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SchlauFuchs

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Hi,

I assume it is now absolutely too late for requests but this header was just too good...

If Paradox could add that to 1.5 maybe (or to 1.4b which fixes the worst WTFs from the 1.4 patch :D) a button+hotkey to stop scrolling when the mouse pointer gets to the screen borders? As all(!!) UI elements are arranged at the screen borders I find it very annoying to scroll when I don't want to scroll, and then need to scroll back - and sometimes the scroll jumped me a continent away because of UI sluggishness issue. (The scroll-lock key on my computer could be a candidate for this.)

Another Nice-to-Have would be user definable map hot spots, so that I can jump from the east front to the west front to North Africa without scrolling, searching and zooming. Position and zoom level for lets say 10 points would make the game a lot more comfortable.

Did I mention that I would like a feature like the current "Units out of supply" warning that give me "Units out of HQ radio range"? Add another "Leader candidates for promotion" suggestion (which jumps me to the unit that he is currently leading) and a "[division|army|army group|theater] lacks a leader" warning?

Cheers
SF
 

unmerged(132658)

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Those are some good suggestions SchlauFuchs.

In my opinion, the game as it stands now is just boring. I have yet to invade the SU with Germany, even though I started a new game millions of times. There is just always something that screws everything up. The battle aspect of the game is also boring. My 5 divisions attack a single Polish division and the fight can last of weeks. And worst of all when the fight is over I can't move my units until a certain number of hours go by. Poland can be defeated quickly even with these flaws. With France is always the same story. Germany defeated them in 6 weeks, in HoI3 you need months. The reason for all this is the "1 division standing of 5-6 enemy divisions" and the movement penalty after each attack.
 

SchlauFuchs

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Hi Katolik,

AFAIK you can reduce the reorganization time after an attack with technology and a high command rate (above 200%). IMHO a well dug in and supplied division may well withstand for a while, especially in fortified area and under bad conditions for the attacker. Not for weeks of course.

Beside of the game mechanics I'm currently looking for UI issues that annoy me. Things like lists that are missing filter features. If I'm looking for a division, I have to browse the brigades! In a late game with many hundred brigades it already takes seconds to open up the brigade statistics. No filters available, just sorting and then scrolling, and no hyperlinks that could get me to the selected unit or province or commander in a fly. I mentioned that already for V1.1 that in the age where everybody has learned to browse the WWW there are no links in places where it would make sense. I really would appreciate that.

SF
 

jackda

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Hi Katolik,

AFAIK you can reduce the reorganization time after an attack with technology and a high command rate (above 200%). IMHO a well dug in and supplied division may well withstand for a while, especially in fortified area and under bad conditions for the attacker. Not for weeks of course.

Beside of the game mechanics I'm currently looking for UI issues that annoy me. Things like lists that are missing filter features. If I'm looking for a division, I have to browse the brigades! In a late game with many hundred brigades it already takes seconds to open up the brigade statistics. No filters available, just sorting and then scrolling, and no hyperlinks that could get me to the selected unit or province or commander in a fly. I mentioned that already for V1.1 that in the age where everybody has learned to browse the WWW there are no links in places where it would make sense. I really would appreciate that.

SF

You should try HOI3 WIKI

http://www.paradoxian.org/hoi3wiki/Main_Page
 

NiCr

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Great ideas! Some possible solutions:

Perhaps an unobtrusive pulsing glow around the edges of units out of supply or HQ range, (different colors for each).

For the map hot spots, how about push pins (al la Google Earth, but smaller) down in the mini map.

For the scrolling, why not make it that you have to hold down a mouse button (mappable) in order to continue scrolling past the current screen position.
 

jeraal

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I would also like to be able to scroll through the list of divisions if I have more than 16 selected.
 

Kallocain

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Some good ideas here. I think that having a map lock is solving a symptom, but I still like it, since getting rid of all lag for everyone is not possible.
 

oribiasi

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Great ideas! Some possible solutions:

Perhaps an unobtrusive pulsing glow around the edges of units out of supply or HQ range, (different colors for each).

For the map hot spots, how about push pins (al la Google Earth, but smaller) down in the mini map.

For the scrolling, why not make it that you have to hold down a mouse button (mappable) in order to continue scrolling past the current screen position.

