• 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.
Status
Not open for further replies.

unmerged(31085)

Imperator Caesar Augustus
Jun 25, 2004
486
0
profile.myspace.com
What are your wishlist for HOI 3?

1. No more CTD.
2. No more lagging.
3. More terrain features on the maps with layout of cities.
4. New sprites for every level upgrades.
5. Dynamic night and day events.
6. Dramatic night bombings with anti-aircraft flaks and searchlights as sprites.
7. Trenches
8. Icons for capital cities like that of Victoria.
9. Improvement of weather AI.
10. Improvement on computer AI.
11. Overhaul on game engine for faster gameplay.
12. Breakdown of smaller states for MODDING compatibility.

These are some of my thoughts...what are yours?
 
Upvote 0
Sep 3, 2008
72
0
he knew they would hit him not maybe an event but invasion there must be if you dont get SU wearing down that can be calculated by the AI not maybe attacking Caen but its more spicy if i know they are going to hit me :) but ok you are correcr that beach not maybe they invade in marseile

i have paris in a week time after i start blitzkrieg on west, baku i have but sverdlovsk no:( tnx for that tip


well im sure they would make a single division in the entire army in 1936


so whats the point we have A.H we have all of them here but not the flag:S

well if you read my post i was writting for Poland like an example i know that the attack on poland wasnt blitzkrieg that the revolution had come with H.Guderians proposal after the plan was captured by allies :)

so blitzkrieg we can use after we research it like a doctrine? and move it from 1938 to 1940 year:)
 

unmerged(113349)

Corporal
1 Badges
Sep 3, 2008
37
0
  • Hearts of Iron Anthology
Some of the things I would like to see based off of playing 1.3A. (I'm sure most of these have been mentioned before)

1. Automatic scaling of the bars in the production screen. I would really appreciate the ability of the reinforcement bar to automatically adjust as needed for reinforcements, so I'm not constantly pausing the game at midnight every day and readjusting.

2. The ability to determine if a unit gets reinfored/upgraded.

3. Country specific stats on units. A level III US tank should not have the same stats as a level III german or russian tank. The same should be said for air and sea units.

4. The progressive construction cost of province improvements that has been mentioned a few times is a great idea.

5. A reminder or timer that triggers the player that they can make another diplomatic action or policy change. It is easy to get bogged down in the details of the game and go right through new years without adjusting your policy settings.

6. A better explination of what each of the policy settings and leadership traits are. I know the forums and wiki have done this with HOI2, but would love to know this information up front with HOI3.

7. Also mentioned by previous post, the ability of Japan to join the axis, but not have to go to war with Russia.

8. Rework of the organization/morale of sea units. Not sure how organization really plays into a specific ship. This is espeacially the case after a carrier engagement, where the ships of the oposing taskforce have their organization dropped to almost nothing. I understand ships requireing refueling and resupply at sea, but if a ship is involved in an attack, and either isn't damaged or only lightly damaged, I'm not sure why it's organization should drop off so gravely.

9. The ability to destroy supply stockpiles and other national resources (not just ESE effects, but actually destroy the resource itself) through naval shore bombardment or aerial bombing.

10. A modifier that takes into account a nation's loss of manpower to reflect national morale. Basically, as losses mount, and manpower is reduced to fill reinforcements, their should be a dissent hit to represent a country's willpower to remain in the fight.

11. Unique country based technologies, that once researched by a country can then become availalbe to the rest of the world through stolen or traded blueprints, or maybe even backwards engineering after the capture of said technology.

11a. Along the same lines as above, unique country based years for technology. Make this an option at the game setup that would allow for a more historical feel when it is triggered, or a more open ended game when not.

12. The ability to create militia units in providences that don't require strategic redeployment, meaning they are created in the way a province improvement is created.

13. A better model of the effects of radar. I've seen too many times planes fly right by one another and not engage (and no weather wasn't a factor).

14. A diversification of supplys. Break it up into subcategories, food, ammunition, replacement parts, ect...have supply play a role in reinforcements and upgrades.

