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druebey1

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I thought I would make a thread for all the wishes and wants for patch 1.05 if there is to be one.

My list that will be edited as I play more and more starts off with :

1. more attachments for various types of units
a. Glider ART as per historically there were art that was transported or air dropped to paratrooper units
b. Marine art, though I believe it is already covered right now by reg art, Marine art was specifically used and created for marines
C. Escort Carrier aircraft, Much weaker than Light or CVs but still an attachment to reflect fact they did have flight crews​
2. More units most of which are just wishes and wants not what I truly expect as coding to balance would be an nightmare:
A. Seal/Ranger/SS/etc teams. Somehow get all the special forces units with proper attachments to go with them.(unknown if SEALs have equivilent in most other nations... UDT is what SEALs would be in WW2 btw) With special submarine for Naval SF forces
https://en.wikipedia.org/wiki/Observer_Group is just one example of US SF units prior to 1945.
B. Twin engined fighters
C. Amphib Landing craft
D. (cant remember and will update if incorrect on this one) Intercountinental bombers such as modern day B-52s
E. Space rockets(something to add VP and also intel);attachments being man, monkey, dog, and satellites- can be changed to better reflect early 1950s-1960s time frame
F. Super carrier, Modern Super carrier(enterprise was just one of the classes) Converted Carrier(CV-1 or CVL-1 right now) All of these are carrier based and are being neglected at this time. Just like the other unit types for naval.
G. Midget submarines, separate but also a attachment for proposed SF naval units) Japan, USA, England, Italy, even Germans experimented/utilized these.
H. Separation of Light and Heavy Bombers, as their were many many types and not really reflected by current allotment of units(same with fighters to be honest, hints why suggested earlier twin engine fighters) But also would like in same boat Twin engine CAS.​
3. New buildings and events
A. Various events that build important buildings/intel gathering centers/various major construction projects/major secret bases such as the OSS, etc.
B. Creation of multiple events that build up manpower/effeciency for various services through base building events and recruitment indoc stations(Paris island, San Diego, Great Lakes IL, Fort Benning, Fort Knox all examples of USA bases)
C. Slipways(for allies) to help decrease time to produce ships
D. Actual contracts that were made for ships/tanks/etc to increase production of said items.
E. Burma road event, where UK/US helps supply China with supplies for volunteers(flying tigers and more)
F. desolving of the Washington/London Naval treaties. (allows construction of more naval units with less supply usage or some other modifier... plus helps with international relations or damages them depending)
g,to be continued​
new campaign to be starting in 1920 as to gear nation towards WW2 and beyond but with Depression taking its toll. Not only dissentance can be increased but actual IC be decreased to show how depression caused loss of jobs but increased manpower to military usages(though couldnt be utilized till IC started to pick up and thus decreased manpower again). Also allows for a much more interesting germany play Ahistorically that is. Also allows for better Actions that were taken like Washington naval treaty and the London treaties to reflect how world tension was after WW1(no game I know of has those decisions to date).

I know last one is asking alot of the developers, but honestly I think I would work out to their benefit(and the players of course). Honestly making 1920 more interesting gameplay then 1933 or 1936 would be simple if you allowed for crashes, economic down turns, etc to affect IC and also manpower limits to reflect the time period better. Also another thing is when economy finally rebounds, if it ever does, you can increase IC and decrease Manpower once again to reflect manpower going back to work in the factories, but only with decisions... and those decisions be based off events/decisions previously made... Same with slipways being constructed in 1928 for greater production of ships for overseas and military use. There are multiple ways that it could be done, and if a developer wants to discuss with me, I am more than willing to give ideas to do it... Though I have no idea how to code it properly at this time otherwise I would make a mod to do it(plus my own projects/research get in way).

Disclaimer- I am american born and bred, I kinda skewed Allied/USA throughout this but honestly it would benefit all nations. Please excuse the USA/Allied clammer as I tried my best to be all national in these requests.
 
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dannyboy2016

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- Possibility of forming new alliances, or at least modding it so the game has more than three alliances. Kaiserreich and FODD practically screams for this.
- More tags are always good
- A new tech-screen that is scrollable and adapts to resolution, so we can have as many techs as we want to.
- Modabble resources, with possibility of adding new resources with modding.
- Modding use for units of other resources than oil and supplies. Electric vehicles, anybody?
- Mod in new buildings, because who doesn't like building?

These are great ideas. I'd love to see the ability to add additional tech tabs for mods (EG so modders could add, say, "commerce," "philosophy," and "medicine" tech categories in addition to the infantry, Industry, Armor and Artillery, and other existing research categories).

In terms of buildings, stuff like hydroelectric dams and nuclear power plants (that add energy and a bonus to nuke production) would be cool.


Yes. The details are yet to be decided.
That is wonderful news. I'd love it if we got another 100 to 200 tags to work with.
 

eatmeat

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More unit types, like SS panzer div, SS Mtn Div, US Rangers, British Commandos and SAS, each with diferent stats.

