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unmerged(12544)

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Dec 9, 2002
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Once again I am taking the initiative to start with suggestions. Here those of my suggestions, which seem to be still needed.

1)Naval landings could be improved. In a first phase the beach should be the target, here the defender only gets "plain" as terrain (no additional terrain bonus) and coastal forts. A trigger for phase two could be the military battle progress (maybe 70% - defender is defeated 70%), then the terrain value of the province should fully apply for the defender, no more coastal forts, but land forts. The attacker should now ONLY get 33% or 50% of the amphibious landing penalty, because they now have a small beachhead. The aim is to make naval landings easier/more realistic.

2)In HOI1 you could create events without

country = XXX

which were firing nicely once. In HOI2 no longer, meaning such an event will fire for all countries, when you leave out country = XXX. Can you reenable the old state? My aim is simply to have an event that fires and requires no country to exist. Is independent from countries.

3) money should never go negative (e.g. through events), or tech teams should get paid at negative values.

4) Delay after combat: you should be able to give orders to a unit that is resting after combat. E.g. it is 12:00, the unit has to rest until 15:00, then it should be possible at 12:00 to give an attack order to this unit starting at 15:00. It is very annoying always to keep in mind the time, when you can give orders again.

5) Allow

money = XXXX

as trigger for events, it was forgotten.

6) Make "Straits of Gibraltar" and "Öresund" normal sea zones and NO more specials like channels. Suez and Panama channel deserve that status, because they can easily be shut. To shut the Mediterranean at Gibraltar requires ships or giant land mounted guns. The UK closed the strait by basing enough ships there to prevent enemies to go through. When they have no more ships in place, anyone should be able to go through. Or add the option to do that for modders.

7) Create the command

teams_allowed = X [range: 1 - 5]

which could allow in the *.inc files e.g. for Bulgaria to have 3 tech teams available. The aim is to give low IC countries more teams or majors less.

8) Historically the German "Sichelschnitt" was going through Luxembourg, Arlon, Reims and Valenciennes. In game there is the big Reims province you have to take to avoid Namur, that could be split into two provinces, Sedan and Reims. So you can make a "Sichelschnitt" move without going deep into Belgium or France. It is not that much work, just add one province, add the borderline and the name "Sedan" on the map.

9) Second point, teach the AI not to attack with headquarters and not to use armor to garrison beaches. Armor should only be controlled by garrison AI, when at peace or as part of reserves. The HQs are currently often concentrated in one province, but should be spread along the whole frontline.

10) What the game lacks is an increased supply consumption of units in combat or at the frontline. This could be determined by a factor in the misc.txt file and would reflect higher ammunition usage compared to reserve or rear units. Front AI units could use the higher value, Garrison AI controlled units the "normal" value. Even better would be also a factor to multiply supply consumption at war (higher pay). Those two factors could make SC much more realistic. Currently it is far to cheap to have a huge fighting army at war and units are far too expensive (should be cheaper) relative to their maintance cost (should be higher). While at peace they are too expensive (nearly zero ammunition usage, normal pay).

11) An event command like

command = { type = defensiveness which = land when = now where = relative value = -10 }

defensiveness multiplied by 0.9 (-10%), would be a huge help for modders. "Relative" already is there for build_cost. Most needed for

soft_attack
hard_attack
air_attack
air_defense
naval_attack
supply_consumption

Currently "relative" is calculted with model_0, please change that to the actual model, so that model_5 really gets the e.g. 20% discount and not far less, because model_0 is the calculation base.

12) Also the minimum total upgrade cost of 1 IC per unit is annoying. Why no fractional values below 1 IC? There are fractional values possible below 1 IC for building new units.

13) Example German AI has an enclave in Serbia, with no connection to Germany. A human player can strat. redeploy its troops from there, but the AI might turn COMPLETELY braindead for the troops in that area. It might leave huge stacks there and simply forget about them. The AI in general is not able to deal with troops in enclave provinces with no sea connection. So please enable the AI to use strat. redeploy to get the troops through Allied territory. Also is the amount of supplies flowing through allied territory limited and only sufficient to support a few divisions, this should be raised significantly.

14) Currently the counter symbol has an army/navy and seperate airforce part. Why not add a third seperate navy part, so that the counter symbol has the size 96*34 pixel and one symbol for army, airforce and navy?

15) This is an example of the construction AI

AA_batteries = atwar
max_AA_level = 4
AA_provs = {
667 # Buenos Aires
852 # Mardel Plata
851 # Rosario
}

I suggest to SCRAP max_AA_level. and change AA_provs to e.g.

