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The other version of BICE is called our "MAIN" mod. Once TEST is deemed stable enough in response to Player's feedback it is used to update the Main mod.
This results in the generation of a NEW Test version thus renewing the cycle. That being said TEST is updated much more frequently than MAIN.
Test version updated
saves broken
Checksum c929
https://discord.com/channels/295274355661733891/826923100355428362/1421984233282469990
Problem: Toolpack updates consistently break BICE saves.
Solution: DONT use toolpack with BICE games.
I tried copying toolpack into a local mod to make sure it never updates, but that copy doesn't work in game when I launch with BICE. Works with Modern, Fallout, etc, but not BICE.
DEFAULT_MAX_NAV_FACTORIES_PER_LINE = 3,
CONVOY_MAX_NAV_FACTORIES_PER_LINE = 10,
CAPITAL_SHIP_MAX_NAV_FACTORIES_PER_LINE = 3
Yet it wouldn't change them in game. I unsubscribed from the mod and event-gfx, deleted the folders and re-installed them, yet have the same issue.
Anyone know a way to increase the number of dockyards?
Though are there any compatible sub mods for this which make the AI more aggressive and actually launch naval invasions against the Axis?
I also tried to cheat one run and just researched 1942 tech and made large navy from the start but Italy still managed to punch above it's weight, why? What I'm missing here?
The same England, already in 1940 in France...
In addition, England is able to have 40-50 divisions in Africa in 1941 and even land in Italy, which is historically and logistically nonsense.
Moreover, England or the USA regularly try to land in France in random places with random units, mostly directly unsuitable for such operations.
This and much more should be limited or prohibited directly in the AI code.
The only game that makes sense is to play for Germany against Russia, because the AI can lose for Germany by the end of 1942.
Therefore, I think it could be tweaked. Set the production and creation of Russian units and equipment firmly. Winter 1941 winter bonus and from spring 1942 transition to the defensive for at least a year.
Chess: 8x8 <64 square "map" with 32 MAX pieces in play with constant fixed initial deployments as well as ONE piece moving in alternate turns. Simple right?
HOI IV/ BICE: A Global map with thousands of states, provinces, sea zones AND air zones with thousands of individual units moving all together in REAL time. The AI has to keep track of its own units and any "spotted" units as well. With FOW added in <the unfortunate blundering into heavily defended areas which are the deadly meeting engagements on a strategic level, the game can be very unforgiving.It is nowhere near the level of chess.
It is a miracle that the AI functions at all. Keep in mind very little in game is scripted
I would expect the AI nowadays to be significantly better at strategy than any human player. It's just like chess :)
What you suggest would be a valid strategy in MP playing, but there is little chance that an AI in almost any situation can match a capable human player without "help" in game. Think of it as pretty much how Barbarossa actually went. What you call pointless attacks were the beginning of the ultimate attritional warfare which actually occurred.
In addition, their organization is constantly growing very quickly even when they are in places with poor supplies :/
https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/1851181613
TEST Version update changelog
Test version updated
Saves broken,
Checksum a944
Lower the difficulty settings and buff yourself/ weaken the enemy faction with the sliders provided.