Then you don´t read and hear correctly what the Devs are planing. That´s all what I have to say about it.
I guess you dont provide any evidence for your claims unless "read it somewhere".
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Then you don´t read and hear correctly what the Devs are planing. That´s all what I have to say about it.
Why do player need to start up a new production line manually after I start training a new unit or building a new carrier, while the game knows exactly what and how many we need. The next DLC should include an auto production line system, when I start training a unit or building a new ship the game would start up a production line for the needing equipment that are not currently producing. This system should be more complicated than the previous sentence that it can cover all the scenario player wants and what will happen in the game.
Umm, how would that be better than you doing it yourself? Wouldn't that be worse in almost every way than the current system?
For example:
I create a division that has engineers. It needs support equipment. Then the AI in charge of production starts a new production line for support equipment. How many factories does it assign? Well, that would depend on things that AI is physically incapable of doing, like reading your mind about the divisions you intend to create during the next five years. And how much attrition they will suffer during training. And expected losses during battles. And gains from captured equipment. And so on...
Of course, that's the easy one. Support equipment never goes stale. Let's take AT guns.
So, I create a division that uses AT guns. How many factories does the AI assign now? Does it even take into consideration that I'm still at Tier 1 tech? Does it know that I will have Tier 2 researched in 25 days or 250 days? Does the AI know if I am creating special AT gun divisions with multiple line battalions of AT versus just spreading out AT guns to every single division with a single support company? Does the AI understand that I want two separate production lines, one with Tier 1 and one with Tier 2 so that I can keep production efficiency up? Seems stupid, but if I know the enemy tanks are weak and I can get away with more numerous Tier 1 AT guns mixed in with the Tier 2 until the Tier 2 line is up to full speed. Hell, can the AI read my mind and understand that I intend to create 100 divisions in the next two years that use AT, and I've already researched Tier 2, so I might as well produce a lot now so I can fill out the divisions? Does the AI understand it is even possible to template swap, and I might have a large number of Category III divisions with just pure INF that I am waiting to template swap to a template with ART, support equipment, and AT the moment the Category III divisions are done exercising?
They are too big and too costly that worth for micromanagement. The idea of this system comes from players need to build CV planes annually after building CV.What about ships?
I don't know about anyone else, but capital ship production takes so long that any fleet composition I come up with in 1938 will be obsolete by 1940 when the capital ships are finished anyway. So, instead of creating a fleet template and telling the AI to fill it out, it makes more sense to just build the ships and put them in a fleet as best you can when they are finished. Furthermore, do you really think the AI is capable of reading your mind about your priorities for ships, NIC, and resources? And if you have to go in to the naval construction queue and fiddle with NIC allocation and resources, then why bother having the AI do it in the first place?
I totally agree with you players can still do long term planning with this AI if they use it wisely. It is just a tool but not a replacement, it should not take any control from players.It's worth noting here that I'm not disparaging the AI in HOI4. What I'm pointing out is that unless Paradox has secretly created pre-cognitive computers from Stellaris (which raises the question of what drugs they have been taking at the office to get the tech from the Shroud as a pre-FTL civilization in the first damn place), what you want the AI to do is impossible for it to do effectively because current video game AI programming can't see the future or read our minds. And planning ahead is a big deal in HOI4.
I am just giving suggestions with some constructive advices.I thought you could see a graph of your production?
You are right. Those 20 division need to wait for there tanks. The AI just start new production lines and rearrange factory numbers between lines.I dont think know if this "recruit a division and set up the production together" even could work.
I think in Hoi3 it was that way but the current productionsystem works differently.
If u set up a some tank divisions which need 180 days of training for normal recruitment. If u want to build about 1000 tanks in 180 days u need a awfull amount of factorys to produce them. The efficiency will be very very low so need even more factorys. Same for the trucks etc. Dont think any nation could have so many free factorys to throuh on a hand full divisions to build them in only 180 Days.