AA_provs = {
667 = 5 # Buenos Aires
852 = 2 # Mardel Plata
851 = 1 # Rosario
}

To assign a special level for a certain province. Much easier and more precise.

16) Add an AI command for the AI files like

supplies = 1000

that forces a country to have a stockpile of at least 1000 supplies.


This is a quote from the 1.2 changed log

- Improved the absolute buildscheme to work more as desired by scripters.

Does not tell me, what you did. I am no scripter, so please give some more details in v1.3.

17) Add a variable to the misc.txt file to limit the maximum sub stack size, e.g. to 2 only.

18) The new v1.2 rule, that naval combat will last at least a few hours should NOT apply to a fleet, that is faster, they should be able to retreat immediately.

19) Create the weather pattern raining + muddy. Currently both exist seperately, but not together.

20) Add a new ai file command for the front and garrison AI.

armor = {
FRA = 0.5
SOV = 0.5
}

This forces the AI to use 50% of all armor units versus France and 50% versus the Soviets. See also 9).

21) Enable the option for modders to reduce/disable the AI use of "offensive" status, this leads to serious supply problems. And the cost of this feature is far to high in relation to its benefit (300% supply consumption for 50% ESE for 30 days).

22) Replace this in misc.txt

combat = {
# Land XP gain Factor
1.0
# Naval XP gain Factor
18.0
# Air XP gain Factor
3.0
# Division XP gain Factor
1.0
# Leader XP gain Factor
0.7

by

# Land Division XP gain Factor
1.0
# Land Leader XP gain Factor
1.0
# Naval Division XP gain Factor
18.0
# Naval Leader XP gain Factor
18.0
# Air Division XP gain Factor
3.0
# Air Leader XP gain Factor
3.0

just ONE more variable and far easier to tune for modders.

23)Add a tag for Sri Lanka, they got independent in 1948.
 
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steveh11

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Seems we need a new trigger:
relation = { Which = Tag value = x }; where x is a numeric value. If relation between the calling country and the "Which" country is at least x, the event may fire. Required for diplomatic events in mods.

Steve.
 

unmerged(42839)

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Apr 9, 2005
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First of all thank you for all the hard work in creating a very impressive Patch v. 1.02 - in particular I love the new 1938 option which saves a LOT of time in MP. Previously I wuld find myself falling asleep waiting for something to be developed or ready for deployment when starting in 1936.

That said I would like to carry over two suggestions from the last Wishlist:

- Please fix the problem of Italy always refusing to join an alliance with Germany
- The ability to increase or decrease the number of units being produced in a production run. There is a bonus for serial runs so why not allow for one production run to be dedicated to tanks, infantry, aeroplanes, etc.
 

JonBok

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I love this game. I've been a paradox fan since eu, but have never really posted on the forums before. I was overjoyed when I heard about HoI as I have an interest in modern warfare, and was looking for a game that brought the strategic level of eu into the modern era. I played a lot with HoI, but not a lot of it, due to having to do enough things in real life and not having the time to fight the interface to play the campaign. IMHO HoI2 brings one of the best gaming experiences I have had since my first game of civ.

A few things about air missons are confusing me.

1. I (and it appears others) think the ground attack and interdiction mission targeting needs work. Some have suggested that in order to correctly target land engagements missons should be launch an hour after the engagement starts. It appears that the targeting of these missons is decided prior to take off. This seems to me to be neglecting to acknowledge the invention of the radio and its impact on air to ground cooperation. On call air support was certainly part of both german and american A2G operations during the conflict. While I agree that more general interdiction operations were also performed, the obvious example being prior to DDay, the inability of units in the air to prioritise active battles essentially removes the design purpose of CAS units (and tac but to a lesser degree).
2. Interceptors are great. They perform the role of patrolling the limited number of provinces they can reach with their range nicely. Fighters on the other hand can control much larger areas of space, especially if:
a) enemy units have been detected (along with a vauge direction) by either observers or radar
b) they are directed centrally
c) they are in radio contact with air controllers
This is the situation under which britian won the BoB. Surely assigning a fighter unit to a single area is a waste of it's potential, both in game and in actuallity. I would like to see an air superiority misson at the region level to allow these equipments to be used to their potential, as they were during the period.
3. While on the subject of figthers, is there any way to get fighters to escort bombers, rather than performing their own neglegable attack runs. Fighter sweeps are OK in gaining air superiority, but isn't the idea of a game like this to try new things, maybe even ahistoric tactics.
4. There seems to be little account taken of the differing approachs taken by the different strategic air forces involved in the war. I'm not sure how this could be incorporated in the game, but surely there must be a way for the player experiment with area bombing as opposed to precision bombing. After all these points have been argued over by those that study the air war in europe for sometime now.

