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and how is that supposed to work in a game and used by any AI? sorry, but over the next 50 years something like that won't happen.

You are a defeatist.

I do not want to look but I am convinced that similar voices appeared on the things from HOI3, when there was only HOI1

I'm not a computer specialist, but after the experience I say: nothing is impossible.
 
I do not want to look but I am convinced that similar voices appeared on the things from HOI3, when there was only HOI1

I'm not a computer specialist, but after the experience I say: nothing is impossible.

okay, up to a certain point everything is indeed possible but without the necessary resources it is not possible. give them 30 years and unlimited money ans they might be able to get it to work as soon as the home quantum computers are ready...
 
Going for realism imo is great up to a point, i dont say go sandbox, but id like to see more what-if of realistic possible elements added to the game. This is a conquer nation by nation Strategic game, the more indepth in the individual elements you get it becomes almost like a tank game. In the end with the current structure you still will end up in the same place (Soviet Union vs Germany, Japan vs USA etc...) so does it really all matter?

If they could improve the AI and the HQ system that would probably be great, but again the game results pretty much would remain the same. Expand the timeline, include more possible elements to the game, especially more events etc... and this provides you more opportunities to play, play different nations or in diff ways and the games life extends before becoming boring. At least imo.
 
You are a defeatist.

I do not want to look but I am convinced that similar voices appeared on the things from HOI3, when there was only HOI1

I'm not a computer specialist, but after the experience I say: nothing is impossible.

Well it is all "only" about how it will look in the game after all.
Provinceless would not be "without provinces", or better underlying grid, but just not shown to the player.
The AI would still have to know wich places are wood/rivers mountains etc..
How know NPC's in a "shooter" "know" about obstacles..
An old example is "War in Russia" wich had no Provinces already quite some years ago..

So it is not impossible, but a basic design decsion. Nothing less, nothing more..

In the HOI2 section are already some wishes for a provinceless HOI game.
Until the advantages are bigger with provinces fro P, we'll not see a provinceless game from P.. ;)

Best regards,
Chromos
 
The AI would still have to know wich places are wood/rivers mountains etc.

bbbbbbbbb_hahprnw.PNG


It's the same way to informs AI that in the province is forest.
 


It's the same way to informs AI that in the province is forest.

It is possible, but requires a lot more calculations. Currently the engine creates a cache for paths between provinces to calculate if there's a river between the two or not. You can't use the same method for every two points on the map, you would need to calculate it every time you need the information. (Short-term caches could be used though.) Point is, Hearts of Iron is not a technological experiment, it is a game. There needs to be a balance between awesome features and affordable implementation. And yes, HoI3 already made a big step towards the former at the expense of the later and we are still suffering from that in certain areas.
 
I want something that is already included in HoI2 back.

In diplomatic map, an ability to see alliances and enemies of countries other than yours, when you click them on. In HOI3, you may not realize who is at war with who if you don't carefully follow countries in diplomacy tab.
 
bbbbbbbbb_hahprnw.PNG


It's the same way to informs AI that in the province is forest.

Yes. ???
I just wanted to point out that the AI need direction if the grid is shown to the player or not. Nothing more. So a provinceless would more mean: "A not shown to the player grid"..
But the calculations underneath/behind are maybe the same/similar as before.
Some games already allow to switch grid on of..
Mostly used by roundbased Hexgrid games.

It is possible, but requires a lot more calculations. Currently the engine creates a cache for paths between provinces to calculate if there's a river between the two or not. You can't use the same method for every two points on the map, you would need to calculate it every time you need the information. (Short-term caches could be used though.) Point is, Hearts of Iron is not a technological experiment, it is a game. There needs to be a balance between awesome features and affordable implementation. And yes, HoI3 already made a big step towards the former at the expense of the later and we are still suffering from that in certain areas.

I don't think so. That is "only" a design question.How far you would go?
Again look at War in Russia.. No (visable) grid.. From the early '90ies..

Pathway would be traced along the underlying grid in the same way as before..

It seems to me that many people think of a provinceless game instantly means that "every pixel would be calculated"..

The benefit of not showing it to the player is, that we could "fake" such..
So the player would think/assume that the unit stops at the city gates. But the city gates is just a "province" of many of the underlying grid/prov/map that has the infos that it is urban..

Then if such a system is that hard to build, "War in Russia" would not have been playable back then right?
And GG is not a Wizard too.. ;)


I want something that is already included in HoI2 back.

