• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(88113)

Sergeant
Nov 29, 2007
58
0
9.1 : Each side(JAP-SOV)must put one regular unit(not militia)per province in the whole bordering.No war between Jap-Sov dont significate that they must empty their respective borders.


I dont agree with that rule. In MEM units are more expensive. So in 1940 1/4 sov units must be on Siberia - LOL. Maybe lets set a rule, that germany must have one dovs everywhere partisants are.... (its historical i think)

Also i think, we should forbid paradrop into prov, where are retreat land units after lose battle.

36 divs in urban is ok, but if urban prov is atacked by 100 divs, the limit should be raised. IMO
<60 atacking units = max 36 in urban
>60 atackin units = 48 max in urban

If guaranty of ind cost 10000$ we could alowed it.

Other very important rule for me: Building prov instalation (anti air, ports, airfields, reactor, rocket test site) into pool is forbiden. Only by clicking right mouse button on province. That prevent make lvl 10 airfield in 1 day in east front of other smal prov. I always play that, and that is more fun, because u must search good strategic prov and conquer them to keep offensive going.
 

unmerged(64512)

Nuked man
Jan 14, 2007
1.039
0
Dexter said:
9.1 : Each side(JAP-SOV)must put one regular unit(not militia)per province in the whole bordering.No war between Jap-Sov dont significate that they must empty their respective borders.

I dont agree with that rule. In MEM units are more expensive. So in 1940 1/4 sov units must be on Siberia - LOL. Maybe lets set a rule, that germany must have one dovs everywhere partisants are.... (its historical i think)

it's ok If others agree I delete this rule

Dexter said:
Also i think, we should forbid paradrop into prov, where are retreat land units after lose battle.

I don't agree with that idea since it's not that easy to cut off retreats from an enemy that is wised, in other hand the success or failure of this mission is a subject of only few hours.Let's keep it on.


Dexter said:
36 divs in urban is ok, but if urban prov is atacked by 100 divs, the limit should be raised. IMO
<60 atacking units = max 36 in urban
>60 atackin units = 48 max in urban

this should be ok for me, but we must raise the minimum number of attacking units cuz 61vs48 is just...too hard to surrender in normal conditions.I would suggest >72 or >96 of attacking units instead of >60 attacking units.

Dexter said:
Other very important rule for me: Building prov instalation (anti air, ports, airfields, reactor, rocket test site) into pool is forbiden. Only by clicking right mouse button on province. That prevent make lvl 10 airfield in 1 day in east front of other smal prov. I always play that, and that is more fun, because u must search good strategic prov and conquer them to keep offensive going.

Oh yeah that's a good point here !I agree 100% with you, I'm used to build up huge airbases in east front few weeks after barbarossa started, or putting airbase right after conquered a little strategic island in med sea or pacific.
It's a bit gamey I agree to add a new rule about this.

_____________________________________________________________

All updates are done except those with paradroping restriction, but if ppl massively vote for forbide It's not a problem. ;)

PS

All the updates that are done are not definively,plz guys if you want to suggest something or discuss about them, feel free to do it ! :cool:
 
Last edited:

jackda

AUGUST STORM Developer
25 Badges
Jun 7, 2006
3.189
298
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Mount & Blade: Warband
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
Dexter_PL said:
Other very important rule for me: Building prov instalation (anti air, ports, airfields, reactor, rocket test site) into pool is forbiden. Only by clicking right mouse button on province. That prevent make lvl 10 airfield in 1 day in east front of other smal prov. I always play that, and that is more fun, because u must search good strategic prov and conquer them to keep offensive going.


+1 very pertinent thought
 

unmerged(12303)

The hated one
Dec 3, 2002
5.225
0
Visit site
BTW remember that in MEM province improvements built in the que and not placed in a province at once have a TC load of 100. So one cant hold on to more than 1 without haveing big combat penalties.
Still I agree that in general one should build province imporvements only off the map.
 

unmerged(12303)

The hated one
Dec 3, 2002
5.225
0
Visit site
yes i agree, however

1) one must then do it the next day.
2) not many build 10 airbases at the same time
3) 1 airbase builds 180 days
4) I dont know what happens to province improvements that are in the que being built and are taken over by the enemy. Hope no crashes are caused.
 

unmerged(12303)

The hated one
Dec 3, 2002
5.225
0
Visit site
1) not all - in vanilla they dont overload your tc so u can keep it in the que and place 10 the next day when u take an island.
2) I dont. 20 ic is too much, at least in MEM IMO.
3) yes i know thats why its 180 days for 1 airbase. IIRC vanilla has 90 days?
 

unmerged(64512)

Nuked man
Jan 14, 2007
1.039
0
hmm so what we do ?
do we keep a rule for that or we let it run as usual ? :wacko:
 

unmerged(64512)

Nuked man
Jan 14, 2007
1.039
0
that works for me
 

unmerged(64512)

Nuked man
Jan 14, 2007
1.039
0
I suggest everyone tell us here what's your favourite days for playing (we will start in few weeks maybe earlier if our common schedule allow us) :

Hiensen : Monday, Wednesday(other days fit with me too)
Dexter : Monday, Saturday, Sunday
Pepsi : Monday, Wednesday, Thursday, Saturday, Sunday
Primo Harkonnen : Monday,Tuesday,Wednesday
Wellsey : Monday, Wednesday, Thursday, Friday
Olen
Predator
Zajac : Monday,Tuesday, Thursday,Sunday
General Italia : Monday, Tuesday,Wednesday,Friday,Saturday
Uranium
 
Last edited:

unmerged(77132)

Default
May 28, 2007
277
0
for me it would be something like Monday, Wednesday, Thursday, Friday, and some Saturdays, but NEVER on Sundays, please. :)
Of course this depends on our Spartan Game hiensen, if we continue it, game schedule for THIS game would be a little different.
I just started an Anders Tuesday game, and some of the players are talking of playing twice a week, but we will see...
 

