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Kai Lae

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Sorry if some of these have been already answered elsewhere. I didn't see an applicable FAQ. Having recently got the game after a friend recommended it I have a few outstanding questions:

1. Does it support dual monitor in any way? I have 2, and when the game is run it tries to fill my second one partially which is quite annoying. The ability to play in a windowed mode would fix this and be pretty handy to boot (could have the instruction PDF on the other screen).
2. Is it possible to remove a unit from a command, then assign it to another command? Currently the only way I can see to add units to an existing command is to build them. I would like to move units from commands to better match capabilities, but can't see how to do it.
 

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I don't know about dual monitors. Given that it doesn't allow you to change the resolution, I'm thinking significant support for something more complicated like dual monitors isn't going to happen.

As for your second question, if you select a command, there is a button to split off units from the command and form a new one. If you drag-select multiple commands in the same province, there is a button to mash them together into one. If you shift-click to remove commands from your selection list until you only have 2, then there is a button to transfer divisions between those two commands.
 

unmerged(54503)

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2. Is it possible to remove a unit from a command, then assign it to another command? Currently the only way I can see to add units to an existing command is to build them. I would like to move units from commands to better match capabilities, but can't see how to do it.


Commands can be fully broken down and reintegrated into new ones, or combined, or reenforced with added divisions, or exhisting commands splint into multipe ones. There is total flexibility in this aspect of organization. There is also total flexibity in Leadership assignments as well.
 

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Sorry if some of these have been already answered elsewhere. I didn't see an applicable FAQ. Having recently got the game after a friend recommended it I have a few outstanding questions:

1. Does it support dual monitor in any way? I have 2, and when the game is run it tries to fill my second one partially which is quite annoying. The ability to play in a windowed mode would fix this and be pretty handy to boot (could have the instruction PDF on the other screen).

No HOI2 does not support Dual monitors. There is a way to play in Windowed mode See HOI2 Wiki Here

http://www.paradoxian.org/hoi2wiki/index.php/Technical_Issues


2. Is it possible to remove a unit from a command, then assign it to another command? Currently the only way I can see to add units to an existing command is to build them. I would like to move units from commands to better match capabilities, but can't see how to do it

Yes when you select a group of units there should be a button to create a new unit (bottom right of the current units screen) -- do so and then transfer the units you want out..


Answers in Blue
 

unmerged(117823)

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Hi guys, I'm a noob too, so instead of making a new thread I figure I'd just add to this one.

I have one simple question: When I take over another country, I notice that I do no get its IC. For example, I'm Haiti, and I take over the Dominican Republic. Haiti starts with 5 IC, Dominican with 6. So, after the takeover/annexation I should have 11 IC? However, I only get 6. And yes, even after 1 year with dissent at 0%, infrastructure of conquered provinces rebuilt, the IC is at 6. Why is this, and how does the IC takeover system work?
 

Kai Lae

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Thank you for your responses. I have a few others now as well :)

#1. Gearing bonus when building items. This if I understand means that parallel run build items are built, each one past 1 takes less time to build. However, it also says it takes less IC in the manual (perhaps I've misunderstood), but I don't see this. Meaning, a unit that costs 2.7 IC takes 2.7 IC no matter how many I build.
2. Radar Sites: What effect do they have? Obviously they spot ships/planes but beyond this it doesn't say exactly what benefit they have (aka what bonuses they give). Could someone tell me more information on this?
3. Dissent - I have a dissent issue in the game I'm playing, mostly due to a variety of special triggered events. Other than consumer goods is there any way to reduce this? For some reason no matter what I do here it won't go below 25% (even though I have over 10 IC more than required for consumer goods, dissent is being reduced by only .003 per turn). The waste it is causing is a problem. Perhaps some tips to control this as well?
4. Experience of leaders/units. Is there a rule of thumb(ish) when experience of a leader gets converted into a higher skill level? Looking at what I need to be shooting for to improve my commanders.
5. Experience of naval units. What's the best way to improve this? Combat opportunities of naval units are less than air or ground forces (mostly) and therefore increasing experience is harder (and more expensive if you lose). What's the best way to increase this?
6. Overproduction of IC in a catagory (other than consumer goods). Does it do anything, or is it just waste?

A few other questions as well relating to "feel of game":

I've been playing as France, for the challenge of playing a country that historically lost but isn't totally destined to lose, if you follow what I mean. It seems to me that the IC it has is abnormally low, because before the outbreak of war historically it built several heavy naval units (BC, BB) while at the same time having the largest land army in Europe (IIRC, and pretty sure of that). Is this a sort of penalty to ensure a more historical outcome? Perhaps I simply don't know how to get the most out of what I have, any tips on that?

