V1.3 Update to the Manual & Strategy Guide Recc. of Maj. Edwin Hanks, ADC, Col.

V1.3 Update to the Manual & Strategy Guide Recc. of Maj. Edwin Hanks, ADC, Col. Rensslaer Rev. 1, v1.3, 28 November 2009 Introduction Now that HOI 3 has been patched to version 1.3 (here- after referred to as v1.3), many of the most obvious and haunting bugs and imbalances have been fixed. No pro- cess is going to remove all of them from a project of this size and complexity, but v1.3 is a major step forward which should enable players to gain further enjoyment from this game. The purpose of this HOI 3 v1.3 Update Guide is to explain the major changes which have been made, and how they will modify the way you play the game. But first, I want to explain what this Manual/Guide Update is not. This guide is not a comprehensive explanation of every single thing that’s changed in v1.3. If you want that much detail, it is critically important to also read the “patch notes” – the developers’ (Johan’s) notes of exactly everything that has changed. That is the comprehensive record of everything, and includes many examples of “bug fixes” – things that now work as they were supposed to in the first place (though I do mention a few important ones). The purpose of this guide is to explain how the game should work, and so for the most part I ignore bug fixes. The focus here is on functionality changes, game- play advances, and gamebalance improvements. Interface Improvements THE MAP The colors in the political map have been brightened to be more visually stimulating, and not so drab. The colors for some countries have been changed, too. For instance, Finland is now a light gray, instead of a dark gray, to make it stand out against its neighbors better (Romania too), and Japan is now yellow (as it was in HOI 2) to improve contrast with the various Chinese factions. There’s also a change to the display and operation of the map which may throw you at first. You’re used to V1.3 Update to the HOI III Manual & Strategy Guide Recc. of Maj. Edwin Hanks, ADC, Col. Rensslaer Rev. 1, v1.3, 28 November 2009 1 seeing all the installations and levels in enemy territory. Now, you will only see that such an installation exists, but not its level, unless you have a higher intelligence level due to adjacent military units or overflying aircraft. This means that you may see an airbase, and if you’re not re- membering this rule, you may conclude the province has only a minor level-1 airbase. Then, you might be sur- prised to find it’s level 5 or more when you try to attack it. Keep this “fog of war” effect in mind, and realize you don’t always see everything that’s there. It may be best to keep a pad of paper (or a handy palmtop computer), and make a note of what level each enemy airbase is and how recently it was attacked, how badly damaged, etc. There’s some new functionality that should be helpful for major building projects, though you won’t probably use it often. When you do find need of it, this may be exceedingly useful. By selecting a first province, and then holding down the shift key, you can actually se- lect multiple provinces now. The purpose of this is to issue mass construction orders – say you want to build a line of fortresses, for example, or an array of anti-aircraft guns. When multiple provinces are selected, it will say so in place of the one-province name (including number of provinces selected), and will show you how many total in- stallations exist within the selected provinces. Each prov- ince, in turn, changes to a lighter “selected” color as you choose them, so you can keep track of which provinces you’ve selected. 2 The display of the Weather Mapmode has been improved, along with the weather model. Most of the vis- ible information will remain the same, though you’ll have more explanation of what specific type of weather you’re seeing in each prov- ince. Storms at sea should have calmed down, considerably. Alerts There are some new “alert” icons which should prove help- ful to your gameplay. The Manual and Strategy Guide noted that it may be dangerous to Mobilise your army when you’re not at war – this is because your military will need increased reinforcement IC to bring it up to fully mobilised strength, and the larger number of troops will require more peacetime IC for consumer goods, while at the same time your economy and consumer goods need remains at a pre-war status, which may not be able to cope with the increased military expenses and demand for resources. Now, there is an alert to remind you that you are facing this possible dilemma. The alerts will also inform you if there is a deci- sion you can make. When you have met the conditions Tooltips It will be easier now to handle decisions which require a certain number of divisions (such as the Reoccupation of the Rhineland), because the tooltips show how many you currently have. Many other tooltips have been improved. Some of these are relatively minor and are not covered here. Others will be covered in the sections which relate most directly to their function. Message Settings Message settings for unit arrivals are now divided between air, land and naval units, which means you can drastically reduce the amount of “message spam” you get. You can, for instance, use a setting where the computer will inform you when your land and naval units reach their destina- tions – so you can issue new orders – but not when your airplanes return to base after a mission. Keep in mind that ships on patrol will no lon- ger spam you with messages each time they enter a new seazone – that’s a bug fix. Related optional messages will tell you when your order to align to faction has expired, and another one will let you know when one of your patrols finds an enemy fleet – an option that existed in previous versions, but was apparently bugged. You will no longer be spammed with notifications when your naval fleets enter a new province on patrol. or prerequisites for the decision, the alert will appear, and if you click on it you will go to the Di- plomacy Interface, where you may examine the conse- quences of making the decision and can decide whether or not to do so. You will no longer have to keep track of your pro- cess of attracting possible allies into your faction. An alert will appear when any of your potential faction members are ready to join (i.e. not that they have asked to join, but you are able to ask them). A tooltip will show which country, and clicking on it will take you to the Diplo- matic screen. In v1.2, you could cancel an order by giving a different or- der – usually an order to remain in place. In v1.3, there’s actually a “cancel” box, located next to the unit’s orders. Click the “x” and revoke the order. 3 Cheats I never recommend cheats to anyone in gameplay. They can be quite useful for setting up situations or other spe- cific purposes, though. Whatever your reasons, it’s im- portant to keep in mind that when you enable a cheat, it applies to your computer opponents as well. If you want to use an automatic build cheat, then everything the computer has in its build queue will get built, just the same as your own queued units. I will also caution that the cheat is in effect until turned off. Be careful in using these. Power corrupts, and absolute power corrupts absolutely! The Japanese destroyer Yamakaze, torpedoed in June of 1942, as seen through the periscope of USS Nautilus during one of the engagements of the Battle of Midway. 4 Diplomacy & Government Realism in Diplomacy Some major overhauls have been implemented to improve the AI with regard to diplomacy and realistic interactions between countries. The process of aligning to a faction now takes more time. Puppets should behave more like they’re con- trolled by their overlords. Your diplomatic relations will now suffer when you do “unfriendly” things, like turning down requested diplomatic agreements. Naturally, countries tend not to appreciate being snubbed by potential diplomatic part- ners. This is an obvious improvement, and it shouldn’t change your gameplay unless you were taking advantage of the exploit in previous versions. As in Europa Universalis III, you may no longer declare war on a country which grants you military ac- cess (this is to keep you from parking your tanks on the front lawn of the president’s residence and then declaring war!). Formerly, your diplomatic influence points (DI) were deducted when the other country accepts the deal. Now, they are deducted immediately when you offer, which is more realistic. This makes all diplomatic uploads/Finance/ hoi3-v-13-update-guide 1 .pdf

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  • Publié le Dec 08, 2022
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