Make paras and marines with better stats, more elite

I am thinking of an idea to cange Garrison Division to Police Division, if i annex some country i likely to get partisans there, to keep peace i put there few garrisond divisions, but if partisans attack they are useles and i need to get there new divisions. If garrisons were police they would have very low stats against havy weapons but a good against milita (if partisans are a milita). in ww2 germany used a lot of police units in occupated countries.

If you have a puppet state, you could decide what kind of divisions should they build. (in ww2 and e as germany i dont need slovakia to build air units as they have bad stats and are not effective against england)

Leaders need to have more power to the game, mabe add brigade general, and to make leader experiance have more power and effect.
maby add some medals leaders could earn in wars.
 

IllyaTokar

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1) Country tags (especially for Africa, Middle East, Oceania and West Indies )
2) Event command for renaming provinces. Something like command = { type = nameprovince where = [province ID] value = [name you want to give] }
3) If unit stays in occupied province after a peace is made, it goes to the capital. Please make it going to the nearest owned province instead.
4) Adding and removing cores and claims on areas and regions.
5) Scrollable techscreen.
6) Connections between provinces being available or not due to season. (Hello, Northern Sea Route! Deserts too!)
7) Can I add my language to DH? If no, I'd like to.
 
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Khor

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I'm sorry if these have been mentioned before, but:

- possibility of puppets breaking free
- if a revolter nation occupies the mother country capitol than they should make peace (a chance for some revolters to actually succeed)
- possibility of the AI to make a separate peace and join the war on the side of the enemy and similar features to make the game a bit more interesting (flashing out the wargame part)
- more colors (I think there is not enough colors to make the nations more diverse)
- possibility of civil wars (it doesn't necessarily need more tags. If the AI could control the rebels with brains, and if the lets say German rebels could build new units and such, than there is no need for new tags. I don't know if it is possible.)
 

Furor_Teutonicus

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Another nice thing: it would be very helpful to receive a notification, that my government type will change if I do a move to Political Left or Political Right, e.g. A notification would be nice if my government changes from Social Liberal to Market Liberal if I go one step to Political Right.

Edit: it would also be helpful to not just have the sliders in diplomacy, but to see the numbers of the current level of a slider if you put the cursor on it, e.g. Sometimes it is hard for me to see if I am 3 or 4 steps away from becoming fully interventionist.
 
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TremblingBlue

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Perhaps a higher dissent modifer in occupied lands during wartime, if possible. Partisans can be annoying, but it's true to the scenario and perhaps helps balance by having to keep a force at the rear.

My problems arise from being able to too easily game the AI on equal terms, or even if they are a fair bit more powerful.

Also...something for windows 8 :]
 

Slaughter

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Perhaps a higher dissent modifer in occupied lands during wartime, if possible. Partisans can be annoying, but it's true to the scenario and perhaps helps balance by having to keep a force at the rear.

My problems arise from being able to too easily game the AI on equal terms, or even if they are a fair bit more powerful.

Also...something for windows 8 :]


I think it really needs a overhaul of the rebel system to be more like the newer paradox games - rebels with cause, that the player can interact with in many ways, etc.
 
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TremblingBlue

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I think it really needs a overhaul of the rebel system to be more like the newer paradox games - rebels with cause, that the player can interact with in many ways, etc.

I'm not sure if that would be too deep. The good thing is they do represent whatever the closest independence movement is. If they are able to, they will turn into the next available state.
 

Pioniere

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Ericafaq

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Pioniere

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Azad hind had different rots for getting its "independence" and would relay on the Axis. India from 1947 was created from the Mountbatten Plan and ofcurse Indian independence movement that had been pusing for this in many decades. There where different independence movements moderate and aggresive.
 

Drakey

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More unit names as currently with thirty or so carriers you get generic names playing as a US and seriously, is it that hard to came up with names for some ships?
Scrapping idea of DD and SS squadrons, in reality CL had no chance to win against squadron of DD, yet here it is able to do so.
Possibility of adding more than a one attachment to land units as some countries had a tendency to create division that only in theory were mechanized or motorized, while in truth they were weird patchwork of units.
Distinguishing between super-carriers and normal ones, maybe splitting that part of the tree into two parts around 1944?
 

TremblingBlue

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IconOfEvi

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If it hasn't already been asked, I was wondering if the SKIF model's system could be tweaked so that SKIFs work like shields and flags, namely if you define in an event to use a graphics switching action, say = "_syn" , then it will use SKIFs that have the appendage of that naming to the display. For example, in KR, the German Union is U31, and @DarkArk 's SKIFs, while having a lot for the German union, the SKIFs can't factor in that if the Commune of France or another socialist power releases it, that the SKIFs have a different set to go along with the flag chance.

Also, this could help SKIF makers by having releaseable nations have a default SKIF set, and then one tweaked around who their sugar daddy is.
 
