• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
The problem would be for example when you play Germany, you don't know for sure WHO will be your ally. If you change the AI file of Italy, but Italy doesn't joing the Axis, it was useless. And it could happen, that Italy doesn't act usual or even weird.

Or if you get the USA into the Axis, which is possible, you surely didn't think about editing their AI file.

I think at all, that they should implement these commands into the game. Changing AI files could result in a mess.

I expressed myself vaguely (my English is like it is). I didn't meant by AI editing some do-it-yourself solution, modding, where you actually adjust AI files prior the game according your plans in the particular game. I meant that developers could introduce military co-operation in future patch or expansion and in that maybe rely merely on AI file editing, if they want to keep it simple (and if that's feasible technically).

In the game itself you as a player shouldn't edit nothing - instead you open a diplomacy folder and give an order to Italy (if she is your ally) to capture Malta for example. You click "attack", choose "Malta" from the list of provinces/areas/countries and set priority. As a result, game changes relevant values in Italy's current AI file - sea zones around Malta get a high naval attack priority and Malta's value as invasion target is increased. As a result, Italy turns its attention now towards the island.

If described interactive adjusting of AI files as the game unfolds is impossible, then forget my post.
 
I expressed myself vaguely (my English is like it is). I didn't meant by AI editing some do-it-yourself solution, modding, where you actually adjust AI files prior the game according your plans in the particular game. I meant that developers could introduce military co-operation in future patch or expansion and in that maybe rely merely on AI file editing, if they want to keep it simple (and if that's feasible technically).

In the game itself you as a player shouldn't edit nothing - instead you open a diplomacy folder and give an order to Italy (if she is your ally) to capture Malta for example. You click "attack", choose "Malta" from the list of provinces/areas/countries and set priority. As a result, game changes relevant values in Italy's current AI file - sea zones around Malta get a high naval attack priority and Malta's value as invasion target is increased. As a result, Italy turns its attention now towards the island.

If described interactive adjusting of AI files as the game unfolds is impossible, then forget my post.

Sorry, missunderstood you then. What you said is exactly what I thought off.
 
Expand the 'province_building = { province = [ID] building = [building type] size = x } ' trigger so you can write -1/-2 as ID and the trigger checks if any province owned/controlled by the country triggering the event has the defined building in it.
 
A new unit: Forts.
This unit will replace the existing forts and will be a unit, not a building (well the buildings could be made weaker and kept in, simulating weaker 'fortification-measures' like barbed wire, dragon's teeth, &c).
It works a bit like garrison units: It can not move on its own but additionally it also can't be moved strategically, so it stays where its deployed until destroyed.
I'm not quite sure about the following but why not make them like naval units in some way, i.e. there are several researchable fort-levels but the forts itself can't be updated, only rebuilt. But their brigades (only usable by fort units and representing things like different cannons) can be upgraded, so forts can get stronger over time but a new built fort is stronger then an old one.

Some advantages:
-Forts now need manpower and supply simulating a forts upkeep. This way they don't repair 'magically' but need new manpower after an attack.

-Forts aren't useless without defending divisions in the same province anymore. Even if there is no other unit around, an attacker has to destroy the fort first. Airattacks on forts become more useful.

-More diversity: Instead of two forts (land & coastal) + a level from 1-10, there would be the possibility of several techlevels + several different brigades with their own level again.

Maybe a disadvantage(?): Forts will probably be destroyed permanently when an enemy breaks through. But then again I can't think of that much forts that fell in this timeframe and were used again without heavy repairs (which could be simulated by rebuilds). And the biggest forts which are in the game from the beginning (Maginot line and Czechoslovakian forts) are destroyed by event after occupation anyway.

I tried to mod this in myself but it looks like you can't make a land unit that's not strat. deployable (except if you lock them but they wouldn't be buildably then...).
So adding the possibility to 1.) add not only new brigades but new divisions as well and 2.) add a 'strat_deployable = 0/1' to the unit files would be great, too. :D;)
 
If described interactive adjusting of AI files as the game unfolds is impossible, then forget my post.
With help of events it's even possible already.



Add 'when = [percentage]' to the remove_division, damage_division and disorg_division commands.

Add an 'area' argument to the unit commands with random (-1) switches, such as switch_allegiance, delete_unit, remove_division, damage_division and disorg_division, to prevent that random units in areas you don't want become affected. E.g. 25% of the units in the area of Tunis will change it's allegiance
Code:
type = switch_allegiance which = -1 where = FRA when = 25 area = 939
 
Last edited:
If there's ever be an 1.08 I'd like to following .exe fixes:
1) Autoslider:
Shall be able to allocate more IC to province repairs, currently they max out at some percent of total IC. Major problem for a country under heavy strat bombing attacks - they can't repair fast enough and are bombed back to stoneage.
Should react on very low or even negative money stuations by temporarily allocating more IC to money production

2) Avanced slider :
Overproduction of money as it doesn't include manpower income from calculation(does react on low-money situations)

3) Both sliders do not account for offmap money so either over- or underproduce money.

4) Georgia in the Caucasus and in the US obviously have the same area, in Arma 1.3b this was fixed by adding an AREA_GEORGIEN. (Caucasus provs defined with Georgien area in db\province.csv) Still missing in AoD.

Not .exe-related: Include the data file fixes I'm currently working on for the unoficial fixpack
 
Options for victroy demands

When you defeat an enemy an enemy instead of making a puppet or annexing I would suggest that you can have an option called: Change of policy this would result that the defeated nation would go from democratic to dictatorship and visa versa.

