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Secret Master

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However that is you installing a new government, rather than the old government flipping sides.

Even if the form of government, ministers, head of government, and head of state are the same?

It's an important question, because the devs had to rewrite the puppet war goal against the Soviets to kill off Stalin since, for several expansions, Stalin would remain in charge of the Soviet Union if anyone puppeted it, including the Germans. It was rather silly looking.
 

Erakian

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I would honestly like to see the possibility of being able to change your Head of Governments to present a sense of realism as Germany you are stuck with Rudolf Hess until the
end as he doesnt seem to be captured. I would also like to see the chance of being able to leave factions.
 

Tozama

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Sorry if this was already mentioned earlier but this thread is 68 pages and I didn't read all of them :rolleyes:
I like the idea of supply being more realistic than HOI2 was but I never could accept the HOI3 version.
I'd like to see a moveable supply dump/depot for each front that has some sort of limited range to feed combat units. This would force you to drag it along with your front lines as they advance and leave the unit vulnerable should anything break through your lines.

This depot would have to trace supply to your capitol or maybe just a core? Units have to trace a route to it as well to be "in supply".
It could be attacked and even destroyed by land or air units.
It would hold a pool so that if for example it is bombed it might decrease the pool within it by some percentage. The pool level would affect how many units it can supply. Tech research could increase the pool size available per depot and maybe give it more defense against air or ground attack.

I suppose all these attributes could just be given to the theatre HQ instead of creating a new unit but a new unit opens up more possibilities than I listed.
I'd buy a whole new HOI game just to have this feature.
 

cfp

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How about some way for altitude advantage (possibly aircraft ceilings, too) to have an effect on air combat? Maybe even a way to set a patrol height for INT/FTRs, a bombing altitude for TACs and STR which could affect their accuracy but also make them more vulnerable. CAS too, as they have to fight rather close to the ground anyway and thus likely to be at a disadvantage. Everyone knows energy wins air combats, and altitude is one part of that equation.

I would like to see aircraft represented at the group level (sort of like brigades make up a division) but this may be unnecessary complication.

I would honestly like to see the possibility of being able to change your Head of Governments to present a sense of realism as Germany you are stuck with Rudolf Hess until the
end as he doesnt seem to be captured. I would also like to see the chance of being able to leave factions.

Yes to both, please.
 

Secret Master

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How about some way for altitude advantage (possibly aircraft ceilings, too) to have an effect on air combat? Maybe even a

Doesn't the aero engine tech cover this already? It's already one of the most important techs in the game.
 

Lothos

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I was kind of wondering why, at least the AI changes, from TRP hasn't been implemented into the base game yet? By this I mean tech, diplomatic and espionage AI (again, I'd be wiser if I ever played a single TRP game, but anyway). What sucks is that the military AI cannot be modded :sad:

Allot of that AI work was done after the 4.02 patch. I started some of it toward the end of the 4.02 patch but a big piece of it was done after. It is up to Paradox to decide if they will make another patch or not and include the new LUA files.
 

Lothos

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Absolutely agree! Tech research in TRP is an absolute pain in the backside. I have difficulty keeping up with techs, much less researching ahead of time. This is the most fun I've had with HOI since I started playing it.

Believe it or not I achieved this pretty easy. If you look closely at the techs it is not much different than vanilla other than I combined a few. The big difference was the Strategic Effects and some weird decisions that made research go into a bell curve going up which made it impossible to balance the game. So I basically deleted the Strategic Effects and got rid of some weird decisions. I then flat lined everything which makes it easier to balance and the bell curve goes away.
 

Lothos

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I agree with >90% of the changes that Lothos made; I really need to find some time to play it because if it is at least half as good as it seems on paper, it is a huge improvement for HOI3. :D

Thanks :)
 

Charles Reeps

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Originally posted by Lothos,

Believe it or not I achieved this pretty easy. If you look closely at the techs it is not much different than vanilla other than I combined a few.

You're being too modest:)

You added more than a few techs, plus by making certain techs have yearly offsets you really changed things. No longer can the player research his/her way to total domination in the tech war. One really has to think about which techs are vital. It is very hard to recover from mistakes. When looking at vanilla versus TRP it really is like the difference between night and day.
 

