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HOI4 Dev Diary - Airplanes and Lootboxes

Hi everyone! Today’s diary is sort of a logical continuation on the 1.4 “Oak” updated where we did a full revamp on the air interfaces and much of the underlying combat mechanics. So lets dive into some more air stuff!

Attaching air wings to armies
It's now possible to attach air wings directly to armies. This means that if you assign them to an army pushing into a hostile nation those wings will get automatically move to bases in range and assigned to areas the army is fighting in. This should hopefully mean no more accidentally forgetting your air force in france when you move forces up to the russian front in hectic multiplayer games or needing to manage things manually when crossing into new areas under an advance.
Assigned wings show over armies in air mapmode (you can’t attach to army groups) for easy check on how your attached air forces situation is. We show them in 3 groups: Fighters, Close Air support/tactical bombers and Transports for supply. You can’t attach strategic bombers, because, well, having planes on order to destroy the area you move through is generally not good. You can also quickly select those planes in each group which makes sending them around and rebalancing easy and quick.
Attaching is a free feature for everyone as part of the 1.5 “Cornflakes” update. The rest of the diary will cover features in the upcoming (and still unannounced. Trust me I’m itching to tell!) DLC.
Screenshot_1.png



Air Supply
Ever had your troops encircled and out of supply and wished there was some way to help them out? Now you can assign your transport planes to bring supply across enemy lines. Each plane assigned to a strategic area will boost supply in supply areas there. These planes can be intercepted as any other mission resulting in less supply, and destroyed planes. Air supply is designed to be a costly thing that you only want to use at a smaller scale, or to adjust minor supply problems. To ensure this we are rebalancing transport planes a bit so you will need a lot more of them (although with reduced costs as their “air fleet” status right now works badly with being intercepted) and air supply being a logistically tricky affair will require tying up new country resource to work. More info on that in a later diary though when we can show the whole picture. What is important here is that it's hard to use this at a large scale, and that it will come with some trade-offs.
supply_mapmode.png

(German planes delivering loot-boxes in a totally not-artificial at all situation of troops trapped in the middle of Poland)

To make it easy to identify where to send your transport planes on supply missions the air mapmode now has a special indicator showing areas with a supply need where planes could be assigned. If you are over supplying them through the air this is also shown, so that you may want to withdraw some of your wings.
supply_mapmode_2.png



Prioritization for strategic bombing
Players can now affect target selection for strategic bombers. The way it works is that you mark your prioritized targets when picking the strategic bombing mission. Those building types selected will have a higher chance of being targeted compared to others. Bombing isn't the most exact process and we felt it would be weird if you could completely control what doesn't get hit etc. So instead we decided on a system where you can somewhat affect it, but won't be able to walk into an area with all refineries destroyed but pristine infrastructure and factories.
upload_2017-11-1_16-4-0.png


We also have one more air related feature as part of the DLC, but we will be showing that off in a future diary where it fits in better with the content there ;P

Next week is a diary I have been looking forward to - we are going to explain what that new topbar button does that you may have spotted in screenies :)

PS. The second episode of our beginner-stream with @Da9L and @bus is coming any second now. Even though most of you are probably familiar with the basics, this is perfect for any friends that want to join in. Check out the Paradox twitch today at 16:00 CET: https://go.twitch.tv/paradoxinteractive
 
I will say this much - and this is what I have always said, many times before: the thing is - regardless of what your personal opinion on it may be - the thing is that my position has not changed, and I stand behind what I said.
YAPAN! CHINA! NAVAL REWORK! Come on!
 
China/Japan/Naval rework in cornflakes seems less and less likely.

I'm not totally disappointed but it looks like it will be at least the end of Spring at the earliest before we get a naval revision, unless there is another free patch sans DLC sometime during the late winter.
 
@podcat

Will airbases in the region or pocket we are airsupplying affect supply throughput?

That is, does it help if the supply planes have somewhere to land vs para-dropping supplies, or is it the same rate per plane at all times?
 
China/Japan/Naval rework in cornflakes seems less and less likely.

I'm not totally disappointed but it looks like it will be at least the end of Spring at the earliest before we get a naval revision, unless there is another free patch sans DLC sometime during the late winter.

Perhaps the China/Japan rework could come in February? I mean, CNY is the biggest holiday of the year for China...
 
Another awesome sounding update......can't wait to try it out.
Any chance of an update on previous DD's - like Chain of Command for one - where things were 'in progress' but not yet finalized?
 
How effective is Air Supply?

