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    #61
    Development Diary #22 - 1st of April 2009

    Well with GDC over for another year so it is once back to sunny Stockholm, not missing the weather in San Francisco at all, honest. We on to the subject of today’s dev diary, or more exactly we have two separate subjects. One is decisions and laws and the other is national unity and strategic warfare. However we have touched on these subjects already so we couldn’t make a full developer diary out of them so now you get one big one.

    Laws and Decisions is a concept we have taken from the EU3 expansion In Nomine. For those of you who have played In Nomine the next bit will seem slightly familiar. Decisions are historical events with a difference. Instead of the event simply firing the player can choose when to enact the decision. Secondly a decision has a double trigger block, called potential and allow. Once the potential triggers have been satisfied the decision will appear in the decision interface, but it won’t be possible to be enacted until the allow block is also satisfied. However the decision interface will tell the player exactly what is required of them to be able to enact the decision. This has two distinct game play advantages; firstly the player doesn’t have to search though hundreds of event files just to find out how to annex Austria, the game will tell them. Secondly major historical event no longer will fire on a certain dates. Although this doesn’t prevent historical hindsight it does remove the more obvious predictability of the event system. No longer will the Anschluss event fire on the 1st of March 1938 there is now a certain amount of uncertainty. Not to say that all events have been shunted into the decision system, but the key ones have been.

    Laws are like decisions, but they differ in the regard that they are not country specific, however like decisions certain conditions need to be satisfied. We use things like government ideology to influence these. For example as the world becomes a more dangerous place countries can start increasing their level of military mobilisation, which increases the total amount of manpower available and also reduces the amount of manpower units lose each day as men finish their service. However democratic states find this harder to do during peacetime. Each law has 5 separate levels but there is no restriction in when you can change a law. To give an example here, Germany overruns Poland, because of this Belgium feels more threatened by Germany and increases its mobilisation levels. A few months later Germany invades Belgium and then Belgium mobilises its manpower to the maximum level. Now this probably isn’t going to save Belgium but it does feel more realistic than Belgium having to wait another year regardless of what is happening.

    Onto National Unity, this is a concept we described in the Paradox newsletter as the ability for countries to continue the fight when the war is being lost. Note there are no surrender negotiations in Hearts of Iron 3, World War II is total warfare and is fought to the finish. We have special events for specific surrenders, like the forming of Vichy France, but in general if a country’s national unity breaks then all provinces that have been captured or are linked to the capital are occupied and remainder fights on with the government in exile. Allies can help prop up countries by sending forces to support them in the fight. Basically surrender is a race between overrunning a countries provinces and allied troops arriving.

    That brings us to the final piece of the puzzle, Strategic warfare, we already mentioned that strategic warfare can be used to lower national unity. It is now perfectly feasible to bomb Rotterdam and induce the Dutch to surrender. Basically uncontested strategic warfare will lower national unity. Note with the surrender logic being what it is bombing a country that still holds all its provinces (say like bombing Ploesti in Romania) won’t actually make the country surrender, you still need troops on the ground. However it will make the country become more vulnerable to surrender, meaning it won’t hold on as long once things start to go bad. Basically strategic warfare sort of works like this, each successful attack reduces national unity, each defence increases national unity. If there is a successful attack that is still defended the net effect is 0. Nukes are like really big strategic attacks and have a large hit on national unity.

    Here’s a screen shot for you to discuss.



