• 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.

Shadow Master

Master of Shadows.
3 Badges
Dec 17, 2007
900
1
  • Hearts of Iron II: Armageddon
  • Victoria: Revolutions
  • 500k Club
Just some things about the games history to date and my ramblings...

In HoI 2 we had tech teams, then in HoI 3 they were done away with (IDK why), hope to see them back in HoI 4.
In HoI 2 we had useful puppets, then in HoI 3 they were badly nerfed (IDK why), hope to see them back in HoI 4.

In HoI 2 we had aircraft that couldn't engage ground units attacking a provinces defenders, because they were out of range. This was not fixed in HoI 3 as far as I know(IDK why), hope to see this fixed in HoI 4.

Anyway, feel free to comment and add your own...
 

nikssims

Lt. General
10 Badges
Dec 4, 2010
1.491
89
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
I dont like tech teams. I hope they are not it. HOI3 system for me feels better to use. Dont understand what do you mean with airplanes. Everything works fine for me.
 

Shadow Master

Master of Shadows.
3 Badges
Dec 17, 2007
900
1
  • Hearts of Iron II: Armageddon
  • Victoria: Revolutions
  • 500k Club
When playing HoI 2, there are times when your CAS cannot fight the enemy ground troops, that your ground troops in the same province are fighting, because they are 'out of range'. This is caused by the abstraction of the ability of a province to handle airforces being limited to a single airbase icon, and then calculating ranges from this single icon to where the ground units are fighting. This not being fixed was one of the reasons I never bought HoI 3.

As for the tech teams, why do you not like them?
 

FOARP

Field Marshal
49 Badges
Sep 10, 2008
6.137
4.022
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Naval War: Arctic Circle
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III
  • Gettysburg
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Arsenal of Democracy
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44 -  Back to Hell
  • Steel Division: Normand 44 - Second Wave
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
When playing HoI 2, there are times when your CAS cannot fight the enemy ground troops, that your ground troops in the same province are fighting, because they are 'out of range'. This is caused by the abstraction of the ability of a province to handle airforces being limited to a single airbase icon, and then calculating ranges from this single icon to where the ground units are fighting. This not being fixed was one of the reasons I never bought HoI 3.

You never bought HOI3 because, very occasionally, the attacking units would be that extra ~20 miles out of range? Do you know how often this actually happens in-game?
 

Shadow Master

Master of Shadows.
3 Badges
Dec 17, 2007
900
1
  • Hearts of Iron II: Armageddon
  • Victoria: Revolutions
  • 500k Club
Far more often than that, I am afraid. This problem (amoung others) is indeed the reason I never bought HoI 3. If you cannot fix something that is obviously broken, but decide to mess with things that are not broken...

This problem is caused by the abstraction model used in-game, and rather than fixing this, they left this problem and went and got rid of the puppets and tech teams, neither of which was broken.
 

Beagá

Banned
74 Badges
May 27, 2007
13.783
4.044
  • Hearts of Iron IV: Colonel
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Victoria 2: Heart of Darkness
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: No Step Back
  • For The Glory
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Arsenal of Democracy
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
Tech teams were taken out to make the game more sandbox.

I personally would rather see a system where Money + Tech team + Practical is used. I´m strongly against BS like conquering leadership, as Germany (to use the most obvious example) NEVER used french scientists, spies or diplomats... But if you remove that you would have the "sandbox" people complaining that they can´t conquer the world as Bulgaria, and screw you if you think that should be impossible anyway.
 

nikssims

Lt. General
10 Badges
Dec 4, 2010
1.491
89
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
As for the tech teams, why do you not like them?
I suppose you are asking me right? Well biggest thing why i dont like it is because i hate having to (most of the times it isnt even a "tech team", ussualy it is popular industrial center of nation, doesnt makes any sense to me) change all the time those tech teams to research different things. Another reason is becasue i started playing HoI3 first, and it is hard to move from new version and get used to what many people consider "classic".
 

208

General
95 Badges
Jan 4, 2004
1.918
1.447
  • Europa Universalis IV: El Dorado
  • Victoria: Revolutions
  • Semper Fi
  • Sengoku
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Elven Legacy Collection
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • A Game of Dwarves
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Lead and Gold
  • Magicka
Far more often than that, I am afraid. This problem (amoung others) is indeed the reason I never bought HoI 3. If you cannot fix something that is obviously broken, but decide to mess with things that are not broken...

This problem is caused by the abstraction model used in-game, and rather than fixing this, they left this problem and went and got rid of the puppets and tech teams, neither of which was broken.

Just because you don't know why they were changed (or not) doesn't mean there weren't good reasons. It's fine not to like stuff in a game, but at least be honest and recognize that it's a difference of opinion rather than insinuating that the developers are idiots.

