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unmerged(189217)

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my 2 cents worth would be better win 7 compatibility. (using win7 ult 64 bit, running with xp compatibility mode)
I have had crashes during the initial start-up, loading a saved game, (the same save game loaded fine after the laptop was restarted), all the way to blue screen of death just from moving the mouse.

But after i get past these initial hurdles the game will run for hours.
 

lambrf

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For me, the biggest issue is allies collaboration. And I understand from your posts it will not be in vanilla. And who knows if it will happen in an expansion and when.
I would love to have a mix of those options:
- military control
- defining common objectives for allied countries.
- being able to request more exp forces, and maybe select which unit.
- sharing tech, intelligence and diplomacy.
Player would use the tool he would prefer. I think that would please the people in favor of MC, but also the one against that option.

It seems it is such a heavy moddification that it can not be done at this time.

But I just thought about a little workaround (don't know if it has already been suggested), which, in my opinion, would not be that heavy. Since exp forces is already in the game, why not using that? You could select an allied unit (land, air or naval), right click on it, and request it as exp forces. And if it is a hq, request all the units attached to it. It would then behave just as if the AI was sending it as exp forces.
Success chance could be set as an option defined at startup: always or random/diplomatic relation dependant.
 

Cromelex

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my 2 cents worth would be better win 7 compatibility. (using win7 ult 64 bit, running with xp compatibility mode)
I have had crashes during the initial start-up, loading a saved game, (the same save game loaded fine after the laptop was restarted), all the way to blue screen of death just from moving the mouse.

But after i get past these initial hurdles the game will run for hours.

I use Win 7 64bit, no compatibility modes at all. The game should run without any problems (at least related to the OS). I haven't even had a blue screen at all in my Win 7, I doubt that's related to HoI3.
 

Slyguy3129

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We tried that, and it was not economically feasible a few years ago. Now when the download part of the market is growing so insanely rapidly and shelf-space is shrinking even more, you'll never see a cd of an expansion. Maybe there will be compilation boxes later on like Eu3 complete was.




It was one of the few things that got cut from the game during development as it was too risky to get ready.



Well, I have spent the entire day trying to download the Star Trek Online beta, and I'll be damned if I go to sleep before I've at least tried it once :p just 20 mins left of patching.

You know I think the reason why I like Paradox so much is because I just feel like we have the same interest. While I haven't tried out ST OL I am a huge trek nut.

Is the game charged on a monthly bases? I've never liked, or understood that.
 

Surt

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For expansion/patch

Separate HQ's for air and fleet units, making it easier to build a fleet, so combining a CV group, an escort group and a transport group and getting a combined fleet.

When reinforcing being able to chose on the map the unit it reinforces too, ie. select the HQ or unit that will get the reinforcement.

When selecting a HQ to attach the unit/HQ to it would be nice to be able to see how many divs/HQ a HQ already have, same with reinforcing.

That the mission frames remember the settings from last time.

Being able to give resources to allies in war.

That your partners in crime doesn't feel that threatened by your actions that they wont trade even if they need the resources.

That you can give your allies credit, not just ask for it.

That you can add/remove (on map) brigades from/to AI controlled divisions without having to remove it from the line of command and reinserting it.

That you can check what the HQ's "think" by holding mouse over them, the current messages for lower level HQ's are not that informative (or they don't think and let the higher level do it for them), also the highest level HQ could tell what its plan is.

About the patch, Its good your improving the AI a bit (I like it improved a lot in the expansion) its frustrating to see the AI mill around and hang back where it should storm forward (Germany in Poland) and storm forward at other times to be surrounded as it doesn't protect its supply line (Japan invasion at Shanghai, storms forward, Chinese contains and envelops, Japan doesn't withdraw as reaction to protect its rear, so much that China can attack Shanghai killing off 20 Japanese divs).

That transports(troops) and transports(convoys) be named transports and convoys.
 

Curious

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How about bringing the usefulness of the Statistics pages as a tool for controlling your military units up to HOI2 standards. Being able to double-click on a unit on a Statistics page and being taken to that unit on the map is an EXTREMELY useful management tool. The way HOI3 is set up now it is very cumbersome and clumsy to find a unit from a Statistics page. It was done right in HOI2, but the ball was dropped in HOI3. This was a huge step backwards in our ability to manage our units. Hopefully we don't next an expansion module to correct something like that.

CB
 

unmerged(106255)

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Some points I would like to see addressed:

- More vigorous naval action between Japan and US.

- More penalties for speed and combat in rough terrain. Particularly on frozen and muddy ground to better simulate the Russian winter.

- Carrier escorts rushing the enemy should not happen.

- "Request expeditionary force" from allies instead of sending expeditionary forces. Limited control of allies will make them more useful. And the interface is already there . . .