I really like the idea of a "glow" around a ground unit not in supply. What color, red?
 

Hagar

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Getting day and hour triggers in might even help in load balancing, as it would enable both Paradox and us to spread things out a little more. Right now the engine has peak loads at set times. No idea whether this is already being addressed for 1.4, but I thought it worth mentioning if it wasn't.
 

SirGrotius

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Some nice ideas SF!!
 

unmerged(102827)

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- The reintroduction for the oob files of the command 'strength' and 'cost' (working);
- Putting a whole infantry/panzer division in 'development' in the oob files, not only the parts (the regiments);
- The possibility of setting an end date for the ministers;
- The leaders Pics displayed at 50*36;
- When are envoyed the expeditionary Forces the Sprites should remain unchanged and change only the Flag so, for example, if Hungary sent expeditionary Forces to Germany, the expeditionary forces should be represented by hungarian sprites but german flag (the same for the model images), the organization and the doctrines knows by these units should be the doctrines knows by the hungarian army so, for example, if a panzer unit is sent as expeditionary force from Hungary to Germany this unit should know only the doctrines developed by Hungary, not all the doctrines of the german Army and last the country that receive the expeditionary force shouldn't be able to improve and upgrade these units;
- Possibility to use a different type of flag (the naval ensign) for the naval units;
 
Last edited:

unmerged(100543)

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One minor and probably easy thing I would absolutlely love is to have a hotkey for the "goto" button on a pop-up.

In HOI2 and vicky it was the space-bar, now unfortunately that is the pause button.
 

Hagar

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- The leaders Pics displayed at 50*36;
Already got that one covered already for CORE3. See a screenie of it here... It just takes two dds files and a gui file to alter.
 

SchlauFuchs

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I just found another point for the wishlist, as named in http://forum.paradoxplaza.com/forum/showthread.php?p=10647969#post10647969:

As ships cannot be upgraded after build, a ship series build should always use the latest techniques when the next build starts. so when I build 4 BB in a row 1936, the latest one (build somewhere 1944) wouldn't be build using the 1936 technology level.

And while here, I'd like to change the series length of a planned series build. Maybe it wasn't a clever idea to do 10 inf in series and i don't want to cancel the current build because it has already proceeded so good.
 

plasticpanzers

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how about the creation of a supply front depots. The player can choose a
province to be used and supplies from the main depot would be channeled to
it and then to the units rather than across an entire continent per unit. it
would help the program not have to check every single provice the supply moves
thru to get to a unit. the majority would go thru the supply front depot then
branch out to the units.

Or....as i suggested in the past that supply funnel thru to army group to army
to corps to division via a supply tree from the main depot or a supply front depot.

if i am not mistaken now the program must check every provice from the depot
to the unit for the best route and it must do it again and again and again. this
uses alot of calculations that would not be needed as the supply "tree trunk" would come from the main depot to a supply front and then to the units (being
much closer and easier for the program to calculate) or alternativly thru the HQ
hierarchy to the front line units again with an easier calculation.
 

SchlauFuchs

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I like the idea of the HQ's as collecting spots for the supply streams. But before they even start to plan implementing that they must make sure that AI managed HQ's aren't dragged too far from the units below. When I have AI managed armies, after a while I usually find the HQs somewhere far else than the divisions belonging to it. Out of radio range, sometimes not even on the same continent.
 

Hagar

East vs West developer<br>CORE Minister of Propaga
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You can explain the procedure? Or create a miniMod?
Sure I can post it as a minimod I reckon. I'm at work right now, so bear a little patience though. :)
In any case I've altered the unitpanel.gui, the unit_select_button.dds and unitpanel_bg.dds. If I want to do it properly with moddir I should add the unitpanel.gfx into the mix as well. The dds files contain the new section of the screen (i.e. enlarged screen section and enlarged button), the unitpanel.gui is altered to set the right sizes and x/y coordinates for the selective text boxes and such. That's pretty much it. It's the testing that takes most of the time - you can't mess around with this stuff whilst the game engine is running - it will just cause the engine to CTD.
 

oribiasi

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As a CORE player it is delightful to see the CORE Mod Community offering insights/suggestions, and it only bodes well for the future release of a CORE Mod for HoI3 that they already have such awesome ideas.