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Darkrenown

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Another Thursday, another dev diary! Today I'll be talking about Combined Arms and Leader Traits.

First up: Leader Traits. We've added the ability for leaders to gain traits through combat, and added several new gainable traits based on fighting in various terrain types, which give a speed and combat bonus in that terrain. The new traits are:

Desert Fox
Mountaineer
Hill Fighter
Jungle Rat
Ranger (woods and forests)
Swamp Fox
Urban Assault Specialist

The old traits you can gain are:

Land.
Winter Specialist – From fighting in frozen provinces,
Battlemaster (Formally known as Panzer Leader) – From leading Combined Arms units in combat.
Fortress Buster – From attacking Forts.

Sea.
Seawolf – From convoy raiding.
Superior Tactician – From winning naval battles.

Air.
Carpet Bomber – From strategic bombing
Tank Buster – From tactical bombing.
Fleet Destroyer – From bombing fleets.
Superior Air Tactician – From winning air combat.

their finest hour dd 4 leader traits.png

Now for Combined Arms: In case anyone doesn't know, currently in HoI3 units receive the Combined Arms bonus when their Softness is in the 33-66% range. For TFH we've changed this and the Combined Arms bonus is now based on combining different unit types within a Division, and you can get a varying size of bonus depending on how many unit types you combine.
Unit types for this purpose are: Infantry, Artillery, Direct Fire, Armour, Support, and None.
Infantry is the base unit and offers no bonus in itself. Artillery, Direct Fire, and Support each give a 5% bonus. Armour is also 5% initially, but once the Combined Arms Warfare tech is researched their bonus is raised to 15%. Units with the None type, unsurprisingly, offer no bonus.

Infantry = All Infantry types besides Militia, and Cavalry.
Armour = All tank types, from Light to Super Heavy.
Artillery = Both Rocket and Regular, plus their Self-Propelled types.
Direct fire = Anti-Tank, Tank Destroyers, Anti-Air, and Motorised AA.
Support = Engineers and Armoured Cars.
None = Militia and Military Police.

Infantry is the key to combined arms, no unit without an infantry brigade will receive any CA bonus. Aside from that, brigades may be combined freely in any legal combination. Bonuses from multiples types stack, but multiples of the same type DO NOT stack. E.g:
Inf + Arty = 5% bonus.
Inf + 2 Arty = 5% bonus.
Inf + Arty + TD = 10% bonus.

As an added bonus, since we no longer need to worry about the 33-66% Softness range, many brigade types are now a bit less Soft, so expect to see more Hard targets on the battlefield.

Unit types, Base units, and the Bonuses given are all moddable, before anyone asks :p

their finest hour dd 4 combined arms pic.png

Oh, and for those who don't follow Facebook or the thread that reposts the updates here, there is now a filter on Leaders, to make it easier to find one with the trait(s) you want:
their finest hour dd4 leader filter.png

Next week's DD will be about Lend-Lease and Landing Craft.
 
Is there a cap on how many traits a single leader can have?
 
Wow, looks amazing.
One question though:
Does the old Panzer Leader trait still have the same bonus as before?
Basically, does Battle Master now affect all units with CA bonus?
 
Battlemaster has what Panzer Leader used to, yes. It wasn't an armour specific bonus before and it's even less so now, so the name was a bit silly.

The screenshot was taken before we renamed the trait for clarity
 
Awesome, thx.
Is it possible to mod a unit to have 2 CA type modifiers?
For example if I where to mod a unit "Assault Gun", can I mod it to have 5% for being Direct fire and 5% for being Tank?
 
Air.
Carpet Bomber – From strategic bombing
Tank Buster – From tactical bombing.
Fleet Destroyer – From bombing fleets.
Superior Air Tactician – From winning air combat.

Please consider tweaking Tank Buster somewhat, since currently it's an undesirable trait for CAS leaders. Doesn't seem right that an experienced commander of a dive-bomber wing would gain a trait that makes his aircraft less effective.
 
Awesome, thx.
Is it possible to mod a unit to have 2 CA type modifiers?
For example if I where to mod a unit "Assault Gun", can I mod it to have 5% for being Direct fire and 5% for being Tank?
In addition, another question:
Do Air Commanders get traitprogress for "Fleetdestroyer" while bombing convoys?
 
This expansion is showing up to provide really groundbreaking improvements and changes to ground warfare with Armor/piercing and Combat Tactics (DevDiary2) + CA and Leader changes.

A bit contradictionary to it's name "Their Finest Hour" which suggest air and naval warfare that UK was good at :p


We will see next week if Lend-lease and Landing craft changes can swing that balance back a bit at least :)
 
1. Nice to see MP units have less officers cost
2. What about units from DLC? For example Assault Guns from DIG or Commandos from Stars and Stripes? To which group will they belong?
3.
a) Which factor influence chance to get skill? And how(if) player can increase chance to get skill by leaders(another than figthing)?
b) There is a option to pop-up msg when leader gain a trait?
c) There is a option to pop-up msg when chosen leader gain a trait? I want to know when Rommel get trait, but i don't wanna to know when some 1 skill old guard Divisional Commander get too:)
Edit:
4. Yea Tank Buster can be distater when all air leaders will have them,and enemy will spam panzers...
 
In addition, another question:
Do Air Commanders get traitprogress for "Fleetdestroyer" while bombing convoys?

Nope.

A bit contradictionary to it's name "Their Finest Hour" which suggest air and naval warfare that UK was good at :p

Ah well, who says whose Finest hour it is? Perhaps it's ours/HoI3's :D
 
why swamp fox?

why not swamp toad or something.. lol

http://en.wikipedia.org/wiki/Francis_Marion :)

Colonel Banastre Tarleton was sent to capture or kill Marion in November 1780; he despaired of finding the "old swamp fox", who eluded him by travelling along swamp paths. It was Tarleton who gave Marion his nom de guerre when, after unsuccessfully pursuing Marion's troops for over 26 miles through a swamp, he gave up and swore "[a]s for this damned old fox, the Devil himself could not catch him."
 
"Urban Assault Specialist"

Why not just say "Street fighter", it's a lot shorter?
 
1. Nice to see MP units have less officers cost
2. What about units from DLC? For example Assault Guns from DIG or Commandos from Stars and Stripes?
3.
a) Which factor influence chance to get skill? And how(if) player can increase chance to get skill by leaders(another than figthing)?
b) There is a option to pop-up msg when leader gain a trait?
c) There is a option to pop-up msg when chosen leader gain a trait? I want to know when Rommel get trait, but i don't wanna to know when some 1 skill old guard Divisional Commander get too:)

Mods/DLCs would need to update their unit files with CA unit types for this to work, but then they'd need to be updated for a new expansion in any case. That#s in the hands of their makers though.

Trait gain is based on time in combat in the correct types of battles.

There's no message for traits, it's on the list of TODO IF TIME, but it'd be a global thing, not just for marked leaders.