+ Reply to Thread
Page 13 of 37 FirstFirst ... 3 11 12 13 14 15 23 ... LastLast
Results 241 to 260 of 721

Thread: E3 2012: New Expansion for Hearts of Iron III Announced!

  1. #241
    Colonel
    Europa Universalis: ChroniclesEU3 CompleteFor the MotherlandHearts of Iron IIIHOI3: Their Finest Hour
    Semper FiSengokuVictoria 2Victoria II: A House Divided

    Join Date
    Oct 2011
    Location
    Canada
    Posts
    1,189
    Quote Originally Posted by Khorney View Post
    the nerf on promotion is that they gain experience slower than they used to in the higher chains of command
    Yes, there's already a downside. At army group and theater level the experience gain is ridiculously slow. I understand it's some kind of last promotion as you reach the summit of the hierarchy, but leading and army group or theater for YEARS (and winning sometimes many, many battles) should give more experience than a few percent points !

  2. #242
    One of them
    DiplomacyEuropa Universalis 3EU3 CompleteFor the MotherlandHearts of Iron III
    HOI3: Their Finest HourSemper Fi500k clubEuropa Universalis IV

    Join Date
    Oct 2000
    Location
    Calmare in Gothia
    Posts
    694
    Quote Originally Posted by TheBromgrev View Post
    I noticed in the screenshot that Bessarbia is occupied rather than owned by the USSR. Does that mean you can now occupy provinces while at peace? That would make the Chinese Civil War work in a much more realistic way if true.
    Nice one Sherlock! ;-)
    /Loke

  3. #243

    If only wishing made it so

    When an expansion has been announced, it's probably to late to wish for things to be included, but I will throw my hat in the ring anyway.

    What I have missed in all of the HoI-games, is a percentage-slider allowing the player to control how much of your basic IC that are running (or rather at what level the industry is working). As it is now, once the ICs are in place, they run full tilt until they get a raw-material shortage, and then a whole bunch of industries abruptly shuts down. An influence over this could make for better planning. In dictatorships this would be easily achievable, and in democracies we could chalk it down to the market forces at work.

    The slider might even go up to 110% for those special national grand efforts, but with the side-effect that after a while random industry points would suffer breakdowns similar to being strat-bombed. They would have to be repaired back up again in the same manner as after a bombing. The degrading effect could be affected by how high the slider is set above 100%, and the time it has been there. Perhaps also modified by national unity, on the basis that the more you are behind the regime, the harder you work to keeps things running.

  4. #244
    Quote Originally Posted by FeliksD View Post
    When an expansion has been announced, it's probably to late to wish for things to be included, but I will throw my hat in the ring anyway.

    What I have missed in all of the HoI-games, is a percentage-slider allowing the player to control how much of your basic IC that are running (or rather at what level the industry is working). As it is now, once the ICs are in place, they run full tilt until they get a raw-material shortage, and then a whole bunch of industries abruptly shuts down. An influence over this could make for better planning. In dictatorships this would be easily achievable, and in democracies we could chalk it down to the market forces at work.

    The slider might even go up to 110% for those special national grand efforts, but with the side-effect that after a while random industry points would suffer breakdowns similar to being strat-bombed. They would have to be repaired back up again in the same manner as after a bombing. The degrading effect could be affected by how high the slider is set above 100%, and the time it has been there. Perhaps also modified by national unity, on the basis that the more you are behind the regime, the harder you work to keeps things running.
    Sounds good to me.

    Command-hierarchy for airforce and navy would also be very, very nice. Even nicer in fact.

  5. #245
    Captain Wminus's Avatar
    Darkest HourFor the MotherlandHearts of Iron IIIHOI3: Their Finest HourSemper Fi
    Victoria 2Victoria II: A House Divided

    Join Date
    Dec 2011
    Location
    Norway
    Posts
    456
    I'm really disappointed. Landing crafts weren't needed (abstracted into marine divisions), and the main problem with the intelligence system wasn't lack of missions, but rather lack of balance and too much micromanagement imo. I say go back to HoI2's excellent espionage system. Also have you thought about merging cav militia and infantry techs?

    The other additions are unimpressive imo - you should've focused on improving the AI, but I guess that doesn't sell well so I understand...

    just my opinion, so don't lynch me now
    Last edited by Wminus; 09-06-2012 at 12:43.

