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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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Maximilian I

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unmerged(38744)

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I have troops in Caen. France has not been annexed, so Caen has a high revolt risk. I have 10 land forts built in Caen. Caen revolts. The troops I have in Caen and in the surrounding territories begin to fight the partisans automatically as I have them all set on partisan duty.

The partisans use my Caen land forts to their advantage during the battle.
AND I HAVE TROOPS IN CAEN.

Did the partisans suddenly appear inside my land forts that were occupied by my troops and push them out?

The game treats the partisans as the defenders even though my troops were already there and the partisans are trying to take the territory.

Annoying.

Sorry if this has been posted.
 

Aragos

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Diplomacy:
1)Fix the issue with multiple alliances; i.e., the US should be able to make allies and bring them to the war as part of the "Allies" (sort of like a Rio Pact--the US has Mexico as an ally, and has the option of bringing Mexico along when it goes to war). As it is right now, the US can DoW the Axis (or the Soviets) outside of the Allies. And make it apply to everyone--there should be no reason why it works like this, given that it works fine in Victoria.

2) Make it more likely for a country to give military access if it is fighting the same enemy.

3) Fix the problem with the Low Countries and automatic reoccupation of provinces. IF I'm a non-Allied USA, and liberate a province in Holland or Belgium, the original owners suddenly own it again, and my unit gets kicked back to Washington DC (a nice little redeployment exploit, but a real pain when the Germans are filling up the area with troops behind an impenetrable wall of 'liberated' Belgian and Dutch provinces--all the while neither country will give the USA access, but will allow them to be reoccupied by the Nazis.)
 

unmerged(3221)

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Aragos said:
Diplomacy:
1)Fix the issue with multiple alliances; i.e., the US should be able to make allies and bring them to the war as part of the "Allies" (sort of like a Rio Pact--the US has Mexico as an ally, and has the option of bringing Mexico along when it goes to war). As it is right now, the US can DoW the Axis (or the Soviets) outside of the Allies. And make it apply to everyone--there should be no reason why it works like this, given that it works fine in Victoria.

2) Make it more likely for a country to give military access if it is fighting the same enemy.

3) Fix the problem with the Low Countries and automatic reoccupation of provinces. IF I'm a non-Allied USA, and liberate a province in Holland or Belgium, the original owners suddenly own it again, and my unit gets kicked back to Washington DC (a nice little redeployment exploit, but a real pain when the Germans are filling up the area with troops behind an impenetrable wall of 'liberated' Belgian and Dutch provinces--all the while neither country will give the USA access, but will allow them to be reoccupied by the Nazis.)

The game can't and will never be able to handle three sided messes like the ones that you describe. They are not historical and the game can't handle them and will never be able to handle them. And stuff like you mention will open the game up to all sorts of exploits (which is why they basically turned off military access).

It would be much better for Paradox to improve stuff that is already in the game and which is historical such as there being an assured way for countries in an alliance to provide supplies to allies without all sorts of complications about getting stuff from the Congo or the Pacific back to Europe because of a capital move (Belgium and Netherlands).
 

unmerged(38744)

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Aragos said:
3) Fix the problem with the Low Countries and automatic reoccupation of provinces. IF I'm a non-Allied USA, and liberate a province in Holland or Belgium, the original owners suddenly own it again, and my unit gets kicked back to Washington DC (a nice little redeployment exploit, but a real pain when the Germans are filling up the area with troops behind an impenetrable wall of 'liberated' Belgian and Dutch provinces--all the while neither country will give the USA access, but will allow them to be reoccupied by the Nazis.)

I agree, this is extremely retarded. Teleport!
 

pdubz

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1) After a new technology is researched (say, Infantry ’39), any obsolete units in the production queue (Infantry ’36) should be changed to the new technology. This is especially true with serial runs, where you can have several obsolete units queued up.

2) Redeploying troops to different armies is far too awkward to do - how about a nice simple screen for sorting your armies?

3) When making trade deals with another human player in multiplayer, the deal can be cancelled from one end, but is still in effect at the other end.

4) It should be possible to find out more about how a war is going, e.g. when the Spanish civil war breaks out, as it is not very realistic that other world leaders would be completely clueless as to what was happening.

5) You should be able to see which territories you have claims on, rather than just that you have claims on territory.

6) Mouse scroll button should be usable to zoom in/out.

7) You should be able to give support defend orders for multiple provinces, since you don't know till shortly beforehand which province the enemy is going to attack.

8) You should be able to click on the notifications shown at the bottom of the map screen for more information, e.g. I got a "Germany went with Yes in political blunder - Minister forced to resign". I want to know what the blunder was, as I would be able to from any newspaper at the time.

9) Dissent in countries should increase their susceptibility to coups/sudden change of govt. This should be worked out so that players don't just increase the dissent in order to go from democratic to authoritarian, perhaps by making the new type of government selected at random?

10) Cancelling a trade deal should give the money it costs to the other trading partner to simulate a cancellation penalty. It should however be possible to renegotiate deals, and if a satisfactory solution can't be found, they could be cancelled without penalty.

Just some ideas..
 

e-stab

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pdubz said:
1) After a new technology is researched (say, Infantry ’39), any obsolete units in the production queue (Infantry ’36) should be changed to the new technology. This is especially true with serial runs, where you can have several obsolete units queued up.

3) When making trade deals with another human player in multiplayer, the deal can be cancelled from one end, but is still in effect at the other end.

4) It should be possible to find out more about how a war is going, e.g. when the Spanish civil war breaks out, as it is not very realistic that other world leaders would be completely clueless as to what was happening.

5) You should be able to see which territories you have claims on, rather than just that you have claims on territory.

