removing the required tech and editing the country .txt to start with that tech but nothing happened. It simply refuses to allow me to start with that tech. If you know some way to temporarily fix this, please share.
Found the problem - it's the way you've made it constantly check which level it is with the ANDs. Simply removing the requirements for the first AND (like in this pic I.imgur.com ) will fix it, however, the requirements for the following levels will be broken and you'll be able to increase tech levels without having any prereqs.
Just posting this in case there are people asking the same question.
BICE doesn't support CGM starts. Besides the obvious tech issues, it also has the potential to mess with required OOBs and the AI is at yet another disadvantage.
Yeah, I get that, but I like the way your mod changes the base game and I'd like to have that palette apply to custom games. There are some countries that are simply unplayable unless you CGM them, like all the minor ones. Plus it's not as much about historical realism when you play CGM (who knew you could have so much fun with 10 divisions of German Marines getting dropped in Northern France while being protected by several carriers).
Recoding the way techs work to support CGM would be perfect, but if you don't do that (and I don't see why would you want to dedicate so much time to something your mod doesn't support anyway), no problem. Keep up the good work!