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What I still am deeply interested in is how the actual battle will be done. As for HoI2, if we had a carrier and 7 battleships in a taskforce, your admiral would try not to close the gap to engage the opposing fleet. This was absolute crap if the other force consisted of 2 carriers only, for example.
There is not too much sense in defining fire distances for an entire fleet. I think that during combat, "battle groups" consisting out of ships of similar ship classes (BB, BC and CA, for example) or even single ships should have individual fire distances. So in my fleet described above, the carrier would try to stay at a distance of 130kms in contrast to my heavy artillery ships which have a preferred distance of 20km.
I deeply hope that a closer-to-reality combat model will be implented.

I am pretty convinced that
1. Paradox will greatly improve naval combat mechanisms, and
2. we will be told so in another diary.

If this diary is only half as good as this one, I will cry tears of joy :)


I like the new detection levels, and especially that convoys seem to be real units on the map in HoI3. That would mean that e.g. escort carriers could now, well, escort convoys, subs can engage escorts (and vice versa), etc.
 
they kinda point towards their enemy, as they are in a battle.

Since its a screenshot, you don't see all the nice little animations there.



Cool!

Hopefuly we will see CAG's planes taking over from CV's deck in the next trailer.
(the trailer itself would be nice X-mas gift)
 
The final piece of the puzzle is the naval intercept order, this is for your big fleet, and they sit in port waiting for the enemy to be found by your patrol ships. As soon as the enemy is positively identified and they like the odds (which you determine) they will sail off and try and sink them.

The new naval system sounds great!. One question though, will the ingame message system pause or notify you that a fleet is about to sail off after an enemy fleet? Even if the odds look good, I would hate to commit to a battle on the opposite side of the ocean only to lose the fleet en route while your attention is commited elsewhere.
 
King said:
To please you I have edited the Dev Dairy so that the Scharnorst is a Level 4 BC and the Hood a Level 3 one. I hope you are now happy.
Thank you. It's all I need.
Darkrenown said:
It's a rather pointless thing to point out though, the point was that rather than one ship being better in every way than another because it's a higher model they can now define different stats in different areas.
Ok, I know it. But I didn't write anything about diffrent stats, only about mistake.
 
they kinda point towards their enemy, as they are in a battle.

Since its a screenshot, you don't see all the nice little animations there.

No problem, just give us a small video instead :D


Everything from the Diaries so far sounds very good and i can't wait to get the game...
Many thanks for the previews so far and don't forget about my HQ as Supply depot proposal ;)


Good Holidays and merry christmas
 
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It's a rather pointless thing to point out though, the point was that rather than one ship being better in every way than another because it's a higher model they can now define different stats in different areas.

It is especially pointless because the game files define model numbers starting from 0, while the game graphics defines them starting from 1.

Hence Hood has model = 2 and Scharnhorst has model = 3.

Anyway, returning to topic, I am now musing.

Is it possible to select the number of guns on each ship as well as their calibre?

Are different models of gun with the same calibre modelled differently?

How does all of this feed into the cost of the ship and its ability to take damage - do early-game CAs still take as much damage as the Yamato?
 
I was just wondering how the AI is doing with the new naval rules?

For example, will it allow the AI to prevent a human German player in sending the whole Kriegsmarine "over the top" of Britain to bases in France as a prelude to Sealion? (IMO it could have never happened in real life with out a rigorous response from the British Fleet based at Scapa Flow)

Will it allow the AI to attack supply routes to help defeat overseas operations such as Sealion or Overlord?
 
With this automatized system of fleets, one could imagine that convoys work in a similar way. They are in port, get loaded with supplies, then ship out and reach the target port where they unload (how many at a time depending on the size of the port and so on). Then you have this going on all the time 24-7, and if there are indications that hostile fleets are in the area (thanks to your patrols) escorts are dispatched depending on the threat level (perhaps). (would be looking forward to seeing those tiny convoys moving back and forth from ports, unloading and re-loading [which probably would take days before the invention of containers!])

Due to last weeks DD (DD9) there was also said that units had a certain amount of supplies with them. Perhaps then one could see convoys being shipped out to re-supply a (e.g.) Carrier Task Force or some such? (making it possible for it to stay at sea longer than if it had to return to port to resupply all the time.

(I'm guessing something similar can be said about air wings as well? Well, except having ships huff-and-puff into the clouds with supplies - in future games I'm thinking that the same rules could be used to have Air tankers launch from air fields and re-supply fighters etc. though)
 
After this 10th dev diary, I can finally say my post-EU3 fears are put to rest.

I must admit I was worried that HOI3 was going to be HOI-lite, even with tons of provinces, but it looks like there is more to do, more detail, more accuracy, more gameplay, but all with a streamlined interface. I'm really impressed by the artwork, too.

It'd be fun to have a dev diary with an mp3 of the game's opening music, or something to get us all frothing at the mouths.
 
Next to Naval orders. We’ve made a couple of changes to naval orders. Firstly we have added the infinite order, for something like convoy escorts, you send you fleet out and the order will run indefinitely. With an added twist, each naval base can also be set up with a pool of reserves. These sit in port, repair if they need it, upgrade if they can, but when ever a fleet that is on an infinite order needs to return to port these ships will be used to replace them (providing they are of the same type). Thus if your ships, have low org, or are damaged, rather than having to go to all the trouble of sending a different fleet out on exactly the same order the system will take care of this automatically.

Let's say you have 4 fleets of subs, A, B, C and D. You send out ABC to convoy raid the atlantic and D stays in port as a reserve. If A is damaged and goes back to port, D will fill it's place. But what happens to A, once it gets repaired? Will A continue it's convoy raiding mission? What will D do then? 2 fleets in the same seazone might be overkill and you won't have a reserve anymore for B and C. Or will A stay in port, becoming reserve?
 
Let's say you have 4 fleets of subs, A, B, C and D. You send out ABC to convoy raid the atlantic and D stays in port as a reserve. If A is damaged and goes back to port, D will fill it's place. But what happens to A, once it gets repaired? Will A continue it's convoy raiding mission? What will D do then? 2 fleets in the same seazone might be overkill and you won't have a reserve anymore for B and C. Or will A stay in port, becoming reserve?

A becomes the new reserves.
 
Because the Hood was bigger it has more AA guns.

Have you really looked at the ship's specs?

Hood:
3- twin QF 4 inch (102—mm) L/45 Mark V guns
4 - twin QF 4 inch L/45 Mark XVI guns
3 - octuple QF 2 pounder Mark VIII (40 mm) guns
2 - quadruple 0.5 inch Vickers Mark III

Scharnhorst:
10,5 cm L/65 C/33: 14
3,7 cm L/83: 16
2 cm MG L/64: 10 (16 later)

Pretty much the same, gun wise. And what does bigger has to do with it ?


It would indeed have more AA guns if Hood had the last major refit, changing from the orginal layout to a 5.25" dual secondaries plus the rest.
 
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The final piece of the puzzle is the naval intercept order, this is for your big fleet, and they sit in port waiting for the enemy to be found by your patrol ships. As soon as the enemy is positively identified and they like the odds (which you determine) they will sail off and try and sink them.

The new naval system sounds great!. One question though, will the ingame message system pause or notify you that a fleet is about to sail off after an enemy fleet? Even if the odds look good, I would hate to commit to a battle on the opposite side of the ocean only to lose the fleet en route while your attention is commited elsewhere.

Johan said:
As soon as the enemy is positively identified and they like the odds (which you determine) they will sail off and try and sink them.

I suppose at this point I should mention that the system as detailed above is an optional extra. You can still manually move ships about, set ships onto short timed orders, you do not have to assign reserves. It is up to you to determine how much of the naval war you want to manage.

You should have as much control as you want.
 
This new naval system is looking pretty amazing. I don't even know where to begin.
 
This looks great Devs! Keep up the excellent work!