- England, Germany, and Japan should have a stronger resource deprivation when played by a human. It is too easy to amass resources, which undercuts the reason for going to war.

- Be able to transfer 'occupied' territory to or from an ally or puppet to even out the borders and the supply.
 

lambrf

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Would it be possible to make the ressource cap a variable? So it can be modded the way everyone would like it?
The best solution would be to have a country size dependant ressource cap, but that would be one step further.
 

unmerged(106255)

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Would it be possible to make the ressource cap a variable? So it can be modded the way everyone would like it?
The best solution would be to have a country size dependant ressource cap, but that would be one step further.


I would like to see limited resource stockpiles, too. 99999 is much too arbitrary. Perhaps limit stockpiles to IC x avg infrastructure x some value which can be increased by tech.
 

unmerged(83998)

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My only question is : did you try playing a hoi3 1.3 game and were you satisfied by your experience?
 

Guibod

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Johan, as a developper I understand your choice to limit the 1.4 patches perimeter to bugs and not to new features, that's ok. I also understand that AI minister enhancement is more extension than bug hunting. This unfortunately imply that the mod importance will be prominent for die hard players, until the release of new extension. Yet again, I understand and won't argue about that.

In this state of mind i'd suggest Paradox Interactive to ship 1.4 patch with all tools needed by modders :
1- Redirection for lua's STDOUT to game log or console. So that people can use "print(myvar)" to debug their scripts.
2- As promised, put LUA's debug info in system.log after a game crashed induced by LUA.
3- Please provice hints when a mod function encountered an error and that HOI3 engine has now fallen back to vanilla functions !
4- My main request is that you bind much more object methods into lua. For instance, only intelligence minister has a getCountryTag() method available for us ! The more option we have, the more enhancement can be done.
5- If possible, give modder the opportunity to store data in savegame. This would allow us to construct really complex AI scripts that imply real long term strategy (eg. persistant memory of germany sea strategy : sub or surface).


Thanks a lot
 

Traks

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Some points I would like to see addressed:

- England, Germany, and Japan should have a stronger resource deprivation when played by a human. It is too easy to amass resources, which undercuts the reason for going to war.

- Be able to transfer 'occupied' territory to or from an ally or puppet to even out the borders and the supply.

Giving away provinces probably will happen only in expansion.
I do not think that is trivial task to add.
But so annyoing sometimes, true.

Japan and Italy are quite strained with resources.
Now human easily kills China and gets all needed resources, except fuel. This part needs to be changed.
UK should have lots of resources, that is portrayed correctly. What can be improved here - more expensive convoys so cutting their trade would really hurt to replace losses and resources lost. Also convoying ships should be many more, caravans by 10-20 ships were common.
 

LeeDub

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It was one of the few things that got cut from the game during development as it was too risky to get ready.

But is it possible for this to be in the potential expansion? Or is it too serious of a code rewrite? Okay, now a pet peeve of mine:

+Would it be possible to make research a little bit more organic? For example, the only way to increase an Armored Brigade's soft attack value is to research a better Medium Tank Gun. How about lowering the soft attack gain from the Medium Tank Gun and giving the Infantry Small Arms an effect to compensate? Other stats could receive similar treatment to represent the presence of infantry in Armored Brigades and tanks in Infantry brigades etc.

It's a minor request just to make the game feel more intertwined. Shouldn't even take long.
 

Balesir

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For me, the biggest issue is allies collaboration. And I understand from your posts it will not be in vanilla. And who knows if it will happen in an expansion and when.
I would love to have a mix of those options:
- military control
- defining common objectives for allied countries.
- being able to request more exp forces, and maybe select which unit.
- sharing tech, intelligence and diplomacy.
Player would use the tool he would prefer. I think that would please the people in favor of MC, but also the one against that option.
All that would be wonderful, but I do think there is a simpler solution available for the short term:

- Have theatres calculated/defined for the alliance; in other words, run the theatre algorithm just as it is, but treating the whole alliance as if it were a single "country"

- All alliance members use this theatre 'map'

- Add a (diplomatic) option for an ally to cede command control in a theatre to a member of the alliance. The ceding partner then passes all its forces in the theatre to the controlling partner as expeditionary forces and ceases to operate in the theatre while the agreement remains.

- Unit requests by a theatre that is ceded to an alliance partner are considered as expeditionary force needs (I'm presuming there is an existing algorithm for assessing expeditionary force needs).

I think that would go a long way to permitting alliance coordination with a minimum of overt or complex changes. Even this may, of course, be too involved to code in a patch - and it is far from perfect even if it is - but it might offer a 'staging post' until a thorough rework is possible?
 

Tegetthoff

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Jumping in late on this and not sure it has been mentioned before here:

* Day and hour triggers for modders, please!

Thanks for the update

T.