  6. #246
    Sergeant
    Achtung PanzerArsenal of DemocracyCrusader Kings IIDeus VultEuropa Universalis 3
    Divine WindFor the MotherlandHearts of Iron IIIHOI3: Their Finest HourHeir to the Throne
    Europa Universalis III: In NomineEU3 Napoleon's AmbitionSemper Fi500k club

    Join Date
    Sep 2009
    Location
    Mozambique
    Posts
    72
    Excellent news!!!
    As I often play Japan, at the opposite of Wminus, I need landing crafts!... . Germany can do good use of it for attacking England and USA...
    True that I won't use many if I am playing a landlocked country though or with little naval warfare and techs...

    I guess this will be usefull to the AI for landing on your shores...
    Last edited by jprc; 09-06-2012 at 12:52.

  7. #247
    Quote Originally Posted by FeliksD View Post
    When an expansion has been announced, it's probably to late to wish for things to be included, but I will throw my hat in the ring anyway.

    What I have missed in all of the HoI-games, is a percentage-slider allowing the player to control how much of your basic IC that are running (or rather at what level the industry is working). As it is now, once the ICs are in place, they run full tilt until they get a raw-material shortage, and then a whole bunch of industries abruptly shuts down. An influence over this could make for better planning. In dictatorships this would be easily achievable, and in democracies we could chalk it down to the market forces at work.

    The slider might even go up to 110% for those special national grand efforts, but with the side-effect that after a while random industry points would suffer breakdowns similar to being strat-bombed. They would have to be repaired back up again in the same manner as after a bombing. The degrading effect could be affected by how high the slider is set above 100%, and the time it has been there. Perhaps also modified by national unity, on the basis that the more you are behind the regime, the harder you work to keeps things running.
    In a way, that´s in since the latest beta and overproduction of consumer goods is noted as ´waste´ and does not take ressources anymore (if i am not mistaken, that is). This basically achieves what you wish for, as you can limit IC-use and ressource throughput by overproducing consumer goods and have your ´grand national effort´ by underproducing them (causing dissent, which will have to be ´repaired´ later). Granted, it´s not quite the same as you suggest, but close enough, i´d say, to not warrant taking the effort to alter it (revamping of the whole production slider-set).

  8. #248
    The new elite units that are restricted by x percentage of your total army.

    Does it work inexample by adding the line Elite = yes in the brigade file and can the percentage be altered per country?

    It would be great to link the x percentage for elite of your total army to doctrines. Which should allow diversity for majors.

    Anyway this expansion sounds extremely good for what I like to mod.
    Our newest mod: RPM 2 -- Tears of War. A decision-based immersion mod
    Detailed land, naval and air models, with brand new elites and other units, too!
    Current version: 0.6 (released April 2014)

    My AAR: Vorwärts Panzers! --> Ongoing!.

  9. #249
    Talking about elite units: It has been said, that each major gets one type. How about adding paras to the list? So you can have x% of your troops be paras or elite?

    EDIT: Actually, it would be way cooler to just have a ´quality manpower pool´, source of it being manpower converted (oil-to-fuel style) based on officer ratio and all quality units have a ´QMP´-requirement, instead of basing the number of allowed (boolean) elite units on the number of existing troops.

  10. #250
    Captain Wminus's Avatar
    Darkest HourFor the MotherlandHearts of Iron IIIHOI3: Their Finest HourSemper Fi
    Victoria 2Victoria II: A House Divided

    Join Date
    Dec 2011
    Location
    Norway
    Posts
    456
    That's an excellent idea. "Untrained manpower" would be the total manpower in your country, including those working in industry (so if you want more raw recruits you need to close factories), while "Trained manpower" would be those you build high quality divisions from. The ratio of conversion could depend on training laws and so on. Only divisions made from untrained manpower would be militia, garrison and infantry, and those would always have zero experience. Divisions made from trained manpower would have an experience depending on the average quality of the trained manpower (ie depends on what training laws have been used and in which periods), but always have at least 10 exp.

    Other things that could be changed about this would be: Much more expensive reinforcements and national unity affecting manpower amount (less draft-dodgers etc.).

  11. #251
    I would really like to see a developer diary or something like that explaining exactly how these elite units will work.

