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#1 |
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First Lieutenant
![]() Join Date: Jan 2008
Posts: 252
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Short FAQ for your information
--- Q: Where can i find infos on the game ? A: Check the DevDiaries and the big picture dump --- Q: Is it an expansion or an Standalone? A: It's standalone. --- Q: When is the release date ? A: We delivered the RC as said in the last dev diary @ 18.January 2010. The game is ready and done, and its now up to paradox and gamersgate to decide when and how to release it. If it was after us devs, you guys had the game already by yesterday. --- Q: Where can i get it `? A: Download @ www.gamersgate.com --- Q: Will there be an No Time Limit patch with the game? A: Yes --- Q: Will there ever be system like in HoI 3 that you can build division from brigades? A: Maybe (A future answer will be here) --- Q: Could you tell us a little bit about the new Campaigns? A: 4 battle scenarios have been added. 1947 Kasmir War 1948 Arab- Isreal War 1950 Korean War 1956 Suez Crisis --- Q: What about Ship Brigades? A: All ships now have historical brigades. --- Q: Did you touch the timeline in any way or allowed the timeline to be extended via simple text file modification?? A: We made techs to fill the 1950-1964. Changing of timeline in external file is a good suggestion (Future answer may come) --- Q: Any changes to the leaders? A: No, there where made some modifications, but i probalby wont have any gameplay effect. (Future answer may be changed) --- Q: Are techteams as static as they were in HoI2 or is it possible to improve them over time? A: Techteams can gain / loose skill and gain / loose traits/ specialities. This is event driven and fully user moddable. --- Q: Will this be adding any new nations? A: No, but we added new defined countries. (All modders look here) --- Q: Do you have any influence from some major mod(s) in your design philosophy, or are you keeping the overall framework from vanilla? A: The idea has always been to keep the HOI2 feel - at least all that made it fun. --- Q: What about historical events? A: No new historical events. But we did fix a lot of event related bugs and modefied and added some events for gameplay purposes. --- Q: Will there be a new map? A: No. --- Q: What have you done to address late game slowdowns? A: Theres a new modifier which determines how much of your people are retiring due to aging. This should correct the mass unit spams of the late game --- Q: What about the bugs in normal Hoi2? A: We have solved pretty much every bug on the culmulative bug list, and some more. Last edited by wyK1NG-; 21-01-2010 at 18:54. |
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#2 | |
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Major
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Oct 2008
Posts: 531
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Quote:
Looking forward to those Dev Diaries.
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#3 |
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Major
Join Date: Aug 2009
Posts: 712
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It will be map with HOI2 old syle but number of provinces will be like in HOI3?Also did you considere to add Yugoslavian wars mod to this exspansion?
we are working on it but devloping is very slow because we need a new map with more provinces that the game be more realistic.If somebody knows and want to make new map for us we will be happy even if you dont add this mod in the exspansion. http://forum.paradoxplaza.com/forum/....php?p=9406847
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Yugoslav Wars Facebook group about this mod. http://www.facebook.com/photo_search...d=283110217309 |
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#4 | |
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Major
![]() ![]() ![]() ![]() Join Date: May 2005
Posts: 635
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Quote:
![]() If you think this is just an update to HOI2, think again. Since wiking let go of the sack - let me add some items to the FAQ: Remember these also are dumbed down, and do not contain everything made... User interface upgrades: -Mousewheel zoom -Optional message box closing delay - no more accidently closed events -general reminders - for example if slider move is possible.. -New message notefier system - get all important events without cluttering the screen. Messages that are marked for this system are shown in an icon on the right screen an can be expanded by clicking on the corresponding icon. -Full Screen / windowed selectable in settings.cfg -Resolution freely selectable in settings.cfg -Multi deployment of units now possible - quick and easy to place large batches of units. -New Trade tab to improve speed and overview of all trades. -More advanced trade options, like setting an import target, or block import / export of specific resources -improved supply mode map: province ESE ,convoys and prioritized provinces are shown. -New statistics page in ledger to compare losses / kills -New espionage UI - no more micro - just select priority and mission. -New espionage mission ( naval espionage - on succes, ship composition and mission is shown and ships are visible on map for xx days) Production system rework: -New advanced autosliders with Min/Max setting for each slider. -New expense slider to control all domestic and foreign expenses like spies / research / Salaries. -New buildings like Synthetic oil plants / synthetic rare plants.