Yes thank you, the whole AI system should base on this. The recruited would only trigger the AI to start a new production line, or the logistics system has the feature to do the same job. The coding could be greatly simplified.View attachment 600396
This was what I was driving at on the logistics screen, what would be additional helpful would be a demand line based off of units being recruited
| Mission | Air AA Altitude(m) | Ground AA Altitude(m) | Accuracy |
| High Level Bombing | maximum bombsight operational Altitude (maximum speed Altitude of the bomber if it is below maximum bombsight operational Altitude) | maximum bombsight operational Altitude (maximum speed Altitude of the bomber if it is below maximum bombsight operational Altitude) | CEP=2793m from 30000 ft (9100m B-29) CEP=1214m from 20000 ft (6000m B-29) CEP=1050m from 22000 ft (6700m B-17 1943) CEP=350 m from 22000 ft (6700m B-17 1944-45) |
| Level Bombing | 1200 | 1200 | CEP=50-75m from |
| High Level Bombing(Night) | 4900 (maximum speed Altitude of the bomber if it is below maximum bombsight operational Altitude) | 4900 (maximum speed Altitude of the bomber if it is below maximum bombsight operational Altitude) | CEP= 7864m from 16000 ft (4900m) |
| Level Bombing(Night) | 2100 | 2100 | CEP=250m from 7000 ft (2100m) |
| High Level Bombing(Naval) | 6000 (maximum speed Altitude of the bomber if it is below maximum bombsight operational Altitude) | 6000 (maximum speed Altitude of the bomber if it is below maximum bombsight operational Altitude) | 0.6% 1/3( Fritz-X | Hs293 ) |
| Level Bombing(Naval) | 2300 | 2300 | |
| Strafing(Naval) | 1000 | 61 | 30% |
| Interception | maximum speed Altitude of the aircraft (Same as the one it attacks if its maximum speed Altitude is lower than the mission altitude of the bomber) | maximum speed Altitude of the aircraft (Same as the one it attacks if its maximum speed Altitude is lower than the mission altitude of the bomber) | |
| Dive Bombing | 3000 | 300 | CEP= 25 m of the aiming point (Ju87) CEP= 53 m of the aiming point (SBD and other dive bombers) CEP=195 m of the aiming point (F4U and other Fighter-Bomber) 15%(NAVAL) |
| Air superiority | maximum speed Altitude of the aircraft | maximum speed Altitude of the aircraft | |
| Torpedo | 50 | 5 | 20% |
| Strafing | 600 | 23 | CEP= 76.2 m of the aiming point 30% |
| Mining | 183m (600ft) 1940 610m-914m (2000-3000ft)1941-1942 1829m (6000ft) 1943 | 183m (600ft) 1940 610m-914m (2000-3000ft)1941-1942 1829m (6000ft) 1943 |
Because flying in a straight line towards their target is want planes always do in actual combat.no matter how agile a plane is it can never out-turn any shell fired from a stationary platform.
The Naval Anti-Air
The current Naval battle AA defense equation is (90%+50%*(90% - 1%*<wing's agility>)) * 20%. However, agility should not be the reducing modifier,as no matter how agile a plane is it can never out-turn any shell fired from a stationary platform. The faster planes conduct their attack, the lesser time they are in the range of ships AA. Speed should be the determining factor reducing the naval AA damage planes would receive. Therefore, the next DLC should chance the equation to (90%+50%*(90% - 1%*<wing's max_speed>)) * 20%.
For me it is good fun to play around with different 'marks' of plane but if they all go into the same stockpile and units then what was the point?
E.g. playing as UK last game I had a play around with developing a very long range Hurricane to patrol the Atlantic. All well and good but it gets mixed up with normal Hurricanes and Spitfires in any squadron and so half of them were in North Africa before I knew it.
What would be the benefit for the player/game of all this?
What lacking parts were improved?
Partly increase the depth of the Air-Combat mechanic in a feasible way. Currently, Air combat is the simplest feature in the game compared to the real-life counterpart. It should be overhauled in the next DLC. All the in deep mechanic I am mentioning is just the proposed solution of the demanded. If I wanted to type it simply I can just type "add altitude system to the air combat" and "overhaul the air combat system".What would be the benefit for the player/game of all this?
What lacking parts were improved?
Planes are not trying to dodge anti-aircraft fire, they are trying to get in and out as fast as possible, reducing the chance of getting hit.