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I have defected to WiTE2 while waiting for the coming changes in DH.

Two very different animals though, very enjoyable in their own ways.
 
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I have defected to WiTE2 while waiting for the coming changes in DH.

Two very different animals though, very enjoyable in their own ways.
the game looks marvelous, but i want a global theatre (with just as much detail)
also its $80!
 
the game looks marvelous, but i want a global theatre (with just as much detail)
also its $80!
Honestly it's enough managing the one theatre ( there are theatre boxes for everything not east!). The level of detail is (sometimes) too much. There's a 500 page manual and a 850 page living manual with corrections and explanations.

You can get it for ½ price when it's on sale.
 
I have defected to WiTE2 while waiting for the coming changes in DH.

Two very different animals though, very enjoyable in their own ways.
Yes, very different, but it's fun.

It's too bad I'm a grown up now and the game is such a time investment. Maybe in the retirement home, lol.

But yeah it's far too detailed for DH2. When I talked about HQ's that command units further away than 1 province, I was thinking something closer to if you imagine Hearts of Iron 3, but only corps level in the OOB.

Because in (current) DH, we use corps level (though obviously you can make a "corps" with 1 division or a "corps with 12 divisions). I think the corps level is nice for a game like this. But as I suggested doubling (at least nearly doubling) the amount of provinces, I had to consider what that would mean. With twice the provinces, the corps level of control wouldn't be sufficient a lot of the time.

Hence, the thought occurred that something like the Darkest Hour HQ's could act as a modifiable minimum unit.

I also generally like the idea of having a specific man doing a specific task and this task is of reasonable scale. In darkest hour /hoi2 I get that feeling but not in hoi2 because every division has a commander, and every corps a commander then every army.

It gets a bit too much for me, personally.
Something more like, "Ah, here's General Smith, with obsolete infantry equipment doing anti-partisan duties in this region" and "Here's General Johnson convoy raiding with submarines out in that sea region" and "Here's General Berg on an air superiority mission at this coastal province with our brand new interceptors" seems more manageable. And that's a lot like how Darkest Hour is - you have a pretty good balance in the amount of units/generals/missions/whatever you want to call it that you as a player needs to pay attention to.

My thinking is kind of an attempt to keep that level of how complicated/detailed Darkest Hour is, but adding depth. In Darkest hour your ability to add depth in the manner that I mean it, is to add or remove air units from an air group, or mix different types. Same goes for army and navy. Mix up a stack of units and that's it. I feel like there's potential to make it more in depth (through more options in what to add, and what missions to assign) but not much more complicated (by keeping it at the same scale, for the player)

I hope I'm managing to explain my thoughts well enough, not that it really matters if I didn't :)
 
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I have nearly reached Vajizz stage in life (39), and around 20 years form my first Hoi2, with thousands of hours spent on this game.

I really apprecciate the wishlist.

As a long time gamer, I really wish there were game mechanics to decrease the number of clicks.
A nice, big, fat, Victoria style button "Redeploy everything to home province" will save so much wasted time. If there is not home province, the capital is a good option, or the nearest port city.
The same thing regarding the troops conversion. Put all Mil togheter, and use only one CorpsWide "Convert to Inf ecc. ecc. Button" to convert everything to Inf, instead of waste time going one by one to click on your choice.

It had happened more often, that a garrison unit was under attack by a Usa amphibious assault, and the naval bombers and the local navy in the same sea province couldn't find the enemy transport ships to bomb them. The inter-army cooperation should be improved.

I really dislike limits, like the resources limit, the critical stockpile limit, ecc. ecc.
Can you imagine a situation like:
"Hey Joe, we have imported too much oil, where to put it..."
"I know, throw it away"....
The martial court for this traitor is that way.... never liked this thing, if someone want to put a limit, then put a "Build resource deposit" option.

