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#1 |
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Field Marshal
Join Date: Apr 2003
Location: Northern California
Posts: 2,817
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New 1.06 Wishlist
I would suggest reading the Please Read thread.
Submit your comments based on 1.05c. *Only give Vichy the provinces they had historically. *I don't think the Soviets should have claims on Kars until later in the game, it is too easy for a player (and AI?) to get the land with minimal effort, which is why the Soviets don't get most of their actual claims in 36 (Tanna Tuva, Finland, Baltics, etc.). Vulture suggested adding it with Mol-Rib. pact, but that still basically assures the Soviets the province for free, they just get it later. *A liberated nation moves to the same alignment in the diplomacy triangle as the host nation. This (hopefully) means a liberated Korea is likely to join the Axis when Japan does, and a liberated India is likely to eventually join the United Kingdom. *Ability to liberate some of the other nations that already are already partly in the game. This includes Egypt, Algeria, Libya, Syria, Malaysia, Belarus, Serbia, Slovenia, etc..
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Modern Day Scenario for HOI ---Email--- An Attempt at Friendship AAR (my attempt at being funny) Last edited by Lunar; 20-09-2003 at 07:05. |
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#2 |
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Private
Join Date: Aug 2003
Posts: 24
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the ability to cancel military control is a MUST!
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#3 |
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Field Marshal
Join Date: Apr 2003
Location: Northern California
Posts: 2,817
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My test game had Turkey giving Kars to the Soviet Union Feb. 11th 1936.
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Modern Day Scenario for HOI ---Email--- An Attempt at Friendship AAR (my attempt at being funny) |
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#4 |
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Field Marshal
Join Date: Apr 2003
Location: Northern California
Posts: 2,817
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In my hands-off game, less than a year after the war the Soviets were pushing into Austria and had already taken Rome, Manchuko, Korea, Northern China (province north of Shanghai), Afghanistan, Finland, Romania, Bulgaria, Slovakia, and Croatia.
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Modern Day Scenario for HOI ---Email--- An Attempt at Friendship AAR (my attempt at being funny) |
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#5 |
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Join Date: Feb 2003
Location: Finland
Posts: 2,312
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- More diplomatic option including armistice/ceasefire, refined sue for peace, cancel military control, etc.
- Armaments and weapons trade system. Minors really shouldn't have to research everything from scratch on their own. - If possible, some "request province" and "transfer province to" options would be nice. Would give you (and the AI) ability to reward your allies and request the provinces you desire from them. - New expeditionary forces system allowing you to request and/or deny expeditionary forces from target allied country. The constant flood of unwanted exp.forces is inbearable. - New alliance commands including "Kick from alliance", "Request specific attack", "Dishonor alliance", and so forth. - New carrier fighter class. Regular ground based fighters shouldn't be allowed to operate from carriers. - Remove superheavy tank unit and all but one of the related techs. The remaining tech would then give fort attack and ground defence bonus to armored and mechanized units, with a cost of increased fuel and supply consumption.
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There is no greater a pacifist than a conqueror. For what would a conqueror like better than to conquer without resistance? — It is the defender that must have a taste for war. "The only thing cruel people understand is power and strength." - Finnish Dragon |
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#6 | |
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Bierbrauer
![]() ![]() ![]() ![]() Join Date: Oct 2000
Location: Beer Country
Posts: 9,272
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Re: Weaken Soviet Union!
Quote:
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Wir wollen auch sonderlichen/das füran allenthalben in unsern Stetten/ Märckthen/un auff dem Lannde/zu kainem Pier/ merer stückh/ dan allain Gersten/ Hop= fen/ un wasser/ genomen un gepraucht solle werdn. in retirement 9000 posts and no custom avatar |
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#7 | |
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Colonel
Join Date: Sep 2003
Location: Fourth Army HQ
Posts: 842
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Quote:
I agree. It would handy to be able to "prod" an ally to attack on a certain front, and once giving the command to said forces, back out and let them have control of their forces again.
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"You can't fight in here, this is the war room!" The World at War - An American Perspective in World War II - In Progress (It's Alive Again!) Operation Titan - The Race to Berlin - Completed 1940-1941 The Russian Conquest: A Strategic Overview - Completed Its a Mad Mad Mad Mad AAR - Self Imploded |
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#8 | |
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Join Date: Feb 2003
Location: Finland
Posts: 2,312
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Quote:
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There is no greater a pacifist than a conqueror. For what would a conqueror like better than to conquer without resistance? — It is the defender that must have a taste for war. "The only thing cruel people understand is power and strength." - Finnish Dragon |
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#9 |
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cubicle drone
![]() ![]() ![]() Join Date: Dec 2002
Location: Robards, KY, USA
Posts: 531
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i'd like to see several things for 1.06. i don't know i it's possible to include them or not, since i know there aren't going to be any more major changes to the game.
1. more tech sharing from the US to it's allies once the war starts. 2. less tech sharing to piddly countries like iraq, nepal, and bhutan. in one of my games at the US i got maneuver artillery doctrine from bhutan. that's just not right. 3. better free french AI (defending south american colonies, palestine, and attacking north africa more often) 4. germany attacks denmark/norway BEFORE france. i've been asking about this since 1.03 5. better naval invasion AI (i know everyone bitches about this so i won't go into details). 6. make naval units/aircraft more powerful, battles more decisive |
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#10 |
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Recruit
Join Date: Aug 2003
Location: Drunen, NB - Netherlands
Posts: 5
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Well, the night/day map still is a rediculous thing, and my technology stats don't work either.
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#11 |
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Airborne
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2003
Location: In the thick of it...
Posts: 7,498
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Id like the following:
Shorten the save name games from NATION_YEAR_MONTH_DAY so that nation is a 2or3letter abbreviation and the month is 2digit code. Id also like to see a dialogue box appear on the creation of a new stack. No more 1st Corps etc. Instead, cant the unit.csv be read and the names appear in a list box of which one can be chosen! Id also like these entries to disappear once chosen to represent a stack.
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"What do you mean, "*They* cut the power"? How could they cut the power, man? They're animals!" |
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#12 |
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First Lieutenant
Join Date: Aug 2003
Location: UK
Posts: 246
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Running totals of Unit Losses
I am still playing my first game. It is 1942 as Germany, I have conquered France, puppetted UK, taken most of Africa etc and as far as I am aware I have not lost a single ground or ship (ok so it is 1.05b) unit but maybe a couple of aircraft ones. I would like to know my losses for sure so I would like to see running totals of the units that I have lost by type. I would also like to know how many units of each type that my alliance has destroyed - I realise that some units will be destroyed by mixed forces of allies so probably cannot make that stat country specific.
Mike |
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#13 | |
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Join Date: Feb 2003
Location: Finland
Posts: 2,312
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Quote:
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There is no greater a pacifist than a conqueror. For what would a conqueror like better than to conquer without resistance? — It is the defender that must have a taste for war. "The only thing cruel people understand is power and strength." - Finnish Dragon |
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#14 |
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Emperatore Daciae
Join Date: Apr 2001
Location: Chisinau, Dacia
Posts: 682
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I do not know if it is already included into 1.05 but I did not had a chance to test it by now.
I am playing (v.1.05) now Germany and on normal/normal settings by 1941 I was no able to bring Italy into alliance (strange), however all the DI is spent on trying. But what I wanted to see is when assumung military control over an ally, if you can organise ally's armies, for example you can split an existing army, but in the version 1.02 that was before I installed 1.05 it was not possible to merge the armies (e.g. 2 armies consisiting each one of only one unit and make an army of 2 units instead). Sorry, if the question was already asked. EDIT: After installing 1.05c I have learned that the possibility of merging allies units is already introduced. Last edited by Cornelius; 22-09-2003 at 08:57. |
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#15 |
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Emperatore Daciae
Join Date: Apr 2001
Location: Chisinau, Dacia
Posts: 682
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Since I installed 1.05 I have played only Germany, so I did not had a chance to check these as well.
What I was wondering before is why if there is no IC in a province (e.g. Africa, Asia, Siberia) you are not able to build one and even cannot upgrade ifrastructure and any other province works (AA, forts). |
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#16 |
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Sergeant
Join Date: Aug 2003
Location: Hot And Sunny Every Day
Posts: 62
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Australian resources
Hi to all
I still have the 1.04 patch i intented to wait for the 1.06 to come out before i upgrade so i was looking at the provinces of Australia and noticed a few things that were interesting since i live here first i want to say thanks to game designers for actually having named my home city as one ( Broken Hill ) great stuff but i dont know if they no but for over a hundred years there have been several mines there producing a lot of Australia's Lead,Zinc and silver, they were a major producer of war materials for both world wars, and although this can not be translated as a coal resource what about a defacto steel province though, its a thought any way. Regards |
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#17 |
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Captain
Join Date: Dec 2002
Posts: 309
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Scandinavian countries war entry and diplomaty
As today the scandinavian country works in the same way game after game (quite unhistorical AND not any random outcoming)
1) Higher chance/risk that sweden join Finnland in the winter war (Sweden was arguing into enter the war, the forign minister who was pro war was replaced etc.) 2) If Sweden join the winter war (Fin-Sov), Norway might join (i think this might be an reflection of the scandinavian defence union which was discussed but never came through in 1938) 3) Democratic Norway and Denmark should not "automaticly" declare germany war unless attacked in some way (this goes for belgium and Holland as well i think since these countries was all neutrall and did join the war because attacked by germany Ofcourse there might be some random thing which trigger the war entry.. One might be to join the allies as war breaks out (When England and france declera war. Or when germany is week), As today when these countires sometimes declare war its just helps gemmany (to avoid the magionit line etc.) 4) If ANY nationality (might be even Finnish units) enter Åland Sweden might interwean (Åland was demilitarised according to the "pre UN" (dont know the english for it) treaty (sweden and finnland argued about the island in the 1920 Sweden did interwean at Åland in 1917 (yes no neutrallity then...) 5) With a weak Germany and Norway or Finnland occupied sweden might join the allies.. 6) Let nation buy euqipment or tech (like Sweden bought airplane engines, destroyers and airplane.
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_____________________ Member of the Worst Hoi Player Club Also Member of Worst spälling klubb Last edited by Banner; 11-09-2003 at 17:41. |
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#18 |
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Amaghan Wanche
Join Date: Mar 2003
Location: Añazo - Achinech - Kannari
Posts: 388
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1º - A "Firend'o' meter to know your level of diplomacy whit other countries.
2º - A better map editor ( it is slow for run, and it is really very unstable ) 3º - A map fixer, to correct fixs causes by map editor 4º - ADD MORE COUNTRIES (u** or real countries) 5º - Kick a country from an alliance 6º - Leave a pupet country 7º - Broke army control 8º - IA build more Industries and Infraestructure in his country ( for example, URSS ) 9º - Build industry in a 0 IC zone (Whith some kind of rules) |
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#19 |
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Corporal
Join Date: Sep 2003
Location: Austin
Posts: 29
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wish list
1). CV units take extra damage if hit while air units are operating from their decks in the same sea zone. and a 70% chance of additional extra damage, recursive. checked each hour till docked.
No air operations from damaged carrier till docked, embarked air units cannot fly and take 50% losses. 2). CV units combat damaged while their air units are away, cannot have air units land on them, till docked. 3). CV units are automatically spotted for 6 hours after taking combat damage. 4). CV units that are combat damaged are droped from their task forces, and cannot join a task force while still on fire (6 hours) In the pacific carrier battles, if a carrier was caught with armed aircraft on it's decks and takes a little as 1 bomb hit... air operations were no longer possiable and many aircraft are dumped overboard to prevent the ordance loaded from causing even more damage. the carrier in question has a chance of sinking from out of control fires. The Americans had better damage control technology that reduced the chance of loosing the ship (yorktown, franklin). Huge columns of smoke would make the ship easilly spotted from 30 to 50 miles away, and the bright fires at night would enable equal spotting ranges. The most that was risked with a striken carrier was 1 or 2 destroyers. 5). Air attacks on ships at sea pick a single task force to attack. 6). Air attacks may miss seeing enemy ships completly, especially at night. Many examples of carriers 5 miles away hidden by a rain squall avoid attacks that cause evential sinking of several carriers see battle of midway for 2 such instances. 7). task forces containing CV may decline surface combat from task forces containing BB. storms and night may remove this ability. The Germans managed to catch a single brittish CV in a surface engagement, at night, the escorts were not able to close with the germans in time to save the carrier. 8). task forces containing CV will disengage just the CV after 1 hour of surface combat. The escorts will hurl themselves at the enemy to buy the carrier time to get away! Submarines get only the surprise attack that can target the CV, if spotted or after the suprise attack, they can shoot back only at escorts 9). Submarines will make surprise attack if not spotted. Targeting CV, BB, CA, TR, DD in that order of preference. Once spotted the preferance reverts to DD, CA, TR, BB, CV 10). American yorktown class CV carried a 5" gun armament equal to or exceeding that of a DD or CL. There was a Japinese carrier that retained half the guns of a CA. these ships would have used this armament in a surface engagement as they fled the scene. should be better than a "1" 11). Submarines may disengage from aircraft before combat if they spot the aircraft, and may disengege from aircraft after 1 hour in any case. (subs submerge, and aircraft have a hard time locating them for subsequent attacks) 12). disengaging submarines, do not have to leave the sea zone. But may not reenter combat for 1 to 12 hours. (sitting at debth hiding from the tin cans and aircraft) After the war the reports of "sinkings" of subs by aircraft were compared against known losses of the subs, 100% of reported sinkings were true, the only problem, the sub resurfaces after the aircraft has left 99% of the time! Subs were more effective at sinking subs than were aircraft, but heavy concentrations of aircraft patrolling an area can cause any spotted subs to depart the area. currentlu you cannot bring subs near powerful land based NAV or TOR air units, it's deadly in the game, in RL you would have limited time to hunt your prey. 13). Submarines damaged in combat may become mission incapable. Must dock before can initiate combat. 20% chance org =0% if hit. Periscope damage, pressure hull holed, either renders subs ineffective. Gary |
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#20 |
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Sergeant
Join Date: Aug 2003
Location: Hot And Sunny Every Day
Posts: 62
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bitter peace event not much good to neutrals fighting Russia
Hi
im playing as Sweden in my latest game decided to join in the fight with Finland in the" Winter war event" we held out till June 1940 then the Germans saved Finns from having to give up its territory, this gave me (Sweden ) a chance to capture Leningrad, and as everybody knows prime real estate so as the years roll by Finland joins the axis i remain neutral but still at war,now from playing earlier games i have come to learn that if you become axis member and Russia surrenders Germany gets the lot so it was with some surprise and disgust that in 1945 the Reds finally give up and neutral Sweden (me ) gets shafted Germany gets Leningrad, this sucks, it seems unless your Finland or Japan the bitter peace treaty is bias,even axis Romania which captured the Crimea half the Ukraine and half the Caucasus gets screwed as well, im using the 1.04 patch unless this has changed in later patches i think if your at war with Russia whoever you are( neutral, Axis ally or western ally ) and Germany defeats them you should keep there captured territory it should not go to Germany, im all for the Finns getting Murmansk, Kola peninsula and the Karelian Isthmus but i think fairs fair if you win territory its yours, so for the 1.06 patch i hope this can be done. but if any one can explain to me the reasons why it should not work this way i would be interested to hear. Regards |
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