15. Tie reinforcement with upgrades, so that as a unit that is set for an upgrade, but also reinforcements, gets a bonus towards upgrading as it reinforces, to represent the replacements being of the new technology.

16. Diversification of industry. Break industry up into things such as mechanical plants, shipyards, aeronautical facilities, etc...this would allow you to model some of the tactics used by the allies to destroy factories that manufactured key components of higher level systems (ball bearings)

17. The ability to once again convert outdated destroyers and transports into convoys and escorts.

18. Add an event, that if german (or any other country for that matter) paratroopers are dropped in Crete, or any other mediteranian island, there is a way to return them to the mainland after conquest. Outside of sneaking a transport down to crete, I have yet been able to get my paratroopers off the island. When I reload them onto their planes, I can't get a command for the planes to rebase, even when maxed back out on org.

19. When a ship dies after leaving an engagement but not during the engagement, give the credit back to the last vessel that fired upon it, and update accordingly in the stats window instead of just having it show as blank.

20. Have the ability to upgrade light infantry to motorized or mech, ditto with Cav.

21. Get rid of the air supply mission trigger in the tech tree, or change it, create a air resupply function similar to convoys, with airunits being purchased much like convoys, have them resupply by air, but also support the TC modifier.

22. Incorporate a fear factor for owners of nuclear weapons.

23. Reinforcements should be slower, and tied into location, infrastructure and TC. I shouldn't be able to reinforce a panzer division in africa in the same amount of time I can reinforce one in Berlin.

These are just some ideas. All in all I love HOI2, and can't wait for HOI3 to be released.
 

The Great Duck

Eternal leader of all Ducks
Dec 13, 2006
2.676
0
Sabotteur said:
Some of the things I would like to see based off of playing 1.3A. (I'm sure most of these have been mentioned before)

1. Automatic scaling of the bars in the production screen. I would really appreciate the ability of the reinforcement bar to automatically adjust as needed for reinforcements, so I'm not constantly pausing the game at midnight every day and readjusting.
That is already in the game.
 
Sep 9, 2008
24
0
And the soviets shouldn't declare war against Germany! My forces was destroying the Asian and African nation when the soviets suddenly declared war and take over the whole europe!!!
 

Balesir

AoD's Old Geezer
146 Badges
Dec 23, 2005
3.145
1.700
  • Arsenal of Democracy
  • 200k Club
  • Darkest Hour
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Jade Dragon
  • Europa Universalis III Complete
  • Deus Vult
  • Sengoku
  • March of the Eagles
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Common Sense
  • Hearts of Iron III: Their Finest Hour
  • For The Glory
  • Pride of Nations
  • Rome: Vae Victis
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines Deluxe Edition
  • Rise of Prussia
  • Mount & Blade: Warband
  • Stellaris: Galaxy Edition
  • Stellaris: Megacorp
  • Crusader Kings III: Royal Edition
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • East India Company
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Death or Dishonor
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • 500k Club
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 3 Sign Up
  • PDXCON 2017 Gold Ticket holder
CDevRell said:
And the soviets shouldn't declare war against Germany! My forces was destroying the Asian and African nation when the soviets suddenly declared war and take over the whole europe!!!
:rofl: Why not? Stalin and the Nazis were never best buddies - if Germany leaves a poorly defended border, I'd say an eventual attack by the USSR should be more-or-less guaranteed!
 

fortunesfavorit

Sergeant
5 Badges
Mar 9, 2008
82
0
  • Hearts of Iron III
  • Semper Fi
  • 500k Club
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
A few more

Sabotteur said:
Some of the things I would like to see based off of playing 1.3A. (I'm sure most of these have been mentioned before)

1. Automatic scaling of the bars in the production screen. I would really appreciate the ability of the reinforcement bar to automatically adjust as needed for reinforcements, so I'm not constantly pausing the game at midnight every day and readjusting.

2. The ability to determine if a unit gets reinfored/upgraded.

3. Country specific stats on units. A level III US tank should not have the same stats as a level III german or russian tank. The same should be said for air and sea units.

4. The progressive construction cost of province improvements that has been mentioned a few times is a great idea.

5. A reminder or timer that triggers the player that they can make another diplomatic action or policy change. It is easy to get bogged down in the details of the game and go right through new years without adjusting your policy settings.

6. A better explination of what each of the policy settings and leadership traits are. I know the forums and wiki have done this with HOI2, but would love to know this information up front with HOI3.

7. Also mentioned by previous post, the ability of Japan to join the axis, but not have to go to war with Russia.

8. Rework of the organization/morale of sea units. Not sure how organization really plays into a specific ship. This is espeacially the case after a carrier engagement, where the ships of the oposing taskforce have their organization dropped to almost nothing. I understand ships requireing refueling and resupply at sea, but if a ship is involved in an attack, and either isn't damaged or only lightly damaged, I'm not sure why it's organization should drop off so gravely.

9. The ability to destroy supply stockpiles and other national resources (not just ESE effects, but actually destroy the resource itself) through naval shore bombardment or aerial bombing.

10. A modifier that takes into account a nation's loss of manpower to reflect national morale. Basically, as losses mount, and manpower is reduced to fill reinforcements, their should be a dissent hit to represent a country's willpower to remain in the fight.

11. Unique country based technologies, that once researched by a country can then become availalbe to the rest of the world through stolen or traded blueprints, or maybe even backwards engineering after the capture of said technology.

11a. Along the same lines as above, unique country based years for technology. Make this an option at the game setup that would allow for a more historical feel when it is triggered, or a more open ended game when not.

12. The ability to create militia units in providences that don't require strategic redeployment, meaning they are created in the way a province improvement is created.

13. A better model of the effects of radar. I've seen too many times planes fly right by one another and not engage (and no weather wasn't a factor).

14. A diversification of supplys. Break it up into subcategories, food, ammunition, replacement parts, ect...have supply play a role in reinforcements and upgrades.

15. Tie reinforcement with upgrades, so that as a unit that is set for an upgrade, but also reinforcements, gets a bonus towards upgrading as it reinforces, to represent the replacements being of the new technology.

16. Diversification of industry. Break industry up into things such as mechanical plants, shipyards, aeronautical facilities, etc...this would allow you to model some of the tactics used by the allies to destroy factories that manufactured key components of higher level systems (ball bearings)

17. The ability to once again convert outdated destroyers and transports into convoys and escorts.

18. Add an event, that if german (or any other country for that matter) paratroopers are dropped in Crete, or any other mediteranian island, there is a way to return them to the mainland after conquest. Outside of sneaking a transport down to crete, I have yet been able to get my paratroopers off the island. When I reload them onto their planes, I can't get a command for the planes to rebase, even when maxed back out on org.

19. When a ship dies after leaving an engagement but not during the engagement, give the credit back to the last vessel that fired upon it, and update accordingly in the stats window instead of just having it show as blank.

20. Have the ability to upgrade light infantry to motorized or mech, ditto with Cav.

21. Get rid of the air supply mission trigger in the tech tree, or change it, create a air resupply function similar to convoys, with airunits being purchased much like convoys, have them resupply by air, but also support the TC modifier.

22. Incorporate a fear factor for owners of nuclear weapons.

23. Reinforcements should be slower, and tied into location, infrastructure and TC. I shouldn't be able to reinforce a panzer division in africa in the same amount of time I can reinforce one in Berlin.

These are just some ideas. All in all I love HOI2, and can't wait for HOI3 to be released.


All excellent ideas.

A few I have been pondering for some time:

1. Divisions should have the ability to have multiple enhancements of specialty battalions (such as anti-aircraft, anti-tank, artillery, heavy artillery, heavy weapons, medical aid stations, etc.). This tracks far more closely with reality rather than a single brigade of only one of anything. If it can be done for ships, why not divisions?

2. There should be an "elite" enhancement for divisions. Many of the major combatants during the war had elite units which had preference in training, personnel, equipment, etc. and had greatly enhanced morale, stamina, offensive and defensive capabilities, etc. (along with increased costs to society and the military often all out of proportion to their true military effectiveness). I just don't see how a "SS" division or the "Screaming Eagles" could be placed on par with other vanilla divisions. The same would be true of certain air units such as the "Flying Tigers".