7) You should be able to give support defend orders for multiple provinces, since you don't know till shortly beforehand which province the enemy is going to attack.
Some notes:
1) Serial runs are made to run only with exactly the same units. A '39 infantry is not the same as a '41 one, even more different for tanks etc.
3) If it is really like that, you should report it as a BUGREPORT via email, not as an enhancement.
4) You have information about army compositions and province ownership, what do you want more?
5) You can see this in the diplomatic map view (little dark bubbles over territory).
7) Mission type "Reserves" is made for this, multiple defence support would be too powerful (speed bonus).
 

unmerged(28537)

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how about the ministers who are ment to affect research actually affect research - (unimplemented features really annoy me but I can understand as a developer it's easy to forget to add in some of the modifiers)
 

pdubz

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1) Serial runs are made to run only with exactly the same units. A '39 infantry is not the same as a '41 one, even more different for tanks etc.
3) If it is really like that, you should report it as a BUGREPORT via email, not as an enhancement.
4) You have information about army compositions and province ownership, what do you want more?
5) You can see this in the diplomatic map view (little dark bubbles over territory).

1) I can see your point regarding tanks, but when something becomes obsolete, then how can you continue producing them? That defeats the point of them being obsolete.
3) I have, but the thread is called Wishlist V1.2, and I wish this to be changed in V1.2.
4) Fair point.
5) It should be possible to see this on the diplomacy screen, when viewing the country who currently owns the disputed territory.
 
Jan 20, 2005
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:eek:

1) Fix a bug
I had 3 transport planes and 3 paratroops. I uploaded a paratroop to the planes. It auto-selected the plane. While it is nice to have auto but why it didn't get on the plane with full organisation :rofl:

2) Interface
2.1 While every newly built unit has a nice name of its own, I usually change it so the name shows what unit type (& leader skill, type & brigade) it is. May I have unit type abbreviation shown in the name (& in the front)??? Is it possible to highlight the name and edit it?

2.2 In the stat screen, is it possible to show the location of the leader, the units?

2.3 In the land/air unit screen (Left hand side), is it possible to shrink/expand the sometimes-very-long list of the units in a province?

3) Save Game
The default name is too long. Is it possible to have something like:
GER440603
Germany 1944 June 03
Also, could the earliest date be set at the bottom of the list? So people don't need to scroll down everytime to look for the most recent save. My mouse said he was tired :rofl:
 

mld0806

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Fix the techs to remove obsolete from the construction lists. If you want to leave 1 generation behind, wonderful, and mod the techs accordingly. It is very apparent, however, that the type = scrap_model command is not working as intended.
 

Red_King

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Chinese Potato said:
:eek:

2) Interface
2.1 While every newly built unit has a nice name of its own, I usually change it so the name shows what unit type (& leader skill, type & brigade) it is. May I have unit type abbreviation shown in the name (& in the front)??? Is it possible to highlight the name and edit it?

Yes, click on the name then edit it as you've said. If you mean can you change the unit type name, you'll have to get dirty with the unit text files...

2.2 In the stat screen, is it possible to show the location of the leader, the units?

Yes, the location of units is shown in the Land Divisions bit, etc.
 
Last edited:

e-stab

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pdubz said:
1) I can see your point regarding tanks, but when something becomes obsolete, then how can you continue producing them? That defeats the point of them being obsolete.
5) It should be possible to see this on the diplomacy screen, when viewing the country who currently owns the disputed territory.
1) It's not forbidden to continue producing older stuff. ;) It's the decision of the player whether ot not to continue an old production order. And I agree with the decision not to carry over the gearing bonus to the next model. It's not 100% accurate, but a perfect solution for every unit type and model would be too messy I think.
5) I don't get it. What would you like to see? A list of all foreign-claimed provinces with the nations that have a claim on them in the diplomacy screen?
 
Jan 25, 2005
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I think it would have been fun with even more customization of the ability to name your own units. I suggest that if you so wish should be able to name and rename the different nationalities´unit-types as well. Maybe I want my Brazilian Advanced Heavy Tanks to be called "Anaconda 1" instead of boring, generic "Advanced Heavy Tank", or maybe I would like to rename "Pz VI Tiger" to "Pz VI Wolf". The generic unit types are extremely boring to use, and this would allow some creativity and personal customization to take place... And all these preferences should be saveable so you could have your own customized countries...
 

e-stab

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Danielos said:
I think it would have been fun with even more customization of the ability to name your own units. I suggest that if you so wish should be able to name and rename the different nationalities´unit-types as well. Maybe I want my Brazilian Advanced Heavy Tanks to be called "Anaconda 1" instead of boring, generic "Advanced Heavy Tank", or maybe I would like to rename "Pz VI Tiger" to "Pz VI Wolf". The generic unit types are extremely boring to use, and this would allow some creativity and personal customization to take place... And all these preferences should be saveable so you could have your own customized countries...
You cannot change these names ingame, but you can change them in /db/models.csv. Just have a look and you'll understand how it works. Enjoy! :)
 

unmerged(39249)

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Interface:

In the diplomacy screen, when trying to set a "sue for peace" agreement and ask for territory, put that interface "box" in the left portion of the interface in the MAP view and allow the player to click on provinces instead of the names in a list. The list is a tedious exercice, especially as Germany against SU and you have to write down all the names of the provinces you want to get in the deal. And the list can be very long.

Another improvement (ie easier to implement) could be to negociate with areas (as shown during the air missions) instead of provinces. This would at least shorten the list to select from.

Lastly, we should have a "get last deal" button that sets the term of a deal based on the last deal you attempted/set with a country. Sometimes, you have to negociate the same deal multiple times before it succeeds.