It has been confirmed that there will be no return of HoI2-style control of allied forces, but you will be able to invite them to your battle plans and hopefully direct them more effectively than in HoI3. Air combat/units are being reworked and we don't have any details about that yet.
 

Bluestreak2k5

Colonel
59 Badges
Apr 4, 2007
1.107
267
  • Hearts of Iron IV Sign-up
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Warlock 2: The Exiled
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Wealth of Nations
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Arsenal of Democracy
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
They have also stated they are bringing back tech teams, however not like HOI2 tech teams. That's all thats been said.

I also Prefer HOI3 research system over HOI2... however I prefer HOI2 Tech sharing with allies over HOI3. In HOI3 it's more realistic, however you have no idea what your ally is research so trying to increase their practical is worthless. At least in HOI2 the AI would get 50% bonus to everything you gave it, enabling useful allies for Germany.

And yes I do think research teams were broken, I like that they are out of the game. The main reason is they never increased skills or leveled up, and only the majors could actually play really. Minors were stuck with 2 to 3 tech teams that could never learn anything new, and even if you conquered all of Europe you still have 2 tech teams.
 
E

EmperorTojo

Guest
It has been confirmed that there will be no return of HoI2-style control of allied forces, but you will be able to invite them to your battle plans and hopefully direct them more effectively than in HoI3. Air combat/units are being reworked and we don't have any details about that yet.

Meh, I really want puppets I can control.. Why is this so hard to make? Some game that is almost a decade old did this just fine apparently. It is unnerving to let the AI do its own thing where I can only influence it minimally. Give me full control if I want, please. What logical reason do they have for not introducing this feature?
 
Last edited by a moderator:

Yaromir

Master of Phantasms
79 Badges
Jan 1, 2004
378
0
  • Crusader Kings II: Way of Life
  • Majesty 2 Collection
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Hearts of Iron II: Beta
  • Mount & Blade: Warband
  • Majesty 2
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis 4: Emperor
  • Europa Universalis III Complete
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Arsenal of Democracy
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
Tech team gameplay experience sucked though. Select tech you want to research -> click a techteam -> scroll through tech team list until you find a suitable one -> click again -> click on "start" button

tedious and not fun
 

Vacceo

Celtiberian Warlord
59 Badges
Dec 31, 2004
3.593
7.934
  • Stellaris: Humanoids Species Pack
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Reapers Due
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Crusader Kings II
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Rome: Vae Victis
  • 500k Club
  • Europa Universalis: Rome Collectors Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
I hated the deterministic tech teams. Why my navy sucks if I´m Soviet and no matter what I do in game I´m still gonna be worse? Why do I have to get crappy tech teams if I´m playing a minor?

Honestly, no thanks.
 

RedHunter

World War Two Expert
36 Badges
Dec 25, 2010
243
107
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Tyranny: Archon Edition
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Golden Century
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Crusader Kings III
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
I would like a return to puppets that are useful. And why can't you move supplies through areas you have puppeted? That is a stupid rule that just slows down war and gives less reason for puppets. If I invade China maybe I don't want to annex all that land, so I make them a puppet, but then I can't move my supplies through that area, it should be treated exactly like I had annexed them.
 

208

General
95 Badges
Jan 4, 2004
1.918
1.447
  • Europa Universalis IV: El Dorado
  • Victoria: Revolutions
  • Semper Fi
  • Sengoku
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Elven Legacy Collection
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • A Game of Dwarves
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Lead and Gold
  • Magicka
And why can't you move supplies through areas you have puppeted?

Because there's no label on the supplies that say whose they are. The game can't distinguish your supplies from your puppet's supplies, so it can't actually track two (or more) supply networks superimposed on top of each other. The compromise they chose is to have the puppet's supply network supply all the troops within its territory and you send sufficient supplies directly to the puppet's stockpile to cover the drain of your own troops.
 

Solaxe

Second Lieutenant
75 Badges
Oct 18, 2007
191
303
  • The Showdown Effect
  • Europa Universalis IV: Third Rome
  • Pillars of Eternity
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Crusader Kings II
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Call to arms event
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • War of the Roses
  • Warlock: Master of the Arcane
Tech teams were taken out to make the game more sandbox.

I personally would rather see a system where Money + Tech team + Practical is used. I´m strongly against BS like conquering leadership, as Germany (to use the most obvious example) NEVER used french scientists, spies or diplomats... But if you remove that you would have the "sandbox" people complaining that they can´t conquer the world as Bulgaria, and screw you if you think that should be impossible anyway.

But Allies and soviets used german scientists... however I kinda agree with you on that one
 

scroggin

Lt. General
20 Badges
Jul 13, 2010
1.685
717
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Victoria: Revolutions
  • Semper Fi
  • Europa Universalis IV
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 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
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • 500k Club
  • Victoria 2
HOI2 gave more efficiency to serial builds HOI3 gave more efficiency with practical.............. I'm Hoping for a blend in HOI4.
 