3. I know there is a reluctance to deal with the whole issue of prisoners of war, however, it could be dealt with in a generalized way rather than simply ignoring it and the very real and significant consequences that followed. Rather than having a cut off unit simply destroyed in total, there should be an option for demanding the surrender (or, that unit offering surrender). In such circumstances, the failure of the conquering unit from accepting a surrender would result in enhanced morale and defensive capabilities on the remaining units of that nation whose unit was destroyed. On the other hand, accepting surrender would cause a drain on supplies, manpower costs, etc. in order to care and guard them. It would also provide the opportunity of the nation holding such prisoners to recruit them as a trained pool of replacements and new military units (much as the Germans did with Soviet prisoners) and as workers for farms and factories.

4. There should be the ability to create puppet governments in something less than entire countries. I'm thinking here of the German invasion of the Soviet Union as an example. What might have been the results if the Germans had set up puppet regimes in areas such as Belorus or Ukraine and recruited its populations against the Soviets rather than turning them against them. At the very least, it would have greatly reduced partisan activities and at best added much-needed manpower to the invading forces.

5. There really should be a greater differentiation between units in the various countries. A division is not a division is not a division. In reality, a vanilla German division was not the same size and didn't have the same capabilities as equivalent divisions in the Soviet Union or the United States, etc. They shouldn't be treated the same. Also, aircraft, armor, etc. shouldn't be treated as equivalent between the countries. An M-4 Sherman was not the same as a Mark V Panther or, a T-34.

6. There should be the ability of capturing and utilizing enemy equipment and supplies. It would be more realistic to allow this based upon the circumstances surrounding the defeat of enemy units and countries rather than have them all simply vaporize.

I know some of these have been discussed before and I don't really know how practical they might be, however, I thought I would add my two cents.

Thanks

fff
 

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

unmerged(115336)

Corporal
2 Badges
Sep 20, 2008
40
0
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
Ok, I haven' t read any of the suggestions above but here are mine:

1- New buildings, a lot of new buildings, like:

1a- Research center/university: like the rocket site and the reactor it should be allowed just in one province with a max quantity set by a technology (ie. Max_research_center= 3). This building will increase the research speed, increase the ability to gain a blueprint, add an extra slot to research (ie. if you can use just three tech teams, with this building you could use four)

1b- Intelligence agency: like above, just in one province with max size. This building would increase the ability of performing intelligence actions, send spies, coup nations and so on.

1c- land units training ground: in HOI2 you create units and then they pop up wherever you want in your territory. Well, not wherever you want actually. If you play with Great Britain you will be able to deploy your units only on the island. With the "land unit training ground" in one province you will product and deploy the unit in that province (ie. you have a "land unit training ground" in Bombay; you will create one infantry unit using this facility and, when the production is over, the unit will deploy in Bombay). The bigger the facility, the more units you will be able to create, of course if you have the necessary IC, this do not eliminate the need for IC.
1d- Shipyard: like above but for ships. It would need at least a naval base though.
1e- Airplane production: like above but for planes. It would need at least an airfield.

1f- Army HQ: doctrines will be researched more quickly, leaders will be more effective, morale will be higher, organization will be higher. This is a one-province-only building, like the reactor.

1g- Of course, if someone bombs these facilities bad things will happen, trust me, BAAAD things: research will slow down, spies will die, production will slow down and morale/organization will decrease.

2- You play as Italy and somehow you want to see Malta as a free nation. You should be able to press for the release of Malta with a diplomatic action (and/or with an intelligence action) so that Malta could be released by the United Kingdom. With intelligence you should be able to arm the partisans giving them better training, units and so on, making it easier to fight the oppressor. Of course this is not just about Malta. This is about every non-free nation, so you could do the same for Texas, Armenia or even the Netherlands after the german invasion. In HOI2 you can form partisans, my idea is to be able to improve the partisan activity and strenght.

