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Johan

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Air orders were one of those more interesting problems to play around with. When we started to think about them we first looked back at what we had done previously. So what did we do previously? Well in Hearts of Iron 1 we had the system of air units operating single provinces. It was great, you knew exactly where your air unit was going to be, but hell to manage. So in Hearts of Iron 2 we came up for the system of regions of operations. It was nice to manage, but wasn’t it just so annoying when your bomber would bomb the wrong unit in the region? So we came up with the idea of user defined region of operation, limited by range you define how large an area an air unit operates in. Thus you can have fighters patrolling large areas, while your close air support bombs that stack you really want then to bomb.

Now all this sounds great but how to do this in a simple manner? You start with an air unit, give it province to operate in and a mission. Then you get 4 additional choices. The first two should be fairly familiar to you. You can tell an air unit to only operate in the province you have selected, just like in Hearts of Iron 1. Or you can also tell the air unit to operate in the region you have selected, just like Hearts of Iron 2. However for Hearts of Iron 3 we have added two more options, defining a cone and a circle. In both cases you define the maximum range and then map will handily show you where they operate, from here you can shift click to add and subtract provinces as you see fit. When you define a cone you select the angle of the cone, thus you could define fighters operating the UK to operate in a semi-circle centred along the South coast. They will intercept German planes inside that semi-circle but won’t stray over into France in the pursuit of enemy planes.

Air missions themselves are fairly similar to Hearts of Iron 2 in both number and effect. However we have made two important changes to how missions work. Firstly we rewrote runway cratering so that it will also damage planes on the ground. This we feel was most definitely missing, and allows you to try and catch enemy airforces on the ground. The second is how logistical strike works. If we cast our minds back to the dev diary about logistics, supplies flow out towards units. Each province in the line of the supply holds supplies moving forward towards the frontline unit. It is now possible to target and destroy these supplies, preventing them reaching the enemy front line units.

With regards to the mechanics of the air mission system we are also implementing the same reserve system as found in naval missions. So you can have three fighter squadrons, two in combat in one in reserve. When one of the fighter squadrons gets too low in strength or org it will drop into reserve and the reserve squadron will replace it. This allows those long running air missions, like air defence of the home land, to run fairly continuously with the minimum of player intervention.

Well that’s our introduction into air units; we’ll be back for more in a future Developer Diary Instalment.

alpha_feb18.jpg
 
Wow!

Edit: I've never been first anywhere... Now to read the DD!
 
Yes!

Air orders finally! Nice work Paradox.

Okay love the flexability on cone, circle, provice, zone, etc. Sounds like the air arm is back in business for HOI3.

The reserve concept is great, especially for UK and Germany in fighter duels over the channel.

Damaging planes on the ground, great! This is historical and makes gaining and maintaining air superiority even more important.

So my question is: How does ground attack and interdiction work? We have had some discussion on the forum about both of these attacks damaging BOTH str and org, just effecting different parts of the enemy force (front line for attack, reserves for interdiction) so how will this work? Also with the ability to focus on single provinces will air power be back to the major killer it was in HOI1 or will there be some sort of diminishing returns on effects as the enemy force is whittled down?

Looks great though so far.
 
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So in Hearts of Iron 2 we came up for the system of regions of operations. It was nice to manage, but wasn’t it just so annoying when your bomber would bomb the wrong unit in the region? So we came up with the idea of user defined region of operation, limited by range you define how large an area an air unit operates in. Thus you can have fighters patrolling large areas, while your close air support bombs that stack you really want then to bomb.
Yes! Sounds close to the best of both worlds. :)

Edit: After reading closely, it sounds even better than I thought! Well done, and thank you!
 
Ahh...good to hear. Nice work fellas. I love the interface and the features. But stance is new. Does that have great effect on the air unit's efficiency for either attack or defense?

priorty also...what does that # mean?
 
very nice update on air. i really like the way air orders are issued. now if we can make templates so you dont have to select all the provinces again and again i would be very happy. another question logistical strike will only attack the supplies in the province bombed or will it also attack infrastructure?
 
Now, that circle and cone thing is absolutely great! I don't think many of us even thought of that, and now it seems so obvious. You can actually order air superiority (or other missions, but I'd say in air superiority it's most useful) in areas independent of provinces / regions!
 
Wow, user-defined patrol/attack areas, air-reserves, attacking planes on their runways, attacking supply convoys behind enenmy lines?

Brilliant!
 
I like the clean and informative look of the interface!

But I just can't understand why we need to define and "the angle of the cone". How the angle will change and shape the area in which you already decided to operate.
 
Superb entry! Truly the best of both worlds. :)

Allowing the player to fully customize the scope of the mission not only in time but also in space is exactly the missing link. :)

Keep up the good work guys,so far it's looking great.

P.S. : What does "Priority" refer to?
 
Great stuff, just what we were hoping for :D

One question though, why shouldnt we just have all our air units fighting together, why have some in reserve ?
Wont more numbers in the air mean better results and more enemy casualties
 
But I just can't understand why we need to define and "the angle of the cone". How the angle will change and shape the area in which you already decided to operate.

The angle is like, well, the angle of the cone! If I got it right, you can order your fighters to fly in a sector, shaped like a cone or a pizzaslice, and the greater the angle (that number there, measured in rads), the wider the slice!

Edit: Wow, I got it wrong... The angle is the direction of the cone, and cone width is the width... But it is also an angle, kind of.
 
Awesome!
 
two fighters and zero bombers, yet it then list the following JG3 udet and KG1 hindenburg?
Not sure I understand.
Am I correct in assuming you can give a bomber squadron fihter duties (air superiority).
Lastly do bombers have escorts as added brigades as in hoi2 or do they have to be assigned.
Really lastly please tell me CAG's will be aircraft and not abstract AA or Bombardment values aded to carriers.
 
I like the clean and informative look of the interface!

But I just can't understand why we need to define and "the angle of the cone". How the angle will change and shape the area in which you already decided to operate.

Because we wanted to give you choices, for example you have a CAS unit supporting an advance in direction X. You can define your cone (and thus where the CAS will bomb) as narrow or a broadly as you like depending o how focussed you want your bombing to be.
 
Great stuff as always.

I would like to know about that very promising "stance" and "priority" options. Also if and how will the options of day and night work. Currently on HOI2 selecting day or night just means the planes will "launch" during daytime or nighttime. It doesn't really influence the combat at all.