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Pioniere

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British Raj after empires end (DH full)
When I played a game with Germany I saw that the British Raj just become and isolated country that did nothing and was neither part of the allies. I think the developers could think of different outcome one this like what about India in terms of Azad Hind nationalists. Perhapes a civilwar setting in India? Its not the first time I have seen that the British Raj becomes isolated, but I think other outcomes might be an idea.

Others things might be to consider Hong Kong as an “independent nation” puppet under Canada. Instead of just having USA to take ownership of Hong Kong.
-
I would recommend that Jamaica (U89) get real ministers/leaders and tech teams. If UK whenever is annexed there is chance that Jamaica revolt.

By the way, I am happy with the 1.5 patch it is just that there is always some small stuff here and there.
 
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Wayland1

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Hello,

I recommend that the following changes be introduced with the next update for Darkest Hour:

- We should use the e3 map, like my Domination of the Draka mod. I believe the e3 map is a must if the game is to be realistic.

- We should be able to modify the wartime consumer goods need in the misc file.

- We should be able to issue instructions, to, for example, automatically upgrade all infantry divisions to motorised divisions, instead of having to change the upgrade path of each division manually.

- The mobilisation system needs to be overhauled. For example, when all units are demobilised to 33% strength, newly produced units should also be at 33% strength. We should also make reinforcements above 33% strength impossible when mobilisation is at peacetime level. And mobilisation itself should take a period of time, say 30 days. It should also be possible to manually set specific units to full mobilisation at peacetime, so that a player can have their front line units mobilised ready for a surprise attack.

- We should also have a reserve/mothball system, in which units can be placed into reserve so that they don't use up supplies, and then activated when the need arises. Re-activating these units should take a period of time, say 30 days.

- In addition, you should be able to construct Air and Naval bases, and supply units, in allied provinces. I understand this is a common complaint. For example, one player has complained they have American troops defending Spain, but cannot build any airfields, etc. there.

- And missile subs and cruisers should be able to carry and launch V1s and V2s.

Also, in my opinion, peacetime IC should depend on a combination of mobilisation level, hawk/dove lobby, and interventionism/isolationism, rather than using arbitrary events.

This is a rather comprehensive list. If it seems like too much work, I would be happy to help, with your permission.

What do you think? Feel free to comment.


Regards,

Wayland1


NOTE: The thread for my Domination of the Draka mod: https://forum.paradoxplaza.com/foru...the-draka-mod-for-darkest-hour-1-051.1135722/
 
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-An-

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Hello,
As for the interface, I would really like the brigade icons to be located in the production window in 2 lines, but it turns out inconvenient:

Hello,
- The mobilisation system needs to be overhauled. For example, when all units are demobilised to 33% strength, newly produced units should also be at 33% strength. We should also make reinforcements above 33% strength impossible when mobilisation is at peacetime level. And mobilisation itself should take a period of time, say 30 days. It should also be possible to manually set specific units to full mobilisation at peacetime, so that a player can have their front line units mobilised ready for a surprise attack.
It still looks like a half measure.
Ideally, demobilization should be a reduction in the army, not a reduction in the strength of the units. On this basis, during mobilization, the country should be issued “special mobilization units”, which will be removed during demobilization. It would be a good idea to calculate the number of these divisions based on IC and the number of MP in controlled national provinces.
Divisions operating in peacetime, must increase the cost of production of consumer goods.
 

Stahl-Opa

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Hello,

...
...

- The mobilisation system needs to be overhauled. For example, when all units are demobilised to 33% strength, newly produced units should also be at 33% strength. We should also make reinforcements above 33% strength impossible when mobilisation is at peacetime level. And mobilisation itself should take a period of time, say 30 days. It should also be possible to manually set specific units to full mobilisation at peacetime, so that a player can have their front line units mobilised ready for a surprise attack.

- We should also have a reserve/mothball system, in which units can be placed into reserve so that they don't use up supplies, and then activated when the need arises. Re-activating these units should take a period of time, say 30 days.

...
...
These Points would be very useful and awesome!
Would very like to have a funcionality to represent reserves better. And a mechanic to demobilize/ for peacetime Gameplay. Current demobilizing has several issues :(

But I strongly disagree about the E3 map - it's a fine work and great for battle Scenarios, but for any world scale Scenarios, there are just too many provinces (AI also don't like it ;)).
 

Frans01

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I wish alsow the Ai for the african Nations and Russia und Asia Countries AND

German Kaiser Reich wins every time the world War I and II.