-All conversions are user controllable with sliders determining the amount of resources converted. -Most advanced production system ever implemented in a grand strategy game: --Production is now ordered in production lines: ---They can be shortened / lengthened at will ---More IC can be thrown at them to increase speed. ---Can be paused to preserve gearing bonus without closing the line --Ability to upgrade units in production to newer models. --Refit and retooling times included. --Gearing increase speed and max gearing attainable increasable through research. -AI now takes advantage of this system and knows the value of gearing. new Logstical system: -Decentral production - use resources and produce supplies at offshore IC, no need to ship resources to capital if IC is nearby. -Ability to produce units offshore if enough IC is present offshore (100% moddable in misc.txt) -Units receive supplies / oil through provinces, the supply effectivity is determined by the infra and terrain of the provinces it routes through. -Unit Supply consumption now variable with unit activity and 100% moddable -Units have each local stock levels. Units with high activity and low supply efficiency or units cut off from supplies use the local stock until they run dry. Out of stock modifier now slowly increases with stock levels. -Ships automatically return to port for resupply and depart afterwards. Entirely new land combat mechanics: -New plan ahead system.. plan your offensives months in advance. -All combat mechanics have been revamped. -now realistic combat durations and losses are ingame. -Land units speed is affected by combats. Slow enemy down by bombardments or feints -New bombard mission - use artillery to soften the enemy before an assault. Air Combat Mechanics: -All missions are selectable for Province/Area/Region -Planes are now coordinated with each other, to maximize damage and to prevent all planes / rockets to target the same province. -runway cratering now damages planes on land. -Air war has been reworked, planes now can miss each other and radar now has many uses and is vital for air superiority in defensive missions. Naval System rework: -All missions are selectable for Province/Area/Region -Totally revamped combat mechanics and brigade system.(all ships now depend on brigades) -Ability to refit ships with different brigades. -Revamped combat positioning system: Watch out for small hard hitting high leader fleets in combat. -Units will have to increase distance to attacker before escape. -All combats now behave realistically and automatically retreat if no hope of victory exists. -Convert unused Destroyers to escorts Provincial additions: -Province now has an effectivity value. this replaces the hidden natonal non national ic modifier. -Infrastructure affects province effectivity value, so its possible to expand resource and IC production in that province. -Infrastructure build time now terrain dependant -Provinces can be prioritized for repair. New visibly shown on supply map General improvements: -Collected manpower gets older with time and will retire, limits the endgame MP availible. -Added 60 more user defined countries (from 00-99 to A0-F9) -Added 20 User defines brigades -All STR/ORG combat modifiers now exported to misc.txt and 100% moddable -New Techs -A LOT of new modefiers to play with (misc.txt is many times larger as vanilla) -Totally New attriction alghorithms -4 new Battle scenarios -Resource production rebalanced for the majors according to real world production figures -IC limited techteams ( up to 10 teams dependent on ic) -3 National Ideas / Country - also fully moddable ideas and effects
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"Any third-rate engineer or researcher can increase complexity; but it takes a certain flair of real insight to make things simple again." - E.F.Schumacher. The Armageddon improvements collection thread Sub threads: How to simulate Sypply routes / TC correctly How to Improve Air War How to improve production Last edited by Lennartos; 08-09-2009 at 23:04. |
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#5 |
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First Lieutenant
![]() ![]() ![]() Join Date: May 2004
Location: achter de schermen
Posts: 270
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Very ambitious and great looking. What will the price of this pack be?
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#6 |
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Major
![]() ![]() ![]() ![]() Join Date: May 2005
Posts: 635
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I dont know yet, that is paradox as the publishers call...
But i think between 15-20$ has been proposed i think.
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"Any third-rate engineer or researcher can increase complexity; but it takes a certain flair of real insight to make things simple again." - E.F.Schumacher. The Armageddon improvements collection thread Sub threads: How to simulate Sypply routes / TC correctly How to Improve Air War How to improve production |
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#7 | |
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First Lieutenant
![]() Join Date: Jan 2008
Posts: 252
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Quote:
not to mention that we also could implement an additional +zoom layer. but that lies currently in the stars... |
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#8 |
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Major
![]() ![]() ![]() ![]() Join Date: May 2005
Posts: 635
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The problem with adding provinces is that these need to be added to all corresponding events.
Due to manpower issues we then chose to use the time on the game mechanics itself. There is no problem in making more provinces - the mapfiles and exe just have to agree on the amount of provinces.
