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Baltasar

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who said that i want to transform this game into something else i just said to give us the power to do it if we want in game

And I said they didn't intend it to be the way you want it to be. So either you start editing the game the way you want it to be or you look for something different.
 

mkupac

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You can play randomhoi :)

Random hoi is compatible with semper fi 2.04? I really liked playing that, even if it was a little weird having sub saarian africa completely italian. I'm currently trying to make a mod that makes the original scenario more sandbox, but as of now, it's my loss.
EDIT: Sorry,i didn't see it in the main topic, so didn't look much
 
Last edited:

blackfang

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Why are all of you being so mean to him, what he says makes perfect sense. Not in the ww2 kind of view but i mean seriously who has ever seen a game perfectly historical? Where not even one divisions was out of its original place in history? Where not a single country that did not get annexed in real life was annexed in game. THERE IS NO THING CALLED A PERFECTLY HISTORICAL GAME, there is however a thing called a perfect historically plausible game. This option should not be easy to get on the other hand if it were ever to hit the game, i mean you cant just release and conquer there should be a process that makes it possible for the puppet to get independent and the likes. Even tough the ai might not be able to do it the player should. Tough this process should take years if it were to balance anything.

Btw ever seen a normal game where china didnt get defeated? I havent and its so rare. They never got defeated in real life. Just pushed into taiwan. So i guess for all of you that cant live without HISTORICAL HISTORICAL this game is NOT for you:)
 

podcat

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I could be wrong but I think it should be possible right now to mod in decisions to annex your puppets if would want to? I dont see us adding this as part of regular gameplay, but feel free to mod it in.
 

ve3609

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HPP has a decision where you can release your puppets at least for the US
 

blackfang

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Yeah they got it for every puppet except oman and yemen but who wants to release them anyways?
 

Slan

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I could be wrong but I think it should be possible right now to mod in decisions to annex your puppets if would want to? I dont see us adding this as part of regular gameplay, but feel free to mod it in.

That is defnitely true. On the other hand, a puppet nation will remain a puppet unless it gets annexed by a third party, or its overlord gets annexed. There's no (easy and practical) way of liberating a puppet to get an independent ally. Then again, this would only be necessary in mods anyway, the vanilla game doesn't have any events that would need such an option.

HPP has a decision where you can release your puppets at least for the US

It does have such a decision for every nation (including Oman and Yemen), although it was quite a pain in the bottom to get it working, and it has several drawbacks as well, it is only a workaround.
 

aahari

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2 being able to get out from the 3 factions
HOI3 offers many options/countries that are not part of any faction when you start a game. Why don't you just pick one of those to play with and "rule the world". Then you wouldn't have to worry about being in a faction (unless you keep accidentaly "accepting" a factions invitation). Brazil, Australia, China, Japan, Italy, Canada, US, Spain, etc... all start with out being in any faction (assuming the 1936 start and for some with a few exceptions (ie Italy/Japan) 1938/1939 start.

As for puppets; Unless you're playing as the UK, you would have to conquer a nation first in order to make them into a puppet in the first place. Perhaps you should think it through and not turn the conquored country into a puppet when the option presented itself.
 

XenomorphII

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As far as the puppets go, and for China especially, it would be nice if there were an in game way to release control of them and have them become a regular ally.

In the case of factions, I would love to see them being less permanent then they are now. Non-major powers especially, should be able to drop from a faction if they so choose to try for a separate peace if they want. If the leader of a faction wants to boot someone out they should be able to do so as well.

Also with coup government making a return, if factions remain as permanent as they are now, I can see some pretty silly situations cropping up. For instance, a coup is successful against Mussolini's Italy, and a moderate democratic government is brought in, but Italy keeps fighting to the bitter end with Nazi Germany.
 

bill2505

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HOI3 offers many options/countries that are not part of any faction when you start a game. Why don't you just pick one of those to play with and "rule the world". Then you wouldn't have to worry about being in a faction (unless you keep accidentaly "accepting" a factions invitation). Brazil, Australia, China, Japan, Italy, Canada, US, Spain, etc... all start with out being in any faction (assuming the 1936 start and for some with a few exceptions (ie Italy/Japan) 1938/1939 start.