Let say you as Germany defeat Sweden in 1938 and its current policy is social democrat it will then become paternal autocarte if you had chosen Change of policy.
If it was Portugal that was defeated and it was Paternal it would have become a nationalsosialsit.
Change of policy would cost 65% victory points
 
Increase relations by negotiate trade. Exampler i give some my blueprint to DDR or my alliances, send to japan so much oil, energy which are so much indispensable resources for their economic. I think relations should increase ??

AOD can play in window mode. it would be very convenient when play multi.
 
Last edited:
AAA, Rada stations can be recover for use in other provinces. It take IC to repair 2 provinces.
in production process, can change brigade of units to next units production.
 
Last edited:
National ideas unlocking events

I was thinking maybe those national ideas would open up for some events that is unlocked by various national ideas focuses. That’s something for aod2 or AOD add on.
 
Event can already check for a national idea:

nationa_idea = { country = [tag/-1] personality_string = [string] } # true if country [tag] or firer if -1 has idea specified in personality string

(from event.txt and I assume that there is an "l" in the real command)
 
1) A 'rangefinder' feature that displays the distance between provinces in a tooltip. Very helpful when planning invasions, particularly in the Pacific. It'd be nice to know if my strategic bombers can reach Japan from Saipan before I go to the trouble of invading . . .

2) The ability to build installations/infrastructure in allied territory - not sure how do-able it is with the game engine but it'd be a nice feature to have.

3) Fix the glitch whereby an airborne unit in a coastal province isn't able to be given offensive supply, since the 'load onto ships' icon bumps the offensive supply icon.
 
Major alliances bonus

What if there where a small bonus for being in the Axis or with the allies like in hoi3?
The Allies can favor cheaper trade benefits within the allies. Defensive combat modifier +0,1% Intelligence +0,2%
Alliance chance with Democracies +0,2%
bye1w7gfu8zxni7s7.jpg
[/IMG] Axis: Foreign IC use +0.5% Land Unit speed +0,1% Armor research +0,1% Submarine construction bonus -0,2% Alliance chance with Dictatorships +0,2%

Comitern: Les diplomatic cost for members in contact with within in Comintern and 1+ influence on socialistic dictatorships outside the alliance. Infantry defensive combat modifier +0,1% Foreign IC use +0.1%
Fund Partisans: + 0,1% Chance
 
Last edited:
Since the AOD guys obviously are developing something. I guess they have tons of ideas by now, but here are som more anyways... :D

- Oh Gamers Map (or something with similar quality)

- A new tech system based on a hybrid between the HOI2 and HOI3 system

- Manpower divided into skilled labor, unskilled labor, skilled soldiers (professional soldiers), unskilled soldiers (conscripts), sailors and airmen

- Industrial mobilization feature

- Manpower mobilization feature like in DH

- Institutional/social mobilization feature

- Food

- War exhaustion

- Improved combined arms system

- Overhaul of third world, minors and colonies

- All aspects of a longer (1-10 years) than historical WW2 represented.

- Morale, both at the battlefield and on the home front represented

- Separation between men and materials/equipment

- Dynamic resource system. Some resources decrease in volum, while the volum of other increase as time pass by. Ecomonic supply and demand model as a result of this

- A proper unconventional war system with nukes and other unconventional weapons correctly and historically represented.

- Reworking of the consumer goods and supplies system.

- More sounds. Specific sounds for the different types of units like in Red Alert, world In Conflict and other real-time strategy games. Different sounds for bombings, shootings, motors, fighting, torpedoes, splashing, screaming, shouting propels etc.

- More graphics. Flaks, nukes bombings, explosions etc.

- Dynamic core province system like in DH

- Dynamic ideology and regime change system like in DH

- More advanced IC system where IC is divided into several qualities

- Selling, buying and giving way of resources and equipment overhauled. Marshall help and lend and lease as part of this

- Several important historic events/conflicts remodeled. Ruhr occupation, attack on Pearl Harbor, battles of Khalkhyn Gol etc.

- Demographics (a dynamic one) along with a correct demographic map

- Railways

- Separation of landform and terrain. Geography and biology are not the same.

- A reworked intelligence system, where British intelligence wins the war, like it did historically

- Synthetic oil plants (an possibly other very important buildings), like in AOD

- A guerrilla war system as part of the partisan system where partisans can effectively figh a superior enemy for decades

- The option to play with a "senate" where politicians or the dictator in power gives the player orders. Rewarded if successful, punished if not.

- Most crucial AI flaws balanced out.

- Connection between infrastructure and terrain implemented

- Improved supply system where support equipment and "land convoys" needs to be built and maintained

- Realistic economic growth system. The balance between IC whoring and historic economic growth.

- An even more dynamic technology system where new technology only affects only some parts of the airplanes, tanks and ships.

- A foreign policy parameter classification system similar to national ideas in AOD

- More dynamic and rich event system, similar to decisions in DH

- A realistic infrastructure expansion system.

- New diplomatic mission: military attaché. More realistic and effective sharing of technology between non-allied nations.

- The periphery is crucial to the center for any country. Give all countries the incentive to defend the periphery as the resources and manpower there are essential to the survival of the nation. The game is too focused around the importance of the capital and the economic center as it stands now.

As good as everything in my wishlist for HOI3
 
Easy1, this is truly a very neat list all the devs should adopt as part of their basic goals. That's how the the near future games should be played.
 
Easy1, this is truly a very neat list all the devs should adopt as part of their basic goals. That's how the the near future games should be played.

Thanks Hister. I appreciate it. The list tend to increase every time i play HOI extensively :D