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"Any third-rate engineer or researcher can increase complexity; but it takes a certain flair of real insight to make things simple again." - E.F.Schumacher. The Armageddon improvements collection thread Sub threads: How to simulate Sypply routes / TC correctly How to Improve Air War How to improve production |
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#9 |
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Second Lieutenant
![]() Join Date: Nov 2002
Posts: 175
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#10 |
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Major
![]() ![]() ![]() ![]() Join Date: May 2005
Posts: 635
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completely standalone
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"Any third-rate engineer or researcher can increase complexity; but it takes a certain flair of real insight to make things simple again." - E.F.Schumacher. The Armageddon improvements collection thread Sub threads: How to simulate Sypply routes / TC correctly How to Improve Air War How to improve production |
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#11 |
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Corporal
Join Date: Jan 2007
Location: Poland
Posts: 27
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What can I say? WOW
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#12 |
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First Lieutenant
![]() ![]() ![]() Join Date: May 2004
Location: achter de schermen
Posts: 270
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What would be the teams slice of the pie it would be 20$ if i may be so bold.
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#13 |
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Second Lieutenant
Join Date: Aug 2009
Posts: 111
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Now I have to get HoI 2 (and this)
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#14 |
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Captain
Join Date: Jan 2009
Posts: 369
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Question:
Are there any improvements in Sprites? Is it possible to remove the End Date? If yes, will the AI still function post end date? Does the AI Build Nuclear Weapons? Did you change the effects of Nuclear Weapons? Is the AI of each Country still scripted to do exactly one thing at a time without adapting to current game situations? Are events/surrenders still strictly imposed upon? (i.e. No consideration to current gameplay? Such as the UK Conquering Japan then Japan automatically surrenders to the USA and makes Korea a USA Puppet despite the UK being also at war with the US?)
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One must always remember Dummy.txt. For whom without, we will never be able to Mod EU3 with such ease. I am a dummy-file. I'm here to ensure that the mod directory is created. I have done my task, yay me! ![]() |
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#15 |
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Second Lieutenant
![]() Join Date: Apr 2003
Location: UK
Posts: 149
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It looks like the only thing missing is the command structure. Is there any way you could implement this even if it was only virtual, e.g. on a seperate screen, with the structure accumulating bonuses like HOI3? Probably asking for too much and I guess PI might feel it steps on HOI3 toes...
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#16 |
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First Lieutenant
![]() ![]() ![]() ![]() Join Date: Jul 2005
Posts: 204
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Apologies if this has been answered already, but will unit stats be moddable? ala mod 34's tech tree and WIF?
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Thanks Paradox, for providing the opportunity to join the most intelligent gaming forum on the planet! if anyone is interested in translating Mod 33 from French to English, contact koenig12 Check out the Mod 33 thread Download Mod 1933-1953 (in French) for HoI 2 Download Mod 1933-1953 (in French) for Doomsday |
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#17 |
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First Lieutenant
![]() ![]() ![]()
Join Date: Jan 2003
Location: Los Angeles, CA USA
Posts: 218
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Another "Wow" vote here!
Since it's based on HOI2, I assume that it will work with the same video card requirements....no "blue land" syndrome like some of us get with EU3? |
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#18 |
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First Lieutenant
![]() Join Date: Oct 2006
Posts: 229
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Will this contain all the fixes from the Armageddon 1.3 patch? I know it's going to be separate and all, but a lot of people will probably want to switch over exclusively to this and it would be a shame to see their efforts wasted. Maybe you could work something out with the other team and combine efforts?
Last edited by l3illyl3ob; 09-09-2009 at 08:24. |
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#19 |
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Major
![]() ![]() ![]() ![]() Join Date: May 2005
Posts: 635
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We have solved pretty much every bug on the culmulative bug list, and some more.
As soon as 1.3 leaves beta, they said they will open up their work. So every bugfix / optimization that 1.3 has that we dont have, we will get at that time.
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"Any third-rate engineer or researcher can increase complexity; but it takes a certain flair of real insight to make things simple again." - E.F.Schumacher. The Armageddon improvements collection thread Sub threads: How to simulate Sypply routes / TC correctly How to Improve Air War How to improve production |
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#20 |
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Corporal
![]() ![]() Join Date: Aug 2009
Posts: 31
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Hoi3
Get Hoi3 sorted out! If youre not in the same company then why announcing it here? Get the hoi3 sorted out!
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