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Thread: Development Diary #7 - 26th of November 2008

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    Studio Manager Paradox Dev Team Johan's Avatar
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    Development Diary #7 - 26th of November 2008

    Hello everybody and welcome to another edition of the weekly developer diary of HoI3. We've been battling through the harsh cold snowstorms of this week to continue the development. One of our programmers had to spent over 24 hours at an airport from sunday waiting to get home.

    Anyway, we've been working hard lately, developing the core of our new revolutionary intelligence system, trade agreements, and polishing aspects of the resource system.

    For todays feature, we'll be talking about the details of designing your own divisions.

    Division design was one of these features that we have always toyed with when it comes to the Hearts of Iron series, so why add it now? First off we felt that division design added strategic choices. Secondly we can create, through standard templates, that the AI likes to use, a means to make different countries play differently from each other.

    In conception the system is very simple, you can create a division of between 1 and 4 brigades, rising to 5 if you have right doctrine research. Each brigade increases the cost and combat power of the division. Support Brigades, like artillery, add no combat width to a division, while primary brigades, like infantry, increase the combat width. For those of you who have not been following our Development Diaries, combat width is a measure of how much space a division takes up. Each brigade also increases the IC, time and manpower cost of the division. Our first strategic choice is quite simple less more powerful division or fewer weaker divisions.

    However there are deeper choices here, this system allows you to create highly specialised divisions suitable for a small number of roles or more generalised divisions which although do not excel anywhere can fight in may situations. Which do you choose? Each has its advantages, each has its disadvantages, the choice is yours.

    In order to set up the scenarios with a fair reasonable amount of accuracy we are going to have to define division templates for the major countries. I know some of you are going to feel keenly our failure not model the unique features of the Cuban army and not buy the game, but sadly these are the tough choices you face when planning development. These templates will be essential because to be quite frank here it is going to be impossible to individually script the thousands of divisions you will find in WWII. So as we have to create these anyway we felt why not put them to another use. The major powers will have available historical divisions you can choose to build, instead of having to go through the trouble of designing your own. The AI will prefer these, and for those of you who want that extra level of historical immersion you too can choose to use these as well.

    Now, for the first time in the HoI3 developer diaries, we'll show you a screenshot of an interface. Here you'll see how the division designer currently looks like, all accessible at one page.



    You are probably going off to play some guessing games about the icons on the screen. Well it would be wrong to keep you in suspense too long, so we’ll talk a bit more about units in the next developer diary.

    Johan Andersson
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  2. #2
    First!

    Looks awesome, thank you Johan!

  3. #3
    Thank you sir, looks better and better!
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    Victoria's Plastic Surgeon OHgamer's Avatar
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    wow, that looks so neat.

    Q2 2009 release...

    still seems such a long ways away (Even though it isn't at all from a developer's perspective).
    2014 will hopefully allow me to be more active with Paradox games than the last few years

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    Part Time Game Designer King's Avatar
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    Quote Originally Posted by OHgamer
    wow, that looks so neat.

    Q2 2009 release...

    still seems such a long ways away (Even though it isn't at all from a developes perspective).
    It's Q3 we are releasing
    Nostalgia is not as good as it used to be

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    WOW. Seriously WOW. This is what we all been expecting... And hoping for. Thank you Paradox... I can't wait September 09... I will be dreaming that day for the rest of the year.


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    Victoria's Plastic Surgeon OHgamer's Avatar
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    Quote Originally Posted by King
    It's Q3 we are releasing
    my mistake.

    Still, just around the corner.
    2014 will hopefully allow me to be more active with Paradox games than the last few years

  9. #9
    Template, is that saved brigade mixup. to save time?

    EDIT : nwm. forget it :P Saw it

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    Aaaah I'm dying !!!
    That's exactly what I want to see!!
    Brillant !!!

    Hopefully, there's enough space for modding e.g. adding new more specialised division or brigade types to everyones flavour.
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  11. #11
    ASDFLODJFSDFKL! My head just asploded just as soon as I saw the screenshot!

    Division design is just... just... AWESOME!

    Something I've not really seen in any strategic WWII game at this level.

    [edit]

    What is the hand with the number of 8,000 on the right hand side? Is that actual number of men in the division?
    Last edited by vertinox; 26-11-2008 at 16:28.

  12. #12
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    This looks great, exactly what I have been hoping for in this aspect.

    "I know some of you are going to feel keenly our failure not model the unique features of the Cuban army and not buy the game, but sadly these are the tough choices you face when planning development."

    sad, but true

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    Cool...so you can build the brigades making up the divisions in serial? Intresting

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    Second Lieutenant MasterofOrion's Avatar
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    Looks great!

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    Interesting!!

    Can one country create and build several templates? In other words, would it be possible for a player to have for example one light-division-type consisting of only one brigade and another type which contain 4 brigades?

    If so, how many templates can a country support and build at the same time?
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  16. #16
    That looks very interesting but also like a bitch to balance so that there aren't some obvious choices and some thing that are always neglected (as happened in HoI2).

    There seems to still be the division between what used to be a division and what used to be a brigade in HoI2 in the fist column. Are there limitations what I can combine? Can I theoretically make a division out of two motorized and two armoured brigades? Or one that just consists of 4 artillery brigades (very useful if I understand the new combat model as they lack width).
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  17. #17
    General der Tso's Chicken Bullfrog's Avatar
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    Very awesome gentlemen, good work! You have made me very happy....I see that you have finally defined MP as a certain number of men...I think?
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  18. #18
    Stuck on the dark continent! Driggsd's Avatar
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    Great set up! Opens up to a nice specailization and even redicules set ups. Like a 2 Millita 1 Super Heavy 1 AA defensive units......
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  19. #19
    I find the division building...ugly

    But it's not important

    It's great...
    A superheavy tank division

    Thanks Paradox...
    But mean every symbols ?

    250 Days for producing one division..it's long, and they a re more expensive...
    But it's realist

    And where is the leadership cost ?
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    Part Time Game Designer King's Avatar
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    Quote Originally Posted by Driggsd
    Great set up! Opens up to a nice specailization and even redicules set ups. Like a 2 Millita 1 Super Heavy 1 AA defensive units......
    yes the Division design system will in no way shield you from any stupid things you plan to do.
    Nostalgia is not as good as it used to be

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