As for puppets; Unless you're playing as the UK, you would have to conquer a nation first in order to make them into a puppet in the first place. Perhaps you should think it through and not turn the conquored country into a puppet when the option presented itself.
yes but at the end of the war most factions are going to be invited or conquered and made puppet by a faction member .
XenomorphII I AGREE WITH YOU. THEY ARE BEHAVING LIKE I SAID MAKE THIS GAME SANDBOX .I DIDNT SAY THAT. ALSO I DIDNT THOUGHT OF THAT
 

SuiciSpai

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Random hoi is compatible with semper fi 2.04? I really liked playing that, even if it was a little weird having sub saarian africa completely italian. I'm currently trying to make a mod that makes the original scenario more sandbox, but as of now, it's my loss.

yes, check the forum! But if you want to make feedback of randomhoi please use random hoi forum.

Sorry for the offtopic
 

Neomann

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I do have 2 requests:

1) reduce the Effect of Logbombing and also limit it damage that a province infra won't go bellow 2 infra.... Sorry to say that it is even today it is impossible to bomb a province to make it impratical to an army to march...

2) To have the possibility to withdraw units from a combat who are in reserve status witout that they got the 'retreating' tag if we done it... As they did not got engage in a fight but waiting to get engaged they should be able to be redeployed moved witout the retreating penality..
 

Mikeb545

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comsubpac when i mean release i mean a country that is your pupet to be able to release in order to conquer it

jju_57 . first of all i dont care about the war and i dont care that this is ww2 game . i like to play a sandbox campaign.


Sorry but i think you did say that
 

jju_57

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As Mikeb tried to point out:

jju_57 . first of all i dont care about the war and i dont care that this is ww2 game . i like to play a sandbox campaign

THEY ARE BEHAVING LIKE I SAID MAKE THIS GAME SANDBOX .I DIDNT SAY THAT. ALSO I DIDNT THOUGHT OF THAT

Sure seems to me that you indeed said that you want to play a sandbox game.
 

Cybvep

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1) reduce the Effect of Logbombing and also limit it damage that a province infra won't go bellow 2 infra.... Sorry to say that it is even today it is impossible to bomb a province to make it impratical to an army to march...
THIS. Logistical Bombing is severely overpowered and the fact that the AI doesn't use it very often (while the players do) and doesn't know that its effects can be crippling makes it all even more troublesome. This concerns Strategic Bombing, too, although to much lesser extent. IMO the damage done to buildings should be nonlinear. Bombing a city from 10 IC (infra) to 8 IC (infra) should be quite easy, but reducing it to total rubble (0-1 IC/Infra) should be extremely hard, both for gameplay and historical accuracy reasons. It would be nice if AAs were more effective, too. IMO they should make bombing missions less effective to represent the fact that bombers have to fly higher and are less accurate.
 

cfp

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THIS. Logistical Bombing is severely overpowered and the fact that the AI doesn't use it very often (while the players do) and doesn't know that its effects can be crippling makes it all even more troublesome. This concerns Strategic Bombing, too, although to much lesser extent. IMO the damage done to buildings should be nonlinear. Bombing a city from 10 IC (infra) to 8 IC (infra) should be quite easy, but reducing it to total rubble (0-1 IC/Infra) should be extremely hard, both for gameplay and historical accuracy reasons. It would be nice if AAs were more effective, too. IMO they should make bombing missions less effective to represent the fact that bombers have to fly higher and are less accurate.

I agree that AAA should make the Strat bombing missions less effective. Lower the damage overall, and inflict a penalty to the mission similar to (but more effective than) the current shore bombardment penalty.

However, if as a player you think Log bombing is too effective - then simply don't use it. Problem solved.
 