The big air drop event I know of are Stalingrad pocket (didn’t work so well)

Berlin Airdrop (horrendously expensive)

I hope this is more costly than just putting a mil factory or two on Transport planes
 
Since this updates deals with Transport planes: did you solve the "problem", that you only need 1 transport plane for airdropping a division? A minimum of planes per battaillon (I dunno like 50 planes per 1.000 man) would be great. Not only for the sake of realism, but also to make massive "gamey" drops more difficult.
 
Hi everyone! Today’s diary is sort of a logical continuation on the 1.4 “Oak” updated where we did a full revamp on the air interfaces and much of the underlying combat mechanics. So lets dive into some more air stuff!

Attaching air wings to armies
It's now possible to attach air wings directly to armies. This means that if you assign them to an army pushing into a hostile nation those wings will get automatically move to bases in range and assigned to areas the army is fighting in. This should hopefully mean no more accidentally forgetting your air force in france when you move forces up to the russian front in hectic multiplayer games or needing to manage things manually when crossing into new areas under an advance.
Assigned wings show over armies in air mapmode (you can’t attach to army groups) for easy check on how your attached air forces situation is. We show them in 3 groups: Fighters, Close Air support/tactical bombers and Transports for supply. You can’t attach strategic bombers, because, well, having planes on order to destroy the area you move through is generally not good. You can also quickly select those planes in each group which makes sending them around and rebalancing easy and quick.
Attaching is a free feature for everyone as part of the 1.5 “Cornflakes” update. The rest of the diary will cover features in the upcoming (and still unannounced. Trust me I’m itching to tell!) DLC.
View attachment 311110


Air Supply
Ever had your troops encircled and out of supply and wished there was some way to help them out? Now you can assign your transport planes to bring supply across enemy lines. Each plane assigned to a strategic area will boost supply in supply areas there. These planes can be intercepted as any other mission resulting in less supply, and destroyed planes. Air supply is designed to be a costly thing that you only want to use at a smaller scale, or to adjust minor supply problems. To ensure this we are rebalancing transport planes a bit so you will need a lot more of them (although with reduced costs as their “air fleet” status right now works badly with being intercepted) and air supply being a logistically tricky affair will require tying up new country resource to work. More info on that in a later diary though when we can show the whole picture. What is important here is that it's hard to use this at a large scale, and that it will come with some trade-offs.
View attachment 311111
(German planes delivering loot-boxes in a totally not-artificial at all situation of troops trapped in the middle of Poland)

To make it easy to identify where to send your transport planes on supply missions the air mapmode now has a special indicator showing areas with a supply need where planes could be assigned. If you are over supplying them through the air this is also shown, so that you may want to withdraw some of your wings.
View attachment 311112


Prioritization for strategic bombing
Players can now affect target selection for strategic bombers. The way it works is that you mark your prioritized targets when picking the strategic bombing mission. Those building types selected will have a higher chance of being targeted compared to others. Bombing isn't the most exact process and we felt it would be weird if you could completely control what doesn't get hit etc. So instead we decided on a system where you can somewhat affect it, but won't be able to walk into an area with all refineries destroyed but pristine infrastructure and factories.
View attachment 311113

We also have one more air related feature as part of the DLC, but we will be showing that off in a future diary where it fits in better with the content there ;P

Next week is a diary I have been looking forward to - we are going to explain what that new topbar button does that you may have spotted in screenies :)

PS. The second episode of our beginner-stream with @Da9L and @bus is coming any second now. Even though most of you are probably familiar with the basics, this is perfect for any friends that want to join in. Check out the Paradox twitch today at 16:00 CET: https://go.twitch.tv/paradoxinteractive


Nice! Attacheing airplanes to armies was one of my earliest wishes/suggestions. Iam happy that I can finally see it ingame.
Now I want to see fleet templates.
 
Hi everyone! Today’s diary is sort of a logical continuation on the 1.4 “Oak” updated where we did a full revamp on the air interfaces and much of the underlying combat mechanics. So lets dive into some more air stuff!

Attaching air wings to armies
It's now possible to attach air wings directly to armies. This means that if you assign them to an army pushing into a hostile nation those wings will get automatically move to bases in range and assigned to areas the army is fighting in. This should hopefully mean no more accidentally forgetting your air force in france when you move forces up to the russian front in hectic multiplayer games or needing to manage things manually when crossing into new areas under an advance.
Assigned wings show over armies in air mapmode (you can’t attach to army groups) for easy check on how your attached air forces situation is. We show them in 3 groups: Fighters, Close Air support/tactical bombers and Transports for supply. You can’t attach strategic bombers, because, well, having planes on order to destroy the area you move through is generally not good. You can also quickly select those planes in each group which makes sending them around and rebalancing easy and quick.
Attaching is a free feature for everyone as part of the 1.5 “Cornflakes” update. The rest of the diary will cover features in the upcoming (and still unannounced. Trust me I’m itching to tell!) DLC.
View attachment 311110


