• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

unmerged(31085)

Imperator Caesar Augustus
Jun 25, 2004
486
0
profile.myspace.com
What are your wishlist for HOI 3?

1. No more CTD.
2. No more lagging.
3. More terrain features on the maps with layout of cities.
4. New sprites for every level upgrades.
5. Dynamic night and day events.
6. Dramatic night bombings with anti-aircraft flaks and searchlights as sprites.
7. Trenches
8. Icons for capital cities like that of Victoria.
9. Improvement of weather AI.
10. Improvement on computer AI.
11. Overhaul on game engine for faster gameplay.
12. Breakdown of smaller states for MODDING compatibility.

These are some of my thoughts...what are yours?
 
Upvote 0
I don't think I understand what you are thinking, here - a slave trade?? ;)
 
My wish list

1) military leaders can be captured (if they can die, they can be captured) or surrender, either because of spies or if their unit flees. They could be freed or escape too, but that would be difficult.
2) easier save game mode: the saved games get saved in chronological order, not by alphabetical order.
3) When I send my air units to a province, let me choose to keep them in that province or in the area where that province is located, i.e. I want support where I selected, not where the AI wants to go.
4) ships can be upgraded if they stand in ports.
5) More than 5 industry slots (heck, imagine Messershmidt doing nothing for one year then restart building airplanes the following year).
6) AI uses air drops
That's about it for now...

Any idea if HOI is a real project?
 
JRHINDO said:
naa just just another stuff you can trade...
OK, but trading manpower for money is called slave trading, isn't it??

JRHINDO said:
New idea:
Units should need metals to be build ie: guns, tanks, ships, planes...
You already do need metal to run ICs (which build units composed, in part, of guns, tanks, ships, planes...
 
S_Stackpole said:
1) military leaders can be captured (if they can die, they can be captured) or surrender, either because of spies or if their unit flees. They could be freed or escape too, but that would be difficult.
How would it differ from 'dying'? Could they be traded in secret deals? Released when peace is negotiated? Rescued by an espionage mission? Switch sides?

S_Stackpole said:
5) More than 5 industry slots (heck, imagine Messershmidt doing nothing for one year then restart building airplanes the following year).
Messerschmidt are making aircraft all the time - the 5 slots are for research, not manufacturing.

I agree, though, that the 5 slot cap is arbitrary and another way to handle this would be good.
 
icenoodles said:
aircraft carriers have invid plane squadrons and you could choose what number of types of planes you want on each carrier. i .e 40 fighters, 10 torpedo bombers.


yes, if you just send that carrier for air superiority it makes no sense that you are forced to use dive bombers to shoot down enemy fighters.
 
In my wishlist:

-Proper logistics, trading, convoies, HQs etc
-proper command chain
-More operational and tactical scope. Hex map
-No IC building
-unique units per coountry
-better combat system-armour should be stronger

All in all, make HoI3 the perfect WWII simulation on strategic, operational AND tactical levels.

Edit: Merging HoI2 with The Operational Art of War would produce THE perfect WWII simulation.
 
Kamikaze

A special (restricted) event for Japan to form TOKKO-units. HoI is not a complete WW2-game without this option for Japan... Japan implemented this on the operational level near the end of the war so it should be in the game.

And aircraft carriers should have real air wings. Such carrier-trained wings should also be able to operate from ordinary air bases on land.

Edit:

Oh, and make a cap (or SEVERE attrition) on too many deployed Divisions/air wings/ships on small atolls, jungle provinces, bases etc. It is not realistic to have 100+ divisions marching thought the jungle in northern Burma or for that case in northern Finland...

Edi2:

Modular divisions would be nice to have. This goes for air wings as well (no need to brigade escort fighters any more - just assign fighters to the wing, or make it an all bomber wing).
 
Last edited:
Modified Airpower

I have modified most of the Air Units except for Air Transports. German and USAAF units were mainly based on the Wing as primary tactical units AND based accordingly.
(Information from ORBAT.com)

USAAF 1st Air Corp: Dec. 1941
1st Bomber Command
2nd Bomb Wing(H) [3 Squadrons of ~18 B-17 aircraft]
22nd Bomb Wing(M) [4 Squadrons of ~16 B-26 aircraft]
34th Bomb Wing(H) as 2nd Bomb Wing
43rd Bomb Wing(H) as 2nd Bomb Wing
1st Fighter Wing(F) [3 Squadrons of ~16 P-38 aircraft]