Just a few meager points for your interest. More in my head but no time at this time.

Keep up the good work...oh yeah and when are we going to see a post modern game of this quality. (Cold Hearts?)
 

unmerged(24388)

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Jan 7, 2004
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can i make a request/suggestion for V1.3 hoping that Johan or some other higher paradox authority may read this?

well here it goes..... mainly for modding reasons but it does also apply to HoI2 and would make the game more historic.... a change flag command for events like the ones in victoria or Eu etc

hoping and waiting for a reply?

+ loving 1.1 guys, keep up the good work!
 

talin

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When you use the remove button on the leader screen, it will automatically leave the screen. Therefore, if you want to assign a new leader you must re-enter the screen again.
 

unmerged(43407)

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I'd like to see a function where you can input exact numbers for the production sliders. I hate clicking the plus/minus button and holding on to it forever. Unless, of course, there is already a way to do this... :confused:
 

talin

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HeroArminius said:
I'd like to see a function where you can input exact numbers for the production sliders. I hate clicking the plus/minus button and holding on to it forever. Unless, of course, there is already a way to do this... :confused:
Shift+click gives you a 0.05 adjustment. Crtl+click gives you a 0.50 adjustment. Its a new function in 1.02
 
Jan 25, 2005
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The Chinese events are STILL messed up. Please add events for all chinese factions, so for example Communist China is not forced into an alliance with Nationalist China. All Chinese factions need to have an own event allowing them to decide whether to join the alliance or not.
 
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Lets sticky this one and keep all the suggestions in one place.
 

unmerged(11496)

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Panther II said:
3) money should never go negative (e.g. through events)

I disagree; states go into debt all the time and it's further encouragement to build up your stockpiles of $$$.
 

unmerged(11496)

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Ground Pounder said:
- Please fix the problem of Italy always refusing to join an alliance with Germany

I just caught a bio of Il Duce the other day and he really derided Hitler as a dangerous fool and only joined the Axis out of fear of German retribution if he didn't, begging for a promise from Hitler to not start WWII for several years as Italy wasn't ready.

So it's not that much of a stretch for Italy not to fall into Adolf's arms at the drop of a hat, you really have to punch-up the relations and be persistent. :)
 

unmerged(11496)

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JonBok said:
Keep up the good work...oh yeah and when are we going to see a post modern game of this quality. (Cold Hearts?)

COLD WAR: Pax Atomica, 1955-2001 :cool:

Just my dream, not an official P'dox product...yet? :p
 

Spruce

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please - please - please =

alliances between master and puppet are forbidden !

actually when I (Japan, as master) enter alliance with Axis - my puppet Manchuko follows automaticly into the alliance.

why do puppets still draw their masters into political deadlock? Puppets shouldn't take initiative in first place, and master should never ally with puppet.

In my current game I got some puppets and I allied with AxIS, so all my puppets went to axis. But weird enough China (fascist) was also at war wiht the allies, but couldn't join axis because they were with some of their puppets !!!

frustrating :D
 

unmerged(17296)

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Are we still working on a list from 1.2's wishlist?

If not please fix -

Unlimited ranges for AI ships and planes
Minister bonuses
For some reason their seems like a lot less rares in the game. This may be a perception because the SU has less at start than in 1.1 but US seems to not have as much to trade. I'm not far along enough yet to see if this matters strategically but would like some comment or a look if possible.

Thanks for the great 1.2 patch!
 

Wolf52

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My one suggestion is manually controlled energy to oil conversion. At the very least i want the ability to toggle it when i want to, and if its possible it would be nice to specify how much to convert.
 

Cpack

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Glorfindel said:
....Unlimited ranges for AI ships and planes

Thanks for the great 1.2 patch!

Agree in both :)
 

unmerged(2037)

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1. Make ship speed matter in naval combat distance calculation and in allowing/disallowing retreat from the battle.

2. Add air mission identical to the air superiority, but covering whole region instead of area (forbid access to provinces out of range though) - would be usefull to provide air cover to fleets in regions like the North Sea

3. Improve CVs to provide somewhat more protection vs. naval bombers attack
 
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