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Brad1

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Battle events especially sound great (if they appear logically taking war situation into account). I also hope not all battle events are all historical, but taking for example London as Axis would also trigger some noticable effects.
It's great to feel sense accomplishment which has somehow lacked so far.

Semper Fi is starting to look really promising.


I thought when they said battle events, they meant the "Assault, Encirclement, Delay,..." and others that showed up during a battle.
 

Gratch11

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Historic setup

Im wondering about a lot of ships that were laid down in 1935, not launched, and not being in prod quee. Like Scharnorst, laid down in june 1935, or Gneisenau, laid down in may 1935. There are more examples from every nation.

Also Japan had ships converted to carriers during 1941+43, where is that? Chitose, Chiyoda in 43 and Ryuho 41

Also in 36 Jap navy should be. Kaga, Akagi, Hosho, Ryuho, Ryujo, Shoho and Soryu

Or the Ju 52s that were transferred from Lufthansa to Luftwaffe as Transports in 37 or 38? That would be about 2 transport units

Also, will we get rid of tech trees for inf+Militia+Cav? and only have 1
 

Art1985

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I have question... Will in "Semper Fi" leadership points will be attached to an infrastructure like IC is? It would be very good.
 

Razor

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Very good Sir! :D
 

Natvander

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The brigade upgrade concept would be GREAT for air units. When a new airframe is available, choose to upgrade your Hurricanes to Spitfires (or some other newer aircraft) giving you the benefits of the newer airframe. If you choose not to, you can upgrade only armament and engine - similar to the upgrades available to naval units.
 

dashstar1972

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don't upragded brigades keep their original name? Like Infanterie-Regiment X becomes Mtn Brigade 1? Would be better if the names didn't change.
I have been nagging about the brigades' names since HoI3 came out, but appearently nobody else cares about different names for different countries:(

I care! I care even more that corps/air wing/navy names are one-size-fits-all :( Really sux from an immersion point of view.
 

vertinox

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IMO, a proper implementation would have been:

  • Converts on-map
  • "Converting" malus forces players to keep them in rear-areas
  • Since they are on-map, players can still use them in emergencies
  • My placing them in the upgrade cycle, they don't clog-up the actual build-queue with potentially HUNDREDs of conversions.

The current implementation:

  • Converts off-map (the brigades literally disappear on vacation)
  • They are unavailable in emergencies. The conversion would have to be canceled.
  • The build queue is clogged up.
  • Converting all brgs in a div probably makes it disappear
  • It screws with the player's OOB by taking things out, even momentarily. Big no-no.
  • It either bases it's return on the unit's internal ID or it's name. If it uses the name, it'll mess-up. If it uses the ID, what if you swapped some brigades around in the meantime and the original unit no longer exists?

So many things are going to go wrong here...

I feel that units should be built on the map rather than off from the get go. That would take a major rethinking of the game tho.

And maybe an implementation of cadres and army bases.
 

CaptRobau

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I know how it went, but if I'm going to read "Germany won the battle for Moscow" everytime I play Germany, alot, I'll eventually believe it happened :rofl:

I think you'll only see the historical way. So it always will be: Russians won the battle of Moscow. I mean this event gave positive effects to Germany, so I imagine they won the battle.
 

dermeister

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It's sad to say this, because the day that Paradox announced unit-conversions was supposed to be a great day. But this ties into a big weakness in Paradox's development style: sure, they eventually take the great ideas - but they never try to get active feedback on the implementation.

The way it works is as follows:

  1. Users beg/talk/debate about some feature.
  2. Paradox more or less stays silent. We are told that these things are for expansions, so no point asking now (since the team isn't working on an expansion).
  3. As a result, users have no idea how closely Paradox is considering the feature, and everybody is left wishing out loud, wondering if Paradox is really out there.
  4. One day, Paradox announces an expansion with the feature. Everybody is excited! - but wait - it's already been implemented/planned. Nobody gave Paradox direct feedback on the implementation. Paradox just did whatever they considered best from their internal decision process. There is no user feedback - they just have whatever people said on the forums before knowing if the feature would ever see the light of day. It's all indirect and passive.
  5. The implementation is a fait accompli. We probably have to live with it for years to come. We can't really convince them to change it, even though they are finally working on an expansion, since it's already set in stone. Now, loop back to point 2 to see why this is particularly depressing!

Now yes, Paradox has an amazing team, and they've done amazing things. And they do eventually get things right, whether it take a patch, expansion, or a new game number.

But this business of presenting everyone with a fait accompli gets very depressing sometimes. Of course I'll love using the conversion feature, as it's better then nothing... But I would have appreciated some active solicitation on Paradox's part for implementation/UI ideas from forum users. The same goes with the OOB browser.

I had posted a request for one here in August 2009 with ~8,600 views. And thank the Lols, they actually added an OOB browser to the game. But, as per the abstract time-line I wrote above, we were presented with a fait accompli after a year of wonder. There was no direct user interaction/feedback on the implementation. And we'll have to live with the OOB Browser for years. Again, I'll be happy it's there, but I'll always think of what could have been. But then again, we can always hope that they will surprise us again.
 
Last edited:

Sangeli

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It's sad to say this, because the day that Paradox announced unit-conversions was supposed to be a great day. But this ties into a big weakness in Paradox's development style: sure, they eventually take the great ideas - but they never try to get active feedback on the implementation.