    Here is a part of a file for modders to look at.
    common\minister_types.txt

    Код:
    # If you add types, and use those tags, do not change them without changing everywhere they are used.
    # Uses all 'modifiers' possible thats exported as a Modifier.
    
    apologetic_clerk = {
    	drift_speed = -0.05
    } 
    administrative_genius = {
    	global_ic = 0.1 
    } 
    battle_fleet_proponent = {
    	decay = { naval_engineering = -0.25 }
    }

    Comment


      #62
      http://www.gamereactor.eu/grtv/?id=4351 - клип за играта част 1

      http://www.gamereactor.eu/grtv/?id=4...fb27264779a35c - клип за играта - част 2

      Comment


        #63
        Development Diary #23 - 8th of April 2009

        Dev Diary – Governments In Exile

        You could say that one of the more interesting choices we made in Hearts of Iron 2 was that in the 1939 scenario we declared Poland to be a highly interesting and eminently playable country. As illustrated by our decision to put it as one of the countries you could pick straight of the bat in the 1939. Now let’s be frank here, unless you are pretty good player and playing single player you are not going to have that long a game. However in October 1939 Poland’s war was far from over and Poland would continue to play a role in the war, not a major one by a long shot, but at the same time it wasn’t non-existent either. With this in mind we introduced the concept of government in exile.

        First off not every country will form a government in exile, you must be aligned to a faction to form a government-in-exile, there will be no Albanian government-exile popping up in April of 1939 looking for a home. With no faction to take you in your war is over. Next each country has the choice to simply capitulate instead of fighting on. However should a country aligned to a faction be forced to surrender and chooses to fight on then the government exile forms in the faction leader’s capital. The government in exile will receive a small amount of manpower and leadership from people who manage to flee the occupation (somehow) and from members of that country’s Diaspora who rally to help the country in its time of crisis. It will also receive a very small amount of IC.

        The government in exile continues to act like an independent country with the condition that it cannot surrender. It will continue to exist until either the whole faction in annihilated or another faction chooses to install a puppet in its territory. As it forms an independent country it can raise it’s own troops and can perform independent combat operations. Although to be honest here the scope for these is very limited.

        So what will governments in exile do? Well everyone has the ability to perform a special intelligence action to support the local resistance movements. This increases the odds of partisan spawn and their effective tech level. Partisans will have a tech level somewhere between 0 and the occupier’s tech level (representing the fact the most of the partisans equipment will be ‘liberated’ from their ‘liberators’). Partisans are of course in game terms rebels, so in general they are AI controlled units that try to wreak havoc behind enemy lines. However government in exile will get full control of there units. This does give the government in exile something to do and also makes the conquest of human controlled countries in multiplayer just that little more interesting.

        All in all we feel that government in exile make playing those countries that, well let’s face it, World War II wasn’t kind to actually possible to play. It also adds a little something to multiplayer games, where the war never quite seems to end.


        Comment


          #64
          Клип

          Buy the game: http://www.heartsofirongame.com/ Facebook: http://www.facebook.com/HeartsofironForum: http://forum.paradoxplaza.comTwitter: http://twitter.com/...

          Comment


            #65
            Development Diary #24 - 15th of April 2009

            Scenario points are always an interesting challenge for us. Firstly I suppose before we dive in we should give a nice full answer to the question why not have start on any day like EU3. Well this was something we did discuss initially during early design. We began to think about this early on. EU3 showed us that it would perfectly feasible to have province changing hands on a daily basis. Now admittedly Hearts of Iron 3 has a lot more provinces, but on the other hand there is a lot more data out there meaning it could actually be easier.

            However the problem began when we thought about units. EU3 used situation generated unit placement. Basically it would look at the situation and start placing units as required, at war you get more troops, troops would be placed close to the borders of current combatants. However just imagine trying to do something like this the day before the Battle of the Bulge, by all logic Germany should be concentrating its units on the Eastern Front were the biggest danger is, not in front of the best defensible terrain in the Western Front, it just makes no sense. In addition you really want to see those famous units where they were, you do not want to see generic armoured division number 3 in the western desert. No you want to see the 7th armoured division, the Desert Rats out there. So we realised that essentially we would not just need a province history, we would actually need individual unit history tracking its movements and strength over whichever time frame we picked.

            Then there was the other problem. Let’s say you start the day before Pearl Harbour, the Japanese combined fleet is out in the Pacific steaming toward its Day of Infamy. Then the Japanese AI decides that the USA has a huge IC, massive manpower and to be honest this war in China is taking a lot of our resources we would be mad to fight them and calls the fleet home. Now for those of you who are fans of a ‘good’ AI this would be an eminently sensible decision for the Japanese AI to make, but let’s be honest it isn’t going to give you the full on World War II experience. So we would also have had to give direction to the AI as well, start in August 1939 the German AI would need to know that Poland is next or it would be building up against France. Who let’s face it does have the biggest army of all it’s neighbours and is thus the biggest threat. So to cut a long story short we realised that if we wanted to do daily (in fact even monthly) history it would of needed so much time we wouldn’t have had any time left to make an actual game.

            So having reached that conclusion we decided to focus our attention on 7 specific starting dates.

            1936 ‘The Road to War’ – The original and best grand campaign spanning the whole Hearts of Iron 3 time frame.
            1938 ‘The Gathering Storm’ – Set just a year before the historical outbreak of World War II, it gives most of the combatants time to prepare themselves for war, but with a shorter build up time
            1939 ‘Blitzkrieg’ – With the German invasion of Poland just beginning World War II has just begun. For those of you who want to get right into the action.
            1941 ‘Barbarossa’ – Dortmund! Dortmund! The great clash has begun, with the Germans assault on the Soviet Union. Perfect for those of you who want the truly epic Hearts of Iron 3 experience.
            1941 ‘Day of Infamy’ – With Pearl Harbour about to begin we have all combatants in place, World War II is now spanning the globe.
            1943 ‘The Tide has Turned’ – The German 6th Army has just surrendered at Stalingrad and Japanese have been defeated at Midway, the initiative has switched, but the Axis are still powerful.
            1944 ‘Götterdämmering’ – The allies are ashore at Normandy and the Axis are being pushed back on all fronts, last one to Berlin gets the smallest post war alliance, or is it?

            Now Hearts of Iron 2 fans will notice that some of these scenarios are pretty familiar, that’s because they are. We promised you more in Hearts of Iron 3 and having done that we could hardly start cutting scenarios now could we? That’s not to say that converting the scenarios over to Hearts of Iron 3 was easy. Yes the nice thing was that the base historical research was done, but there was still a lot of work to be done. Firstly the units needed to be spread out more to create proper front lines. The divisions needed to be structured historically, which Japanese Divisions were square divisions and which were triangular? The command hierarchies had to be set up, all this took time and effort. Although not pressing with the 1936 scenario but with the later ones this became important, the last thing we wanted was for players not to be able to hit the ground running.

            We also added two new scenarios. These were two nice dates we felt would be good to have. The Pearl Harbour was one we wanted for those who liked to play either the US or Japan, with it set just as the war in the Pacific begins, it is the perfect place to start. Can you hold the Japanese further forward, or can you catch the US carrier fleet and sweep all before you before the industrial might of the US is brought fully to bear. With the Tide has turned we felt we had given a nice starting point for Allied or Soviet Union players. The Initiative is yours now, but the Axis aren’t so beaten down that is simply a question of time. Making an interesting blend of fun and challenge.

            Well that’s our scenario starting points, hope you find one that suits you.




            And then.. cause the screenshot showing the relevent information for the development diary has nothing really new and cool, you get another screenshot this time..

            The area southwest of Moscow.. in the winter.

            Comment


              #66
              New ingame footage for HOI3 - The Arsenal of Democracy!

              Buy the game: http://www.heartsofirongame.com/ Facebook: http://www.facebook.com/HeartsofironForum: http://forum.paradoxplaza.comTwitter: http://twitter.com/...

              Comment


                #67
                Development Diary #25 - 22nd of April 2009

                For those of you who can remember a distant time back in August 2008 we announced a game called Hearts of Iron 3. One of the earliest features we announced was the ability to have reserve divisions and mobilisation. We thought it was cool then and we still think it’s cool now.

                So let’s start with the basics, you can have two types of divisions, reserves and regular. Reserve troops are built cheaper and cost less to maintain but have a strength cap. When you mobilise the strength cap is lifted and the unit can be reinforced back up to full strength, and behave just like regular units. Now this of course allows you to catch countries by surprise, true Blitzkrieg style.

                So you are now asking yourself, why in my right mind would I want to build reserve divisions? The answer to this comes in part from our long running quest with what to do about those rather silly sized armies you can see countries like Costa Rica have in the late game in Hearts of Iron 2. Now the basic system of Hearts of Iron 2 remains intact, you need manpower to build troops and units need supplies, this limits the size of your army, but sadly this doesn’t limit your peacetime army enough. Well we mentioned in passing that divisions require reinforcement every month to maintain their strength, people don’t sign up forever, steadily men (and no doubt some women too) leave the armed forces (the amount is based on your mobilisation law). This puts a maximum manpower limit on the size of your army, if you don’t have the people you can’t get a bigger army. It is easier to increase your mobilisation law when at war or under a lot of threat from neighbours.

                However there is a second constraint: Your economy. Maintaining large peacetime armies carries a high economic cost. Now Hearts of Iron 3 is not a focused economic simulator so in that regard we were always going to seek a high level abstraction here, but we still wanted it to have a cost. The effect we want to set up is the larger your armed forces are the greater the drain on your economy is, and thus the less resources you have available for further expansion. So what we have done is changed how consumer goods are calculated. Instead of it being a fixed percentage of your IC it is now based on the size of your army. Every brigade, ship and air wing pushes up your consumer goods demand, modified by laws and ministers, this means that as your army gets bigger an increasing proportion of your resources will be sucked into maintaining it leaving less resources for expansion. When you go to war your consumer goods demand falls, you can pass laws increasing your manpower and reducing your loss rate allowing you to increase your armed forces again.

                So where do reserve divisions fit into this? Well firstly they have lower manpower allowing you to maintain more of them with your peacetime manpower and secondly non-mobilised reserves cost less consumer goods than regular troops. This allows you to maintain a larger peacetime army than you otherwise would have been able to do. However you do have the minor problem than your evil neighbours might just overrun you and your patiently built up reserves before they get a chance to mobilise. Strategy can be quite evil that way, there is no one right choice.

                And since Romania was requested, here is a screenshot of Romania building reserves...



                Comment


                  #68
                  Development Diary #26 - 29nd of April 2009

                  We have talked a bit about units and leaders already. However let’s just do a recap. The base structure of a land unit is a brigade, the smallest tactical unit is the division that is made up of one or more brigades. Units can be structured into a hierarchy of corps, army, army group and theatre. Each level can have its own commander with its own bonus.

                  Now for a bit more detail. First off we have added rank limitations to each level. So Divisions are commanded by Major Generals, Corps by Lieutenant Generals, Armies by full Generals and Army Groups and Theatres by Field Marshals. Next to bonuses. Commanders have a leadership skill and sometimes traits, in Hearts of Iron 2 these were used by all units in the stack and in the case of leadership skill applied in combat. So first up the division, each division commander gives a combat bonus to his division based on his skill and any trait bonus is received 100% by the division he commands if it applies.

                  A corps commander uses his leadership skill to boost the chance of a division in reserve entering combat if space is available and any trait bonus is passed to the relevant divisions at 50%. The bonus is passed to each eligible unit, the total bonus is increased by leader skill and radio strength of the unit and decreased by distance from the Army HQ. The more effective the radio communications of an HQ is, the better the HQ is and the easier it is to detect by SIGINT.

                  Army commanders aid organisation of all units under their command. The bonus is passed to each eligible unit, and the overall bonus is modified in the same way as corps, however an army commander has a longer range, the trait bonus is halved again.

                  Army Groups assist with logistics. All units under the command of an army group have reduced supply consumption. Again it is modified in a similar manner but has an even longer range than army commanders. The Trait bonus is halved yet again. Finally the theatre commander, he reduces the effects of the unit cooperation penalty for multiple brigades and is not modified by range. The theatre commander’s trait bonus is halved once more meaning it isn’t that much at all.




                  We naturally have an auto assign option for leaders that will take some of the headache out of managing the whole command structure, but you may want to guide the careers of those generals you favour. Also to help here each commander in combat gains experience. So corps of 3 divisions attacking will see all 4 commanders gain experience.

                  On to Divisions themselves. Since we last talked about them we have been working away testing and refining the system. This allows us to give more definitive answers about how the division system works. First up we can confirm the existence of the single brigade division (which if you use counters will be marked with a single x to denote it’s brigade status). This formation has a distinct disadvantage over other divisions in that it cannot have a commander, meaning it won’t receive any bonuses in combat. Secondly brigades can be transferred to and from divisions. You decide if you want to increase the number of your tank divisions by stripping out a tank brigade and replacing with a motorised, then feel free to. Similarly want to replace cavalry with armour? You can simply build an armoured brigade, add it to the division and remove the cavalry brigade. Then you either disband the cavalry or do something else with it.




                  And for you modders out there... Here is how traits are defined, and of course, you can add as many traits as you want...

                  Код:
                  #######################################
                  # Each trait can have ONE effect of the following
                  #
                  # xp_gain surprise_chance supply_consumption defence_modifier offence_modifier combat_move_speed winter_attrition river_attack
                  # fort_attack combined_arms_bonus out_of_supply_modifier submarine_attack disengage_timer spread_out spotting_chance defender_softness
                  # strategic_attack naval_attack night_attack  tactical_attack dissent_impact encirclement_bonus envelopment_bonus experience_bonus
                  # fort_defence amph_attack digin_bonus  paradrop_mission
                  #######################################
                  ##################################
                  # Common Traits
                  ##################################
                  old_guard = { 
                  	xp_gain = -0.5
                  }
                  
                  trickster = { 
                  	surprise_chance = 0.1
                  }
                  
                  ##################################
                  # Land traits.
                  ##################################
                  
                  logistics_wizard = { 
                  	supply_consumption = -0.25
                  }

                  Comment


                    #69
                    Development Diary #27 - 6th of May 2009

                    AI control, an all-new feature in a paradox game but what does it mean to you? It is quite simple you can take any unit in the command structure and give it objectives. It will then attempt to achieve them while letting you know if it has enough resources for its mission.

                    Well first let’s talk to those of you who feel that they have no interest what so ever in using this feature. Well first off there is no need to use it and you are certainly not going to be forced to. However it is still useful to you, you see it is a rather neat way to test the AI. The AI is using the exact same system, so every improvement we manage to make to player control is as improvement to the combat AI. It also splits AI testing between higher and lower level command. So if a player using AI control can drive deep into Russia as Germany and the German AI can’t then we know straight away where to focus our efforts to get more out of the AI.

                    The steps to AI control

                    1) Sort out your command structure. The AI is not going to tamper with your well-organised command structure. There is an exception to this, units assigned out of position in the command structure (e.g. a division under an army or a corps assigned direct to theatre HQ) are classed as reserves and the AI will freely reassign them to where it needs them inside the command structure. This gives you a blend of handing over units to the AI without having it mess things up totally and at the same time allow you to give the flexibility in the use of the units.

                    The same holds true if you reinforce an AI controlled formation. If you insert the unit in its correct level of the command structure it will stay put, otherwise the AI will be free to reassign it according to its needs. Essentially we are setting up a trade off here. The more rigid you make the command structure the less flexibility you will give the AI in using it but at the same should you take back control things will be easier.

                    2) Assign objectives. Once you activate the unit AI you are free to assign it objectives. This is a simple right click on the map, telling the AI these are the provinces we want you to care about. Assigning provinces you control are those the AI wants to defend while assigning provinces that the enemy controls will mean it looks to attack them.

                    3) Set a stance. We have 4 here, prepare, defend, attack and blitzkrieg. At each level the local odds needed to consider attacking is reduces and the sensitivity the AI has to its flanks is reduced. At prepare it won’t attack at all at blitzkrieg it will attack at every opportunity. The prepare order is especially useful if you are thinking about offensives. You set the formation over to prepare and give it some objectives, it will then give you feedback about what units it needs and start moving its troops into position for a future attack without actually attacking. Perfect if you fancy getting your army group ready to attack Stalingrad and the Caucuses. For each stance above it the AI will becomes more likely to attack. So even if you order a formation onto the defensive if the enemy ignore it and weaken the front in front of it then it will try at the very least to improve its defensive position.

                    Now should you decide to assume manual control of a unit (say a Corps inside an Army Group) then this will deactivate the whole chain of command. Each existing unit will continue to follow its current order (e.g. move here or attack there) but no new ones will be issued. The AI cannot cope with human interference of its orders.

                    Now theatres are a very special animal they have wide area of operation that they will look to operate in. These are defined by the AI and as such you have no need to actually use the theatre control option. There is a map mode that shows you the current theatres the AI would use. If a player activates a theatre HQ inside a theatre zone of operation then this theatre will assume responsibility for the whole zone, you can supply it specific objectives to give to focus as well. It will request assets in the same way. You can of course have assets outside the theatre HQs control but it will ignore these when it comes to decide what it is doing. When the situation changes the theatre map will change and new theatre zones created or removed. At this point you have the option to simply split or merge the theatres according the situation or assume manual control and divide things up yourself.

                    I suppose the big question is does the AI cheat? Well the AI doesn’t cheat but it can do something you can’t. It can consider and evaluate more that its current plan. We don’t consider this a cheat because you will do the same, it just is able to talk directly to its theatre HQs to find out exactly what they need where as you guess these things and then find out when the plan is put into prepare. Even while the German Western Theatre is off blitzing France a higher-level AI can look at and consider a plan for the invasion of Britain and start thinking is this worthwhile, what units it will need, and start building them. How does this differ from the strategic AIs in In Nomine or Vae Victis? Well the big difference is not only does it consider other strategic possibilities, it will also remember them. It allows it to not only look at the current situation, but also has the situation changed. Giving it a new level in strategic thought.


                    Comment


                      #70
                      Ново клипче - "Hearts of Iron 3 - Protecting the Workers Revolution"


                      Buy the game: http://www.heartsofirongame.com/ Facebook: http://www.facebook.com/HeartsofironForum: http://forum.paradoxplaza.comTwitter: http://twitter.com/...



                      Comment


                        #71
                        Хм. Доста добре изглежда играта, а като направим и един превод, ще стане супер.
                        I can't continue like this - surviving in the world of nothingness.

                        Comment


                          #72
                          картата в сравнение с предишната изглежда толкова огрмона и детайлна че немога да дочакам да я докопам.
                          Само дано като излезе да не се окаже че ще трябва да чакаме пачове

                          The end of the world came pretty much as we predicted.Atomic spark,struck by human hand raged out of control.Great cities were reduced to dust,burning continents were absorbed by boiling oceans.The spirits of the dead faded in the background radiation that blanked the Earth.

                          The 2 minute war - FallOut

                          Comment


                            #73
                            Development Diary #28 - 13th of May 2009

                            Occupation Policies, there has been much talk about those stripes on the map, so let’s talk a little bit about them. Many of you have noticed the stripes to denote the difference between those provinces that you occupy and those that you actually own. We did this for some very good reasons.

                            One of the more unsatisfactory things with HoI2 was the end of the war, or more exactly no matter how hard you tried you never could quite get the borders looking right. Well now we part of the problem solved already. With the underlying borders sitting there we only have to worry about those provinces that change ownership like Germany and Poland for example. This cuts down the permutations dramatically, allowing a Hearts of Iron 3 post war Europe to look more like a post war Europe. Although since we don’t know what you the player are actually going to do with your game we in way shape or form guarantee that post war Europe will look like post war Europe. All we have done is set up a system that cope better minor deviations from the time line.

                            The other logic for this system is allowing occupation policies to vary according to the country. This is another part of Heart of Iron 2 that is rather unsatisfactory everywhere was always the same. Now you have the option of varying the occupation policy by country, the game knows where these countries are thanks to those nifty stripes you see on the map. The harsher your policy the more resources and partisans you get from a country but the less manpower and leadership. This allows you to do a number of neat things. Firstly during conquest you can throttle back the occupation policy allowing you to focus more on conquering and less on your lines of communication. The second is that there will be some countries that from an economic point of view aren’t valuable but are worth holding for strategic reasons. Take Denmark as an example, not exactly Europe’s industrial powerhouse. With the variable occupation policy you can be lighter on a country like Denmark, reducing the need for garrisons, allowing you to divert garrisons to areas of greater economic value.

                            The third addition is how partisans work. Instead of being an instant value, it has a base value that it gradually moves towards. So instead of being a set number it is a gradual process. This is far more realistic, instead of instant partisans the minute you occupy territory it takes time for resistance movements to organise themselves. It also means that if you decide to be nice to the people the won’t simply pack their bags and go home, the partisans will keep fighting on at the same rate for a while, until the reduction in local support reduces their operational efficiency.


                            Comment


                              #74
                              Development Diary #29 - 20th of May 2009

                              Hello, and welcome to the 29th issue of the development diary. This week, I was going talk to you about the little details that make the game so much easier and fun to play.

                              First of all we have the outliner. The outliner made its first appearance in EU3, and has been an invaluable tool for our games since then. It gives you quick overview of details, and also allows a quick selection mechanism. In Hearts of Iron, it lists all your land, naval and air units, as well as all current bombings and battles. The units in each theatre can be browsed like in a file explorer in windows for easy access.



                              Second on our list, is the indication and details on counters where they may be heading. Small red arrows indicate attacks, while green arrows indicate normal movement.




                              If you select a moving unit, you will see the movement arrows coloured depending on what type of movement it has. A normal movement is a green arrow, while a red arrow indicates an attack. A retreat is a grey arrow, while a strategic redeployment is a cyan arrow.




                              Sometimes as a developer you do not see the forest for all the trees. One great suggestion by the beta tester Luka, was to show combat progress on the map, where the battles are actually fought. So I went ‘DOH’, why did not I think of that, and told podcat to code it. Here’s how it looks, with red blocks indicating where you are defending, and green blocks indicating where you are attacking. The numbers indicate your progress of either losing or winning the battle.




                              One thing that has been in all our games since Victoria Revolutions, is the concept of Alerts. In HoI3 they exist as well, with some good, and some bad. Good ones are coloured green, and bad ones are coloured red. Tooltips give you the information about what they are indicating, and clicking of them takes you immediately to a relevant interface. Clicking this one in this screenshot lets you toggle through the units that have a poor supply status.





                              Sometimes messages are good, sometimes messages are too much, and sometimes you only want a small hint on what happened. This is where the “Show on Map” option comes in handy, where lots of messages can be depicted as a small animated text on the map instead.





                              Have you ever cursed the slider interfaces in Hearts of Iron? With the new “need” buttons you can always just click it to get the slider at the position for what is required. Of course, if you lack enough IC for all your needs, you still have to manually adapt your slider.



                              Hearts of Iron 3 also lets you easily track how well a faction is doing, and who is the closest to victory. These progress bars are visible in the diplomacy screen, and lets you see how close you are to victory or defeat.



                              One thing I personally really like in this game, is the details you can get from messages. Here is one example of how the messages looks when you are being attacked by hostile forces.




                              There is plenty more of nice things in the interface for this game, but this is enough for today.

                              Comment


                                #75
                                За мен тази игра ще е голяма крачка напред като цяло. А някой има ли още от сега желание, когато излезе играта, да се захване с превода й? Рядко се превеждат на български език игри, а тази наистина ще си заслужава =).

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