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Fürstbischof

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Improving the user interface - part I

I like the idea of Easy1 to have more control of how the reinforcement and upgrade of our forces is handled. It'd be fine, if we could prioritize the branch of our armed forces of which units should be reinforced or upgraded. It'd also be helpful, if we could delay or even stop the upgrade (reinforcement) of brigades.




Separate reinforcement and upgrade bars for army, navy and air force. AND being able to adjust the speed at relative cost of IC as well. More flexibility and max freedom. Now the different cost of upgrading an reinforcing the army, navy and air force is much more clear, and of course we get the opportunity to prioritize to a even grater extent

Ok, I admit my paint job is a pure fail :D. Anyways, something along these lines :p
 

Fürstbischof

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Improving the user interface - part II

How about having two separate upgrade buttons for our units in the build queue? Atm we can only decide to do a full upgrade of a production line, but a little bit more control seems worthwhile. This would allow us to partially upgrade a running production line.

 

Fürstbischof

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Improving the user interface - part III

Although i already like how the auto trade works, it seems to me that we could further improve it. I miss the ability to define certain thresholds which guide the trade ai while initiating and cancelling trade deals. If i could define a minimum stock of a certain ressource, that i want to keep, the ai should have to obey it at all times and plan its deals according to it. Cancelling certain deals is part of this business. Once the maximum stock is reached the trade ai should try to sell the surplus.

The new auto trade screen might look like this:

 
Last edited:

elryacko

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Flamboyant Tough Guy, HoG minister type, ought to give a +5% morale bonus or such. Afterall, Churchhill contributed more to the war effort than alliance building. He made inspiring speeches.

Autocratic Charmer, HoS minister type, shouldn't have a -10% IC penalty. No other minister gives such a severe penalty, and only one minister gives a 10% IC bonus. I suggest it should only be a -5% IC penalty.
 

Denniss

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Often seen with soviet AI:
Troops are constantly moved or swapped from east to west, even at peace. It would really be nice if troop movements in peace would be somewhat reduced.

Also nice would be if the AI would actually use the value set in "strat_redeploy_threshold" i.e. it wont move units on foot/wheels if their ETA is higher than this value even if the value of "max_redeploying" has been reached. These troops would then be put on hold and strat redeploy once transport space is been available again.

AI has a general problem of contantly moving units peace, wasting lots of supplies. Even worse for countries like GER or JAP - they constantly move their Navy and air force, wasting lots of valuable fuel.


Trade AI
If a country is short of a resource and it's about to trade for it, the AI should check whether it once set up a trade selling this ressource to another nation. It should then favour cancelling this deal instead of creating a new one.
I have often seen GER or JAP AI trading ressources in circles, selling energy for metal, metal for rares, rares for oil and oil for energy (and all possible other variations).

Trade AI should also try to build ressource stockpiles based on IC before trying to sell ressources. A country with 10 IC may then try to stockpile 500
rares, 1000 metal, 2000 energy and 500-1000 oil. After this level is exceeded it may start to sell excessive stuff.
 

Cybvep

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May 25, 2009
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Often seen with soviet AI:
Troops are constantly moved or swapped from east to west, even at peace. It would really be nice if troop movements in peace would be somewhat reduced.

Also nice would be if the AI would actually use the value set in "strat_redeploy_threshold" i.e. it wont move units on foot/wheels if their ETA is higher than this value even if the value of "max_redeploying" has been reached. These troops would then be put on hold and strat redeploy once transport space is been available again.

AI has a general problem of contantly moving units peace, wasting lots of supplies. Even worse for countries like GER or JAP - they constantly move their Navy and air force, wasting lots of valuable fuel.


Trade AI
If a country is short of a resource and it's about to trade for it, the AI should check whether it once set up a trade selling this ressource to another nation. It should then favour cancelling this deal instead of creating a new one.
I have often seen GER or JAP AI trading ressources in circles, selling energy for metal, metal for rares, rares for oil and oil for energy (and all possible other variations).

Trade AI should also try to build ressource stockpiles based on IC before trying to sell ressources. A country with 10 IC may then try to stockpile 500
rares, 1000 metal, 2000 energy and 500-1000 oil. After this level is exceeded it may start to sell excessive stuff.

