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Nice DD. Im wondering what technical imperative forced you to hardcode some brigade stats though. These were all freely moddable in HoI2.

Just curious :)

Actually i think what they mean was that you can't add additional stats such as semi-soft attack as one person said. Not that you can't modify the stat itself to go from say 1 HA to 2 HA or from 5 AA to 7 AA.
 
When it was stated that the black components of Hipper could not be upgraded, did you mean that they were already at the maximum value that could be put on a cruiser for the players technology level, or that those components under no circumstances may be upgraded?
 
When it was stated that the black components of Hipper could not be upgraded, did you mean that they were already at the maximum value that could be put on a cruiser for the players technology level, or that those components under no circumstances may be upgraded?
The latter. It was stated before that main armament etc. will not be upgradable.
 
Lots of control over unit design, and that is always a good thing. Nice also that the map can be modded, easily.

I am interested in finding out more about the actual "event" set up of the game, and the use of AI scripts. Anyway of getting an idea of how event and AI programing is structured? How many modable event commands there are, how many AI parameters there are and so on?

Could a list be made available?

Also about the global modifiers: Are they universally applied, and then modified on a country by country basis, as it is in HOI II? Can one change the command limits for commanders, on a country by country basis, for example?
 
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i dont no how to MOD but im gonna have to learn because ship overhauls would be sweet.. other than that the game is gonna be grate IMO..cant wait for the demo and then the full release.
 
Indeed.

Seems to me it could be more flexible than the previous system:

Lua

Starting with:

Code:
The following keywords are reserved and cannot be used as names:

     and       break     do        else      elseif
     end       false     for       function  if
     in        local     nil       not       or
     repeat    return    then      true      until     while

Flexibility would be nice. We were often trapped into very complex event routines in HOI II.
 
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In my perfect world, every single AI parameter, global modifier, trigger and diplomatic code should be accessible through text. Open source more or less, except for the EXE.

That would make HOI III an superlatively flexible WWII simulation engine. :cool:
 
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Going off what i was thinking of earlier as far as navy diversity:
Lets see we need the following ship types:
Coastal Cutters (Small coastal patrol ships analogous to the USCG cutters)
Destroyer Escorts
Destroyers (WWI - era)
Destroyers (WWII - era)
Cruisers under 8k tonnes
Cruisers over 8k tonnes
Anti-aircraft cruisers
Battlecruisers
Battleships
Dreadnoughts (Any WWI battlewagon left at beginning of war)
Light Carriers
Carrier Escorts
Fleet Carriers
Armored Flight Deck Carriers
Seaplane Carriers

With 10 models of each that gives alot of hull types to play with.

As far as aircraft lets see:
Pursuit planes (WWI era fighters)
Sea Reconnaisance planes (PBY Catalinas)
Interwar interceptors, fighters
Early war interceptors, fighters
Late war interceptors, fighters
Jet interceptors, fighters
Dive bombers (naval)
Dive bombers (army)
Torpedo bombers
Medium bombers
Light bombers (horizontal non-dive fighter bomber types)
Strategic bombers
Zeppelin/ Airship (long range, slow speed, hi-ASW values, hi-detection, only lives cause no planes would be out in the middle of Atlantic to shoot them down ... probably cant be used by Axis due to Allied air control. Used to spot enemy commerce raiders both surface and submarine)
 
Is this a state secret .....

Are the textures for mountains, forests etc. similar to EU3 in .dds files that appear as tiles with appropriate masking on the campaign map or is it a large texture map like in Rome?

I am assuming because the map is so large it will be like EU3 with a terrain folder including two large colormap.dds and colormap_water.dds

Cheers
 
Is this a state secret .....

Are the textures for mountains, forests etc. similar to EU3 in .dds files that appear as tiles with appropriate masking on the campaign map or is it a large texture map like in Rome?

I am assuming because the map is so large it will be like EU3 with a terrain folder including two large colormap.dds and colormap_water.dds

Cheers


more like eu3, but not entirely similar.