Kelblau

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New feature? An improved core game

My diagnosis is that what is really needed for HOI3 imho is a rework of the core game - and do not make mistake, the "core of the core" game are the 3 land, air and sea combat subsystems. All the other features - technology, diplomacy,intelligence, economy - are important but secondary (What I mean is that, at the limit, they can be automated and nothing essential will be lost. On the contrary, the armed forces system is essential : in HOI3 85% of the fun is in designing, deploying the armed forces and using them against the other side armed forces).
In its current state, this core game is, let's face it, not half satisfying as it should be. It does not need chrome or refinements over secondary features. It needs a good rework of the main system : the armed forces.
The continuous publishing of new versions of HOI2 (DH and so on) is for me a significant indication that
1/ HOI3 is a design half-success.
2/ there is a tremendous need for a good ww2 strategic game.

For two years now, I have come to this forum in the hope of seeing some improvements to HOI3. Purchased the extension, downloaded every dlc, installed every patch, tried every mod. Nothing decisive.

HOI3 could have been a great game if the designers did not try to reinvent HOI2. Basically HOI2 was right for game scale (basic unit division) and tempo. It needed a rework of naval and air subsystem, the introduction of a coherent military hierarchy, a more efficient AI and a few more provinces on the map - and of course the cosmetic facelift allowed by 4 years of graphic exigence.

What was produced was an insanely complicated game (basic unit regiment) with too many provinces.The result is a game that generates more frustration than fun.

My recommendation is to switch to designing HOI4 on the sound foundations of HOI1 and HOI2. The sooner the better. If PI doesn't do it, other companies will.
 
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Baltasar

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Although there's still stuff being released for HoI2, it's not PI inventions. DH has been made by 'fans' and is quite lacking in the usability area, eg the WWI scenario is there but not worth playing.
Can't speak for the WWII stuff, haven't been looking into this as I think HoI3 is better than that. The possibility to automate unit movement would be great if it was working properly (ie for air and naval units), I really miss this possibility in HoI2.

Recent 3rd party game releases have been unsatisfying to say the least. Talked about DH above and M&B:WFaS was released in a version where it is impossible to upgrade troops... which is a quite important part of the game.
 

Ithron

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But WW2 wasn't about peace as it was about unconditional surrender.

Thats a significant oversimplification, a trap from which Hoi series hasn't yet fully gotten out of. Take for example Nazi Germany and Soviet Union. During timeframe 1941-1945 there were several significant chances and possibilities of getting peace between them. Peace between Nazi Germany and Great Britain in 1940 also wasn't absolutelly impossible - neither side wanted to destroy the other one to the death and neither one of them had gotten huge losses to wish to fight for revenge. Not to even mention British allies in Commonwealth that would have been fine with whatever peace Europeans would come up with. Or Japan and China. Or Japan and Soviet Union in 1937-1938 (large battles, yet, not even declaration of war, let alone wish for total destruction). Etc. The closest that any of the battlefields was to "total victory or death" mentality was the unique battlefield between two totalitarian regimes - Nazi Germany and Soviet Union, and even there was chance of peace treaty, both sides expresed and searched for such possibilities (though in limited scale). For example, the several attempts of mediating such peace via king of Bulgaria.
Thus, the concept of going into actual "total war" should depend on several aspects, not just one, which is also a dumb one - belonging to the "great alliance". Without much thought, the other modifiers that should be taken into consideration would be - amount of losses that have happen since the beginning of war, the political systems of the opposing sides, the territorial claims, the general geopolitical situation in the region or globally, depending on the size of the involved sides, the scripted, historical or "emotional" modifiers (like wish for revenge plus some number for how prevaling such an emotion is).

EDIT.
Speaking of wars and peace treaties. When will we get increased (wider) diplomacy options (like better representation of peace conferences and actual process of diplomatic talks) and better representations international organizations (Leage of Nations, UN)? Would be nice for the next expansion :)
 
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