I don't know if the flight path arrow is only on the map for decoration or if it is actually calculated by the engine, but if it is, then yes, it would be possible to use that to dish out some damage to the bombers on the fly. Now the only problem is how do you tell the AI (or even the player) where the planes will come?
Sir NeoCore Slan, OLIR, beta of FtM, appointed judge of Alexspeed's Victoria 2 AAR Contest, Fan of the Week (22-11-2011) and I also play HoItCG.
The Historical Plausibility Project 1.0.4 for HoI3, 2.0 for HoI3 - Semper Fi and 2.7 for FtM
My latest work from my Ink Well (which is post #200 in the Ink Well thread):
Hitler's gamble - An alternative German Strategy (Vanilla HoI3 - Semper Fi 2.03c) finished
Ten Reasons why Europa Universalis III is the worst game EVER (Vanilla EU3 - Divine Wind) finished
The New Adventures of the United Nations... in Space - A Space Empires V AAR canceled after Season I
"Always write things on the forums that you’d be happy for your mom to read." - Fredrik Wester
I agree AA should be able to damage bombers on their way to targets, but currently the engine doesnt really support it, mostly because the planes do not actually enter the province because of speed and when combats are checked. The changes in the dev diary were only for making them stronger for local defense.
Reject reason to make the impossible possible!
I am at least happy that the changes will make AA a meaningful investment; I hope you can find some way to change it or at least implement in HoI4. Which I hope is inevitable
AARs: From Sicily to Italy: A Tale of Re-Unification, Expansion and Empire:
Summa sedes non capit duos.
In the state you described AA, one would still not only need to build a wall of AAs in length but also in depth. It is somewhat annoying that you have to assume that a considerable part of the stationary AA would probably never fire a shot because the aircraft are warping in between provines without ever crossing the provinces in between. Stationary AA would only be useful to protect really high value targets. This needs to be considered as well when balancing the new stationary AA :/
I definitely like the changes to the elections. Also love seeing the foreign ministers. I'm really itching to get my hands on FTM. I'm still concerned about how the changes to neutrality will affect minor countries but I'd like to see how that plays.
Midnight Sun: Denmark AAR 1936 - In progress
Aut Vincer Aut Mori
Will non-linear repairs be back? So repairing radar/AA from level 1to 3 takes dunno, 3 days, while repairing 9 to10 could take 3 weeks? Or "non-linear" is forbidden expression?
Maybe also add a scroll bar in the Statistics screen?
So also "your" DLC's show the used units correctly?
(Now that is not only a modder related stuff, but an official Paradox release since CWoWW2 and DIES IRE:G and SWoWW2 ?)
And I really like the current additions!
For the AA.
Nearly 80% of Bombers get through over the war IIRC.
So not sure how to modell that the best, and if later techs like early AA-rokets(Wasserfall) would make a big difference.
But I already like the possibility to mod the buildings some more.
Maybe the damage from AA of just overflown provinces can be modelled by an attrition modifier?
So lets say for bad navigation that brings you to near to another city?
I don't know if that is only my experience, but often if I intercept bombers they still get trough the fighter screen and bomb the tartget successfully. But maybe that is just a balance issue about Org?
Former Game Developer East vs. West: - Lua AI / Political -
AHOI-Mod - A Hearts of Iron 3 "Treasure Chest": Soon: Play WW-I up to the Cold War
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Thanks for the update, elections are nice I guess, improved AAA was pretty much required (but moddable damage modifiers for buildings are awesome!) and beeing able to see ministers now is pretty cool
But seeing us fans are greedy bastards (or at least I am ):
On intelligence - intelligence isn't really intelligent at the moment, as they constantly forget what they knew 5 mins ago if a spy dies or you lose LOS on something, would be cool if you "remembered" building levels and units their last known location (or at least the fact that the unit actually exists).
Frontage - Combat modifiers are nice and all, but it would make a lot of sense if a mountain province had much less combat_width available than a plains province. Beeing able to modify that would be pretty cool (same with rivers, attacking over a river should reduce combat width)
Traits - I've never seen the "surprise_chance" (trickster) effect do anything in land combat, might be me, but if its not, maybe change its effect to something usefull? :P (small increase in chance for combat events to fire maybe?). Also, more modifiers are always awesome.
Weather - If it would be possible for weather to increase attrition for a unit that be pretty nice
Experience - Fixing experience for leaders (it takes the same amount of exp to go from lvl 5-6 as to go from 1-6 (all generals should start with 50% exp to fix this) would be cool
Stockpile - beeing able to define max stockpile somewhere would be nice (and easy to add? )
Last edited by Hakello; 12-05-2011 at 00:09.
Why is the Eiffel Tower so high?
So that the white flag is visible from further away
Short AAR but very important informations.
Anyway, I noticed just now that the foreign ministers in the screenshot are ordered very differently than your own country's in the politics screen. I hope you'll put the foreign cabinet in the proper order if you haven't already.
I've enjoyed this dev diary by the way. It isn't spectacular like the strategic resources one but the AA and variable elections are news to me (and good news at that), and it's satisfying to see the much-anticipated foreign ministers feature in action.
Something I would LOVE to see in this expansion, is to see each countries civilian/solder casualties and perhaps the number of solders the country has killed! :P
I know this is not really about HoI3 FTM, but will this feature with elections at different times will eventually be implemented in Victoria II? Since the party system is alike (about the ideologies) it would make sense, along with a better representation of the lower chamber.
CK: (mort à cause d'imageshack)
EU3 NA IN: In nomine imperia(interrompu pour un temps indéfini)
Commerce, guerre et colonies, l'Archiduché d'Autriche (1483-1540)
CK2 : --à venir éventuellement--
« [...] Nous ne sommes pas les derniers colonisés de la terre, mais les premiers affranchis du vieux monde des États-nation. »
« [...] We are not the last colonized of the Earth, but the first emancipated from the old world of nation-states.»
-Pierre Elliott Trudeau, 20 mai 1980
How about have a statistics of that but the game brings it disabled and you have to enable it in options to see it.
Also, the ministers show up in an inverse fashion. The Head of State and all the ministers below it go on the left column while the Head of Government and the other ministers go on the right column.