Lothos

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You're being too modest:)

You added more than a few techs, plus by making certain techs have yearly offsets you really changed things. No longer can the player research his/her way to total domination in the tech war. One really has to think about which techs are vital. It is very hard to recover from mistakes. When looking at vanilla versus TRP it really is like the difference between night and day.

Yes armor techs and air techs where changed to yearly because they changed yearly. Comparing 1942 planes to 1941 planes was night and day etc.... same with tanks.
 

jchaney

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I would like AI ministers in cabinet to drive/influence research policy, and this to drive strategy and production.
 

unmerged(236784)

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I, for one think it would be pretty cool if the HOI series made a move away from 2d maps to full 3d maps (which would provide more tactical situations, etc). What about you?

Well, it has been about three years since the thread started.

The main feature I would like to see is HOI4 published.

Period.

I am sure that whatever fixes and enhancements they come up with will be better than what we have now.
Plus, we can then start on the HOI5 thread.:)
 

Secret Master

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I would like AI ministers in cabinet to drive/influence research policy, and this to drive strategy and production.

My ministers can have my production and strategic policy when they pry it from my cold, dead fingers. Theater AI is one thing, but I'm not about to let some high and mighty Secretary of the Navy tell me how to build a fleet.
 

alenalenalen(-:

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The thing I find most annoying is when the theater ai requests the oddest combination of units. Because it apparently doesn't matter that I don't have enough units to man the length of the entire border with a potentially hostile country as long as I build 2 dozen interceptors to fill in the gaps. Yeah.
What I would like to see most? Guided missile battleships.
 

FOARP

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Well, it has been about three years since the thread started.

Yeah, this thread's been going longer than the total amount of time between HOI2's release (4th of January, 2005) and HOI3's initial announcement (22nd of August, 2008). Based simply on the time factor my guess is that HOI4 is probably in the works for announcement next year, and release the year after that.

My ministers can have my production and strategic policy when they pry it from my cold, dead fingers. Theater AI is one thing, but I'm not about to let some high and mighty Secretary of the Navy tell me how to build a fleet.

People use AI? If there's one thing I'd like to see in HOI4, it's more elegant solutions that remove the need for AI assistance for tasks in the game that ought to be enjoyable (but aren't due to micro) like war-fighting.
 

steveh11

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People use AI? If there's one thing I'd like to see in HOI4, it's more elegant solutions that remove the need for AI assistance for tasks in the game that ought to be enjoyable (but aren't due to micro) like war-fighting.
I fundamentally disagree: I think the ability to use the AI to 'run' the warfighting is a wonderful giant leap in roleplaying - plus, like the real heads-of-government, you can always take personal control of a particular operation - for good or ill. ;) I hope to goodness that any HOI4 game doesn't take that away.
 

FOARP

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I fundamentally disagree: I think the ability to use the AI to 'run' the warfighting is a wonderful giant leap in roleplaying - plus, like the real heads-of-government, you can always take personal control of a particular operation - for good or ill. ;) I hope to goodness that any HOI4 game doesn't take that away.

I frankly don't know why anyone wants to let the AI screw up their game as it always does. Like Johan himself basically said in an interview a while back, as soon as you start talking about automation to over-come overly complex game-play, you're in trouble. Removing the player from the gameplay was never a good move.
 

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I love the option that we can let AI to run the warfight, in which we can play as how we wish to play it.

Sometime I just like to control only diplomacy and intelligence, and let the AI do the warfighting job. What I mean basically is that this add in more option for us to play the game.

In HOI4 I would like to see a better AI, in terms of a few improvements:

1) Naval Battles
-Form battle group with better combination, I have seen AI using a breaking whole navy fleet into single battleship, single battlecruiser, etc;
-Better amphibious assault

2) Air Battles
-Would love to see AI know how to use Strategic plane for strategic bombing
-Would love to see AI know how to use transport plane for paradropping attack

3) AI need to Learn how to encircle, not just using world war 1 pushing strategy

4) It would be better if we can create a battleplan for AI to execute, where to capture first before going for 2nd objective, or at what situation the AI should amphibious land army at the enemy back.

Best Regards. Will post more when I have more ideas.
 
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