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unmerged(148761)

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Not saying I don't appreciate it though it may come in useful when taking over the entire world as germany in arcade mode but if you play with supplies mot/mech just makes very little sense imo.

Well, playing as America I think manpower is more of an issue than supplies, and mot and mec are both harder than leg infantry. It's certainly not gonna be a feature you will use much as Japan.
 

Dev

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Its about elite units, preserving their expirience,value,pride, tradition....keep them going during modernisation and dinamisation of warfare.

Ah, throwing words into the wind......

I know it is but it still doesn't make any sense, or in other words in WW2 it was beneficial to mechanize an infantry division but in Hoi3 the modeling of this is lacking.
 

Dev

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Well, playing as America I think manpower is more of an issue than supplies, and mot and mec are both harder than leg infantry. It's certainly not gonna be a feature you will use much as Japan.

I have to disagree, when you land in continental europe all that matters is fielding as many as divisions as you can supply and your bang for the buck with mech/mot simply doesn't get anywhere near leg inf/arm.
 

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To me that's part of the beauty of the HoI 3 system, you have to actually take logistics into consideration when building your army. Mech/Armor still has it's benefits over inf/armor, namely speed which is a great boon in HoI 3. But you can no longer field mass armies of it, you have to eventually draw the line.

Maybe you can find those benefits but I've spent a while pondering over it and I can't find any good reasons to build mot/mech whatsoever.

They are quite a bit underpowered as I see it.
 

unmerged(162341)

de Vauban
Sep 4, 2009
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Maybe you can find those benefits but I've spent a while pondering over it and I can't find any good reasons to build mot/mech whatsoever.

They are quite a bit underpowered as I see it.

The speed is power if you play blitz.
 

Modo

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The speed is power if you play blitz.
That's only true against an unmodded AI that is prone to being overrun en masse.

If you mod the game to give the USSR a fighting chance (like 50% more manpower and doubled retreat speed to prevent overruns or easy encirclements), you'll see what matters in a real battle. Basically any major armour concentration far away from you cores will quickly be out of supply, and not only not moving ahead, but losing to militia.
 

unmerged(56084)

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Not to mention that it takes away the unit for some time (we will see how long), which might be a good idea sometimes, but a bad idea in other cases...

I can visualize it now....when you launch Barbarosa, 80% of the SU units will be out of the line upgrading....another leisurely spring stroll to Moscow.
 

Ivan Bajlo

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I can visualize it now....when you launch Barbarosa, 80% of the SU units will be out of the line upgrading....another leisurely spring stroll to Moscow.

But on the positive side at lest SU would still have 80% of its army after bitter peace so no more easy annex remains of SU to get resource rich provinces. :D
 

Birken

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To me logical will be cavalry to motorised.

Did to us too.

I would also include Light Armor and Mech. Both seem logical and historical.

Yes.

Hopefully light armor can go to medium armor too-- fingers crossed.

Relax those hands.

This I hope developers considdered in the first place, or did they,since medium armor is standard and by the end of war whenever possible armoured divisions were brought to medium standard.

And some medium armor units were sometimes(Germans in the first place) transformed to heavy armor to exploit expirience and excellence of best crews(and to preserve those skilled crews better in massive tanks).

Medium can go to heavy and heavy to super heavy also.

Unit upgrades are simple to script, so in the unlikely event that not everyone is completely satisfied with the upgrades we have chosen as default, it's just a text edit away.
 

Neomann

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Thanks for your answers Birken, that's some great new indeed !
 

Balesir

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Scriptable - nice! Thanks for the confirmations/affirmations.
 

telesien

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Unit upgrades are simple to script, so in the unlikely event that not everyone is completely satisfied with the upgrades we have chosen as default, it's just a text edit away.

So something as simple as "can be upgraded to:..." written in unit txt file? :)

EDIT: I like that option mainly for Germany. You start with decent number of divisions that are vanilla inf and I don't have need for so many of them. Yes, I can just disband them and build new MOT divisions, but that would be unnecesarily expensive. At least I hope that the upgrade takes less IC then whole new divison...
 

Birken

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So something as simple as "can be upgraded to:..." written in unit txt file? :)

EDIT: I like that option mainly for Germany. You start with decent number of divisions that are vanilla inf and I don't have need for so many of them. Yes, I can just disband them and build new MOT divisions, but that would be unnecesarily expensive. At least I hope that the upgrade takes less IC then whole new divison...

Code:
	upgrade = 
	{
		base = cavalry_brigade
		target = light_armor_brigade
	}

Also, if unit a can upgrade into b and b into c, then a will also be able to upgrade directly into c.
It's just a matter of defining the upgrade graph connections.

You get a reduction on time and IC based on the time and IC spent on building the original unit.


EDIT: Upgrades are defined in a new text file ( common/unit_upgrades.txt )
 

Devildread

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Code:
	upgrade = 
	{
		base = cavalry_brigade
		target = light_armor_brigade
	}

Also, if unit a can upgrade into b and b into c, then a will also be able to upgrade directly into c.
It's just a matter of defining the upgrade graph connections.

You get a reduction on time and IC based on the time and IC spent on building the original unit.


EDIT: Upgrades are defined in a new text file ( common/unit_upgrades.txt )

I love you Paradox.

Can we make a unit be upgraded by event ? (I mean if we put this unit in a special OOB file and with the load_oob command, will it be deleted from the map ?)

I miss the possibility to delete units from the map. :(
 

CaptRobau

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Code:
	upgrade = 
	{
		base = cavalry_brigade
		target = light_armor_brigade
	}

Also, if unit a can upgrade into b and b into c, then a will also be able to upgrade directly into c.
It's just a matter of defining the upgrade graph connections.

You get a reduction on time and IC based on the time and IC spent on building the original unit.

EDIT: Upgrades are defined in a new text file ( common/unit_upgrades.txt )

Great! Will it work on all units? Land, naval and air?
 

telesien

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Great! Will it work on all units? Land, naval and air?

Very good question. In the original HoI3 they decided against the possibility to upgrade ships to newer models, but this way it can work...
 

Slan

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Great! Will it work on all units? Land, naval and air?

Upgrading a light cruiser into a heavy cruiser would be pretty strange, but going from an interceptor wing to a multi-role or rocket-interceptor doesn't sound that unrealistic. (Or even from a rocket-interceptor to normal interceptor, now with jet engines!)
 

unmerged(46195)

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Jul 10, 2005
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Upgrading a light cruiser into a heavy cruiser would be pretty strange, but going from an interceptor wing to a multi-role or rocket-interceptor doesn't sound that unrealistic. (Or even from a rocket-interceptor to normal interceptor, now with jet engines!)

I disagree, as at least the bomber tree all comes from the generic tactical. Tactical should be allowed to upgrade to heavy or naval. Interceptor wings should be allowed to upgrade to fighter wings when the technology becomes available. This leaves CAS as an orphan, but that really doesn't bother me.