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unmerged(90310)

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Jan 3, 2008
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  • Hearts of Iron III
Short FAQ for your information

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Q: Where can i find infos on the game ?

A: Check the DevDiaries and the big picture dump

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Q: Is it an expansion or an Standalone?

A: It's standalone.

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Q: When is the release date ?

A: We delivered the RC as said in the last dev diary @ 18.January 2010. The game is ready and done, and its now up to paradox and gamersgate to decide when and how to release it. If it was after us devs, you guys had the game already by yesterday.

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Q: Where can i get it `?

A: Download @ www.gamersgate.com

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Q: Will there be an No Time Limit patch with the game?

A: Yes

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Q: Will there ever be system like in HoI 3 that you can build division from brigades?

A: Maybe (A future answer will be here)

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Q: Could you tell us a little bit about the new Campaigns?

A: 4 battle scenarios have been added. 1947 Kasmir War 1948 Arab- Isreal War 1950 Korean War 1956 Suez Crisis

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Q: What about Ship Brigades?

A: All ships now have historical brigades.

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Q: Did you touch the timeline in any way or allowed the timeline to be extended via simple text file modification??

A: We made techs to fill the 1950-1964. Changing of timeline in external file is a good suggestion (Future answer may come)

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Q: Any changes to the leaders?

A: No, there where made some modifications, but i probalby wont have any gameplay effect. (Future answer may be changed)

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Q: Are techteams as static as they were in HoI2 or is it possible to improve them over time?

A: Techteams can gain / loose skill and gain / loose traits/ specialities. This is event driven and fully user moddable.

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Q: Will this be adding any new nations?

A: No, but we added new defined countries. (All modders look here)

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Q: Do you have any influence from some major mod(s) in your design philosophy, or are you keeping the overall framework from vanilla?

A: The idea has always been to keep the HOI2 feel - at least all that made it fun.

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Q: What about historical events?

A: No new historical events. But we did fix a lot of event related bugs and modefied and added some events for gameplay purposes.

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Q: Will there be a new map?

A: No.

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Q: What have you done to address late game slowdowns?

A: Theres a new modifier which determines how much of your people are retiring due to aging. This should correct the mass unit spams of the late game

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Q: What about the bugs in normal Hoi2?

A: We have solved pretty much every bug on the culmulative bug list, and some more.
 
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yeah , i was myself a bit pi***** as isaw the marketing department highlighting some minor feats. first of all we have designend the game to make it user moddable in every single area. you now even can edit minister modifiers, create new ones etc. - a great base for modders. then we have a couple of big points, thats e.g. the new buildings. u can mod in new buildings to the existing ones. we have implemented nuclear power plants which give energy for free in later techs, synthehtic oil plants which are responsible for oil conversion (no more ic dependent) , synthehtic rare plants etc. . not to mention ability to integrate new brigades. (we also included new brigade class "assault gun") theorethically you can now mod in intel headquarters or stuff like special factories etc. . the production system has gotten a total rehaul, with lines extendable upgradeable and a improved gearing system which aims to suggest long running production lines. artillery bombardment for indirect support or fort destruction is one feat either. we also inmplemented two new battle options which are called "victory or wallhalla" and "scorched earth". vov will let the unit defend even when org is depleted, resulting in extrem strength damage but might make the difference in getting those reinforcments in. scorched earth will result in units destroying the province if they need to retreat which leads to a serious big point we integrated : the infrastructure slider. rebuilding IC,forts,aa,radar etc. is now no more for free but costs IC. its now extremly dangerous if you run without air cover, your industrial base might as well be completly destroyed by those british bombers in a few months, taking years to recover. of course we have balanced this correctly but beware: rebuilding destroyed stuff is costly and an scorched earth tactic takes the burden on the new owner, giving him no fun at all with that burned down piece of land. currently we are working on a sort of "national ideas" in the diplo tab, 3 fields (nat. identity, social policy,nat. culture) which give specfic bonuses. we are at the moment unsure if we integrate there a sort of set-bonus like in diablo e.g. when you manage to get three ideas from the same field that you gain a much larger set bonus for it. stay tuned for weekly dev diaries were i will go into detail with all that stuff.