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druebey1

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Andrei Gijgorev

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Last year I posted a list of parameters and modifiers I wish were moddable in their own thread, most of them concerning economy and manpower. Since that thread got buried, here's a repost.

(Particularly important items are marked with arrows.)

Misc:
  • ► The wartime CG demand factor. I really want to be able to set this to 1.0 since anything else can be exploited.

  • ► Money required per IC. In fact requirements for all resources per IC should be moddable, including supplies, oil and manpower.

  • ► Dissent from manual minister change.

  • ► The slider limitations for the different ideologies, e.g. that PA can go from 6 to 10 with closed society and from 5 to 9 with central planning.

  • Being able to mod which ideologies are considered democracies and how close they are to other ideologies would be nice.

  • A factor for daily money generated per unused MP in the pool.

Difficulty:
  • ► Any and all unfair AI modifiers should be externalized, especially the lower IC reduction from dissent for AI countries. If you feel that it's vital for balance at all difficulty levels that this modifier is the same regardless of difficulty, then by all means use the same value for all difficulties, but please make it moddable.

Policy effects:
  • ► Please externalize all minister effects, or at least those that deal with national vs non-national provinces (manpower, IC, resources etc.) and also supply consumption. That shouldn't be too much work since the parameters already exist, right?

  • Dissent from manual minister change would be nice to have as a policy effect.

  • (If you add a parameter for money required for IC then it should also be moddable by policy effects.)

  • (If you add a parameter for money generated from unused MP then it should also be moddable by policy effects.)

Tech effects:
  • Resource production modifiers per resource would be nice. (Better mining tech for more metal etc.)

Event stuff:
  • ► The command type = money has a where parameter that is never used because money can only exist in the national pool, not in specific provinces. Please change the logic so that if a where parameter is present the money will be given to the country controlling that province rather than the country receiving the event.

  • ► New event type hidden = yes/no (defaulting to no) that prevents an event from appearing for other players as a popup or in the event log (like name = AI_EVENT) and also doesn't appear for a player receiving the event (if there are several valid options, the first one is chosen). This allows to create background events for player countries where you can set local flags and similar stuff.

  • FtG has a trigger scope <TAG> = { <trigger> } that checks whether the trigger inside the brackets is true for country TAG, e.g. GER = { local_flag = blah } checks whether the local flag "blah" is set for Germany. This trigger can be used in events that trigger for other countries. Can we please have this in DH?

  • FtG has a trigger scope SOMEOF = { number = x <trigger> <trigger> <trigger> ... } that checks whether at least x of the triggers inside the scope are true, so SOMEOF = { number = 1 <trigger> <trigger> } is isomorphic to OR = { <trigger> <trigger> }. Would be nice to have something like this for sophisticated AI behaviour events.

New features and rule changes (low priority):
  • If there's a unit that has less experience than the MP experience set by policy, then that unit's experience should over time slowly (and linearly) increase until the MP experience value is reached. Also, when units are sold to other countries their experience should be reset to the receiving country's MP experience.

  • For units, analogous to allowed_brigades please add required_brigades. Divisions would then need all those brigades to be added to the production queue, and the brigades could not be removed from the divison (only upgraded). To be used for example for subs and torpedos. Also, it should probably not be allowed to build those brigades on their own unless they are listed as allowed_brigades for at least one unit type.

  • A factor for bound manpower per base IC would be great. E.g. if the factor is 0.25 and the country has 100 base IC and 150 MP, then 25 MP will be deducted from the pool and the country can only use 125 MP. The MP value that would be written in the savegame is still 150 of course, and any event effects (and daily retired manpower etc.) are in relation to that base manpower value. So the bound manpower factor would be the very last modifier applied to the manpowerpool, and would only be relevant when producing/reinforcing stuff that needs MP. The factor should also be moddable by policy effects and techs like improved machine tools etc.

  • Regardless of whether you make the wartime CG demand factor moddable, it would be great if there were an additional factor on top of that one, calculated using the formula x = (cnVP / (cnVP + enVP))² where cnVP is the number of controlled national victory points and enVP is the number of national victory points controlled by countries currently at war with. So if a country is at war and controls only 70% of its national victory points with the other 30% being controlled by enemies, then CG demand is reduced by 50%. If 90% are controlled, the factor is 81%, and if the country remains in full control of their national VP then CG demand is 100%. Provinces controlled by neutral countries are ignored. This would be a natural way to simulate the economies of countries like the USSR and China during the war, Germany towards the end of the war, or civil wars in general. Ideally of course this could be enabled/disabled in misc.txt like everything else.
It's a long list, but there are only a couple of really important things and most of them should be fairly easy to do since they concern existing parameters.

Also, there's one very important issue that I'm mentioning separately because it's so important to me:

► ► ► Please change the formula for the daily retired manpower so that it isn't calculated just from the pool, but also from everything where manpower is bound, i.e. units, brigades, convoys and escorts. (Not province installations though, since those can't be disbanded/unbuilt.)
 
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