The way it works is as follows:

  1. Users beg/talk/debate about some feature.
  2. Paradox more or less stays silent. We are told that these things are for expansions, so no point asking now (since the team isn't working on an expansion).
  3. As a result, users have no idea how closely Paradox is considering the feature, and everybody is left wishing out loud, wondering if Paradox is really out there.
  4. One day, Paradox announces an expansion with the feature. Everybody is excited! - but wait - it's already been implemented/planned. Nobody gave Paradox direct feedback on the implementation. Paradox just did whatever they considered best from their internal decision process. There is no user feedback - they just have whatever people said on the forums before knowing if the feature would ever see the light of day. It's all indirect and passive.
  5. The implementation is a fait accompli. We probably have to live with it for years to come. We can't really convince them to change it, even though they are finally working on an expansion, since it's already set in stone. Now, loop back to point 2 to see why this is particularly depressing!
I couldn't agree more with this analysis. I have felt the same way for a while wondering what was going on. Its analogous to crying for help a dark room hoping there is someone around who can hear you, but you will never know until the help actually arrives. I have heard people repitetitvely ask for certain features with no Paradox reponse, but then all of the sudden it arrives. The only time you can sometimes get a response is by posting something in a thread created by a Paradox employee very early on. For example the RC's for 1.4.

I know Paradox works very hard, but I really wished the employees would post in threads that have very good suggestions as that would encourage people to think harder about them. To me, the HOI3 commuinity should be the think tank of ideas, not the Paradox employees. We have 100's of people who can debate about certain features and how to implement them, and Paradox doesn't have to pay a cent to anyone for coming up with them. All they have to do is pick the best suggestions and find a way to implement them (although some are already fairly well explained).

I know part of the reason is to keep people from getting their hopes up high; it would be bad for them to reply to a thread saying this or that will be implemented but as it turns out it isn't feasible. Rather than that, they should be more cryptic. They should say things like "we will consider it; keep throwing out more ideas on the subject". I know that when I see posts in the main forum I look for ones that have been responded to by employees and read what they wrote. If I saw a response like the one I described I know I would be motivited to discuss certain suggestions with other forumites.
 

unmerged(90249)

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I couldn't agree more with this analysis. I have felt the same way for a while wondering what was going on. Its analogous to crying for help a dark room hoping there is someone around who can hear you, but you will never know until the help actually arrives. I have heard people repitetitvely ask for certain features with no Paradox reponse, but then all of the sudden it arrives. The only time you can sometimes get a response is by posting something in a thread created by a Paradox employee very early on. For example the RC's for 1.4.

I know Paradox works very hard, but I really wished the employees would post in threads that have very good suggestions as that would encourage people to think harder about them. To me, the HOI3 commuinity should be the think tank of ideas, not the Paradox employees. We have 100's of people who can debate about certain features and how to implement them, and Paradox doesn't have to pay a cent to anyone for coming up with them. All they have to do is pick the best suggestions and find a way to implement them (although some are already fairly well explained).

I know part of the reason is to keep people from getting their hopes up high; it would be bad for them to reply to a thread saying this or that will be implemented but as it turns out it isn't feasible. Rather than that, they should be more cryptic. They should say things like "we will consider it; keep throwing out more ideas on the subject". I know that when I see posts in the main forum I look for ones that have been responded to by employees and read what they wrote. If I saw a response like the one I described I know I would be motivited to discuss certain suggestions with other forumites.


Well, the team must also have time for coding ... and as alas they are (still?) human, must also havetime for eat, sleeping, spend time with wife , kids ....

So, it is understandable they post rarely and quickly.
 

DiLune

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What happens if you cancel the upgrading unit from the production queue?
 

Sangeli

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Well, the team must also have time for coding ... and as alas they are (still?) human, must also havetime for eat, sleeping, spend time with wife , kids ....

So, it is understandable they post rarely and quickly.

Well according to Kallocain they read almost every thread on the forum. So clearly the issue is that they choose not to post, rather than that they don't have time to post. I keep tabs on nearly every post Paradox employees make in the main forum (actually its not that difficult). In general their posts simply answer factual questions where there is a definite answer; they rarely make posts saying this is a good idea. I can only think of one or two occassions where they responded to a suggestion like that.
 

unmerged(85507)

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Sounds great.

At the end of the Moscow battle event there is a little typo: It must be "Wehrmacht".

And I have a question: You were talking about diplomacy. By now all countries seem to have a relationship of exactly zero (0) towards each other at the beginning of my games. Will different starting relationships be added in this expansion, as they were in HoI 2?
 

Daelyn75

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Well according to Kallocain they read almost every thread on the forum. So clearly the issue is that they choose not to post, rather than that they don't have time to post. I keep tabs on nearly every post Paradox employees make in the main forum (actually its not that difficult). In general their posts simply answer factual questions where there is a definite answer; they rarely make posts saying this is a good idea. I can only think of one or two occassions where they responded to a suggestion like that.

I think these guys need to take a lesson from Stardock . . .

http://forums.elementalgame.com/

Go through the forum and you can find lead developers regularily talk to their customers/beta testers.

They ask for ideas, get them and give reasons why they choose to go certain routes. In the end everyone knows why they chose to do this, and is satisfied.

Besides, Stardock is one of the few companies that can actually put out an AI that is as good or better than a human player without cheating. Now that is saying something.