This sounds really weird. You know, like HoI3 should have been. This national ideas stuff with diabloesque synergy bonuses sounds intriguing, I wonder what your ideas for some of those NIs would be?

Looking forward to those Dev Diaries. :)
 
It will be map with HOI2 old syle but number of provinces will be like in HOI3?Also did you considere to add Yugoslavian wars mod to this exspansion?

we are working on it but devloping is very slow because we need a new map with more provinces that the game be more realistic.If somebody knows and want to make new map for us we will be happy even if you dont add this mod in the exspansion.

http://forum.paradoxplaza.com/forum/showthread.php?p=9406847
 
This sounds really weird. You know, like HoI3 should have been. This national ideas stuff with diabloesque synergy bonuses sounds intriguing, I wonder what your ideas for some of those NIs would be?

Looking forward to those Dev Diaries. :)

As i stated before - its what HOI2 should have been. :D
If you think this is just an update to HOI2, think again.

Since wiking let go of the sack - let me add some items to the FAQ:
Remember these also are dumbed down, and do not contain everything made...

User interface upgrades:
-Mousewheel zoom
-Optional message box closing delay - no more accidently closed events
-general reminders - for example if slider move is possible..
-New message notefier system - get all important events without cluttering the screen. Messages that are marked for this system are shown in an icon on the right screen an can be expanded by clicking on the corresponding icon.
-Full Screen / windowed selectable in settings.cfg
-Resolution freely selectable in settings.cfg
-Multi deployment of units now possible - quick and easy to place large batches of units.
-New Trade tab to improve speed and overview of all trades.
-More advanced trade options, like setting an import target, or block import / export of specific resources
-improved supply mode map: province ESE ,convoys and prioritized provinces are shown.
-New statistics page in ledger to compare losses / kills
-New espionage UI - no more micro - just select priority and mission.
-New espionage mission ( naval espionage - on succes, ship composition and mission is shown and ships are visible on map for xx days)

Production system rework:
-New advanced autosliders with Min/Max setting for each slider.
-New expense slider to control all domestic and foreign expenses like spies / research / Salaries.
-New buildings like Synthetic oil plants / synthetic rare plants.-All conversions are user controllable with sliders determining the amount of resources converted.
-Most advanced production system ever implemented in a grand strategy game:
--Production is now ordered in production lines:
---They can be shortened / lengthened at will
---More IC can be thrown at them to increase speed.

---Can be paused to preserve gearing bonus without closing the line
--Ability to upgrade units in production to newer models.
--Refit and retooling times included.
--Gearing increase speed and max gearing attainable increasable through research.
-AI now takes advantage of this system and knows the value of gearing.

new Logstical system:
-Decentral production - use resources and produce supplies at offshore IC, no need to ship resources to capital if IC is nearby.
-Ability to produce units offshore if enough IC is present offshore (100% moddable in misc.txt)
-Units receive supplies / oil through provinces, the supply effectivity is determined by the infra and terrain of the provinces it routes through.
-Unit Supply consumption now variable with unit activity and 100% moddable
-Units have each local stock levels. Units with high activity and low supply efficiency or units cut off from supplies use the local stock until they run dry. Out of stock modifier now slowly increases with stock levels.
-Ships automatically return to port for resupply and depart afterwards.

Entirely new land combat mechanics:
-New plan ahead system.. plan your offensives months in advance.
-All combat mechanics have been revamped.
-now realistic combat durations and losses are ingame.
-Land units speed is affected by combats. Slow enemy down by bombardments or feints
-New bombard mission - use artillery to soften the enemy before an assault.

Air Combat Mechanics:
-All missions are selectable for Province/Area/Region
-Planes are now coordinated with each other, to maximize damage and to prevent all planes / rockets to target the same province.
-runway cratering now damages planes on land.
-Air war has been reworked, planes now can miss each other and radar now has many uses and is vital for air superiority in defensive missions.

