- May 13, 2016
Shame on you, Paradox. Paid features? This will become a copy of EU:IV, if you don't have DLCs, the game is absolutely incomplete
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The number is meant to represent, as accurately as possible, the bare minimum units to get the job done. As you state, the tricker case is with supression, which we have some ideas for how to approachDoes this just count the number of divisions needed to put one in each spot (spot = province or state?) as you said or does it also take in consideration how many it needs to actually fulfil the task efficently? I'm especially thinking about the supress rebels task here. Of course that would depend on the suppresion value of the divisions, but maybe this can be taken into consideration (e.g. using the average suppresion value of all already assigned units as or just some fixed suppresion value)?
Looking forward to the next dev diary, especially the canadian and australian focus trees
Sorry, I imagine it's a bit disheartening for you to be getting responses like mine as opposed to excitement about the improved gameplay and AI behaviour. As a field marshal owner I don't even have a dog in the fight but it still rubs me the wrong way. Is there any chance the regular battleplanner will be made more sane with how it handles the expansion of the front lines as the front moves forward (or backward)?Indeed.
I wouldn't quite compare this to EUIV. To me this seems more like a paid fix to something that is fairly broken, a replacement for the poorly implemented system of having multiple 'front lines'(either within an army or for different armies) along the same front.
So what you are saying is EUIV had good DLC that added depth to the game.
They are not needed, they are wanted. By that logic all new content should be free, because there will always be people that claim that a feature is needed.Man, this battleplans changes are very basic and needed, they should be free
I kind of understand that Paradox/Podcat is between a rock and a hard place here. They made a game so moddable that can't reliably expect to sell flavour dlcs (artwork, music, events, NF's, models, etc), because most people aren't interested paying for a dlc when they get similar stuff off the workshop for free. The only alternative is adding things modders can't, i.e. mechanics. This particular one still seems like a bridge too far though.So if DLC should not add new features, what should it add?
Sorry for bein vague. Yes, the intention is to try to take troop supression value vs resistance generation into account.Will the garrison command division count be able to factor in the amount of suppression required for selected territories? Sometimes particularly rebellious places require more than one division.
They can and should still make these DLCs, though. Just because a modder can do something is not an argument for Paradox not doing it. That way lazily-made and broken games lie.They made a game so moddable that can't reliably expect to sell flavour dlcs (artwork, music, events, NF's, models, etc), because most people aren't interested paying for a dlc when they get similar stuff off the workshop for free.
Except this is a WW2 game and this is a fundamental thing that was meant to be in the battleplan system from release. Instead we got WW1 simulator: the game that just happened to be set in the 30s and 40s.They are not needed, they are wanted. By that logic all new content should be free, because there will always be people that claim that a feature is needed.
In this particular case, you can easily create pockets by just ordering your troops directly without the help of the battleplanner, so the blitz command is no more than a tool to reduce micromanaging. The (improved) garrison command is way harder to replicate without using the battleplanner, and that feature will be free, so I don't know what the issue is.