In diplomatic map, an ability to see alliances and enemies of countries other than yours, when you click them on. In HOI3, you may not realize who is at war with who if you don't carefully follow countries in diplomacy tab.

+1

Best regards,
Chromos
 
I just wanted to point out that the AI need direction if the grid is shown to the player or not. Nothing more.

So? What is the difference for AI between the province and area?

Remind yourself what was said about command structure that we have in HOI3 - many said that it is impossible, that 30 years must passed, because that, because something...
 
So? What is the difference for AI between the province and area?

Remind yourself what was said about command structure that we have in HOI3 - many said that it is impossible, that 30 years must passed, because that, because something...

Owsik,
I think you don't get my point?

I have posted so far only points that it is already possible! ;)

There is no (big) difference.. Only if we make the grid so small, that the AI had problems to take so much into consideration. But that would need to be already very small IMHO..

Why would I have used the example of the old(nearly 20 years ago!) game?
Where it was already possible!

Do you understand my point now? :D

Best regards,
Chromos
 
Owsik,
I think you don't get my point?

I have posted so far only points that it is already possible! ;)

There is no (big) difference.. Only if we make the grid so small, that the AI had problems to take so much into consideration. But that would need to be already very small IMHO..

Why would I have used the example of the old(nearly 20 years ago!) game?
Where it was already possible!

Do you understand my point now? :D

Best regards,
Chromos

but it is not really possible. that would mean several hundred times the provinces the game already has. it is simply impossible to make all necessary calculations in real time. double the amount of provinces and the game will come down to a crawl since the needed CPU power would explode.
as i posted earlier: without the arrival of home quatum computers a game with such a fine grid covering the whole world is nonsense.
 
it is simply impossible to make all necessary calculations in real time.
It's a problem at the moment, but you could do large parts in parallel, which is where the PC as a platform is going. I think quantum computers won't be needed, but it might be too soon to expect such a map in HoI4.

In the mean time, maybe HoI could be forked to use this even more detailed map while retaining the scale. You could do a lot by making one day one turn. The level of detail already is getting close to that of small scale war games. If speed wasn't such an issue, many currently impossible features (more precise control over not just unit structure/movements, but other things; much more sophisticated strategic AI) would look doable, possibly even easy to implement.
 
It's a problem at the moment, but you could do large parts in parallel, which is where the PC as a platform is going. I think quantum computers won't be needed, but it might be too soon to expect such a map in HoI4.

In the mean time, maybe HoI could be forked to use this even more detailed map while retaining the scale. You could do a lot by making one day one turn. The level of detail already is getting close to that of small scale war games. If speed wasn't such an issue, many currently impossible features (more precise control over not just unit structure/movements, but other things; much more sophisticated strategic AI) would look doable, possibly even easy to implement.

yes, but speed is an issue. you can make many calculations parallel but not all since they depend on each other. you don't want to play the game in real time where one hour really is one hour :D.
 
comsubpac

If everyone think like you, then we still would have only this:

:D

then explain me where the neccessary cpu power should come from? apparently you have no idea what it would take to calculate your request. the gain in cpu power is more and more slowing down since the limits of physic are reached. more is not possible without completely new architecture. using muliticore cpus is just a way to disguise that but you can't do that indefinitely.
believe me it wont happen within the next 30 or 50 years if at all.
 
yes, but speed is an issue. you can make many calculations parallel but not all since they depend on each other. you don't want to play the game in real time where one hour really is one hour :D.
Please stop ignoring the fact that HoI5 is going to be made many generations of hardware in the future, and that there's more than enough computing power right now for a more detailed, openly turn based game.
 
<<- Tank/Plane count By producing individual tanks/planes instead there is no distinctions between reinforcements and new units. You suddenly can't go from no production to hundreds per day/week for reinforcements becoming ready instantly. If your tank/airplane reserves are out and you didn't keep assembly lines running, bad luck for you since a these things can take months to build.
I'm not asking for hundreds of different units and micromanagement to be added, but some basic abstractions like tanks/trucks/guns/fighters/light bombers/heavy bombers unit counts might be enough for example. >> Alex_brunius

I agree with that one. Specific industries building specific equipment. An automotive factory can build tanks, but it cannot build aircraft. It does not have the tooling, the assembly line format, the arrangement of component parts, such as engines built by other factories.... Upgrading cannot happen on the battle lines. You cannot add a 16 inch gun to a 12 inch gun Battleship, it just cannot happen, not ever.
 
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