Commonwealth/cooperation focus... most intriguing - looking forward to!
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Don't forget that Barbarossa in anything close to the historical conditions is absolutely retarded too! In fact, starting WWII was a pretty retarded decision. Not to mention Pearl Harbour...as is often said, Yamamoto knew they would lose before they even started it.I totally understand the need for the AI to do things that are least partially dumb. The main concerns are things like Germany starting Barbarossa despite having not defeated France or what I saw last night Russia declaring on Iraq and Iran despite losing on the eastern front, deploying 200 divisions there and then losing the war completely (I have a save for this, will upload tonight)
The basic mechanics of naval combat are as good as they've ever been in an HoI currently. My major gripe is the air supremacy being able to replace naval supremacy and make a navy supefluous. That's actually easy to fix, if they bother to do it.Axe is right, no doubt -- Everyone wants to be able to have (or see) a good set-to between Germany and the USSR. But honestly those of us with VERY long memories of the game have been waiting years for the naval aspects to be rendered properly and it's just a little discouraging to hear that we're going to have to wait for at least another year, judging by the rate these dlc's come out. I honestly do believe that the design of naval warfare is basically sound, but right now the actual performance is not all that good. There's still not real U-Boat war, etc.
mods are probably very popular because of the bad state of the single player game
Is the "Expansion Pass #1" on Steam, just the next DLC released, or does it cover other future DLCs as well? I couldn't immediately tell from Steam.
Thanks
Smiles
Expansion Pass #1
Includes the first 2 expansion and it’s related content, to an estimated value of $49.99.
Very nice, looking forward for the first expansion.
Are there going to be any cosmetic DLCs, lets say more 2d and 3d units? That would be very cool too.
not sure actually. from a balance perspective the optimum is that germany beats soviets (but not super easily)Out of curiosity, in those games where the Soviets lost, were they able to finish the focus to move industry to the Urals? Because from what I've seen, Germany usually is pretty good at grabbing one of the three provinces that the focus needs before they can finish it, and that cancels the focus if it is going, and locks the Soviets out of the focus that grants the free emergency forts around Moscow, making them even easier to beat.
Actually, the optimum for a historical game is that Soviets beat Germany, albeit difficultly. Playing the allies really shouldn't be challenging, because unless you throw historicity out the window, the USA is just going to roflstomp eventually. "Gamey" balance shouldn't take priority, playing the historical losers should be hard and the historical winners easy (with the Soviet Union being intermediate).not sure actually. from a balance perspective the optimum is that germany beats soviets (but not super easily)
- player plays soviet = tough opponent
- player plays germany = doesnt matter, its up to them
- player plays allies = tough opponent
- player plays japan = you can skip allying with them for more challenge, but you still have USA to deal with and germanys navy wont be very helpful
- player plays non-aligned minor somewhere = outcome doesnt matter as long as germany doesnt die early and war doesnt escalate
To be honest I think 2 levels could also add quite a bit of gameplay value if done right. More is probably not worth it. Even at 24 divisions it can be a bit difficult to keep track of divisions inside your army, so allowing subgroups of say 6 or 4 divisions each would make it fast and easy to build battle-plans ( assigning a corps of 6 tanks to one battleplan attack arrow in a single click for example without it needing a separate army ). I agree that doing field marshals first makes more sense though.
not sure actually. from a balance perspective the optimum is that germany beats soviets (but not super easily)
- player plays soviet = tough opponent
- player plays germany = doesnt matter, its up to them
- player plays allies = tough opponent
- player plays japan = you can skip allying with them for more challenge, but you still have USA to deal with and germanys navy wont be very helpful
- player plays non-aligned minor somewhere = outcome doesnt matter as long as germany doesnt die early and war doesnt escalate
Thats not how the world works. Games that are good and people enjoy get mods. Bad games dont get mods in general.
not sure actually. from a balance perspective the optimum is that germany beats soviets (but not super easily)
- player plays soviet = tough opponent
- player plays germany = doesnt matter, its up to them
- player plays allies = tough opponent
- player plays japan = you can skip allying with them for more challenge, but you still have USA to deal with and germanys navy wont be very helpful
- player plays non-aligned minor somewhere = outcome doesnt matter as long as germany doesnt die early and war doesnt escalate
I dont really care that much about what is realistic or not to be honest. At least its not a very good argument for doing something gameplay wise. I do think at least a 1 level heirarchy would add a lot to gameplay as well as realism though. Field marshals sittign at the same level as generals atm feels a bit messy and doesnt really make you care so much about their traits
HOI would be very good at portaying a hot war rather than the cold war......... What if Russia had invaded western europe?..........What if the korean war had developed into a all-out war between china and the western allies?It is my hope that eventually you guys will consider expanding the game's timeline up through the cold war, but in order to do that some interesting things would have to happen without war, and also there'd have to be a whole rebalance of the game to prevent everyone from being at maximum deployment power 24/7. like, money or something i guess. Also attaching nukes to rockets is a no brainer!
Not anytime soon, but someday in the far future it would be cool.
not sure actually. from a balance perspective the optimum is that germany beats soviets (but not super easily)
- player plays soviet = tough opponent
- player plays germany = doesnt matter, its up to them
- player plays allies = tough opponent
- player plays japan = you can skip allying with them for more challenge, but you still have USA to deal with and germanys navy wont be very helpful
- player plays non-aligned minor somewhere = outcome doesnt matter as long as germany doesnt die early and war doesnt escalate
I agree with Alex here, which is why I brought up the issue with the Urals NF (both here and in its own thread a week or two ago.) As there's no bypass on that focus, if the Soviets don't get it done in time, the defenses of Moscow are dramatically weaker, letting the Axis push through that much faster. I'm not a huge fan of the Soviet's NF tree helping the Axis if they start a slightly early snowball.The Optimum balance IMHO is a Germany that has an early advantage so even when AI it can secure Europe reliably, but a Soviet that has super strong defensive positions / bonuses helping them survive around Moscow/Stalingrad as historical, and gets very strong around 42/43 industry wise (via LL or otherwise), so Players playing Germany/Italy/Japan get a challenge. And a USA that is a pretty much historical steamroller powerhouse endboss that's supposed to be more or less unbeatable in the air and on the seas making invasion of USA the final challange regardless of if you play Axis or Soviet.
Very well said Axe, lack of awareness of problems my navy is having is one of my biggest difficulties. I often dont notice they are involved in a battle till its too late to intervene.As a friendly "please don't forget about it", a lot of features in the game are still a bit hidden behind the UI - I don't need pop-ups, but it would be nice to know when an army had finished its offensive, or finished planning for one, or an air wing was getting mauled (or mauling), or all the other things that were mentioned the last time this came up. As has been noted before, and counter to the design goals, the lack of information presented through the UI means that in many instances the game does, in effect, play itself (and, at least from my perspective, in many situations where I'd much rather be involved
Air base location is handy in terms of the distance it has to travel (particularly in and next to larger air regions), but a system where you just assigned planes to a region and then the AI automatically optimised them would get the best of both worlds?