  12. #252
    10+ Years on the Forum Demi Moderator SAS's Avatar
    83 games registered

    83

    200k clubHoI AnthologyCrusader Kings IIDiplomacyFor the Motherland
    Hearts of Iron IIIHearts of Iron III CollectionHOI3: Their Finest HourMarch of the EaglesRome Gold
    Semper FiSengokuCK2: Holy KnightEU Rome Collectors EditionEU3 Collectors Edition
    500k clubEuropa Universalis IV: Pre-orderEUIV: Call to arms eventWar of the VikingsMagicka: Wizard Wars Founder Wizard
    Warlock 2: The ExiledEUIV: Wealth of NationsEUIV: Conquest of Paradise

    Join Date
    Jan 2002
    Location
    Icon Collecting
    Posts
    6,362
    Blog Entries
    1
    Hey podcat how about a dev diary on any new modding commands/options in the new expansion. I am hoping for the ability to change the party in power.
    - March of the Eagles mod: The Gods

    - When I speak in Cyan its as a Demi-Moderator. Please review the following links: FAQ / Forum Rules / General Usage

  13. #253
    How about a LUA interpreter that works with HOI III :P

    Actaully, there are quite a few things in HOI III that have sort of been pushed to the side. Production licensing, and most importantly the supply system could use a hug.
    Last edited by AlexLifeson; 09-06-2012 at 22:58.

  14. #254
    Quote Originally Posted by Wminus View Post
    That's an excellent idea. "Untrained manpower" would be the total manpower in your country, including those working in industry (so if you want more raw recruits you need to close factories), while "Trained manpower" would be those you build high quality divisions from. The ratio of conversion could depend on training laws and so on. Only divisions made from untrained manpower would be militia, garrison and infantry, and those would always have zero experience. Divisions made from trained manpower would have an experience depending on the average quality of the trained manpower (ie depends on what training laws have been used and in which periods), but always have at least 10 exp.

    Other things that could be changed about this would be: Much more expensive reinforcements and national unity affecting manpower amount (less draft-dodgers etc.).
    Well, just MP is what it is today, but there is a second manpower pool, for ´quality manpower´ (men who aren´t lethally afraid of heigths and would be able to paradrop, unlike me, for example). This pool would have its grow-rate defined by the (MP-grow rate [or pool] * officer ratio / constant) and each unit would take a certain amount of MP, as well as ´QMP ´, where ´QMP´ may replace MP if MP is zero, but not vice versa. Militia, infantry, garrison and some other units would require 0 QMP, but paradrops and elite units certainly wont (planes/ships?). For production and replacements.

  15. #255
    Sergeant orion250's Avatar
    For the MotherlandHearts of Iron IIIHOI3: Their Finest HourEuropa Universalis: RomeSemper Fi

    Join Date
    Nov 2008
    Location
    Sevilla
    Posts
    62
    excellent!

    +1
    No hay mayor placer que derrotar a tus enemigos, perseguirlos, despojarlos de sus riquezas y ver a sus seres queridos deshacerse en lágrimas. Montar sus caballos y estrechar contra tu pecho a sus hijas y esposas. Gengis Khan.

  16. #256
    "A Little Piece of England" for the US player or AI suggestion

    The US AI or player has difficulty in setting up theatres in the UK to presue operations in
    France in the 1936-38 games due to their being no 'US Controled' territory in Britian to act
    as an 'anchor' for US forces ground, naval, and air units and most especially HQ.

    This suggestion is also based upon the information that there will not be a way for the Western
    Allies nations to form single "Allied" armies except by the current EXP force which cannot be
    asked for, only given.

    IF: during the period after the US enters the war on the UK side the following ports would
    become "US" territory for game purposes:
    Pembroke, Anglesey, Bournesmouth.

    Before somebody starts screaming 'he's raping England' hear me out....

    In this preliminary move these three ports would become US territory to allow intial US HQs
    to have an 'anchor' on UK soil. These ports provide NO industry to the UK and are not VP
    cities. This would happen by event for the installation of an auto created "SHAEF" HQ (US)
    theatre with a tonnage weight that cannot be moved from England (no need to anyway).

    This would give the AI (hopefully) or the US player a base HQ to assign units for a buildup
    in England. Over an extended period the following provinces would also become US territory.
    Bangor, Aberystwith, Cardigan, Brecon, Shrewsbury, Bournesmouth, Reading, Aldershot.

    This would allow the US player or AI to build up these ports and to construct airfields in the
    UK. The AI would be blocked from building industry in any of these provinces. It could built
    infrastructure as well.