German 1st Flieger-Division: Sep. 1939
I./KG 1 [38 He-11H aircraft]
I./KG 152 [37 He-11H aircraft]
II./KG 26 [35 He-11H aircraft]
II./KG 53 [31 He-11H aircraft]
II./St.G. 2 [3 Do-17P aircraft, 35 Ju-87B aircraft]
III./St.G. 2 [3 Do-17P aircraft, 36 Ju-87B aircraft]
IV.(St)/LG 1 [3 Do-17P aircraft, 39 Ju-87B aircraft]
I./ZG 1 [34 Bf-110C]
I.(J)/LG 2 [42 Bf-109E]
JGr 101 [48 Bf-109E]

I modified interceptor.txt in db/units/divisions to the following:
model = { # Basic Interceptor - 2
cost = 4.33
buildtime = 150
defaultorganisation = 30
morale = 30
manpower = 1
maxspeed = 500
surfacedetectioncapability = 3
airdetectioncapability = 2
surfacedefence = 2
airdefence = 5
airattack = 7
strategicattack = 0
softattack = 0
hardattack = 0
navalattack = 0
range = 250
supplyconsumption = 0.33
fuelconsumption = 0.67
upgrade_time_factor = 0.5
upgrade_cost_factor = 1.0
}
If you noticed cost and strengths have been changed, but buildtime remains about the same.

Otherwise you can't come anywhere near the unit builds that most countries actually made.

I have a zip file of all aircraft files from db/units/divisions. You can e-mail me at jcfinley1@netscape.com
 
Last edited:
The chance of creating Brigades or a custom strength unit. IE like those 50/100 divisions or whatever.


A super division? 200/200. The bigger they get the faster they get unorganized? and the smaller the quicker they get?

Ideas to throw around and change.
 
Johan Jung said:
A special (restricted) event for Japan to form TOKKO-units. HoI is not a complete WW2-game without this option for Japan... Japan implemented this on the operational level near the end of the war so it should be in the game.

And aircraft carriers should have real air wings. Such carrier-trained wings should also be able to operate from ordinary air bases on land.

Edit:

Oh, and make a cap (or SEVERE attrition) on too many deployed Divisions/air wings/ships on small atolls, jungle provinces, bases etc. It is not realistic to have 100+ divisions marching thought the jungle in northern Burma or for that case in northern Finland...

Edi2:

Modular divisions would be nice to have. This goes for air wings as well (no need to brigade escort fighters any more - just assign fighters to the wing, or make it an all bomber wing).
also, we could retain the old stuffs by upgrading the divisions/wings

such as i upgrade a division full of panzer II, say , 50 panzer IIs , replaced by 50 panzer IIIs that i produced.


so , now i should have 50 panzer II in stockpile, that i could make another armoured division, say, only with panzer IIs, easier.

or you could give an option to modify the panzer IIs into other things, such as Marder II, Wespe... by investing some man hours and industrial resources in it.



or able to remove a Battleship's gun to become shore batteries, i think shore batteries should be represented in game...
 
I would like to see improvements to infrastructure, ports, and airports modeled differently. As it is now, going from nothing to a size 1 air base (or port, or infrastructure, or fortification) takes the same IC and time as going from 9 to 10. Improving an installations capacity at the high end should take much less time and IC, most of the difficult time consuming work has been done (land clearing, leveling, etc), essentially all you are doing is building additional hangar space and tarmacs, improving installation infrastructure, etc.
This applies to province infrastructure as well. When making improvements in the lower percentages you are laying new "roads and rail". But when improving near the high end, it is probably more about upgrading and improving the current road and track, than laying new routes. So again, should take less time and IC.

Also would like to see installations (air bases, ports, fortifications, maybe even factories) have their build times effected by the infrastructure percentage of the province they are being built in. More infrastructure should mean the more effiecient movement of building materials and equipment, and thus should shorten installation build times.

Finally, terrain should also have a factor in these build times, especially with infrastructure. It should be much easier to make improvements in the plains than it is in mountains and jungles, etc.
 
dragon6172 said:
I would like to see improvements to infrastructure, ports, and airports modeled differently. As it is now, going from nothing to a size 1 air base (or port, or infrastructure, or fortification) takes the same IC and time as going from 9 to 10. Improving an installations capacity at the high end should take much less time and IC, most of the difficult time consuming work has been done (land clearing, leveling, etc), essentially all you are doing is building additional hangar space and tarmacs, improving installation infrastructure, etc.
Don't think so - at this scale, and in this era, adding to 'Airbase Size' is mainly building extra air strips. To say that the area called in HoI2 'Norfolk' (for example) has just one big air base in WW2 is just not true - it had dozens of them.

dragon6172 said:
This applies to province infrastructure as well. When making improvements in the lower percentages you are laying new "roads and rail". But when improving near the high end, it is probably more about upgrading and improving the current road and track, than laying new routes. So again, should take less time and IC.
Seems to me that upgrading is harder than green field development much of the time. There is a reason road upgrades are often done as a whole new (often paralell) road.

dragon6172 said:
Also would like to see installations (air bases, ports, fortifications, maybe even factories) have their build times effected by the infrastructure percentage of the province they are being built in. More infrastructure should mean the more effiecient movement of building materials and equipment, and thus should shorten installation build times.
This is an excellent idea! It fits very well with what we have been saying here.

dragon6172 said:
Finally, terrain should also have a factor in these build times, especially with infrastructure. It should be much easier to make improvements in the plains than it is in mountains and jungles, etc.
Also fits with the thread above and is similar to what was explored here.
 
The biggest drawback that exsists in HOI1 and HOI2 is the lack of adjustable graphics settings. :mad:

The next HOI should have adjustable video resolutions up to and including 2560 X 1600.


-------------------
"Ha Ha Ha, Mine is an Evil Laugh!"
 
A few basic suggestion which can be worked upon
( ) Basic point { } In detail

(1) - ATTACHMENT OF 2 OR 3 BRIGADES eg, motorisation, elite status, special engineers, elite equipment, amphibious equipment...... etc

{ So that a German infantry division has less motorisation, tanks and artillery than say an american Infantry division of the same period
America could transfer studbeaker trucks to the soviets to increase their supply and speed }

(2) - MORE MEANING TO THE PROVINCES WE CAPTURE, they should have more resources like the FOOD RESOURCE or special minerals like nickel, copper etc

{ To more accurately convey the Ukraines role and dissent, and more importantly to better illustrate why the WW1 ended.... because of food, and lack of which created dissent }

(3) - MORE NATION BUILDING OPTIONS, like education, research facilities, huge flak towers, submarine pens, great monuments, highway projects etc

(4) - NEWS, make us feel like we have captured a province, like when we capture Kiev or Stalingrad, Or if we Bomb Tokyo or Berlin
Headlines with negative dissent or somethin
It shouldnt feel like we are just capturing some pieces on a board
MAKE IT REAL

(5) - OPERATION PREPARATIONS, so that if an operation Barbarossa is launched there should be a delay to preapre for it, AND THEN SPIES could figure it out and give prior warninng, there could even be false information as when happened with Normandy.
More preparation time gives added bonus to troops but danger of info leaking out to spies

(6) - MORE RESEARCHING OPTIONS, that pretty much says it all

(7) - BATTLE CASUALTIES NUMBERS, so that you feel it when you realise how many soldiers were lost and so does the nation

(8) - SMALL NATIONS WEAK ARMIES, let research not allow nations to build fighter aircraft or tanks or up to date infantry

(9) - RESERVES, troops which can be built but deployed only in war time, thus taking up few resources in peace time

(10) - REST TO TROOPS, troops with more rest fight better and troops with low rest fight worse

(11) - EQUIPMENT WITH BETTER VERSION, like a Pz IV, which can be upgraded to a Pz IVD to F2 and G or forgotten about instaed of Pz Vs

(12) - CAPTURING ENEMY EQUIPMENT, if enemy divisions are encircled equipment is captured, if 3 Infantry are encircled you maybe get a captured artillery brigade or AA brigade

(13) - BUYING AND SELLING BLUE PRINTS, if realtions are at a certain level get a super blue print to directly produce the equipment

And goes without saying AI, AI and some even better AI

Well that pretty much sums it all
 
Commander Stacking

I think it would be an excellent idea to be able to group good commanders together (i.e. individual divisional commanders under a corps commander, corps commanders under an army commander, etc.) and receive a cumulative bonus for their combined attributes, instead of just receiving the bonus from the main commander in the HQ unit.

For example, during a historically accurate Barbarossa, instead of just having Panzergruppe 2 being led by (and just receiving the bonus from) Gen. Guderian (a 5 in vanilla), you would also receive bonuses from the corps commanders (e.g. Geyr von Schweppenburg -a level 4 in vanilla) and the divisional commanders (e.g. Model -a 5!- and Hausser). With these sub-commanders' attributes combined with Guderian's, it would make the digital Panzergruppe 2 as formidable as the original, able to take on and smash huge Soviet formations.

It could also help to bolster mediocre or poor high-level commanders' skill levels if you put highly-skilled MjGens into their formations, and would save you having to promote those better MjGens and consequently losing skill level on them.
 
Politcal party’s! :D
SwedishPartys.jpg


This would be awesome! :D
 
Status
Not open for further replies.