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unmerged(12544)

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1) Production screen: small buttons next to Consumer Goods, Production, Supplies, Reinforcements, Upgrades, which by click will set the slider to 100% needed for that field.

2) Production screen: When you e.g. build a division it says "Takes 90 days to develop", please add right next to that the date, when it is finished. You see the date after clicking "Start Production", but it is not so convenient for planning. So the ETA of the queque should also be shown, when you start production.
 
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Rommel41

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1) Make it possible for a major alliance leader to join the alliance of another major power, or at least allow two alliance leaders to come to some agreement that allows for tech trading and province exchange. My friend and I played a multiplayer game as Germany and the Soviet Union and the only way to let him (as SU) join the Axis was to declare war, then sue for peace and make him a puppet state.

2) Fix ICBMs and/or Ballistic Missle so that they can carry a nuke and be placed on a Nuclear Submarine.

3) Make it so that we can create more nukes and faster. :D

4) Fix the problem with nukes where you nuke a site like London and the VP counter there goes from 30 to 59 (supposed to drop to 1.) :confused:

5) Include (or improve trigger effect) special sue for peace option like In HOI1 where the Soviets surrender all territory west of the Urals to Germany.

6) Decrease Soviet and British rebuild capacity once their main industries, population centers and home islands are captured. Nothing sucks more than to chase 100+ British divisions to North Africa after capturing the home islands and still have 300+ Soviet divisions facing you in the Urals after reducing them to 30 only two years earlier.

7) Fix the logistics! Germany can almost make it to the Urals and hold most of Europe before its TC and Replacements go to S**T! :mad:

8) Trash the scripted decleration of war on Germany by the US and Russia in early 1942. This is a problem that stems from HOI1.

9) Make the puppet state of Russia more productive. In my last game the Ukranians and the Lithuanians produced more divisions than Russia, Hell, Georgia built more.

10) Give liberated puppet states a government and a starting division or so. I had to dedicate over fifty garrisons to my liberated countries for most of the game, ranging from Scotland and Russia to Palestine and Israel (that's right, Germany liberated Israel.)

11) Fix Vichy and other puppets so that you can board troops on their TP and so that you can control supply to a depot in their territory. It sucks to have a perfect supply depot in Tripoli that has 4500 supply and 2100 oil only to watch your army forced to use the 0 supply and 25 oil stockpile of the worthless Algiers territory.

12) Improve the likelihood of war or an alliance with the Japanese. In all three of my games so far they managed to go all ten years without joining my alliance or attacking someone.
 

unmerged(39249)

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Great threat. Here's my ideas

Just finished reading the current suggestion list. Here are a few ideas I didn't see there

Interface:

When (manually) assigning a leader, be able to filter the list of available leaders based on a trait. For example, when I select 'engineer’, I only see the leaders with the engineer trait.

Gameplay:

Implement a limit on how much ressources can be stored by a country. This limit should be a ratio of the total IC capacity. Add a new tech tree that affect this ratio. With the current system, it is too easy to stockpile huge amount of ressources and never experience any shortage during the war.

Add a strategic mission for air unit to bombard stockpile of ressources. Add a few tech that influence the effectiveness of this strategic mission.

Lower the maximum fleet size of sub. Huge sub fleet are invisible. Another solution would be to implement a stacking penalty for submarines.

Ideological enemies should make trading harder. Fascist trading with Communist should be harder to achieve. I think the current system only takes the current influence level into consideration, which is not enough.

Rare material should always be traded at a premium compared to other ressources.

AI :

Improve how the AI deals with sub fleet. If an enemy is actively using sub fleet, it should adjust how its fleet are composed (more naval units with asw stats) in order to better deal with this threat. Possibly have the AI build specialized fleet for asw mission, like a human player would. This would radically change the way UK and Germany interact in the Atlantic ocean. UK BB fleets are a waste against Germany.
 
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I would have liked the statistics to be a little different. I don´t just want to see how many divisions I have, but I would have liked that the strength of the actual divisions were converted to actual numbers, so that we got something like:

4. Italy:

800,000 inf.
200,000 Mouint
150,000 Cav
350 Light Tanks
100 Medium Tanks
200 Interceptors
75 Tactical Bombers

and so on...