General Italia

Second Lieutenant
11 Badges
Feb 1, 2007
169
7
  • Darkest Hour
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Semper Fi
  • 500k Club
Let me play with you guys :rolleyes:
I can play all week - but after midnight im out :(
 

unmerged(64512)

Nuked man
Jan 14, 2007
1.039
0
Yeah ok, but tell us exactly what's are the favourite days you can play with us for sure :)
 

unmerged(12303)

The hated one
Dec 3, 2002
5.225
0
Visit site
btw seeing some of the rules that you guys use to exploit :p, id suggest the following:

# Time in days to send a division to an ally
30

change to 120 days - 4 months to ship units should be well enough to limit exploits

# If units can be sold/transfered to non allied countries
0
changed to 1 - so only sending units to allied countries.
 

unmerged(12303)

The hated one
Dec 3, 2002
5.225
0
Visit site
so you chaps know whats being done:

1.081 - CHECKSUM - xxxx only works with HOI2DD 1.3a +

MAJOR CHANGE:

- increased supply costs of all units - esp later models (though some brigades cost less supplies now)
- increased TC ratio to make up for greater supply costs from 0.5 to 0.75 (so 1.5x more)
- increased supply output by industry - was 1 ic = 2 supplies is now 10% more to make up for higher initial costs

- corrected the long range sub sea attack and air defence values
- command = { type = task_efficiency which = support_defense value = -0.25 } will make units move at 1.5 the speed on this mission
- command = { type = task_efficiency which = reserves value = -0.25 } will make units move at 1.5 the speed on this mission
- all ais should upgrade more efficiently now
- lowered escort plane costs by 10%
- gave uk egypt back... by popular demand.
- oil gain techs are now more approachable for axis and provide more oil converted from energy (to make up for huge use of plane oil)
- late air combat doctrines spread out more (dates)
- early and great war tanks take twice as long to upgrade (they actually shouldnt be allowed to upgrade at all)
- reduced air defence and attack of subs radically
- deleted the mapped keys so nameing units is easier
- Send Expeditionary Force cost set to -10000
- inherit denmark event should fire in MP - OK was missing " "
- # Time in days to send a division to an ally was 30 now is 120 days
- Units cant be sold/transfered to non allied countries
- # Combat Modifier: Naval Exceeding Max Command Limit Mod -0.35 change to -0.70 like planes
- # Naval Leader Command Limit (nr of ships), Rank 0 (highest) was 30 now is 24
- # Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two.
-0.015 moved to -0.03 so maybe we wont have all cvs in 1 stack.
- hashed out 3819 line in event 3818 (mistake - no influence on the game)
- bhutan and nepal removed land and inf given to uk so supply bug cant be exploited
- rearanged the int tech tree as there was an error in to quick upgrades once BR was discovered
- italy given a tad more starting mp and 12 of its units got its str cap limit removed and strengthen to 70 to make up for uk
presence in egypt and the 4 new units uk got from bhutan and nepal
 

unmerged(64512)

Nuked man
Jan 14, 2007
1.039
0
Fiendix said:
- gave uk egypt back... by popular demand.

egypt disapeared ? :(

Fiendix said:
- deleted the mapped keys so nameing units is easier

good to know :p


Fiendix said:
so you chaps know whats being done:

1.081 - CHECKSUM - xxxx only works with HOI2DD 1.3a +

MAJOR CHANGE:

- increased supply costs of all units - esp later models (though some brigades cost less supplies now)
- increased TC ratio to make up for greater supply costs from 0.5 to 0.75 (so 1.5x more)
- increased supply output by industry - was 1 ic = 2 supplies is now 10% more to make up for higher initial costs

- corrected the long range sub sea attack and air defence values
- command = { type = task_efficiency which = support_defense value = -0.25 } will make units move at 1.5 the speed on this mission
- command = { type = task_efficiency which = reserves value = -0.25 } will make units move at 1.5 the speed on this mission
- all ais should upgrade more efficiently now
- lowered escort plane costs by 10%
- gave uk egypt back... by popular demand.
- oil gain techs are now more approachable for axis and provide more oil converted from energy (to make up for huge use of plane oil)
- late air combat doctrines spread out more (dates)
- early and great war tanks take twice as long to upgrade (they actually shouldnt be allowed to upgrade at all)
- reduced air defence and attack of subs radically
- deleted the mapped keys so nameing units is easier
- Send Expeditionary Force cost set to -10000
- inherit denmark event should fire in MP - OK was missing " "
- # Time in days to send a division to an ally was 30 now is 120 days
- Units cant be sold/transfered to non allied countries
- # Combat Modifier: Naval Exceeding Max Command Limit Mod -0.35 change to -0.70 like planes
- # Naval Leader Command Limit (nr of ships), Rank 0 (highest) was 30 now is 24
- # Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two.
-0.015 moved to -0.03 so maybe we wont have all cvs in 1 stack.
- hashed out 3819 line in event 3818 (mistake - no influence on the game)
- bhutan and nepal removed land and inf given to uk so supply bug cant be exploited
- rearanged the int tech tree as there was an error in to quick upgrades once BR was discovered
- italy given a tad more starting mp and 12 of its units got its str cap limit removed and strengthen to 70 to make up for uk
presence in egypt and the 4 new units uk got from bhutan and nepal

thank you for the changes, I'll try to test it fast in a 2vs 2 first to know if all works properly.Sea fights are going to be more historical with less ships stacks and subs fighting like subs and no CV's (In the first major mp I played I have sink several BB's and CV's with few subs :wacko: )