    This, from about mid 1942 thru 1944 would allow the buildup of US forces and a real bomber
    campaign from the UK and ease the strain of supply by the UK for US forces.

    positives:
    US will use its supply convoys to supply US forces and Commonwealth forces on these "US"
    controled provinces, easing UK supply problems. US forces could still be stationed anywhere
    in the UK as before

    HQs (especially the SHAEF theatre) will operate more correctly. Currently if you put a theatre
    run by AI in the UK it does not properly conduct air missions over France/Germany nor does it
    properly build up forces in the UK over time. It often sends troops you assign it BACK to the
    US and off to other theatres to help them, and air units assigned to bomb Germany to the AI
    will suddenly end up at Clark Field in the Phillipines or in W. Africa (I have seen this happen).

    With US convoys now openly going to the UK they are now vulnerable to German surface and
    sub attacks which is more realistic for both sides.

    There is no negative to the UK as all provinces used are not industry used nor provide much in
    port usage for convoys in trade that cannot be taken up by other, larger UK ports. There is
    plenty of infrastructure for internal UK usage.

    The AI can more properly use units assigned to it allowing more use of the UK for basing US
    forces which gamewise now can only be done in the MED when you capture Vichy N. Africa
    and parts of Italy. This forces the US player or AI to concentrate on the MED and less on
    France which was THE priority to US planners.

    Although invasions of France can occur by the US they always come direct from the US which
    is ahistorical as many of the landing ships were not capable of over the seas usage. If they
    exist in this new mod they can be used correctly in a true cross channel invasion

    cons:
    none except if you don't like the idea of the US 'controlling' parts of the UK but understand this
    is for game purposes only and in the real war so much US tonnage of supplies and equipment as
    well as thousands of US Engineers building airfields for US bombers and fighters it is totally real.

    The UK would lose (over a year period) 3 very small ports (level 1-2) and 7 non-VP provinces.

    In conclusion:
    The US did "share" (tho not always happily by some UK citizens accounts) sections of the UK
    for the purpose of getting at Germany as part of an Alliance. The US realistically CANNOT be
    fighting the entire war from Washinton DC or Tunis, French N. Africa. To have a, over a real
    period of time, abilty to build up in the UK for the invasion of France (building ports up, building
    and improving airifields and infrastructure) is totally real. The only loss is visual as the terrain
    will appear as US tho it never is except "gamewise"

    Its solves so many damned problems IMHO.

    Thank you (you may throw tomatoes now...)

  17. #257
    Captain princeseth's Avatar
    Crusader Kings IICommander: Conquest of the AmericasDarkest HourDeus VultEuropa Universalis 3
    Divine WindFor the MotherlandHearts of Iron IIIHOI3: Their Finest HourHeir to the Throne
    Europa Universalis III: In NomineEU3 Napoleon's AmbitionNaval War: Arctic CircleSword of the Stars IISupreme Ruler 2020 Gold
    Supreme Ruler: Cold WarVictoria 2Victoria II: A House DividedVictoria II: Heart of DarknessPride of Nations
    CK2: Holy KnightEuropa Universalis IV: Pre-order

    Join Date
    Jan 2011
    Location
    Corfu,Greece (Hellas)
    Posts
    493
    nice idea....
    " ΜΟΛΩΝ ΛΑΒΕ - COME AND GET THEM King Leonidas , Thermopylae , 480 BC "

    " Favourite HOI 3 Mods : DiDay's ICE / Francesco's Models Mod / Francesco's Counters Mod / Chromo's Widescreen Mod "

    " Favourite Darkest Hour Mods : Arms Armistice & Revolutions / Kazoo's Skiff Style Icons / World In Flames II "

  18. #258
    Field Marshal CplKatie's Avatar
    Crusader Kings IIHearts of Iron IIISemper Fi500k club

    Join Date
    Oct 2009
    Location
    Tokyo
    Posts
    3,839
    Quote Originally Posted by princeseth View Post
    nice idea....
    Yeah, he should give Paradox credit since he basically copied the Iceland/greenland event word for word only he wants to take UK ports instead.

    @Plasticpanzers Look at the undeclared war event line and look up the iceland/greenland event section. Iceland is your ticket to europe as an AI player who doesn't wanna give up expos to the UK.

  19. #259
    Quote Originally Posted by podcat View Post
    right now yes
    I will give you 1,000,000 billion dollars if you make that request a reality...

    you take post dated cheques ? ;p

  20. #260
    Quote Originally Posted by ve3609 View Post
    Shut up and take my money already!!!!!
    Came here to say this.

+ Reply to Thread
Page 13 of 37 FirstFirst ... 3 11 12 13 14 15 23 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts