Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Didn´t read anything about that in changelogs?!
Though since we have a lot of new ministers and new traits, do check if maybe one your minister effects has been tweaked.
Any way to make that work?
It happened when shortly before I wrote that comment, so yeah, it's still not working.
I am playing with the Improved1936 mod.
I mean that playing as Germany using spies to stage a coup, did you try that? if yes, then that's weird..
MP;
- Replace the engine to something stable and able to run at some speed on MP. Do this, by all means, not just for us who already play but to get some sales from the potential market out there as a proper MP experience is a needed base if you want a game to be popular in 2018;
Examples;
- Too many clicks on the screen cause the game to crash (also on SP).
- Even if playing with just 2 players (most stable) on Gameranger the game will freeze oddly around each 3 months. This only happens when using GR platform so it's related to it.
- End the merge convoys bug on MP which causes a crash.
- When people join the room some particular computers tend to "fail" at receiving the game save and get stuck re-re-receving it forever so we need those players to get the save manually from some uploaded website (really making tedious every rehost for them and for the host). Using some other compression system would solve it all for once.
- We tend to loss synchr which can't be regained on small but specially on big MP rounds, this forces rehosts and creates odd bugs with techs and production. Maybe some system that allows recovering synchr without rehosting or not losing it at least as usually in the first place would be great.
- The game is really really really slow on MP with more than two players and also tends to get even way more buggy/laggy/crashy. If you could make the game run on stable (no massive lag, no massive synchr loss, ctds, players outed of the game by the lag/synchr issues) normal speed for 6 players during pre-war more in line with Darkest Hour style, would be glorious, and I'd be begging on my knees for you guys to accept as much money as you request for these fixes implemented, particularly this global "stability and speed on semi-massive MP" point.
- And if he new system did allow a player on GR to join after crashing to an ongoing game without a total rehost for all, I'd simply praise BL-Logic as my one, true, Guru, and its programmers as my prophets and stick your pictures on my fridge.
- As an extra, maybe you could introduce some way for the host to order edits on mp, even simply allowing the console to work with whichever current cheat is alive (obviously showing to all the other players whatever you're typing :twisted: , would do some wonders).
Important ones:
Event commands;
- New event command ordering the start of productions, including production serials.
Espionage;
- Make sending spies to your own country actually help to auto-kill more enemy spies.
- Also, if a single spy would not be able to tell at times the whole enemy research but get capped to 1 max TT revealed per spy sent, would be great. It makes sending the first spy just give you a ton of info.
Rebasing (Maybe too complicated to implement so drop it if not possible);
- Make it impossible to rebase further than twice the range of an air unit.
- Not allowing to rebase and maybe even not allowing other naval missions from a naval base if it is not repaired at least to lvl 1.
Shore bombing and land;
- Solve the bug and allow every country to shore bomb when at war.
Convoys;
- Why can't the same convoy that brings raws from an island be the one that sends supplies there the other way around.
- Also why not being able to order new convoy paths manually to avoid enemy target areas if needed.
AI;
- Allow an option to make AI use ic to repair a priority over production of new units actually work.
Random secondary things, probably for an expansion
Resources;
- Split the current modifier for ic in order to create some modifier that influences only the % of raw production and a diferent one influencing the % of ic.
- Some mods have negative resources to some provinces. I know those are not your doing but devil's, yet as it seems probably quite easy to correct you could make the daily resource maths match (now it makes the daily counter go crazy).
- Also one table summary and one graph summary with the total resources of you and your allies would be useful.
AI code;
- Allow some infra at war order on ai files just like the ic at war one, seems easy to do.
- Allow some codes to make an AI aim to store a daily surplus of some material instead of aim for balance and not sell it (Some ais run out of oil later during war and such).
Military access;
- Create non-belligerant countries, which unlike neutrals allow a military access which allows ataccking from their terrain by land and allow air units to also atacck from there without getting bugged.
Shore bombing and landings;
- Allow to shore bomb and land from any seazone and not just the port one.
ESE;
- Reduce the dependability of ESE on capital somehow. If it gets surrounded or bombed the whole system wrecks.
Espionage;
- Allow to eliminate completely area rr induced by enemy spies in a fast an easy way.
Tertiary cool crap;
Puppets;
- Honour the puppet's nae by allowing more options to manage puppets directly, even at some dissent cost from each action or whatever.
Rubber;
- No need to explain.
Desployment;
- Do not allow to deploy province builds in a province currently under atacck.
Research;
- I always liked the hoi3 concept of actual production of stuff in some area influencing research speed, even if I'd make the modifier just a small one as it gets painful.
VoV;
- Units could do some damage, evne if just a 10% of normal, but it's silly they can no longer kill a fly.
Agriculture, Light industry and heavy industry;
- Tons of work. I really recommend you to leave this path aside until you did it all, but if you want to implement more differentiation...
Disband;
- Another silly point which I just recomend to do if easy enough would be not allowing units adjacent to an enemy province not be able to use disband command, screw the cheating noobs!
Port-to-Port;
- Allow the ships moving from port to port to be possibly spotted by any enemy fleet which is in any seazona adjacent to any of both ports.
Yes. Maybe this causes the issue.
Sadly there is no way to mark posts as "thanks" or "helpful" so I have to spam again: well, thanks anyway. At least I know that the mod is causing this issue then.
* Enabling the transportation of resources from puppets through allied territories
* Enabling auto convoys to send all surplus resources from puppets as currently you need to do it manually
* Stopping island nations running a deficit of money (can just be endless)
* All the bugs associated with military access (ie US planes over Soviet territory being intercepted by Germans, causing game crash)