It would felt more "real" to see actual numbers as in ordinary WW2-statistics in books. And add a "casualty page" which include the casualties for each nation in these actual numbers...
 

Wolf52

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Make CAGs part of the carrier, so when you order a carrier you dont have to remember to build CAG units.
 

Koeppen

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didnt have the stamina to read all 10 pages so if this has already been brought up I appologise.

* Being able to change division type, eg from INF to MOT. If you check german records for many of their divisions you'll see they were INF to start off with but later transformed into MOT or MECH or even PZ divisions. Might be able to solve with brigade types? Making a MOT brigade which you can add to your INF division and brings it up to MOT standard?
 
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I didn't realize there was a wish list. Here is mine. Would you reduce or end the experience gained by ground troops under air atack. Here is my rationale from another thread:

I have been watching the experience gain of land units under air attack since I first noticed it. I think there is a problem.

There are two factors. Under an air attack, land units can often receive two attacks a day for, maybe, 10 hours combat total. So if attacked for a week by air, the land unit gains 70 hours of combat experience. This is typically much greater experience than in regular land battles which tend to be very short. So a unit can gain a lot of "battle time" experience when lucky enough to be the target of a sustained air campaign vs the very quick land battles.

The second factor is the rate of experience gain. The land unit experience seems to build very quickly when under air attack. I am not certain but I suspect the units may be receiving experience based on "air experience gain factor" of 2.25 instead of the 'land experience gain factor" of 1. Again I am not certain, but perhaps since an air unit is involved, the air experience factor is used.

The first factor is definitely true. Land units gain a lot of experience when under a sustained air campaign of interdiction or ground attack. If the second factor is true as well, it really exaberates the problem.

The experience gain by defenders may outweigh the benefits of reduced org or strength during a lengthy preparatory air campaign similiar to D-day or Normandy. Instead of softening up the defenses, a couple of weeks of TAC/CAS attacks produces uber experienced defending troops.

I don't think this is an accurate reflection of the benefits of preparing the battlefield with TAC/CAS for a week or two prior to a land assault. Having land units gain experience when under air attack reduces the value of CAS/TAC.

And I don't think we can change this through modding. The experience gains within the misc file are not specific enough to tweak for this situation.
 

unmerged(38903)

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And one more suggestion:
This maybe is a bug I don’t know - Air missions when are no longer needed should be automatically switched on NONE. For example: after I annexed some nation my air units still performing ground attack mission in that areas.

And a few science fiction suggestions:
1.Add an option for playing HOI 2 in classic turn based style and PBEM option so we can play this game by e-mail! :eek:
2.Add scenario with European theatre only
3.Add scenario with Pacific theatre only
;)
 

unmerged(12544)

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-money should never go negative (e.g. through events)
-make land convoys possible again, like in HOI1 (e.g. from Graz to Belgrade), or
-allow resources to flow through allied territory (prefered solution), this is crucial to allow partition events for Yugoslavia and Greece
 
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Red_King

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Panther II said:
-money should never go negative (e.g. through events)

I take it you've never had an overdraft then? Money can go negative for countries in real life, i.e. a balance of payments deficit or increased PSBR, so why not in the game?
 

unmerged(17139)

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please allow use of hoi sprites. the different infantry clothing styles were a nice cosmetic feature, and please make calvary look different from infantry (horses are pretty difficult to hide)

would like some shooting sounds when engaged in combat too, please...
 

unmerged(18911)

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Pasted by Popular Demand

Things that were less enjoyable, or I would like to see changed:

1) There should be an option to suppress obsolute units in the build menus. Frankly, I cannot think of a reason why the suppression should not be automatic, but I am sure someone somewhere will want to build an antique for some reason.
2) Auto-promote leader function needs to maintain a better balance of skill relative to High level officers. There does not need to be more than one FM/Grand Adm sitting in the officer pool at any one time IMHO. Personally, I think a better way to do it would be to only promote a leader when they have enough XP to raise their skill level one. At that point they are then "auto-promoted" effectively keeping their skill level the same. This could occur all the way up to say, General. Promotions past that point should be done manually by the player.
3) I don't like the undocumented naval stacking penalty for large fleets. While it may be realistic, it is confusing. If a Grand Admiral is supposed to be able to control 30 flotillas without penatly, I think he should control 30 without penalty. Also, players are more likely to create large fleets for a number of reasons. One reason is that it gives the human fewer things to micro-manage, which allows more time to be spent in the "Action." Also naval disadvantaged nations like Germany versus the UK have to build uber fleets to be able to compete with the huge number of medium fleets their enemies deploy.
4) Ok leader death. (watches as everyone rolls their eyes) While this is realistic, I don't like it. Since the scenario is only 11 years, I think the quick fix is to just turn it off. Heck, since I play dictatorship nations my generals understand that they don't retire until the war is won! As Germany I was having a leader a week die. It was so pervasive I could not even get to know my leaders. Every week some new namless face located some where all over the world drops dead in his resort 100 miles from the front. The resulting micro-management is annoying, and disrupts my RPG-like enjoyment of building up leaders I admire like Irwin Rommel. Using historic death dates is also a fallacy in an alternate reality simulator. Germany has a very high rate of death at the end of the war historically because they were being mobbed, had insufficient supplies, and had lost the technology edge. In a game where the reverse is true, they would live much longer lives. (and perhaps the allied leaders shorter ones.) I would prefer to see a leader death rate in HOI2 of about 2 per year. Just enough that it is meaningful, but does not require constant clicking. Maybe leader death can be a checkbox in the options menu that allows players to turn it on or off. The more sophisticated approach would be to keep a mortality register for each leader. Each day spent in combat would increment it. Losing a battle would increment it still further, while being destoyed would increment it further still. A random percentage type check could be made every month to see if it falls within a leaders' accumulated mortality value. The higher the accumulated mortality, the greater the chance that leader would die. (but still only about 2/ year). There could be additional modifiers such as rank. A higher level officer is more protected than a junior, and would therefore live longer. There could also be simple global modifiers. Does your faction have a high score and is thus winning the war? Do you have superior technology? Are your supplies short or fat? Anyway, you get the idea...
5) I do not like the plane stack cap at 4. I think it would be best if it were around 8. That would allow for six TACS and 2 Escort fighters per stack. As the AI frequently employes stacks of 10 or so, you would then have a chance to survive an encounter with them. More small airwings = more micro-management= less time spent in the "action"
6) A left over bug from HOI1 is that there are sometimes fleets with no flotillas in them that do not disband. Example: TP flotilla fleet that is destoryed in port.
7) There is an auto-retreat bug crossing certain provinces like Istanbul to bursa/Izmit, and across Italy. This is not due to supply, distance, or intervening navies, and needs to be fixed.
8) There is a "Massive Mysterious Naval Loss Bug". It happened to me twice in the last game. The first when I massed all the starting German Fleets, and the second time when I had by far the largest (30 units) and most powerful fleet in the game. You get a message like your ships have lost a battle, but almost all of your ships sink, it shows no enemy losses, nor is there any engagement. Yes, my ships had high str, and org, and were in supply. One moment they are there, the next moment they simply vanished.
