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Sorry but seems that you don't know your own game. In your design Hood isn't BCII, but BCIII. BCII is Renown and Repulse. Scharnhorst is BCIV, not BCIII. Check yourself in HoI2.

I really am giving up here. You try to reveal a cool new game feature and just bogged down in pointless arguements with pedantic people.
 
I really am giving up here. You try to reveal a cool new game feature and just bogged down in pointless arguements with pedantic people.
That's the paradox fora for you. ;)

I wonder exactly how convoy escort is going to work? Will the ships patrol the length of the convoy route, or will it simply stick with one "batch" of supplies, as it moves along?
 
I really am giving up here. You try to reveal a cool new game feature and just bogged down in pointless arguements with pedantic people.

Don't give up, you must push ever onwards to Moscow, seeing as it's Christmas.;)

I'm looking forward to the carrier-fleets of the Pacific.:D
 
This gets better and better 10,000 land provinces and 4,500 sea provinces:D.
I could not agree more :D
I really am giving up here. You try to reveal a cool new game feature and just bogged down in pointless arguements with pedantic people.
You cannot please everyone, you know ;)
 
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King said:
I really am giving up here. You try to reveal a cool new game feature and just bogged down in pointless arguements with pedantic people.
Sorry King, I just pointed mistake in Diary. You can check it and eventually fix. I didn't argue with Diary, so your reaction is strange to me. I think devs should know their game better than anyone else, so such mistake was to me suprise.
 
Sorry King, I just pointed mistake in Diary. You can check it and eventually fix. I didn't argue with Diary, so your reaction is strange to me. I think devs should know their game better than anyone else, so such mistake was to me suprise.

What does models in HoI2 have to do with HoI3?
 
What I still am deeply interested in is how the actual battle will be done. As for HoI2, if we had a carrier and 7 battleships in a taskforce, your admiral would try not to close the gap to engage the opposing fleet. This was absolute crap if the other force consisted of 2 carriers only, for example.
There is not too much sense in defining fire distances for an entire fleet. I think that during combat, "battle groups" consisting out of ships of similar ship classes (BB, BC and CA, for example) or even single ships should have individual fire distances. So in my fleet described above, the carrier would try to stay at a distance of 130kms in contrast to my heavy artillery ships which have a preferred distance of 20km.
I deeply hope that a closer-to-reality combat model will be implented.

Concerning the concept of ship design and especially multiple detection levels: Sounds great!
 
First up we have added a patrol order (best suited for light ships), these ships will search sea zones in its area of operation looking for enemies, if an enemy fleet is partially detected it will focus its search in that sea zone. Once the patrolling ships find an enemy they don’t seek to engage (unless the odds are very good), instead they will try to trail the enemy, keeping it in contact until heavier ships come along to help out.

Do you still assign naval ordered to areas of ~5 zones like in HoI2? If so, will a patroling ship trail enemies outside it's area? Or can it tell ships in the next area about the enemies about to enter their area and pass off the pursuit to them?
 
Sorry King, I just pointed mistake in Diary. You can check it and eventually fix. I didn't argue with Diary, so your reaction is strange to me. I think devs should know their game better than anyone else, so such mistake was to me suprise.

To please you I have edited the Dev Dairy so that the Scharnorst is a Level 4 BC and the Hood a Level 3 one. I hope you are now happy.
 
Sorry King, I just pointed mistake in Diary. You can check it and eventually fix. I didn't argue with Diary, so your reaction is strange to me. I think devs should know their game better than anyone else, so such mistake was to me suprise.

It's a rather pointless thing to point out though, the point was that rather than one ship being better in every way than another because it's a higher model they can now define different stats in different areas.
 
I really like the new naval system, it seems to become much more realistic compared to HoI2, especially the new partial upgrade system for the ships seems great, indeed new vessels will be better, but older ones can still be of use besides being target practice for the enemy. I do hope that these kind of interception abilities will be implemented for the airforce as well. I would really like to see a working radar system, like it was earlier in HoI2, directing fighters that stand by on the ground ready to scramble when defeatable enemy airforces are detected, just like as with the their naval counterparts as announced in this dev dairy.

A minor question for one of the devs: want benefit will speed provide to ships once they are engaged? I'm not sure whether this was implemented in HoI2 already, but it seemed to me that speed wasn't a factor in naval combat besides travelling from A to B faster.
 
I see at the screen that the ships guns are pointed into each other.
Are they moving around dependable what actions the ship is taking?

they kinda point towards their enemy, as they are in a battle.

Since its a screenshot, you don't see all the nice little animations there.
 
I hope that the ships will be upgradable only if they're in a naval base, and don't have any mission to accomplish- you cannot change the AA batteries of a ship in the middle of nowhere (the same condition as for the air units in HOI 2).