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But I surely look forward with joy to the new already hinted at research features in the next update.
Hint? I thought I was rather blatant in my favored use of the new team matching in my AARs lol
 
'technology picking' is special, one of the most delicious (!) aspects of Hoi2 gameplay! This is a separate, amasing mini-game within the game! It's very interesting to be able to choose the right tech teams for research. As I saw in MP games, no more 20% of players are able to choose tech-teams effectively. This is a very interesting mental process that should be only absolutely enjoyable, not annoying.
If this absolutely enjoyable process is annoying for you, and you wish to automatised it, then your Hoi game really is HOI4, not Hoi2.
The picking is good. The delay in a multiplayer game is not so much. I want hoi4 style research buffer bank, that maybe up to 7 days of research is banked while you pick new tech. No morr pause needed.
 
I am not sure I understand your idea here. Do you want the game to pick your research for you? Or do you want the game to pick the research team for you?
First option. Let the AI itself choose the technologies that need to be invented and the teams for them, so that the player does not have to look at the technology tree.
 
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I like it.
Except if there are too many tech teams available (like in Kaiserreich): Research then is a rather boring picking of one tech after another.
The exciting part is having not enough tech teams and being forced to choose... which is greatly helped by a long term plan and strategy.
But I surely look forward with joy to the new already hinted at research features in the next update.
Research is one of my favorite aspects of the game personally. I actually play with only 5 Tech Slots, so it makes choosing techs that much more important.
 
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First option. Let the AI itself choose the technologies that need to be invented and the teams for them, so that the player does not have to look at the technology tree.
I think the vast majority of DH/AoD/HOI2 players would disagree with you. My only irritant is solved by tech team matching which is implemented in 1.06
 
Re-balancing of the the mobilisation system.

The main issue currently is that factories are affected by the production time bonuses given by the mobilisation slider, but not the production cost.
This throws the current balancing from mobilisation out the window and the only thing that matters is being as mobilised as possible, as that is best for IC production.
Regarding IC production, this slider becomes far more important than any other slider.

One could argue that, the more people that are in military service, less people will be available for factories, and should make factories be more expensive, which is the opposite of the current situation.
On the other hand, one could argue that military factories should be less expensive when their need is greater.

One should add that this mainly affects the 33 scenario, where there are so many years of IC building.
Even though DH is an excellent war sim and a somewhat mediocre peace time sim, most mods have only a 1933 start date. This makes the need for a mobilisation re-balance greatest for mods.

Easiest fix would be to simply have factories not be affected by the mob slider at all.
Another option would be, to not have the different draft levels affect production time, only have those affects once the nation is mobilised.

It could also be interesting to have some benefits of not being as mobilised as possible. Maybe some research bonuses or simply have production be more efficient at low levels of mobilisation/draft. Then again this would mainly be a buff to USA, which they likely don't need.
I think a part of the civilian economy is not simulated in DH, and IC are just "military allocation", that's why peace time economy after WW1 or WW2 doesn't work. With the same idea it's possible to explain why Western Allies and especially USA can sustain civilian needs (cars, housing, heating, food, etc) with 3 IC at start. Then every IC allocated in "consumer goods" are just some extra to get money for millitary and internationnal affairs, otherwise where state expenditures for the population goes (admin cost, public sectors) ?

Money could be a way to offset what you see as too many bonuses (and it is in certain mod) but this require a fine tunning and players go for the easiest path generally.
 
Screenshot (32).png

this has always been a problem
id rather the ai used its hyper dimensional teleportation to save its air force instead of using it to catch my bombers in the one hex they dont have ftr support lol
 
ahh hyper dimensional teleportation, closest base is karachi or mombassa, 3300km, thats one heck of a TRA
Screenshot (48).png

perhaps one of those egyptian MIL were actually 007 british paras in disguise
(i actually dont know how this happened)
if its not unlimited air, would have to be stealth naval invasion thru loads of itallian interdiction deliberately using a para
all without me noticing hehe (depot is in burtaw-fiq, no beach)
 
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hyper dimensional teleportation, closest base is karachi or mombassa, 3300km, thats one heck of a TRA
Actually, I think it works a bit different:
Concerning distances the same rules apply for the AI as for the human player. Thus, if there was a para landing and longest distance the AI's transport can fly is 400km, there must be an allied airport within 400km.
Once this condition is met, the transport may actually start in Singapore, though, or South Africa... kind of teleporting.

PS: Perhaps it was an amphibious landing?
 
im sure your right, here we see 585km, pretty good for FTR VI
Screenshot (49).png

thats using the tool, and political filter, measured from obvious crimean base

(edit) re from last: id be more open to alternate explan if the depot wasnt in a non beach hex
i love the game, im merely suggesting a 2nd look at AI air, sort of anti strat to carefully deploy forces when your opponent has infinite range, or can intercept in multiple theatres even with 0 org
i can sort of replicate some of this with insane rebase missions thru high traffic areas but ill get badly damaged, the AI always breaks off combat instantly if its going to get hurt
 
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a second DD would be enough for me
I can't help you with that, but if you want to see some of the latest 1.06b functions you could check out some of my AARs. The KR Russia and Draka USA games use some of the 1.06b updates. They are making progress but there is still a lot to do.
 
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I can't help you with that, but if you want to see some of the latest 1.06b functions you could check out some of my AARs. The KR Russia and Draka USA games use some of the 1.06b updates. They are making progress but there is still a lot to do.
Will there need to be a KR update after this to make it work with the additions? I think there's some kind of KR patch in the works, anyway?
 
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Will there need to be a KR update after this to make it work with the additions? I think there's some kind of KR patch in the works, anyway?
Yes, and my understanding for the second part is also yes. The KR team is very active and in the process of working towards a new patch. They have already helped me, along with AC from the DH team, get KR working with the latest version of 1.06b. I have no doubt that they will be able to update KR for the changes in a relatively short time. I know the DH team has already shared the list of bugs that pop-up with the current version of 1.06b. Nothing I say about either team is "official" and should be taken as my opinion only.
 
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Has there been any actions taken on unit stats inconsistencies I mentioned? I think it is important to reinterate on this. There are like 30~ of them, usually random downgrades. Over like 3 major patch, less than 10 were addressed. I rather those severe bugs be fixed in one go instead of over 10 patches. We might not be getting more patch, and if we do I wont live that long.


I could make a fixed file to fix all by myself if you need my help. Or I could make a spreadsheet to list them all.
 
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Request to add information on air/land battles to show which divisions are fighting/firing on which ones, similar to how sea battles work.
Afaik this is how combat is done already, so it would be just a visualization of what is already happening.
I am trying to think how I would use that information. Honestly, I don't see the point. Care to enlighten me?
 
I am trying to think how I would use that information. Honestly, I don't see the point. Care to enlighten me?
1. It would be fun to look at. Note that I mainly play multiplayer, where the speed is far slower than what most people use in single player. Every battle becomes fare more important and this would help with immersion into that.
2. Possible to see how well some units are doing, can a tank take on two infantry divisions without losing any org./strength?
3. New players could learn faster and more intuitively how well certain units are performing.
 
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