• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Gen.Schuermann

Field Marshal
38 Badges
Jun 17, 2005
2.534
450
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Victoria 2 Beta
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Darkest Hour
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Arsenal of Democracy
  • For the Motherland
  • Hearts of Iron III
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • 500k Club
  • Cities: Skylines
More importantly - what does WEIGHT stand for? do we have unpassable zones/provs due to the weight of units? Or does that make provinces harder to pass (like inf has little weight and can pass mountains and marshes easier than the more heavy tank divisions?)?
 

Hallsten

Hairloss Ninja
36 Badges
Mar 17, 2001
5.274
119
  • Crusader Kings II
  • 500k Club
  • Europa Universalis: Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Deus Vult
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis III
  • Hearts of Iron II: Armageddon
  • Crusader Kings II: Horse Lords
  • 200k Club
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Way of Life
  • Europa Universalis: Rome Collectors Edition
  • Europa Universalis III: Collection
  • Crusader Kings II: Holy Knight (pre-order)
  • Rome: Vae Victis
  • Europa Universalis IV
More importantly - what does WEIGHT stand for? do we have unpassable zones/provs due to the weight of units? Or does that make provinces harder to pass (like inf has little weight and can pass mountains and marshes easier than the more heavy tank divisions?)?
My guess is that heavier divisions move slower through e.g. mud.
 

Alex_brunius

Field Marshal
68 Badges
Mar 24, 2006
22.404
5.017
  • Hearts of Iron IV Sign-up
  • Victoria 2: A House Divided
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Achtung Panzer
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • PDXCON 2017 Gold Ticket holder
  • Surviving Mars
  • Battle for Bosporus
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
More importantly - what does WEIGHT stand for? do we have unpassable zones/provs due to the weight of units? Or does that make provinces harder to pass (like inf has little weight and can pass mountains and marshes easier than the more heavy tank divisions?)?
As some have said a symbol looking like weight can be seen in the naval production screenshots. Its 0 for everything except transport ships that got 40.

So most people are guessing weight is how many ships or aircrafts the division will need when transported.
 

sbr

Field Marshal
41 Badges
Dec 31, 2006
4.133
15
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 200k Club
  • Magicka
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Prison Architect
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Hearts of Iron Anthology
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Lead and Gold
More importantly - what does WEIGHT stand for? do we have unpassable zones/provs due to the weight of units? Or does that make provinces harder to pass (like inf has little weight and can pass mountains and marshes easier than the more heavy tank divisions?)?

Could also have to do with sea and air transport ability.
 

Cpack

Field Marshal
41 Badges
Jan 16, 2003
3.028
725
  • Imperator: Rome Deluxe Edition
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Cities: Skylines - Natural Disasters
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - After Dark
  • Europa Universalis III Complete
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Semper Fi
  • 500k Club
  • Cities: Skylines
  • Hearts of Iron II: Armageddon
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
Could also have to do with sea and air transport ability.

Aha, was already there in HOI2, but with no function afaik

Maybe in HOI3 it works, ......however
 

Peekee

Field Marshal
37 Badges
Dec 11, 2008
4.601
273
  • Europa Universalis IV: Call to arms event
  • 500k Club
  • Crusader Kings II: Monks and Mystics
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Death or Dishonor
  • Victoria 2
  • Cities: Skylines - Parklife
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Conclave
  • Victoria 2 Beta
  • 200k Club
  • Crusader Kings II: Charlemagne
  • Cities: Skylines
More importantly - what does WEIGHT stand for? do we have unpassable zones/provs due to the weight of units? Or does that make provinces harder to pass (like inf has little weight and can pass mountains and marshes easier than the more heavy tank divisions?)?

I know it is probably air/sea transport but you never know... Weak bridges????
 

Bullfrog

General der Tso's Chicken
22 Badges
Mar 11, 2005
5.978
421
  • 200k Club
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Arsenal of Democracy
  • Victoria 2: A House Divided
  • Victoria 2
  • Semper Fi
  • Victoria: Revolutions
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Darkest Hour
  • Hearts of Iron II: Armageddon
How to explain that "radio stations" will have ability to "see" submarines within their range?

Submarine transmissions to their base can be intercepted and triangulated by listening posts to determine their approximate position.
 

Alex_brunius

Field Marshal
68 Badges
Mar 24, 2006
22.404
5.017
  • Hearts of Iron IV Sign-up
  • Victoria 2: A House Divided
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Achtung Panzer
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • PDXCON 2017 Gold Ticket holder
  • Surviving Mars
  • Battle for Bosporus
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
I didnt know it was so easy,especialy since subs usualy entered radio silence when in hostile waters?
That depends, American and Japanese submarines usually operated entirelly alone in the pacific and only reported warship sightings via radio.

