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Wraith11B

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The record, if I recall, was 88 hours or so from keel laid to launching.
 

Don_Quigleone

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The first round of liberty ships had a fatal flaw in that they had square windows. They cracked straight down the middle. For a while the Americans were losing more ships to this then Uboat attacks.
 
Jan 9, 2005
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The first round of liberty ships had a fatal flaw in that they had square windows. They cracked straight down the middle. For a while the Americans were losing more ships to this then Uboat attacks.

Reminds me of those early British airliners. Comet, was it?
 

unmerged(52507)

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I'm happy with these improvements mechanically, but it seems the colonies are again going to be poorly modelled. Which is a bit sad. Though perhaps it is an area that will get more intense attention after testing. Or maybe in HOI4.
 

Nilmerf

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Looks good. Halifax should be the major Canadian port, rather than somewhere off the coast of Newfoundland.
Newfoundland is controlled by the UK at the time, so I assume they're either supplying it or extracting resources from it. I also assume that the lines aren't showing trade, but links to the overseas empire. That's why the red line appears to be going to the Caribbean instead of the USA.
 

NiclasCage

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Johan, would you please make a convoy-system that really works this time? It looks GREAT in HoI3, but it's all for nothing if it's half as buggy as the system in HoI2.

Countless times I've had fleets and a garrison at an island, only to have the fleet being out of supply half the time when out on a mission because the convoy stops transporting oil once the fleet leaves port. Only way to make this right is to have some sort of unit at the island which requires oil, like another fleet or some airplanes or ARM-units.

The whole automated convoy-thing seems unstable if you ask me. It works most of the time, but in almost every game as UK or Japan (I'm not even going to mention the US) I've had some sort of trouble with convoys. It REALLY kills the game when something so important gets messed up. I don't think this is so hard....

A "simple" solution would be for the convoy to ALWAYS transport the MAXIMUM AMOUNT of resources or oil+supplies, NOT what the computer thinks the forces at the destination needs. My computer at least seems unable to calculate this accurately.

Or let us decide how much oil and supplies we want at the destination. If I want 500 oil and supplies at Bermuda, why not let me? Offcourse, this number should be reflected by port-size.


Great job so far with this game though. I can hardly wait!! If you can deliver HoI3 with a working convoy-concept, I will never write anything negative on these forums again!
 

sbr

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Newfoundland is controlled by the UK at the time, so I assume they're either supplying it or extracting resources from it. I also assume that the lines aren't showing trade, but links to the overseas empire. That's why the red line appears to be going to the Caribbean instead of the USA.
From the first page.
Inner Circle said:
what does the blue&red lines mean?


Inbound and out bound convoys.
 

unmerged(54763)

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First big change is that there is now only one resource stockpile. If you have goods abroad and you do not succeed in moving it to your home country then they are lost. What this means in practice is if you sink the goods, you will destroy the resources. If you cripple a country like Britain’s merchant marine you will cripple its economy
-Johan


Thats it,key change needed to normalise enviroment of hall convoy/sub system in the game.
On this healthy basis hall system will be ancoparably better to HOI II in every aspect.
Thank you guys!:)
http://www.youtube.com/watch?v=eVBPGZEVRH0&feature=related
 
Last edited:

Van der Gent

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I am pretty sure Hitler never played Hearts of Iron

Haven't you read 'The German RISK AAR'? ;)

( It's the best AAR ever. :) )
 

Van der Gent

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seattle

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Please implement protection zones. During the course of WW2 the Roosevelt administration extended their protection zone more and more, until it was basically impossible for the Kriegsmarine to operate without a repeat of WW1.

You could do this via event or even better, by letting the player draw a zone of protection on the actual map.
 
Jan 9, 2005
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You could do this via event or even better, by letting the player draw a zone of protection on the actual map.

I doubt it'll be possible anyway, but this could of course be a huge interventionist exploit for the US. They could join the war before 1940 by extending their zone to Europe or something...
 

Ciryandor

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Semi OT and maybe meant for History Forums, but it has a major argument regarding the need for ports and supply.
Were the Mulberry harbors used far into the late stages of the war? Or were the bigger ports then used once captured?
The Mulberry harbors were designed for use for only 90 days, but
wikipedia said:
Port Winston saw heavy use for 8 months—despite being designed to last only 3 months. In the 10 months after D-Day, it was used to land over 2.5 million men, 500,000 vehicles, and 4 million tonnes of supplies providing much needed reinforcements in France.
It was this reason why the Red Ball Express existed. Cherbourg could not funnel in enough supplies and material, Operation Pluto (oil pipelines under the English Channel) could only partially refuel all the American and British vehicles in Western Europe, and thus the Americans, British and French had to rely on them to keep resources flowing. Only when Antwerp was cleared post Battle of the Bulge would Cherbourg and Mulberry not become the primary supply port of the Allies.