• 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.

unmerged(54763)

Field Marshal
Mar 12, 2006
2.758
0
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.



Sub spoted in sea area in game is enormously more precisely located than in real world.
In real world a mile left or wright is enough to miss the sub,especialy while ships arrive there.In game a sub wasnt escaped untill it passes hall sea area.
If all other stats in game(speed of ships and subs) are set real compared to real world,as they are,sub is in disadvantage in game.

Note that AI is "all aware"of entireity of the game and becouse of radio posts knows instanteniously everything and acts acordingly.

Let me see my cristal bowll again.mmmm, I see grewyards of subs in areas of radio-posts,if something else will not be done,for instance a significant delay in displaying data about sub location.
 

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
Liebgot you should read the naval diary about detection levels again. Detection from listening posts will not allow instant combat for any fleet that enters the province.

It will only know what province to look in, finding the ship thats the hardest one to find of them all will still require a huge effort. Probably a few CVLs or aircraft airwings at least.

And even if found and attacked retreat will be fast and easy for uboats. I have some faith they will make it work.
 

unmerged(54763)

Field Marshal
Mar 12, 2006
2.758
0
Liebgot you should read the naval diary about detection levels again. Detection from listening posts will not allow instant combat for any fleet that enters the province.

And even if found and attacked retreat will be fast and easy for uboats.


Hm,than I missed to understand something important from that diary, sorry.
 

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
Hm,than I missed to understand something important(again) from that diary, sorry.
Well I might have misunderstood something too, but if it works the way I interpreted it then you don't have to worry :) Then detection will only be aproximate in the same way aircraft scouts can locate a fleets location but lose it again when returning for refuel.

Ah here it is:

To help facilitate this we’ve added a cool new feature, multiple detection levels. Knowing an enemy fleet is in a sea zone is not enough to be able to engage it, the ocean is a big place and all you know is that a fleet is somewhere. You need to pinpoint the fleet’s location better than that if you wish to actually fight it. First up we have added a patrol order (best suited for light ships), these ships will search sea zones in its area of operation looking for enemies, if an enemy fleet is partially detected it will focus its search in that sea zone. Once the patrolling ships find an enemy they don’t seek to engage (unless the odds are very good), instead they will try to trail the enemy, keeping it in contact until heavier ships come along to help out.

Its a pretty safe bet to assume that radio detection is the "lowest" level only used to point your other scouts in the right general direction.