Also, it seems for naval units that other naval units have a nearly amazing ability to slip past each other if you're trying to blockade them out, which means defending against a sea invasion by ships is quite difficult. Perhaps my commanders are blind, any way to improve this (beyond the spotter ability). In addition, carrier planes can only attack ports and airfields seemingly, any way to attack actual troops (something that was done all the time in WW2)? I've also noticed that the only way to attack enemy ships with a carrier is to get in a direct naval battle with enemy forces, which usually results in my carrier being sunk by enemy ships by gunfire, something that almost never happened in WW2. Is there something I'm not understanding then about their operation? Another thing I've noticed is that it seems very difficult indeed to destroy ships with air attack (never seen it happen) which is very much opposite of reality in WW2, again, is there something I'm missing?

Also AI in anything is dumb, but my English allies don't seem to know what either land or naval forces are for. For instance, when Germany invades Norway, I have to send naval forces and ground forces to assist instead of England (which is obviously not what happened historically) because the English AI ignores the event. Is this an aberration or normal?

At any rate long post, and a lot of questions, if someone answers them I'll be grateful :D
 
Last edited:

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A few other questions as well relating to "feel of game":

I've been playing as France, for the challenge of playing a country that historically lost but isn't totally destined to lose, if you follow what I mean. It seems to me that the IC it has is abnormally low, because before the outbreak of war historically it built several heavy naval units (BC, BB) while at the same time having the largest land army in Europe (IIRC, and pretty sure of that). Is this a sort of penalty to ensure a more historical outcome? Perhaps I simply don't know how to get the most out of what I have, any tips on that?


Also AI in anything is dumb, but my English allies don't seem to know what either land or naval forces are for. For instance, when Germany invades Norway, I have to send naval forces and ground forces to assist instead of England (which is obviously not what happened historically) because the English AI ignores the event. Is this an aberration or normal?

At any rate long post, and a lot of questions, if someone answers them I'll be grateful :D

You are right regarding the French IC and army. A strong France kills the game, and makes the game pretty boring for the other countries. Still, you can manually add divisions, ships and aircraft yourself in the "scenario" folder.

About the British interferance, i think that might be coded aswell. In general, Germany needs to succeed in its early conquests to make an interesting game.

DK
 

unmerged(54503)

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QUOTE=Kai LaeThank you for your responses. I have a few others now as well :)

#1. Gearing bonus when building items. This if I understand means that parallel run build items are built, each one past 1 takes less time to build. However, it also says it takes less IC in the manual (perhaps I've misunderstood), but I don't see this. Meaning, a unit that costs 2.7 IC takes 2.7 IC no matter how many I build.

You spend 2.7 everyday, but since you get them in less time you are saving 2.7 times the number of days it takes less than would otherwise have paid.



2. Radar Sites: What effect do they have? Obviously they spot ships/planes but beyond this it doesn't say exactly what benefit they have (aka what bonuses they give). Could someone tell me more information on this?

They help, but are not the greatest in the world. What they will do is detect enemy planes and direct all your planes on air superiority missions to home in the enemy planes when they cross into your radar zone. They have a small combat bonus too I think. I would not put too much priority on them if your a beginner. I often never research, or build them at all.


3. Dissent - I have a dissent issue in the game I'm playing, mostly due to a variety of special triggered events. Other than consumer goods is there any way to reduce this? For some reason no matter what I do here it won't go below 25% (even though I have over 10 IC more than required for consumer goods, dissent is being reduced by only .003 per turn). The waste it is causing is a problem. Perhaps some tips to control this as well?

If your dissent is that high your in a pickle. You never want to let it get unmanageable like that. When I suffer that much dissent ( even 5) I usually put every bit of IC in Consumer goods getting as much as a .20 per days taking a full 5 days to drop it by 1. I do that even if it means suspending all my builds. Hopefully I have a large enough stockpile of supplies that I can stop producing those even if it depletes my stockpile. Do you have many conquered territories with Partisan activity? If you do then you should have planned ahead with Garrisons with Police Brigades.


4. Experience of leaders/units. Is there a rule of thumb(ish) when experience of a leader gets converted into a higher skill level? Looking at what I need to be shooting for to improve my commanders.

100 Exeperience points rolls it over to the next skill level on the first 1 experience point. Leaders have a maximum so if your already at max skill level and you don't know what that level is you can easily waste your experience points by not manually promoting them. If a leader is at max skill level rolling over the experience to from 100 to 1 gets you nothing. There is a file in your game folder called ''db" and inside is a Leaders folder with a file for each country. Opens with word pad. You can tell what a leaders max skill level is from that file. You can tell alot more than that actually, but it can be terribly tedious to go into that kind of detail.


5. Experience of naval units. What's the best way to improve this? Combat opportunities of naval units are less than air or ground forces (mostly) and therefore increasing experience is harder (and more expensive if you lose). What's the best way to increase this?

Best thing to concentrate on is experience for you Admirals. Even that can be tricky. Depends on the country and the situation. For instance when I play Japan and go to war with China I can do Port Strikes all day long taking no damage and geting experience everytime. When your at war with a major power though you will like not get easy oportunities like that. Other than that the only way is through actual battles.



6. Overproduction of IC in a catagory (other than consumer goods). Does it do anything, or is it just waste?

You always want to produce a stockpile of supplies. That is where everything extra should go if not needed elsewhere.

A few other questions as well relating to "feel of game":

I've been playing as France, for the challenge of playing a country that historically lost but isn't totally destined to lose, if you follow what I mean. It seems to me that the IC it has is abnormally low, because before the outbreak of war historically it built several heavy naval units (BC, BB) while at the same time having the largest land army in Europe (IIRC, and pretty sure of that). Is this a sort of penalty to ensure a more historical outcome? Perhaps I simply don't know how to get the most out of what I have, any tips on that?

Ask someone else.

Also, it seems for naval units that other naval units have a nearly amazing ability to slip past each other if you're trying to blockade them out, which means defending against a sea invasion by ships is quite difficult. Perhaps my commanders are blind, any way to improve this (beyond the spotter ability).

Garrisoning your beaches comes to mind. Having NAV bombers on patrol can hurt em pretty bad. Possibly Light Carriers in your fleet would help.


In addition, carrier planes can only attack ports and airfields seemingly, any way to attack actual troops (something that was done all the time in WW2)? I've also noticed that the only way to attack enemy ships with a carrier is to get in a direct naval battle with enemy forces, which usually results in my carrier being sunk by enemy ships by gunfire, something that almost never happened in WW2. Is there something I'm not understanding then about their operation? Another thing I've noticed is that it seems very difficult indeed to destroy ships with air attack (never seen it happen) which is very much opposite of reality in WW2, again, is there something I'm missing?

Sounds like you got alot to learn about what ships and combinations of ships to put in a fleet. There is alot to it. You also need quite a few NAV bombers out there to do any real damage. At least 8, or more. Carrier Planes are for attacking ships mainly. I try to avoid using carriers for Port and Airfield strikes. Wipes out the carriers Organization and then you have to go home way too soon.


Also AI in anything is dumb, but my English allies don't seem to know what either land or naval forces are for. For instance, when Germany invades Norway, I have to send naval forces and ground forces to assist instead of England (which is obviously not what happened historically) because the English AI ignores the event. Is this an aberration or normal?

I suggest upgrading to Armageddon 1.2 and then if that is not good enough experiment with MODS like DAIM.

At any rate long post, and a lot of questions, if someone answers them I'll be grateful :D

Very long indeed.
 

unmerged(90994)

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Likewise…

Coincidentally, I'm playing my first game as France as well (I don't think a strong France "kills the game", it just makes it different) and not only is France's base IC oddly low (high 80s to Germany's 150+) but my available IC is running really low (stuck in the 50s when I have almost 90 base IC). Why is the difference between my base IC and my available IC so great? It's very frustrating…I want to give those Boche a good go!!

Thanks in advance.
 

Black Watch

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Some more questions...

I wouldn't say I'm a "noob" at HOI2, since I've been playing it for years, but this is my first post, and I do have a few questions, so I'll add them here. But first...

I must agree, France's IC is too low. I'm not just talking about the peacetime penalty, I'm referring to actual IC. France's industrial capacity should have been equal to or just slightly lower than the UK's and Germany's. My guess is similar to Donkey Kong's - if France's IC were anywhere near realistic, an AI Germany could not defeat even an AI France. I guess Paradox hasn't yet found a way to make it like real life, where France had a larger army than Germany but was still outmanuevered and surrendered. Even though that would be more realistic. ;)

Tris, Kai Lae did have a valid point about carrier tactics in HOI2 as compared to real life. Carriers did attack ground troops, airbases and ports quite often IRL. And in HOI2 airbase and port strikes are weaker and ground bombardment isn't possible at all. Just thought I'd point that out.

Now for my questions. Very noob questions but I've been getting contradictory reports, so I need to make sure.