Naval System rework:
-All missions are selectable for Province/Area/Region
-Totally revamped combat mechanics and brigade system.(all ships now depend on brigades)
-Ability to refit ships with different brigades.
-Revamped combat positioning system: Watch out for small hard hitting high leader fleets in combat.
-Units will have to increase distance to attacker before escape.
-All combats now behave realistically and automatically retreat if no hope of victory exists.
-Convert unused Destroyers to escorts

Provincial additions:
-Province now has an effectivity value. this replaces the hidden natonal non national ic modifier.
-Infrastructure affects province effectivity value, so its possible to expand resource and IC production in that province.
-Infrastructure build time now terrain dependant
-Provinces can be prioritized for repair. New visibly shown on supply map

General improvements:
-Collected manpower gets older with time and will retire, limits the endgame MP availible.
-Added 60 more user defined countries (from 00-99 to A0-F9)
-Added 20 User defines brigades
-All STR/ORG combat modifiers now exported to misc.txt and 100% moddable
-New Techs
-A LOT of new modefiers to play with (misc.txt is many times larger as vanilla)
-Totally New attriction alghorithms
-4 new Battle scenarios
-Resource production rebalanced for the majors according to real world production figures
-IC limited techteams ( up to 10 teams dependent on ic)
-3 National Ideas / Country - also fully moddable ideas and effects
 
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I dont know yet, that is paradox as the publishers call...
But i think between 15-20$ has been proposed i think.
 
It will be map with HOI2 old syle but number of provinces will be like in HOI3?Also did you considere to add Yugoslavian wars mod to this exspansion?

we are working on it but devloping is very slow because we need a new map with more provinces that the game be more realistic.If somebody knows and want to make new map for us we will be happy even if you dont add this mod in the exspansion.

http://forum.paradoxplaza.com/forum/showthread.php?p=9406847

um we dont know yet. mod-technical its basicly vanilla as we concetrated on modifying the source code.the map has also stayed the same. if there are any independet mods that dont crush the game balance (optimum : they have historical correct maps or xxxxxl cool events for a nation/timespan) we might as well include them if you want us to integrate them. compatibility is key here. and yes we can remove (im unsure if not lennart already has done this) the province limit on the map so that you can build in up to theorethically 1trilion new provinces,

not to mention that we also could implement an additional +zoom layer. but that lies currently in the stars...
 
The problem with adding provinces is that these need to be added to all corresponding events.

Due to manpower issues we then chose to use the time on the game mechanics itself.
There is no problem in making more provinces - the mapfiles and exe just have to agree on the amount of provinces.
 
completely standalone
 
Question:

Are there any improvements in Sprites?
Is it possible to remove the End Date? If yes, will the AI still function post end date?
Does the AI Build Nuclear Weapons?
Did you change the effects of Nuclear Weapons?
Is the AI of each Country still scripted to do exactly one thing at a time without adapting to current game situations?
Are events/surrenders still strictly imposed upon? (i.e. No consideration to current gameplay? Such as the UK Conquering Japan then Japan automatically surrenders to the USA and makes Korea a USA Puppet despite the UK being also at war with the US?)
 
It looks like the only thing missing is the command structure. Is there any way you could implement this even if it was only virtual, e.g. on a seperate screen, with the structure accumulating bonuses like HOI3? Probably asking for too much and I guess PI might feel it steps on HOI3 toes...
 
Apologies if this has been answered already, but will unit stats be moddable? ala mod 34's tech tree and WIF?
 
Will this contain all the fixes from the Armageddon 1.3 patch? I know it's going to be separate and all, but a lot of people will probably want to switch over exclusively to this and it would be a shame to see their efforts wasted. Maybe you could work something out with the other team and combine efforts?
 
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We have solved pretty much every bug on the culmulative bug list, and some more.
As soon as 1.3 leaves beta, they said they will open up their work.
So every bugfix / optimization that 1.3 has that we dont have, we will get at that time.