German submarines though needed some more coordination to report and intercept convoys, and thats hard to achieve without using the radio frequently.

The best thing with radio listening is that it doesn't matter how difficult the encryption is, since the signal not the message is what your using.
 

unmerged(54763)

Field Marshal
Mar 12, 2006
2.758
0
That depends, American and Japanese submarines usually operated entirelly alone in the pacific and only reported warship sightings via radio.

German submarines though needed some more coordination to report and intercept convoys, and thats hard to achieve without using the radio frequently.

The best thing with radio listening is that it doesn't matter how difficult the encryption is, since the signal not the message is what your using.

But what British could do at the best early in war is to "triangulate" sub message roughly on some large area on the ocean but this information was to general to be utilised in efective ASW,I am talking about early war.
In HOI III,thats what I am afraid is, that subs will be in disadvantage becouse its all about sea areas,and sub spoted in sea area will be more easy catched in this or adjacet areas before escape,than in real world .I sopose AI ASW will in the same moment knew about sub?Shoudn be some delay?

So to be clear.I expect,if HOI III will be "logical" to dont see any sub on radio post early in war(say before 1943).
Allso,I allways believed planes brought revolution on sub detection,not..radio posts.

Possible exploits and disbalance I sense about radio posts and subs...mmmmm
 
Last edited:

Bullfrog

General der Tso's Chicken
22 Badges
Mar 11, 2005
5.978
421
  • 200k Club
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Arsenal of Democracy
  • Victoria 2: A House Divided
  • Victoria 2
  • Semper Fi
  • Victoria: Revolutions
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Darkest Hour
  • Hearts of Iron II: Armageddon
But what British could do at the best early in war is to "triangulate" sub message roughly on some large area on the ocean but this information was to general to be utilised in efective ASW,I am talking about early war.
In HOI III,thats what I am afraid is, that subs will be in disadvantage becouse its all about sea areas,and sub spoted in sea area will be more easy catched in this or adjacet areas before escape,than in real world .I sopose AI ASW will in the same moment knew about sub?Shoudn be some delay?

So to be clear.I expect,if HOI III will be "logical" to dont see any sub on radio post early in war(say before 1943).
Allso,I allways believed planes brought revolution on sub detection,not..radio posts.

But the triangulation would certainly place the sub somewhere within an area the size of a HoI3 sea zone. There is no guarantee that the planes or ships would also find the sub, even if in the same sea zone. The delay would be perhaps an hour or two, so not really a big issue in the game. But the greater problem is dispatching a DD or bomber unit to actually sink the sub. By the time the unit got there the sub could be gone.
 

Alex_brunius

Field Marshal
68 Badges
Mar 24, 2006
22.404
5.017
  • Hearts of Iron IV Sign-up
  • Victoria 2: A House Divided
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Achtung Panzer
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • PDXCON 2017 Gold Ticket holder
  • Surviving Mars
  • Battle for Bosporus
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
With the use of a sin/cosine tables the triangulation calculations could be done faster than orders can be issued. We are talking about minutes of delay in a game with a resolution of 1hour.

Triangulation was the standard method of finding out where all radio signals originated from so listening posts were very good at it.

The results of these radio "sightings" will still not matter as much in HoI3 as it did in the real war. UK would give the convoy in the area of sighting a report that they have been spotted, and if in range they could send coastal command aircrafts to attack stalking sub/subs.

The convoy would be ready for battle the following nights, It could be reinforced by nearby ships and aircrafts exc.

Most of this will probably be simulated by naval doctrines instead of listening posts however since thats what made it effective. The knowledge and experience of how to use triangulation. The experience also tells how easy it is to find subs, just look around the convoys :p

Since uboats have so low visibility and sightings are not binary anymore I doubt we need to worry about uboats beeing intercepted by anything except air before they try to attack convoys.
 

zeekater

General
16 Badges
Jun 20, 2005
1.999
44
  • Hearts of Iron II: Armageddon
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • 500k Club
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
Does anybody know what the box containing "We need 12 inf and 3 art..." mean? It intrigues me.

I think they added something that will determine approximatly how much brigades you need to accomplish a certain mission.

For example, if you order an army to attack an enemy army it will tell you how much the AI thinks you will need to defeat them.

Probably has something to do with the AI fronts. You tell the AI 'hold this line', and the AI in command of that front will tell you how much they need, how much chance they got, how many you could give...