+1 to both ideas.
 

Fürstbischof

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Trade AI
If a country is short of a resource and it's about to trade for it, the AI should check whether it once set up a trade selling this ressource to another nation. It should then favour cancelling this deal instead of creating a new one.
I have often seen GER or JAP AI trading ressources in circles, selling energy for metal, metal for rares, rares for oil and oil for energy (and all possible other variations).

Trade AI should also try to build ressource stockpiles based on IC before trying to sell ressources. A country with 10 IC may then try to stockpile 500
rares, 1000 metal, 2000 energy and 500-1000 oil. After this level is exceeded it may start to sell excessive stuff.

Your proposal combines nicely with mine. ;) The ai has to follow a deterministic logic to define how large their minimum stocks should be. ofc we can hardcode it, but it seems to be better if it is more dynamic. The ai should also constantly (?) re-evaluate its trade deals, especially those which were not so favourable, just to be able to initiate a similar deal with better conditions.
 

Julle64

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Often seen with soviet AI:
Troops are constantly moved or swapped from east to west, even at peace. It would really be nice if troop movements in peace would be somewhat reduced.

I've noticed that during SCW (using the nofog cheat) the AI also has sometimes problems to decide what to do. When there's a longer period without fighting the AI sometimes start to move a corps, then stop it, start to move again, stop it... Needless to say that corp is not getting anywhere and also loses the dug in bonus. Quite often a quick save/reload helps.
 

unmerged(52751)

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military salaries slider should do something

currently, it's very easy to ignore military salary IC cost by setting it to 1 or so at times of peace. This should have more of an effect on dissent/org/str? What if a low salary slider resulted in str losses, therefore costing MP? I don't know, what also happens in countries when the military is under-funded? Coups?
 

mdlusk

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User Interface idea: let us set in the production window from the start how fast to produce an item (while showing the IC cost post-retooling).
 

Easy1

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Improving the user interface - part I

I like the idea of Easy1 to have more control of how the reinforcement and upgrade of our forces is handled. It'd be fine, if we could prioritize the branch of our armed forces of which units should be reinforced or upgraded. It'd also be helpful, if we could delay or even stop the upgrade (reinforcement) of brigades.


I really like this interface. Should definitively be implemented if there is time for it
 

Otacon

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I recently opened a post with it, but it might be seen by the devs and because this is the "official" suggestions thread, i just put it in here again:

The Grouped Productions!

In the Production menu, the player is able to group individual production orders under a self defined name. Everybody knows how unorganized the production menu can become when playing a major nation, like 40 orders for the Atlantikwall here, 63 infrastructure buildups there, another 14 infantry divisions, 6 ships.. you get the point.

So, how cool would it then be to be able to group these? I imagine this the following way:

You hit on a new button, called "Create Production Group" or something like that. Now, a new bar appears in the construction menu, but its - BLUE!. I can type a name on it, and name it "Atlantikwall". Now i just add every production order for the Atlantikwall into the blue group. After i'm done, the Atlantikwall group thingy tells me the summarized IC and the time until every thing in the group is finished. For sure i am able to speed up or halt the production, so i'm now able to stop the Atlantikwall in one second if more panzers are needed to crush the Soviets! The group can be expanded or opposite, either to change it's items inside and remove them/adapt them or to make the production menu more clear.

I envision a production menu where everything is in groups. A group for the Atlantikwall, a group for the Infrastructure in the Reich, a group for the Infrastructure in Poland, a group for my newly Kriegsmarine II, a group for my air superiority fighters... a group for just everything!

Please, please, please... do this. I beg you.
 

Kelben

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I have a suggestion: what is preventing AoD to integrate the Technical Team mod? Would not it be a good idea and moreover lessen the amount of work for AoD development team, no need to bother with the techteams anymore. And Cardus and his team would then become some sort of appendix to the AoD development team...
 

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I have a suggestion: what is preventing AoD to integrate the Technical Team mod? Would not it be a good idea and moreover lessen the amount of work for AoD development team, no need to bother with the techteams anymore. And Cardus and his team would then become some sort of appendix to the AoD development team...

What you see in Aod is the result of the TT-Modders. They´re working together before the game was released :rolleyes: