X_MasterDave_X
29.04.10, 14:15
Last week I talked about the AI, so it might be time to turn our attention to the interface. Organizing your military well and setting up a full and working chain of command can give you a real edge in HoI3. Unfortunately, the process involves quite a bit of tedious work since it is hard to get a good overview of the whole structure. Enter the new Order of Battle Browser. The browser can be accessed from the unit view of any selected unit by clicking the long vertical button on the left side. Units of any level can be drag-and-dropped between entries in the browser and the unit view; even individual brigades, ships and air wings, as long as their parent unit is currently in the same province. Basically, anyone who has ever used the Windows Explorer should be right at home with how the OOB Browser works. Together with the new on-map representation of the command hierarchy, in Semper Fi it is a breeze to keep track of your military organization.
http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=23896&d=1272542661
No need to blather on about the OOB Browser - it really is pretty self-explanatory - so let's talk a bit about another new feature; setting allied objectives. For HoI3 patch 1.4, we did a lot to make sure that allies worked together in each other's territories, forming joint fronts. This has been further improved in Semper Fi with more intelligent cooperation (and less CPU overhead.) More importantly though, we have added a new interface for players where they can set objectives for their allies. In this screenshot, I've set an objective for Italy in a Soviet province.
http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=23898&d=1272542678
In HoI3, allies would often give you expeditionary forces with no option to refuse. In Semper Fi, they will no longer do this, or send autonomous forces to your aid, unless you specifically request it by setting an allied objective. You can either set the objective in your own area, meaning the AI will send troops there to help out where they can, or in an enemy area. If you set it in an enemy area, the AI will reinforce any neighboring areas that you control, but if you don't control any neighboring areas it will try to invade. So, if, for example, you play the UK, you can direct the US AI to invade Taiwan. Now, the AI will not drop everything else in order to comply, but it will become a high priority. If you want to return AI expeditionary forces, you can do so after removing any objective you have set for them in the area (or neighboring enemy areas.) Setting allied objectives for a human player in a multiplayer game is less useful, though it will serve as a marker and reminder of where you want assistance.
http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=23897&d=1272542670
I think that will do it for today. Next week; all things Naval... Naval AI improvements and combat system changes.
Link (http://www.europa-universalis.com/forum/showthread.php?t=473574)
Nett...
http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=23896&d=1272542661
No need to blather on about the OOB Browser - it really is pretty self-explanatory - so let's talk a bit about another new feature; setting allied objectives. For HoI3 patch 1.4, we did a lot to make sure that allies worked together in each other's territories, forming joint fronts. This has been further improved in Semper Fi with more intelligent cooperation (and less CPU overhead.) More importantly though, we have added a new interface for players where they can set objectives for their allies. In this screenshot, I've set an objective for Italy in a Soviet province.
http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=23898&d=1272542678
In HoI3, allies would often give you expeditionary forces with no option to refuse. In Semper Fi, they will no longer do this, or send autonomous forces to your aid, unless you specifically request it by setting an allied objective. You can either set the objective in your own area, meaning the AI will send troops there to help out where they can, or in an enemy area. If you set it in an enemy area, the AI will reinforce any neighboring areas that you control, but if you don't control any neighboring areas it will try to invade. So, if, for example, you play the UK, you can direct the US AI to invade Taiwan. Now, the AI will not drop everything else in order to comply, but it will become a high priority. If you want to return AI expeditionary forces, you can do so after removing any objective you have set for them in the area (or neighboring enemy areas.) Setting allied objectives for a human player in a multiplayer game is less useful, though it will serve as a marker and reminder of where you want assistance.
http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=23897&d=1272542670
I think that will do it for today. Next week; all things Naval... Naval AI improvements and combat system changes.
Link (http://www.europa-universalis.com/forum/showthread.php?t=473574)
Nett...