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diskoerekto

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Johan: Is there something being done on the self-sufficient overseas territories problem? I think it should be rearranged somehow.

other than that, kudos. being a computer engineer myself, I cannot think a better way to commit somebody's talents in this branch. I mean, Paradox games. kutgw.
 

unmerged(94026)

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Cpack said:
sometimes yes for attacking small groups of units moving or retreating or naval airpower.
But building interceptors or strat bombers are not really needed. As Germany, I loose only little IC or resources due to allies airpower.
In later versions and many mods the loss can be up to 50% if you ignore the allies planes.
 

Zanza

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th3freakie

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Johan said:
Another interesting thing is that production effects technology, the more of something you produce the easier it is to research in that area. So if you want to advance technology in an area (say carriers) you are going to want to keep producing carriers to pick up the research bonus. Yes no more tech rushing, those early model carriers may not be that good but they will serve as a nice test bed for design ideas.
Glory Glory! I had been hoping for this. I think I even did some of my traditional bitching about it in the DD forum. Finaly the USSR won't be specialising in BB warfare with a 12 CVN fleet :cool:
 

unmerged(94130)

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self said:
You probably haven't played multiplayer. My opponents would wipe out entire divisions with their close air support. Aircrafts should be for interdiction, not destruction, imo.

Air wins are able to destroy everything :D
 

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It's a simple matter of the air AI being hard-coded to suicide.
Hopefully HoI3's air AI will even have control parameters for telling it where to fly which missions...
 

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sbr said:
The second part is a bit harder to me.

"and for the output of resources."

My first thought was that 1 IC takes fewer resources than at lower efficiencies, but then I caught the word output. Maybe as your efficiency improves units get cheaper?

We currently get three positive modifiers to number of supplies per IC (Production control etc) - so perhaps more variety here? Consumer Goods (and therefore money) ?? - cant recall that any technology changes this - but does anything else modify it at the moment?
 

CSARebel

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Quote:
Originally Posted by Jagdmaus
What are the plans regarding incorporating the weather & ground conditions (mud, snow, etc.) maps, with this new improved graphics system/engine?



Johan said:
the plan is that you should see it on the map.

Hooah! This is the best news yet. IMHO. It was never a deal breaker for me before (two seperate map modes) but I felt something was missing, both from a gameplay perspective and an immersion perspective.
 

henryjai

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although this seemed to be nice but i think the penalty for focusing on only 1 thing should be rather high or players would just ignore it. they might think "after i conquered USSR my IC would be higher so making ships/airforce afterwards would have penalty balanced out"
 

WarDog

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A weekly diary!!! I'm impressed and strangely happy... :D


I'm glad to see that the economic system is going in the right direction. The changes outlined by Johan seems quite logical and will hopefully improve the depth of the game - without making it too micro. I personally would like to see even more, but this seems like a good compromise.

The aspect I rely like is the links that now seems to be woven between production and research. It rewards long time planning and ability to carry out your strategic goals.
 

Ithron

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Looks ok, though I hoped for more realistic, less gamey system..
I still hold some hopes of
1) Production through companies that are tied to territory.
2) Territorial trade realism (no Germany-Venezuela trade without controling some kind of keypoints that would make it possible). If country has no navy, and especially no ports, then oversee trade in general should be close to impossible. And comperative figure to enemy's fleets could also be taken into account..
3) Possibility to intercept trade ships just like regular convoys (this would partly solve the previous point)
4) more advanced of currently dual system of national-non national lands
5) weather on map would be amazing :)

EDIT: 6) have possibility to add event id numbers with more then 9 numerals!! as of hoi2, it is unable to save such events, they are saved with a minus, so the save game is a bit broken.. It would make combining events from different mods so much easier!! I think mathematically even infinite id numbers should be fine..
 
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Gixian

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Yes, congrats to developers, because what have yohan said, the ideas of national industry and even research specialization, but with addition of only a small amount of complexity, looks just great. Lets hope that you will succeded in balance onf these things to the right level, and that there will be enought of modable aspects of this in the game settings. ;)

WarDog said:
A weekly diary!!! I'm impressed and strangely happy... :D

Yes, me too. :D
 
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Ithron said:
EDIT: 6) have possibility to add event id numbers with more then 9 numerals!! as of hoi2, it is unable to save such events, they are saved with a minus, so the save game is a bit broken.. It would make combining events from different mods so much easier!! I think mathematically even infinite id numbers should be fine..
I think 256 digits should be fine
 

TheLand

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henryjai said:
although this seemed to be nice but i think the penalty for focusing on only 1 thing should be rather high or players would just ignore it. they might think "after i conquered USSR my IC would be higher so making ships/airforce afterwards would have penalty balanced out"

Maybe conquering extra IC reduces your efficiency ;)
 

Ithron

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Doomtrader said:
I think 256 digits should be fine

Wow, if thats confirmed, then I'm very glad :) I assume it's got to do with EU engine.. great :D

Sorry for writting ideas in Diary, thats the last! - Victory events, conditions for all countries (simple for most - reach foreign goals of the country, thats usually remain independent), so that player would see victory screen even playing with small country,without having to conquer the world.
 
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Ithron said:
Wow, if thats confirmed, then I'm very glad :) I assume it's got to do with EU engine.. great :D
I don't know is it confirmed, I just know that there are some borders in amount of digits. 256 is one of them
 

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1 byte provides 256 values
2 bytes provide 256^2 values
...
n bytes provide 256^n values

You are asking for 10^256 possible values.
256^n = 10^256
n log 256 = 256
n = 256/log 256 ~= 107
So you would need about 107 bytes to store every id. For simplicity make that 128, nice and round. Currently, 4 bytes are used.

So for event ids, the memory usage will increase 32 fold.
The memory usage itself may not be significant, depending on the number of events
But it will require a max of 32 separate compares on 32-bit machines, compared to just 1 compare for the 4 bytes. And reading and writing to them would be much slower. Especially when considering relatively small CPU cache sizes.

Or, perhaps, you will not allocate 128 bytes, but define a number as follows: 1 integer (4 bytes) specifying length of the number in bytes, and a pointer to the byte array with the number. That would allow infinitely-sized numbers (constrained by available memory and 2 billion bytes max), but involves a dereference and makes the standard usage still 12 bytes (4 for len, 4 for pointer, 4 for actual id). And actually using the number, especially reading and writing, could be very messy.

Right now, you have 2 billion ids available. There is plenty of free space for shifting ids around, no matter how many padding ids the mods have.
 

Ithron

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Right now, the max id is 999'999'999, thats, almost, 1 billion, not 2, if I'm not mistaken :)
As for bytes.
256^n = 10^256
n log 256 = 256
Why not n log 256 = 10^256? My memory of math is tricky at best.

Well, try yourself combining (if calculations are right) 13'000-15'000 events from 7-8 major mods, you'll probably want also the more id's the better, since adding smth to id's that have the same few starting digits is far easier then rewritting all the digits and event chains :) So, if it is mathematically hard, or computig wise un-wise, then nevermind, though if it's just a question of increasing the limit, then increase even to 20 digits would be great :) well, probably not many people need this anyway..
 

von Tairach

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wicked

I really like the new IC system. Makes a lot a sense, though I still hope there´s more to it than just what Johan wrote. It´s still a bit too simplified, but I won´t mind if it stays the way it´s sketched here.

BUT, I also cry for severe penalties in the "inf/air/naval" specialization of production. I would like it to really make BIG a NOTICEABLE differences between countries that focus on different armament.

Anyhoo, the path you´ve chosen is a good one. Stick to it :D