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Showing developer posts only. Show all posts in this thread.
Well, that's too bad, but a question on fuel modding itself then: how moddable is it? And more specifically, can we introduce new things that take fuel besides the three branches?

It is a stat on equipment, much like soft attack. There are a bunch of modifiers that affect fuel usage. That's about it.

@podcat @Archangel85

Regarding Land units:
  1. So the fuel consumption is determined by what the unit is doing but what about terrain? Will we see larger consumption in town, mountain or jungle type regions for example? Or is that only determine by the region's infrastructure?
  2. Did you plane to add a fuel specialisation? Gasoline or Diesel? And if yes any plans about advantages & counterparts? (Diesel: better reliability slower units, Gazoline: faster but less reliable for example)

1. Well if a tank takes 2 days to move into a province because it is a forest and that reduces its speed, then it automatically requires more fuel.
2. Not in MtG probably.

Air:
  1. Any chances to see the implementations of new special missions? "Fuel Tank bombing mission"

It should be tied into the strategic air priority menu.
 
Question 2:
Does the strategically redeploy function consume fuel? I would assume so, cause units are transported by rail.
(Or were trains powered by coal?)

No, no fuel cost for strat redeploy. Germany actually used steam powered trains because of resource situation from what I've gathered.

I think I would rightly assume that lack of fuel for tanks would negatively impact stats like soft attack, speed and breakthrough, as the tank can make less use of it because its moving around less. But what about its "inherent" stats like armor and piercing that would be constant, will they be affected?

yeah all stats. a tank that cant move effectively cant really be where it needs to be etc.

This looks good. Open question, because it's something I haven't thought about but could well be in the game already - do states overseas need to be supplied by convoys to still give out supplies? For example, if Italy is at war against the UK, are the troops in Ethiopia still in supply even if the convoys don't get there? I honestly can't remember, and don't have time to check in game. If not, it's something that should be considered. If it is in, can fuel be stored overseas as well?
yeah that requires convoys. There is a certain amount of local supply as well though of course
 
how to go previous patch 1.5.3? this not working at all, stuck in loading 90% if got that 10% and game start there is no divisions to see.

quite pissed off, played couple evenings!

in the patch sticky there are instructions for how to do it. you can first try clearing your local files in the launcher as it sounds like there might be some wierd issue like that
 
How do synthethic refineries currently work? Do they still produce oil, or fuel directly
they produce oil. which is then coverted using conversion techs to fuel. so its a more expensive less efficient way compared to holding wells and trading

No way to destroy it, at least partially ?

you can destroy buildings as normal. just not more than one per state every month

I apologize if this has been answered already, but will fuel go bad while in storage? It's my understanding that processed fuels can only last about 6 months before needing stabilizing chemicals or other treatments.

no, the time scope isnt really long enough in hoi to make this have a real impact

Excess/unused oil after what?

Modders are still free to use the oil resource in production, and there could be other things tying it up.

Fuel Depot will work from my perspective as well. Although depot has more of a military connotation, I think it's still a more appropriate word than silo. However, the game is not my workproduct, so we'll see what the devs think about this. It's also a minor issue and it's already in the game, so they may view any time spent changing it as wasted.

Fuel Depot would work I think. its fine if its a military word as its used for the military

Great dev diary but now we need much more. Will ships also in combat burn more fuel?

Yea. historical numbers are something like 15x more tho in some cases. the issue is that our combats last a lot longer than "real" engagements so we cant have the same increase. been playing with 5x recently, but its all in flux. we shall see where it lands.

You know what I really thought was missing from this game? Another resource to manage instead of fleshing out more countries' national focus trees was not the answer I would've given.

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Bit silly if you take the province with the fuel silo's intact, surely you should have access to that fuel. Don't see why you have to wait till capitulation, to have access to probably a % of the fuel you captured.
The argument is that the owner would have just destroyed or moved it if it got too close to the front, so it makes more sense to me to have the capture on capitulate like other stuff
 
How many real WW2 countries were limited in the forces they could field by how much food they could produce?

None as far as I am aware. ( Maybe nations like India and China? I don't know ).
I think it was quite a challenge in China. but from what I gather its the kind of thing that has a lot less impact on the armed forces. So you'd potentially have civilian grumbling and revolts, but not surrendering soldiers.
 
In addition to fuel you could introduce grain/food/field ration which could be stockpiled. This could limit the amount of infantry spamed out, just like fuel limits the number of tanks
if you want to try that kind of thing there is a mod called the Resource War on the workshop that adds food and such.