What is the ratio of a base's level to the number of ships/squadrons it can comfortably accommodate? I used to think it was a 1-to-1 ratio, but I've read it's a 1 level to 3 squadrons ratio. Also, are only damaged ships/squadrons counted when deciding whether to apply the penalty for overcrowding, or everything based there?

Next, when a unit is moving or attacking into a province, is it the infra/terrain, etc. of the province it is in or the province it's moving into that is considered for battles and movement speed?
 

unmerged(54503)

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What is the ratio of a base's level to the number of ships/squadrons it can comfortably accommodate? I used to think it was a 1-to-1 ratio, but I've read it's a 1 level to 3 squadrons ratio. Also, are only damaged ships/squadrons counted when deciding whether to apply the penalty for overcrowding, or everything based there?

Next, when a unit is moving or attacking into a province, is it the infra/terrain, etc. of the province it is in or the province it's moving into that is considered for battles and movement speed?

From what I know.

For ships it is supposidly a 1 for 1 when your talking about REPAIR. I always stick to that, so I don't know if it tests out. My large fleets seem to regain organization acceptably fast even in a level 1 port which is kinda nutty.

For aircraft it is a 1 for 1 when your talking about an acceptable amount of time to regaining your organization. For planes it definately makes a BIG difference in terms of regaining your organization.

Other than organization regain and suposedly ship repair it does not matter how many you base there.


I would like to know the answer to that movement cost question myself. I always assumed it was the one you were moving in to.
 

Black Watch

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Hmm...let's say we had the following scenario: 8 ships are in a lvl 7 base. However, only 7 are damaged. Would they suffer a repair penalty in that situation?

I would like to know the answer to that movement cost question myself. I always assumed it was the one you were moving in to.

So did I, and that would be most logical in my opinion, but in the AAR I'm reading (Remble's "The Setting Sun"), he performed logistical strikes on the province the enemy was attacking from to hinder them as they attacked him. Perhaps I should ask there too. :D
 

unmerged(54503)

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Mar 4, 2006
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Hmm...let's say we had the following scenario: 8 ships are in a lvl 7 base. However, only 7 are damaged. Would they suffer a repair penalty in that situation?



So did I, and that would be most logical in my opinion, but in the AAR I'm reading (Remble's "The Setting Sun"), he performed logistical strikes on the province the enemy was attacking from to hinder them as they attacked him. Perhaps I should ask there too. :D


Based on what the rules say it should slow down the repair if you have more ships than the port level, but as I said I always stick to a 1 to 1 and have never tried otherwise. I think you can get away with overcrowding for repair when your repairing Destroyers and Transports and maybe Light Cruisers.

On the second part of your question I just can't answer other than to say that in many games the attacker often has to attack and rest to regain organization multiple times to take out a defender. Obviously if you as the defender expect the attacker not to be able to defeat you in the first round of combat destroying his infrastructure would disrupt his ability to regain organization making it a much longer time before he could attack you again.

As attacker I am usually using that tactic on the defender.

I don't know the answer on the movement question. It might be a combination of the terrain in both provinces for all I know. After all; if a river is on the border you suffer a penalty no matter which side your crossing from.

The next time you have identical type divisions in adjacent teritories you can test it by looking at the arrival time for each division to move to the other divisions territory.

If the times are identical then it uses both provinces. If one takes longer than the other to get there then evaluate the penalties in both provinces and the answer should be apparent.
 
Last edited:

Kai Lae

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TY for replies. I have another question - I located the HOI wiki which is quite useful, however something that I'm still not sure to do is effectively use air power. Ideally you want to hit non dug in targets on the move to inflict damage to them, however, I have a hard time doing this. Since you assign attacks to regions, not territories, the AI has a very annoying tendency to ignore the infantry division on the move and attack the unit in the province next door (sitting in L10 bunkers) for no damage. Is there a better way to control this? Any tips on how to more effectively use air attacks on ground targets, with regards to general tactics and strategy? Also, it would seem currently that ideally you'd like to coordinate ground and air assaults at the same time (or have air attack assaults on your positions) but if you can't guarantee the aircraft will actually show up at the correct place when you launch them, I'm not sure how useful they are.

On another thread, any effective ways to defend against air attacks, other than the obvious way of shooting them down with fighter type aircraft that is. Specifically I mean AAA installations and brigades. Do AAA fire at any aircraft that cross the territory it is in, or only aircraft that attack that territory it is in? Do AAA brigades have much use, or is it mostly wasted IC?

Last question - how effective are forts in stopping attacks? I restarted my france game, and am using the maginot line strategy of extending it on my belgium border. How much is this going to help me, if I have L10 forts all along my frontier? Do I need only quite small garrisons in such territories, or do you still need a fair sized force to defend them?