9) The winter effects on manpower loss need to be toned down. They are more deadly than bullets! It also makes it impossible for me to predict how much manpower I will have when queing production etc. Turning off the reinformcement slider in winter when you have fights in warmer climates all over the world is not the answer...
10) For ego and polite competitive purposes I would like there to be a statistics screen that shows all enemy units I have destroyed by country and in aggregate. It should be broken down by individual unit type, and should contain land, air, and naval losses. You know' a kill counter.
11) Ok maybe I am lazy or impatient, but I would like my air units to automatically rebase themselves when they are unprotected adjacent to enemy ground forces. When I have a dozen battles on air, land, and sea raging all over the globe, I simply cannot see the small blue dot buried somewhere that is about to be overrun. Perhaps this could be a checkbox option in the Options page? That would allow those who like to control every last detail to maintain their current play style.
12) I would like better descriptions of what each tech does in the tech description. I want to see what abbreviations mean. What the heck is the difference between a CAS and a CAG? I also want to know if it allows me to build a new armor division, or only a brigade. etc.
13) Missions are much less useful than they could be because they are assiged to regions that are not detailed anywhere in the game. I know some people have a keen understanding of obscure world geography that allows them to realize that conducting a combat patrol in the East Iberian Sud will take their navy to the square where the enemy navy is bombarding their troops, but I can't. The color coding does not help much as the same colors are often duplicated many times, and the difference between colors is so subtle I often cannot tell the difference. <g>
14) The diplomacy peace treaty is too difficult to manage. I have to remember a huge list of unusual province names that I then have to request as mine. I want a simply treaty option that says, in effect, "I will stop crushing you like a bug if you give me the provinces I currently hold." I don't want to have to find, spell, and type (click) in all those territories flung all over the world.
15) I launched ICBMS and nuked Washington DC, New York, Boston, and Detroit all in one attack. After such devastation I cannot imagine an isolationist nation would not return with an immediate offer of peace... Shouldn't such world changing occurences trigger some type of event?
16) I spent a lot of time influencing nations up to 200, only to find that they could not come to my alliance due to govt. type. I cannot keep track of all that, could it not be possible to display the country's govt. type in bright red, or some such, if they cannot anyway, anyhow, ally with you?
17) While Advanced light tanks and heavies may not have been deployed in division strength historically, in an alternate history simlualtor I would like to see the option to do so. Advanced Lt. tank divisions would be VERY useful on the eastern front. Just because Hitler did not have the vision to build them does not mean I do not.
18) I would like to see at least one upgrade for MP units in the game.
19) One of the big problems I had in HOI1 was trying to get escort ships./sub packs to travel along with my transports at the same speed (but due to stacking limits and ease of use be in separate fleets). I still cannot seem to get this done in HOI2. Whichever unit is faster runs ahead and leaves the TP's all alone at the mercy of enemy fleets. I would like some easy way to tell my warships to protect that convoy over there with the panzers, or die trying.
20) I want to see what brigades the enemy has attached to their units in the combat details screen.
21) I would like a mission type for ground units such as "auto advance". This would tell them to keep picking adjacent enemy provinces to invade as long as their str/org stays above a certain level. When I cross into Africa with 50 divisions in nice stacks, I would like to set them all to this mission, and not have to worry about them again until they have gobbled up all of Africa. Its really annoying micro-management to send single units all over the map trying to conquer empty or lightly held provinces.
22) I wish there was a way to see the total stock piles of my allies. That way I could open negotions from time to time to make sure they have adequate levels of everything.
23) I wish AI allies did a better job of supplying my units on their soil. (though it is better than HOI1)
 