3- There' s just one Berlin. But what if the allied and the soviets win the war and decide to split Germany and Berlin (like the did). If this happen Berlin (like Trieste, Jerusalem or Wien) should be split in two provinces.

4- Airplanes brigades: like napalm for a CAS should make it more effective agains a city, a jungle or a forest, cluster bombs would be perfect against large enemy armys, fighters with a radar would be more effective.

5- Tech teams gain experience: they should be able to gain some experience after developing a technology.

6- Ability to increase nationalism with internal propaganda, so increasing the troops' morale.

7- International and national waters: if you are not at war with another nation or you don' t have the right of passage you should not be able to enter its territory, not even on national water.

8- Attack, support attack, siege! Siege would slow the enemy supplies or, if performed by enough units, totally stop the enemy supplies in a province. Best performed in an urban area. This can be done by naval units to a province with a naval base aswell. This action would cause few casualties un both sides (but the units performing a siege will see their organization decrease)

9- A third nation should be able to try to make two nations in war with eachother sign a peace treaty.

10- If a unit is destroyed by the enemy or by the lack of supplies, its leader should no longer be available.

11- Land and costal forts should have their own defense. With other troops in the same province the defense would increase. It' s not like you create a fort without troops and cannons. If a enemy unit attacks a province with a fort and without units it should still engage combat.

12- Events such as the Nurberg Trial, the partition of Germany, the Surrender of Japan (or any other nation in WWII) after the use of atomic bombs, the Marshall Plan, war in french Indochina, and many events with quotations from Churchill, Roosevelt, De Gaulle, Hitler, Tojo, Stalin or Mussolini (or else) to increase the troops' morale or decrease dissent.

13- When improving the infrastructure in a province with infr higher then 80% it should decrease of 10% while building. When the production is over you will get that 10% back plus the 10% you just produced. Why? Well, if you build in a site with few infrastructure you don' t touch the ones already existing but if you build in a site with planty infrastructure you are just going to improve the ones already existing, blocking them partially to accomplish the task.

14- Buy maps. With intelligence you should be able to buy the map of a specific enemy region, showing you how many troops there are and what kind of troop there are. This should work for, let' s say, 12 hours max. Of course, like every intelligence action this won' t always be succesful, you' d need the right number of spies, the right decription technology and so on.
 

Ruthlesssamuria

First Lieutenant
14 Badges
Aug 9, 2005
246
61
  • Hearts of Iron II: Armageddon
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Semper Fi
  • 500k Club
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • 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
  • Battle for Bosporus
Hoi3

make Minefields sea and land
Allow designing ships
BB with bigger guns, more or less armour, better engines for speed.
merchant raiders with bigger guns, better engines for faster speed than Atlantis had. Hmm have Pt or E-boats on a mechant raider like 25 to 50 to attack fleets/convoys. Also anti ship missles on raiders like Atlantis PT/E-boats or on coast. Allow secret weapons base earlier base on R&D and money invested in them. Germans had TV guided and wire guide anti-ship missiles by 42-43. Italains had their minisub/chariots that sank UK BB's in Alexandera and ships in Gibalter. They sank the Italian BB Romana=spelling? with them.
Be able to salvage ships sunk in port as the Italians did at Taranto and USA did at Pearl Harbor.
Not allow buildup on border if at peace for allies example UK on Italain colonial borders.
Surprise attack effect Example: on USSR and USA on 1st attacks
Allow destorying planes on ground without lose of pilots as Germans did with there small bombs they developed after Battle of Britain and used on USSR planes on the ground
Reduce effect of fly bombs and V-2's based on poor guidence systems to realistic levels
 

ForzaA

Thalassic QA
Paradox Staff
QA
69 Badges
Apr 1, 2001
10.288
1.546
  • Rome Gold
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • The Kings Crusade
  • Lost Empire - Immortals
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • King Arthur II
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Starvoid
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Imperator: Rome Sign Up
  • Dungeonland
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Diplomacy
  • A Game of Dwarves
  • East India Company Collection
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Impire
considering there's a whole forum dedicated to HOI3.. It seems a bit late to post here, no?

*closed*
 
Status
Not open for further replies.