Thanks for the help, much appreciated :)
 

Legion Condor

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Mar 18, 2008
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Coincidentally, I'm playing my first game as France as well (I don't think a strong France "kills the game", it just makes it different) and not only is France's base IC oddly low (high 80s to Germany's 150+) but my available IC is running really low (stuck in the 50s when I have almost 90 base IC). Why is the difference between my base IC and my available IC so great? It's very frustrating…I want to give those Boche a good go!!

Thanks in advance.

USA, UK and France start with Peacetime IC Modifiers. Democratic governments got less production than despotic, except after war began.

France has to prepare wisely for the tidal wave of grey. ;)
 

unmerged(54503)

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Mar 4, 2006
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QUOTE=Kai Lae;TY for replies. I have another question - I located the HOI wiki which is quite useful, however something that I'm still not sure to do is effectively use air power. Ideally you want to hit non dug in targets on the move to inflict damage to them, however, I have a hard time doing this. Since you assign attacks to regions, not territories, the AI has a very annoying tendency to ignore the infantry division on the move and attack the unit in the province next door (sitting in L10 bunkers) for no damage. Is there a better way to control this? Any tips on how to more effectively use air attacks on ground targets, with regards to general tactics and strategy? Also, it would seem currently that ideally you'd like to coordinate ground and air assaults at the same time (or have air attack assaults on your positions) but if you can't guarantee the aircraft will actually show up at the correct place when you launch them, I'm not sure how useful they are.

Unfortunately that is how planes are when you assign them to a region. Get used to it. There are ways to work arround it sort of. For instance assign the planes first to see what they are attacking and then make your plans to use your ground forces to go for the same enemy stack the planes are attacking. I might be wrong, but back when I payed HOI2 Vanilla I seem to recall that if a prolonged land combat was going on and you launched the planes after it started the planes would have a better chance of flying to the sound of the guns. I can't say for sure though. Try not launching the planes until after ground combat has already started.

When you get more adept at the mechanics of how battles go you can purposely extend the length of time that a battle rages by only assigning enough divisions in the initial attack to keep the battle raging as almost a stalemate. Then if you see your losing ground add another division, or two to the battle to inch up the pressure and make the indicator go in your favor a little. It is a great way to gain much more experience for your leaders.

On another thread, any effective ways to defend against air attacks, other than the obvious way of shooting them down with fighter type aircraft that is. Specifically I mean AAA installations and brigades. Do AAA fire at any aircraft that cross the territory it is in, or only aircraft that attack that territory it is in? Do AAA brigades have much use, or is it mostly wasted IC?

I believe AA do in fact damage aircraft passing thru to bomb someplace else. Someone else needs to verify that fact. AA can be very effective when you have them built up, but just having level 3, or 4 does not do enough in my opinion and of course you have to upgrade the tech if your going to make it part of a serious defense.

Last question - how effective are forts in stopping attacks? I restarted my france game, and am using the maginot line strategy of extending it on my belgium border. How much is this going to help me, if I have L10 forts all along my frontier? Do I need only quite small garrisons in such territories, or do you still need a fair sized force to defend them?

Forts are very effective, but you need at least a level 4 in my opinion to make it worth it for the long haul. In fact they so effective that in Multi Player games people often restrict the level to which you can build them. In the Multi Player game I used to play the rule was never building them past level 4.

Thanks for the help, much appreciated :)
 
Last edited:

Kai Lae

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Good to know thanks. I can therefore build up my forces without concern of being hit on my frontiers, and make efforts to go at some of my enemies' african possessions. Speaking of, italy eventually joins axis and declares war. I dragooned up some fairly useless calvary (figuring it'd be good enough against the italians) and sent them to africa to stop/counterattack them there, along with a good chunk of my tac air (plus moved my navy into the med). I was doing quite well actually blunting the enemy initial assault, however suddenly I found all my troops/planes out of supplies. Come to find out my convoys were apparently getting hammered by enemy subs/planes, and I had nearly no convoy transports left. A harsh lesson in their importance, however this brings up even more questions.

Is there any way to track this stuff, other than to constantly look at the convoy status panel? Until the WTF moment came where I ran out of all supplies, I had no idea that it was going on. In short, is there a way to know how you're doing against enemy anti-convoy forces? Conversely, if I had my subs out attacking enemy convoys, how do I know how well they're doing? Since it seems you don't get a report when they find and do attack something, how do you know if your efforts are succeeding or failing in this area? If someone could provide information on how to manage this area (well lol) that'd also be appreciated.