Red_King

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Thelebk said:
Things that were less enjoyable, or I would like to see changed:

1) There should be an option to suppress obsolute units in the build menus. Frankly, I cannot think of a reason why the suppression should not be automatic, but I am sure someone somewhere will want to build an antique for some reason.

If you mean lower tech, rather than obsolete then as they are cheaper and quicker to build than the most modern units, you can find it useful to queue them late in the game when you might want to stop large Red stacks ploughing through your territory, for example.


5) I do not like the plane stack cap at 4. I think it would be best if it were around 8. That would allow for six TACS and 2 Escort fighters per stack. As the AI frequently employes stacks of 10 or so, you would then have a chance to survive an encounter with them. More small airwings = more micro-management= less time spent in the "action"

This was changed in v1.1 to stop the AI building huge airfleet stacks. I build small stacks as a matter of routine - 3 TAC to 1 Escort for example or 3 INT / FTR. This allows me flexibility of mission, where I can send two 'wings' to a mission if required. Prior to v1.1, you have to have unrealistic and unhistoric massive stacks of airpower sitting on the French coast to allow for 'Battle of Britain' type missions.


11) Ok maybe I am lazy or impatient, but I would like my air units to automatically rebase themselves when they are unprotected adjacent to enemy ground forces. When I have a dozen battles on air, land, and sea raging all over the globe, I simply cannot see the small blue dot buried somewhere that is about to be overrun. Perhaps this could be a checkbox option in the Options page? That would allow those who like to control every last detail to maintain their current play style.

And where would you like the unit to pick to rebase? If you can't see where is about to be overrun, how will you see where the unit has randomly rebased to ?


12) I would like better descriptions of what each tech does in the tech description. I want to see what abbreviations mean. What the heck is the difference between a CAS and a CAG? I also want to know if it allows me to build a new armor division, or only a brigade. etc.

The difference is the same as that between a Stuka and a Seafire. CAS = Close Air Support, CAG = Carrier Air Group. The second point, however, is well made.


13) Missions are much less useful than they could be because they are assiged to regions that are not detailed anywhere in the game. I know some people have a keen understanding of obscure world geography that allows them to realize that conducting a combat patrol in the East Iberian Sud will take their navy to the square where the enemy navy is bombarding their troops, but I can't. The color coding does not help much as the same colors are often duplicated many times, and the difference between colors is so subtle I often cannot tell the difference. <g>

Clicking on somewhere in the region with a unit mission selected assigns units missions in that region. I agree that sometimes the list you get for, say, a strategic bomber is long and confusing, but I generally know where the plane should be heading for before I select it.


14) The diplomacy peace treaty is too difficult to manage. I have to remember a huge list of unusual province names that I then have to request as mine. I want a simply treaty option that says, in effect, "I will stop crushing you like a bug if you give me the provinces I currently hold." I don't want to have to find, spell, and type (click) in all those territories flung all over the world.

Agree, strongly.


17) While Advanced light tanks and heavies may not have been deployed in division strength historically, in an alternate history simlualtor I would like to see the option to do so. Advanced Lt. tank divisions would be VERY useful on the eastern front. Just because Hitler did not have the vision to build them does not mean I do not.

And I'd also like to be able to pick unhistoric doctrines which you cannot do at the moment. Yes, it's probably a stupid thing to want to do, but I'd like to run a 'what if' game to see what would happen to Germany if they didn't follow the blitzkreig doctrines.


20) I want to see what brigades the enemy has attached to their units in the combat details screen.

Oh, yes, indeed. That would be quite useful. Having some way of getting that info before you attack would be even better. "Yes, sir, I know they look like BT-7 light tanks, but there's 3 brigades of KV-1's there as well..." "Well done, Skorzeny. Get onto HQ and ask them for some Tiger support before we attack."


21) I would like a mission type for ground units such as "auto advance". This would tell them to keep picking adjacent enemy provinces to invade as long as their str/org stays above a certain level. When I cross into Africa with 50 divisions in nice stacks, I would like to set them all to this mission, and not have to worry about them again until they have gobbled up all of Africa. Its really annoying micro-management to send single units all over the map trying to conquer empty or lightly held provinces.

Again, how would the AI know where to send your units? Africa is a big place and it might, say, attack south from Casablanca rather than east. You can set a unit a long mission by tellling it attack somewhere far away, rather than the next province. I had to do this after my Panzers broke through in Russia, asking Guderian to keep moving until he got to the oil producing provinces.
 
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Red_King

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Panther II said:
Because your research teams won't work until money is positive again.

So the aim of the game is to try and keep your trading and expenditure in balance or profit to avoid this happening, surely, rather than a blanket rule to avoid it?
 

mld0806

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- Remove the ally requirement for sending expeditionary forces. The Condor Legion in Spain and the Flying Tigers in China are two examples of these types of units. Not only did the recieving country benefit, but so did the supplying nation. The Condor Legion was in Spain to train German pilots and test German technology and refine German doctrines, not just so that Franco could win. Yes, the Condor Legion appears in name in the Nat. Spain units, but the benefits given to Germany that were historic are non-existant.
 

unmerged(32507)

Corporal
Jul 27, 2004
36
0
A simple but desperately needed change: the "Leader has died" window should include a go-to-province so that you can efficiently replace the leader by oneself. It would be nice to escape the "Where's Rommel?" school of mouse-clicking