Air Supply
Ever had your troops encircled and out of supply and wished there was some way to help them out? Now you can assign your transport planes to bring supply across enemy lines. Each plane assigned to a strategic area will boost supply in supply areas there. These planes can be intercepted as any other mission resulting in less supply, and destroyed planes. Air supply is designed to be a costly thing that you only want to use at a smaller scale, or to adjust minor supply problems. To ensure this we are rebalancing transport planes a bit so you will need a lot more of them (although with reduced costs as their “air fleet” status right now works badly with being intercepted) and air supply being a logistically tricky affair will require tying up new country resource to work. More info on that in a later diary though when we can show the whole picture. What is important here is that it's hard to use this at a large scale, and that it will come with some trade-offs.
View attachment 311111
(German planes delivering loot-boxes in a totally not-artificial at all situation of troops trapped in the middle of Poland)

To make it easy to identify where to send your transport planes on supply missions the air mapmode now has a special indicator showing areas with a supply need where planes could be assigned. If you are over supplying them through the air this is also shown, so that you may want to withdraw some of your wings.
View attachment 311112


Prioritization for strategic bombing
Players can now affect target selection for strategic bombers. The way it works is that you mark your prioritized targets when picking the strategic bombing mission. Those building types selected will have a higher chance of being targeted compared to others. Bombing isn't the most exact process and we felt it would be weird if you could completely control what doesn't get hit etc. So instead we decided on a system where you can somewhat affect it, but won't be able to walk into an area with all refineries destroyed but pristine infrastructure and factories.
View attachment 311113

We also have one more air related feature as part of the DLC, but we will be showing that off in a future diary where it fits in better with the content there ;P

Next week is a diary I have been looking forward to - we are going to explain what that new topbar button does that you may have spotted in screenies :)

PS. The second episode of our beginner-stream with @Da9L and @bus is coming any second now. Even though most of you are probably familiar with the basics, this is perfect for any friends that want to join in. Check out the Paradox twitch today at 16:00 CET: https://go.twitch.tv/paradoxinteractive
I sure hope the air model changes that I have been advocating will make it in this DLC/patch.
 
@podcat Will it be possible to mod the rates of targeted buildings? In some mods like Melenium dawn, I think it makes sense for targeting rates to be higher.
 
Any chance we'all be able to automate air supply so we just need to keep an eye to pumping out enough transport planes if we want? So we don't have to micro manage our naval invasions or encircled divisions as much?
 
I will say this much - and this is what I have always said, many times before: the thing is - regardless of what your personal opinion on it may be - the thing is that my position has not changed, and I stand behind what I said.
LOL.
 
Three new features in one DD, all of them things I have seen requested often. That should calm a few folks. It even seems like they have applied some foresight and avoided the potential drawbacks to air supply or strategic targeting.
 
@podcat , @SteelVolt ; Thank you for the changes to the ground game. I look forward to these requested changes. However, the AI is still broken in many areas that have been discussed previously. The naval game requires a lot of attention as also pointed out in several threads. Will we hear about these needed changes in future DD's, or is this it? I was hoping the naval game would be fixed before my field marshal purchase ran its course.
 
Wasn't it explained before that "1" transport plane was the abstraction of enough planes to ferry one division? I thought that was it for the longest time.

I believe that is the case as well.

On a related topic: would it make sense for the game to do a little more abstracting of the equipment? Honestly, right now the game noticeable slows down after 1941, and becomes usually pretty horribly slow by 1943. I'm not running a super modern rig, but it is well above the minimum specs and should be fine running this thing.

From what I understand late game the engine simply has trouble tracking all the tens of thousands of pieces of infantry equipment, manpower, divisions, planes, and battleplans.

Maybe instead of fighters/cas/bombers all being at a roughly 1-1 ratio we could see them get the transport plane treatment, instead of building "a" fighter you build "a" fighter flight which is roughly 3-6 aircraft. Cut down on the number of aircraft by like 1/4th. That would certainly reduce the number of aircraft in the skies and the number of calculations that have to be made by the CPU a ton.
 
I believe that is the case as well.

It is the case, but it's a somewhat lacking abstraction in many ways, not least of which is that "a division" is a wildly variable unit of measurement.

The game's slowdown issues could be solved by abstracting the equipment more, but that introduces horrible problems of its own, and a nicer solution will be when they get around to fixing the economy so that countries can't support a third of their total population in active military roles at once.