Shadow Master

Master of Shadows.
3 Badges
Dec 17, 2007
900
1
  • Hearts of Iron II: Armageddon
  • Victoria: Revolutions
  • 500k Club
Just because you don't know why they were changed (or not) doesn't mean there weren't good reasons. It's fine not to like stuff in a game, but at least be honest and recognize that it's a difference of opinion rather than insinuating that the developers are idiots.

It has been confirmed that there will be no return of HoI2-style control of allied forces, but you will be able to invite them to your battle plans and hopefully direct them more effectively than in HoI3. Air combat/units are being reworked and we don't have any details about that yet.
I am not trying to be offensive, and should I manage that absent intent, then I apologise for doing so.:eek:hmy:

While I do recognize that it is indeed a matter of preference for what was familiar (in the case of the tech teams and puppets) over a new version of the game that would require me to learn the modifications to my playing preferences, the changes made in these two areas between HoI 2 and HoI 3 went a bit beyond that. Like Blizzard reworking the Necromancers to the point that they were broken (badly) by changes made in patches. It wasn't that I had to use different buttons, or order of click here, do that, but more on the order of, you can no longer play the game the way you were enjoying it, as the functionality has been fundamentally changed - learn a whole new way to play the game.:(

I didn't call the developers idiots directly, nor (to my thinking) did I insinuate this, but rather pointed out an area that was clearly broken in HoI 2 and was not fixed in HoI 3. I cannot see accepting a scolding for complaining about something that is so obviously broken as the use of CAS squadrons was in HoI 2. The problem here is one of the abstraction forcing unworkable limitations on the players units. In HoI 2, you have a single airbase icon per province. This is fine, as any other system is going to mean cluttering up the map with needless airbase icons. The abstraction of 'levels' of an airbase is also ok (but could be a bit better IMHO), as it lets you see at a glance how effective/extensive the province as a whole is as a host to airforces. Neither of these two things was broken nor unworkable, but then....

We seem to have CAS squadrons (or rather, all air forces) ranges somehow being wrongfully calculated based upon where in the province the one and only airbase icon is placed! Keep in mind that the compromises above for keeping the map uncluttered and informative, should in no way be tied to how the aircraft would actually be based/operated. In reality, you would not have a single airbase in a province, but rather you would have dozens, scores, or even hundreds of places where aircraft would be taking off and landing. These multitudes of places would not all be located right next to each other, but would rather be distributed about the entire province, and thus the range of the aircraft would not be calaulated from a single fixed location. That being said, we can assume that even the most dullard of commanding officers would deploy his forces to make proper use of them.

So the problem isn't one of the decision to limit the map to show a single airbase icon, nor to have the level superimposed. Both those things work. What doesn't work is then tying the abstraction of a single airbase icon to the airforces ranges. That is where the problem lies, and the solution must recognize and address this. How could this be done? I don't know the computer programming to write the solution for this, but I rather strongly suspect that it would not be a 'simple' fix. My (admittedly unlearned) thoughts would be to some how tie the ground forces to the airforces, with something like;

"IF ground forces (in the province) are engaging enemy ground forces from an adjacent province (either attacking or defending), Then
for purposes of range all aircraft (in the province) are considered to be within range of the enemy ground forces".


This would not totally fix the problem with ranges in HoI 2 (and perhaps HoI 3), but it would go a long way towards that goal. Hopefully, something like this can be implemented, so that we don't have the situation where the enemies ground forces can engage our ground forces, and yet be safe from our airforces, because of an abstraction being used in their range calculations.:D
 
Last edited:

Mr_B0narpte

Field Marshal
12 Badges
Mar 15, 2009
4.689
326
  • Arsenal of Democracy
  • Cities in Motion
  • Darkest Hour
  • For The Glory
  • Hearts of Iron III
  • Rome Gold
  • Victoria 2
  • Rome: Vae Victis
  • 500k Club
  • Pride of Nations
  • Rise of Prussia
  • Hearts of Iron IV Sign-up
Give me full control if I want, please. What logical reason do they have for not introducing this feature?
I completely agree. I don't see why they would remove the element of choice in this regard.
 

Shadow Master

Master of Shadows.
3 Badges
Dec 17, 2007
900
1
  • Hearts of Iron II: Armageddon
  • Victoria: Revolutions
  • 500k Club
So, who likes full or partial control over their puppets, as opposed to no control?
Who wants to be able to trace supply through allied/puppet territory?
Who wants tradable technologies (blueprints)?
Who wants to be able to assist an ally/puppet with research?
 
Last edited: