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Drone posted:V2 is fun on its own, mister (provided you have all the expansions, which are required). Yeah, NNM is pretty much required for me. There's a reason for why almost every overhaul mod uses it as a base.
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# ? Mar 2, 2015 21:41 |
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# ? May 31, 2024 21:11 |
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Drone posted:V2 is fun on its own, mister (provided you have all the expansions, which are required). there's just too many things that annoy me even with HoD. i'll check out NNM
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# ? Mar 2, 2015 21:57 |
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Popular Thug Drink posted:there's just too many things that annoy me even with HoD. i'll check out NNM The one major thing that makes the lategame dreary for me are rebels. Or I guess you could count them as several million minor things that make the lategame dreary.
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# ? Mar 2, 2015 22:41 |
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Gort posted:Yes to both. Subs are bizarrely overpowered in a straight fight. I think 30 subs would beat 30 ASW destroyers, but I've never tested the theory. The DH devs wanted to discourage you using full-on carriers for ASW, so they gave them a sub attack of zero. The result is that they rush in to engage the subs at the gun range of their escorts and get murdered. Everything that's not a destroyer or escort carrier has garbage for sub attack, and a fleet of destroyers and escort carriers would die horribly to any fleet that wasn't made of submarines. That tanks and mot aren't for fighting I don't really understand. Tanks at least have great statistics. Why not fight with them? I mean I get using them for encirclement. But if I have 10 infantry going up against the enemy why keep the tanks defensive and wait for the enemy to rout before moving in? Why not also attack with tanks earlier and break through earlier? And get that encirclement or flank earlier? How can I keep planes from not attacking unengaged troops? Way I understand I give planes an area of operations and they pick their own opponents ? Are they smart enough to prioritize good engagements? Is ground attack good? When they are broken I mean. I thought casualties were secondary to organization? What are some good house rules if you are to play mp ? No 30sub/30CA fleets seem like a good one? Not taking military control over anything other then your puppet states? What would happen if one enemy motorized unit just went through my lines and just burned all of your industry? How quick does something like that recover?
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# ? Mar 2, 2015 23:41 |
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Affi posted:That tanks and mot aren't for fighting I don't really understand. Tanks at least have great statistics. Why not fight with them? Efficiency. You'll get more killing power on the field for an equivalent number of IC-days if you buy INF instead. There's probably some point on the IC-manpower chart where it makes more sense to stick everyone in a truck, but in most actual cases the best strategy is "throw men at it".
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# ? Mar 2, 2015 23:52 |
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Popular Thug Drink posted:Are there any mods which make V2 fun or should I just reinstall V:R? Play my mod http://forum.paradoxplaza.com/forum/showthread.php?729421-Minimod-Faulty-s-Fixes-for-PoD
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# ? Mar 3, 2015 00:10 |
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Enjoy posted:Play my mod http://forum.paradoxplaza.com/forum/showthread.php?729421-Minimod-Faulty-s-Fixes-for-PoD Does your mod work with just NNM instead of PDM?
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# ? Mar 3, 2015 00:22 |
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VostokProgram posted:Does your mod work with just NNM instead of PDM? Nope
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# ? Mar 3, 2015 01:09 |
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Hahaha, seeing just how close you can get to the line without new line cinema suing you eh paradox?
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# ? Mar 3, 2015 01:22 |
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Autonomous Monster posted:Efficiency. You'll get more killing power on the field for an equivalent number of IC-days if you buy INF instead. This. Tanks are superior to infantry one-on-one, but the same amount of IC spent on infantry will crush a tank, and it's very unusual that you'd be fighting on a front so narrow that you can't bring your infantry to bear. Tanks and motorised/mechanised cost a shitload to reinforce, too. Let the footsloggers fight - mobile units are for going fast and fighting only as a last resort.
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# ? Mar 3, 2015 10:03 |
Yo Kavak, where that Kaiserreich hotfix at?
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# ? Mar 3, 2015 10:24 |
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Gort posted:This. Tanks are superior to infantry one-on-one, but the same amount of IC spent on infantry will crush a tank, and it's very unusual that you'd be fighting on a front so narrow that you can't bring your infantry to bear. That seems.. Like bad design? I get that tanks are expensive and building a tank division should cost a lot of IC. But shouldn't reinforcing a tank division at least cost less manpower? That is. Tanks are expensive IC wise but if you rely on infantry your manpower pool will go down much faster? Anyway. How do you defend yourself best against a human player? Defense in depth to avoid being encircled by fast units or? Lots of planned defense/support defense? Quick reaction divisions to respond to breakthroughs? Straight up blitzkrieg attack is the best defense? I brought up having house rules to avoid certain maybe overpowered things. Got voted down immediate.. Now I want to punish my group for this transgression so how do I game the system the most? Affi fucked around with this message at 21:01 on Mar 3, 2015 |
# ? Mar 3, 2015 20:40 |
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Today, hopefully. The good news is what I thought was a game-breaking bug was just people not reading the drat installation instructions. Go ahead and play, but if they game seems to freeze and there's a popup about a Georgian AI file, go ahead and hit ignore, it won't break the game.
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# ? Mar 3, 2015 20:46 |
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Kavak posted:Today, hopefully. The good news is what I thought was a game-breaking bug was just people not reading the drat installation instructions. Welcome to game development!
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# ? Mar 3, 2015 21:08 |
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Affi posted:How can I keep planes from not attacking unengaged troops? Way I understand I give planes an area of operations and they pick their own opponents ? Are they smart enough to prioritize good engagements? You can set your planes to only attack a specific province, if you want to make sure they don't attack absolutely everyone in the area. I think doing casualties is great, it costs IC + MP to reinforce, org just takes time. Use CAS for ground attack and TAC for ground support.
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# ? Mar 3, 2015 21:14 |
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Affi posted:That seems.. Like bad design? I get that tanks are expensive and building a tank division should cost a lot of IC. Oh yeah, fighting with tanks will cost you less manpower, but I have never actually seen a war decided by a side running out of manpower - you get a lot for mobilising, and stalemates just don't last long enough to grind anyone down to zero manpower. quote:Anyway. How do you defend yourself best against a human player? Defense in depth to avoid being encircled by fast units or? Lots of planned defense/support defense? Quick reaction divisions to respond to breakthroughs? Straight up blitzkrieg attack is the best defense? You're gonna be Germany, right? Build up a decent fast force and airforce before the war since you're strapped for manpower, then nothing but infantry until the war ends once you mobilise. Although if your opponents want to powergame, they'll just switch to mobility doctrine on day 1 and you'll never get anywhere. Play the USSR and go mobility doctrine.
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# ? Mar 3, 2015 23:04 |
Gort posted:but I have never actually seen a war decided by a side running out of manpower I have. It was loving terrifying. TheMcD posted:EDIT: Also, here's a shot from a Mixed Mods game as democratic Germany aligned with the Allies. WW2 broke out around '42 and lasted until '48, and it was the ugliest god drat slugfest I've ever seen. It was completely impossible to make any sort of breakthrough because the front was just completely clogged up with Russians (they had like 30 divisions guarding every province and were capable of shoving like 50 more into a single province to defend it), any and all attempts at motorized breakthroughs eventually failed because the Allied front was overextended and the Russians managed a crucial breakthrough somewhere, cutting off supply lines and making a hasty retreat prime priority, and it basically boiled down to "who has more manpower, the Soviet Union or Poland, Germany and France combined", and the answer was "Poland, Germany and France, but just barely".
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# ? Mar 3, 2015 23:12 |
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TheMcD posted:I have. It was loving terrifying. Eh, mods is cheating.
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# ? Mar 3, 2015 23:14 |
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At least his avatar fits.
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# ? Mar 3, 2015 23:15 |
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Riso posted:At least his avatar fits. what a coincidence so does yours!
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# ? Mar 3, 2015 23:31 |
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Agean90 posted:what a coincidence so does yours! Let me tell you about applying the rationality of colonialism on Eastern Europe...
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# ? Mar 3, 2015 23:37 |
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Affi posted:That seems.. Like bad design? I get that tanks are expensive and building a tank division should cost a lot of IC. The tactics you described trying to use upthread (heavy emphasis on mobile infantry, using tanks as breakthrough units as well as having them be invaluable on the front lines due to their combined arms bonus) is basically the optimum way to play Germany in HOI3. Basic infantry in that game are, much like in WW2, warm bodies that you use to hold the line and avoid getting encircled. Their capabilities are greatly enhanced by adding brigades to the standard triangle division composition and enhanced even further by giving them some armor to fight alongside. For all of its problems HOI3 does a much better job at making the world make sense. And I don't know how the hell anyone can stand looking at that ugly rear end map anyhow
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# ? Mar 3, 2015 23:54 |
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Sharzak posted:It is! Welcome to Darkest Hour! It's really funny that a lot of discussion in this thread is devoted to various balancing issues in DH and assorted bugs in KR and yet to suggest that someone play unmodded HOI3 complete which at least has most of its events fire, doesn't randomly drown you in rebels, and favors fleet and army compositions that make sense gets you laughed out of the thread. This is why I genuinely like HoI3 - my armies have to actually make sense BUT you can do different things with different brigade additions to really spice things up. I understand that people do not like it because it was poo poo on release and handling division commanders and HQs -especially as a large power- is a huge pain in the rear end, and all the other stuff that has been mentioned. However the concepts behind all of it makes sense and, to me, did not require gamey tactics to be competent in war - normal things worked, like infantry being bodies to occupy space so specialists like tanks can do their thing. The production, research, and industry sliders (adjust sliders to optimum alignment for victory!) all just feel right to me. And the map is fantastic. This fukkin pocket. It felt SO GOOD. edit: and there are definitely a few other things I would nitpick about HoI3, but I just love the tactics and strategy in it. AAAAA! Real Muenster fucked around with this message at 00:25 on Mar 4, 2015 |
# ? Mar 4, 2015 00:14 |
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Agean90 posted:what a coincidence so does yours!
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# ? Mar 4, 2015 00:28 |
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The DH map is a treasure.
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# ? Mar 4, 2015 00:54 |
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Just from looking at it in LPs, it's a lot nicer than any other Europa-engine Paradox game's map. Which isn't saying that much, admittedly.
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# ? Mar 4, 2015 01:07 |
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I have no idea what is happening when I play HOI 3.
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# ? Mar 4, 2015 01:08 |
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Sharzak posted:It is! Welcome to Darkest Hour! It's really funny that a lot of discussion in this thread is devoted to various balancing issues in DH and assorted bugs in KR and yet to suggest that someone play unmodded HOI3 complete which at least has most of its events fire, doesn't randomly drown you in rebels, and favors fleet and army compositions that make sense gets you laughed out of the thread. Bort Bortles posted:And the map is fantastic.
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# ? Mar 4, 2015 01:15 |
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Sharzak posted:It is! Welcome to Darkest Hour! It's really funny that a lot of discussion in this thread is devoted to various balancing issues in DH and assorted bugs in KR and yet to suggest that someone play unmodded HOI3 complete which at least has most of its events fire, doesn't randomly drown you in rebels, and favors fleet and army compositions that make sense gets you laughed out of the thread. Hearts of Iron 3 is bad, and Darkest Hour is, while not great, still a lot better.
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# ? Mar 4, 2015 02:04 |
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Hoi3 would be a perfectly fine game with some tech tree tweaking and reworking the chain of command. Then trim back on the map some and it would probably be better than DH.
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# ? Mar 4, 2015 02:42 |
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Really what HOI3 needs to be a better game is more provinces.
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# ? Mar 4, 2015 03:15 |
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Also, why stop at brigade level? Platoon level is where all the hot poo poo happens.
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# ? Mar 4, 2015 03:58 |
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Slacker. Make so if you zoom in enough it turns into a first person shooter.
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# ? Mar 4, 2015 04:03 |
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I think they should have let you assign a brigadier general for every brigade in your army.
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# ? Mar 4, 2015 04:09 |
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Agean90 posted:Slacker. Make so if you zoom in enough it turns into a first person shooter. Not nearly enough detail. You play the Sims, for each individual soldier in your army, from the moment they're born up until they are recruited and then ground under a tank tread.
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# ? Mar 4, 2015 06:42 |
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Dirk the Average posted:Not nearly enough detail. You play the Sims, for each individual soldier in your army, from the moment they're born up until they are recruited and then ground under a tank tread. And then, if they survive the war and make it back to their family's old house, you play Gone Home.
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# ? Mar 4, 2015 07:30 |
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Rincewind posted:And then, if they survive the war and make it back to their family's old house, you play Gone Home. Historians are still puzzled as to how every daughter in the Byzantine Commune born during the 1930's turned out to be a lesbian.
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# ? Mar 4, 2015 07:37 |
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Affi posted:That tanks and mot aren't for fighting I don't really understand. Tanks at least have great statistics. Why not fight with them? I mean I get using them for encirclement. But if I have 10 infantry going up against the enemy why keep the tanks defensive and wait for the enemy to rout before moving in? Why not also attack with tanks earlier and break through earlier? And get that encirclement or flank earlier? It's important to remember what the tank was originally designed and built for: in WW1, it was (relatively) easy for artillery to bombard a defensive position to allow the infantry to close in to assault range, then for the infantry to assault, then to overrun the defensive position. The problem was that infantry can only move so fast, and the enemy would always be able to reform their line a couple of miles farther back before your guys could really run amuck. The tank was, therefore, a car that you armored enough to be bulletproof so it can be used in the front lines, and then also tracked so that it could move across difficult terrain, with the intention of being the thing that could move across damaged battlefield terrain quickly enough to reach the enemy's rear areas before a line could be reformed. As a follow-on to that idea, motorizing your infantry means putting them on trucks so that they can also move quickly through areas that are already cleared of opposition, or to ride them to quickly respond to areas that need reinforcement. I guess what I'm saying is, the strategy of "cause a break with your leg infantry, drive tanks to occupy the province before it can be reinforced, keep driving tanks through, use motorized infantry to secure provinces that are about to be left behind by your deep-driving tanks, the tanks ideally shouldn't have to fight except to sweep away broken/disorganized defenders in the rear" isn't a Hearts-of-Iron-specific strategy. It's actual military strategy. If you use your tanks to fight in the attempt to cause the initial breakthrough, you're going to drain their ORG. Since your tanks will always be moving, and even if they're not their ESE will be really low going through newly-captured bad infrastructure provinces, you have a time limit: as soon as the tanks start moving, their ORG will drop and you will never have a chance to regenerate any until you finish the war/battle, or the tanks run out of ORG. The less ORG you start your drive with, the less capable your tanks will be of exploitation. In IRL terms, the Germans won in Poland and France because the tanks had enough ORG to cover the distance from the border to Warsaw/the English Channel. They lost in Russia because the tanks ran out of ORG halfway to Moscow, and then the Russian resistance was too stiff for them to reach it on a second drive.
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# ? Mar 4, 2015 08:17 |
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Arrhythmia posted:Historians are still puzzled as to how every daughter in the Byzantine Commune born during the 1930's turned out to be a lesbian. Aw yeah, that game. I looked for the ghost for three hours before I realized I'd been tricked into reading a young adult novel.
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# ? Mar 4, 2015 08:26 |
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# ? May 31, 2024 21:11 |
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Where's the food spoilage system? Not many people know this but if Rolf the machine gunner hadn't gotten indigestion during the Battle of Stalingrad, we'd all be speaking German right now.
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# ? Mar 4, 2015 08:40 |