For U09
enemy_handicap = {
RUS = 60
ITA = 45
FRA = 45

}
passivity = { ITA = 60 }
}
For U08

enemy_handicap = {
RUS = 30
FRA = 42
}
passivity = {
ITA = 100
}
}

So it is more realistic but i still test it...
 

-An-

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Hello,
I think the following commands will be useful for empowering:

type = delete_all_division value = [div type] -removes all divisions of a certain type, so we will be able to carry out flexible disarmament (for example, by removing all tank divisions or battleships with heavy ships, leaving destroyers intact)
P.S. event about the Vichy Regime (id = 2800) and other similar ones will no longer be so cumbersome.

type = delete_division value = [div type] (+ It would be nice to add a counter for a certain type of division) - deletes one division of a certain type (the default of the oldest model) - will allow to impose restrictions not only on the number of divisions but also on types, which will allow you to track various treaties on restrictions (Washington Naval Conference)


Additional tactics: Now everyone has all the tactics ("combat events") and everyone uses all the tactics - maybe it's time to make the military doctrines more individual?
1)If the divisions keep track of the supply of supplies in battle (or you can take this mechanics from the AOD - notorious box with a brown stripe ), then military doctrines can be supplemented with specialized tactics:
"protective barrage and barrage" - offensive option for "Superior Firepower" / defensive for "Defensive Focus" - units inflict increased damage to the enemy but supplies are consumed faster
"Banzai charge" and "Infiltration tactics" - for "Light Infantry" aimed at reducing the organization and level of supplies at the enemy, (the attacker bears large losses but his supplies are depleted more slowly for Banzai charge)
"disorganization/raid in the rear" - for "Manpower Focus" - raid in the rear has disorganized the enemy, he takes a lot of damage to supplies and a little more than usualdamage to the organization
the "supply pool" will have to be entered with a variable parameter in order to compensate for a part of the consumption of supplies to the firepower doctrine + this parameter can be increased by technologies - historically, year after year, resources per hour of active combat required more and more
2) we have an ambush and others are basic tactics
if, while calculating, none of these events happened, then you can “roll the dice” again, regarding the events of secondary, minor tactics - they will be less useful, and will not occur instead of basic tactics, but diversify the game since, they can be given a higher chance of triggering (for example, flank coverage as an easy version of the environment, or hard defense as a deterrence option in which the defender suffers losses)
I don’t think that the second choice of tactics if the basic tactics do not work will load the CPU heavily.
Minor tactics and division traits - you can enter a parameter that would be assigned to both divisions and divisions along with a brigade, such as artillery or tank treyt. And a minor tactic (for example, artillery preparation, battery combat, attack of mechanized units, anti-tank ambush) would act not on the whole army, but only on divisions with a specific trait.
 
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Ericafaq

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The trigger command that is responsible for having a land border with a particular country will be very helpful.
In a case of success will be solved a huge number of bugs and misunderstandings. For example, positional wars due to the complete absence of a land border.
 
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MartinBG

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Hello,
I think the following commands will be useful for empowering:

type = delete_all_division value = [div type] -removes all divisions of a certain type, so we will be able to carry out flexible disarmament (for example, by removing all tank divisions or battleships with heavy ships, leaving destroyers intact)
P.S. event about the Vichy Regime (id = 2800) and other similar ones will no longer be so cumbersome.

type = delete_division value = [div type] (+ It would be nice to add a counter for a certain type of division) - deletes one division of a certain type (the default of the oldest model) - will allow to impose restrictions not only on the number of divisions but also on types, which will allow you to track various treaties on restrictions (Washington Naval Conference)

Check-out these commands:

Code:
type = strength which = [all/land/air/naval/unit type] when = [0/1] where = [0/1] [org = x.xx] value = [+/- x.xx] 
    #which     - specifies unit type(s)
    #when    - 0 – set STR value (if value = 0.0 then the this unit will be instantly deleted), 1 – add to STR value (final STR cannot be less then 0.01 or 1% and more then max unit STR, usually 1.0 or 100%)
    #where    - 0 – take/return MP from/to the pool. If there is not enough MP then the command is skipped. 1 – Ignore MP pool (MP not taken/added to it).
    #value    - 0.0 (0%) to 1.0 (100%). Can be negative if when = 1
    #org    - Percentage of the current ORG that should remain if when = 0 (0.0 – set ORG to 0%, 1.0 – keep current ORG unchanged. Default is 1.0. NOTE: This value is modified by the actual STR change for each division). Set ORG to percentage of max. Org if when = 1 

type = demobilize which = [unit_type/land/air/naval] when = [1/0] where = [1/0] value = [+/- X] # Deletes X or set to no more then X units of the specified type for a country
    #which – unit type or land, naval, air branches that will be reduced in number
    #when – 0(default) - scrap most obsolete or damaged units first, 1 – scrap best units first
    #where – 0(default) - return MP from disbanded units to the MP pool, 1 – do not return MP from disbanded units to the MP pool
    #value – >= 0 - How many units of the specified type to remain, < 0 – how many units of the specified type to be disbanded
 

Templier

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Hello ,

Suggestion: Can the game offer more than just one "Offensive Chit" decision? There could be a cool down period of two years, then three etc. Also, double the resource requirements to do another chit.
 

macgregor2150

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DH2 or AOD2 may be the best way to go; but please provide me with more combat options. Sure we can invest in, and achieve tactical techs, but we should have the option of employing them in combat; at the expense which that tactic requires in resources. I understand how unit softness affects combat; but when I attack with tanks, I'd like to be able to select a tactic on how to use them as well. I also would like to be able to gain familiarity with actual equipment as well when I play. Generic 'level x' tech worked for earlier HOI. Perhaps figure out a way to add actual models with their own capabilities(along with an accurate image) and make the cost appropriate instead of the other way around.
 
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macgregor2150

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I just want to hopefully snatch this opportunity to very gratefully thank Martin Ivanov for this phenomenal game! I tried, but cannot find any history of how the game came about, and what's become of the HOI series since Darkest Hour's release; but quickly looking and my sense from playing tells me Martin may have not so much to do with the later releases HOI3 and HOI4. Perhaps I'm just hoping that's the case, because it would further convince me that if there is going to be real progress for Darkest Hour, it will be when Martin Ivanov designs it. I can't find anything on the internet about Martin Ivanov. Perhaps that's the way he wants it. I just hope he is in good health and capable(whether or not he gets support from Paradox is another thing) of taking Darkest Hour to the next releasable level. Perhaps he deserves his own company.
 

Timur Khan

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I just want to hopefully snatch this opportunity to very gratefully thank Martin Ivanov for this phenomenal game! I tried, but cannot find any history of how the game came about, and what's become of the HOI series since Darkest Hour's release; but quickly looking and my sense from playing tells me Martin may have not so much to do with the later releases HOI3 and HOI4. Perhaps I'm just hoping that's the case, because it would further convince me that if there is going to be real progress for Darkest Hour, it will be when Martin Ivanov designs it. I can't find anything on the internet about Martin Ivanov. Perhaps that's the way he wants it. I just hope he is in good health and capable(whether or not he gets support from Paradox is another thing) of taking Darkest Hour to the next releasable level. Perhaps he deserves his own company.

Look at the included Dev Diaries at the Modding documentation folder and you will find more about the DH history. :)
 

macgregor2150

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If the game needs anything, and I'm not sure it does besides better AI and/or multiplayer platform and players catalogue, it would be in more map provinces with detail such as stacking limits for individual provinces. Perhaps and some map textures(not 3D). More tactics, choices, perhaps values for specific tactics. If we could wean the game off these generic tech values and more offer the accurate values of the specific types, that would be great. If they need to add graphics, they can enhance the battle depictions; something that represents the battle more than just a progress line. Perhaps showing the specific province in focus, with a more detailed view of the actual front. Also a body count ticker. No need for art over pictures in the unit details. Plate drawings are always nice showing what the troops and equipment actually looked like.
 
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macgregor2150

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An idea I was just discussing, I felt like sharing it with the developers and players.

There should be 2 scales for the diplomacy page. Keep most of the others of course, but have these replace a couple of sliders. The 'right v left, conservative v liberal' doesn't best represent true governance. One slider should be ' Liberal Democracy using a free press vs Totalitarianism, Autocracy(Fascism, Communism) using propaganda to sustain it's influence and power over it's subjects. The other slider could represent 'Capitalism vs Socialism' as these are the engines your regime will use to sustain it's economic growth. This idea that all forms of socialism are machinations of some form of autocratic communism is perhaps one of the biggest lies ever perpetrated. Either the game itself or mod at least could clarify this.
 
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-An-

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Hello, it would be nice if there appeared teams like those in HOI4: the effectiveness of military operations against a specific country and the attack / defense on national territory
 

Pioniere

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The darkest hour team should add in some more softcoded stuff the existing nations like Bulgaria etc. they can just ask modders for PD materials.
Todor Zhivkov
M_BUL_TodorZhivkov.png

https://en.wikipedia.org/wiki/Todor_Zhivkov