The trasport capacity tied to your industrial prowess, i don't understand why it exist.
There is literally no way to build trucks...put a little "build trucks" like the sea transports, or put a tech tree dedicated to this problem near the supply research.
The Tc tied to the partisan activity is also made in a bad way. Your land is peacefull everywhere, but that little, abandoned, out of the way greek island has a lot of partisan, and it slow down your trasportation nationwide. When there are this situations, i have always liked to imagine what the people says.
"Franz, why are we going slower with our grain transport in Poland?"
"Dunno man, i hear that there are some rebel in Mytilene."
"So?"
"So we slow down"
"o_O"

The management of the partisans.
I make a little premise, as a veteran player of Hoi2 and DH, discussion about the "total realism", "more historical", and the "corrected Oob", to me, make no sense.
A new player, can enjoy this realism, and accurate historical reconstruction, but, how many time a player make the same game, in the same way, in the same time period, with the correct Oob?
Obviously, the strong point of the strategy games is replayability. Alternate history, alternate battle plan, better minister instead of the historical ones.
Italian navy equipped with some Cv is a must. Is it historical? No, but if you want to survive, you need them.
I personally find everything that got in the way of making war a bother. Be that partisans or nuke.
Partisan that go up and down the map because are hard to pin down and smash them in a definitive way, clamoring in a little island slowing down tc nationwide, in trp the russian partisan go up and up, and seems like the tide never end...
Please put a tab similar to the transports route.
Call it "Gestapo" "MI6" "OSS" "Sismi", instead of transports and escorts, there are the different nations, with the Mp brigates needed and the Mp brigate can be automatically assigned.
For the people who love to run after them, leave them be, for people who don't care, automate e produce some Mp brigates in series of 99, problem solved.

Nukes, and the Usa who love them.
In the misc files i usually change the difficuty of producing nukes form 80, to 80 millions.
Nukes took away the joy of making war. So i really appreciated the event "Nuclear Clearance Granted" in the mod All in One gold edition.
No clearance, no nukes for the Usa to spamm around. It should be in my opinion something to be put in the main DH.

If possible, the air power need to be tweaked somehow.
Allies air power, is overwhelming.
In a game with the Rsi, i had 16 planes ((4 fighter+4 interceptor)x2) in air superiority mission in north italy, 16 planes protecting slovenia airspace, and 16 more protecting the adriatic sea. Well, the Usa didn't care, they nuked Venice regardeless of everything.
They don't care about fixed Aa at level 10, they don't care about the air fleet in the province they bomb, they don't care that your airpower techtree is well developed, and finally, they don't care that the province to bomb is protected day and night, comprensive of air defence of nearby areas.
This is one of the few places where i think that "total realism" should be implemented.
In Hoi2 if you put 3 airfleet in Rennes, Paris and Amsterdam to watch the sea against the Uk planes and maybe one more airfleet in Denmark, it is pretty much ok to forget Uk and start planning Barbarossa. Now, forget it.

There was a nice function in one mod of Luxor, it give the player the ability to build structure in the territory of your allies.
Imho it's a nice addiction, like building infrastructure in Rom and Bul. Historically accurate even.

i think i wrote enought. :eek:
 
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This made me thinking: what about tying TC strictly to proposed "resource deposits/depots" which would affect several provinces around (like zone of control in case of forts in EU4)?
 
This made me thinking: what about tying TC strictly to proposed "resource deposits/depots" which would affect several provinces around (like zone of control in case of forts in EU4)?
Imo, that won't work for TC. For ESE it could definitely contribute. What is TC?

What is Transport Capacity?​


Transport Capacity (TC) is described in the TC tooltip rollover as trucks trains and river barges which are used to supply your armed forces with fuel and supply. TC is an abstract number as it is primarily based upon Industrial Capacity.
What we need are train tracks, roads, canals etc... Currently, this is covered abstractly by infrastructure. Now that TC is defined, you can see that supply hubs are not the answer for that problem. That being said, resource and supply depots that act as sources of supply for active units in their zone of control would be great and would help reduce the whole capitol centric supply model in current use. Jmo, ymmv
 
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What we need are train tracks, roads, canals etc
For a tactical game... yes. If you have a small region and detailed map... not a world map!

For DH... please, not. The whole logistics theme is IMHO quite well abstracted with TC in DH. It includes partisans, political unrest, tech and IC. The latter automatically lowering your logistics when loosing important regions with IC.
 
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