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unmerged(189717)

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1. Would be wonderful to have the one click requirement button for IC distribution like in HOI3. I waste a lot of time getting my numbers just right. Better yet, the ability to enter the number would be fantastic.

Please explain that further, I haven't played HoI3 yet.
 

Balesir

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Please explain that further, I haven't played HoI3 yet.
In HoI3 the "needed" number for each slider on the Production screen is a button; clicking it sets the slider to the current requirement and locks it. The problem is that, if the requirement changes, it is still locked. It's a useful feature, but I prefer the AoD advanced sliders (Lennartos' idea, not mine) with which I can finally set up Production automation I trust. It takes a little playing to get the hang of them, but they are really cool... :cool:
 

harrymanback

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Sorry if this has already been suggested, but I really don't like the way the new fuel requirement has been implemented on transports. If you send them on a long sea transport mission (eg US West Coast to Asia) they don't refuel at the destination, but head straight home, only to run out of fuel half way. You either have to tell them to rebase at the destination instead, and have an organisation hit, or cancel the sea mission when they end the first leg, wait a few days, then order them home. Neither is fun or realistic.

Really needs a command to tell them to refuel at the destination, or one to not leave a port until they have the fuel required to get them to where they are going.
 

unmerged(151594)

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Production of naval units modified by available harbour facilities

Just a thought, I have no idea if it would be worth the trouble:

Would it be possible to somehow link production time of naval units to the amount of naval bases available?

Retooling of the production line somewhat covers it, but only the production of the parts themselves, the actual building of the hulls requires huge dry-dock facilities.

It could be great if it was possible to somehow add the combined levels of naval bases owned by a country, and based on that giving a bonus or a penalty to production time of naval units. Perhaps modified by how much IC is currently used in ship production.

I know that Germany, for instance, would be hit quite hard by this, prewar, but after conquering the harbours of Denmark, Norway, the Netherlands and France they should see quite an increase in ship production times, even with a "occupied country" penalty. This would also make occupying Norway and Denmark worthwhile (I never attack Norway as Germany, more useless territory to defend - Denmark however, is great for blocking the Baltic sea)
 

Aidan

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How about production sliders that stay locked. For instance when your IC changes you get increases or decreases to all of your production sliders. How about the locked ones stay unchanged and the unlocked ones absorb all of the change. I have to constantly check my production sliders to make sure I'm not wasting IC.
 

Lennartos

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How about production sliders that stay locked. For instance when your IC changes you get increases or decreases to all of your production sliders. How about the locked ones stay unchanged and the unlocked ones absorb all of the change. I have to constantly check my production sliders to make sure I'm not wasting IC.

Well you could just use the advanced sliders, and make it right the first time? :rolleyes:
 

Rakshae

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I could see rangers as a brigade, but not as a division. Make them something like increased soft, increased supression, increased intel or something along those lines. I say brigade because they aren't really deployed in large concentrations anywhere except in training.
 

unmerged(59197)

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Jul 21, 2006
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One of the major problems, that cannot be resolved in HoI AoD is that the primary means to obtain allies is through war. Take an example... Japan declares war on China, the USSR wanting a Communist ally must attack China and Japan in order to install a puppet (and take dissent for doing so).

I am not sure how this can be resolved... maybe through events? I think any future expansions should focus on the 1945-1960s and ensure that after WWII the wrold continues and new challenges arise.
 

Mr_B0narpte

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Just a thought, I have no idea if it would be worth the trouble:

Would it be possible to somehow link production time of naval units to the amount of naval bases available?

Retooling of the production line somewhat covers it, but only the production of the parts themselves, the actual building of the hulls requires huge dry-dock facilities.

It could be great if it was possible to somehow add the combined levels of naval bases owned by a country, and based on that giving a bonus or a penalty to production time of naval units. Perhaps modified by how much IC is currently used in ship production.

I know that Germany, for instance, would be hit quite hard by this, prewar, but after conquering the harbours of Denmark, Norway, the Netherlands and France they should see quite an increase in ship production times, even with a "occupied country" penalty. This would also make occupying Norway and Denmark worthwhile (I never attack Norway as Germany, more useless territory to defend - Denmark however, is great for blocking the Baltic sea)

Yeah that would be good, also things like - Small Arms Factories, Vehicle Factories, Aircraft Factories etc (in specific provinces) would make the game much more realistic. Also in occupied provinces perhaps an introduction of a small police unit (or just the police brigade by itself) to suppress partisans. As Germany managed to employ much of the population it conquered for partisan duty. (e.g. 70,000 Ukrainians were employed as police units)
 

unmerged(59604)

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In Arma the AI is unable to defend its TPs properly. Britain and USA always lose a ton of transports just because they move unprotected. Forcing the AI to escort its TPs adequately would improve its success in launching invasions.
 

unmerged(63070)

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Nov 28, 2006
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1. Game editor, game editor, game editor! :D Similar to the HoI2DD version, I should think. IMHO this was a major omission that needs to be addressed.

2. Ability to fire a commander at any time. And by fire, I don't mean "replace", I mean get rid of him. Either that, or give me something similar to the retire old guard mod.

Thanks for letting me vent. Cheers.
 

elryacko

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I usually use old guard generals for garrison duty (otherwise good competent generals would be left twiddling their thumbs).

Although I don't know how good the auto-promote system is in this game. But from a guess from my NPC allies, it should be improved.

Two more suggestions:


1. Old guard generals should be auto-assigned to garrison divsions.

2. Promote generals only when there's a shortage of higher ranking generals.