[Thảo luận chung]Hearts of Iron 3 - Their Finest Hours : Battles on 2 fronts !

Mợ khi full tech, đám armor tốn mấy chục IC 1 brigade và hơn 500 ngày để build 8-}.

cái gì, vụ thêm ngày khi tech cao mới có à ? xem file text thấy chỉ có 1 thôi mà ? :-?
 
cái gì, vụ thêm ngày khi tech cao mới có à ? xem file text thấy chỉ có 1 thôi mà ? :-?

Cả đống, như tech vể đám tăng có một đám cộng ngày và IC, như tech Optics Tank cộng tới mấy ngày 1 tech, mấy mech radio cho tăng cộng 5 ngày 1 tech, mấy tech giáp cũng cộng, tech train cho lính cũng cộng, thành ra full tech con nào cũng 500~600 ngày, đám tàu chiến thì thấy trong file text có vài cái thôi, dù cho về 0 hết nhưng khi full tech thì 1 con Super Battle ship tới 1500 ngày.
 
Chơi Nhật, đánh xong bọn Tàu và Tây Tạng thì bọn Tàu của Tưởng tham gia Allied nên t với Axis đánh bọn nó luôn, đánh được tới khoảng năm 1940 thì cả đám do AI điều khiển dàn lục quân và không quân ở biên giới ngó nhau, chỉ có đám hải quân là bụp nhau ngoài biển!?
 
Chơi Nhật, đánh xong bọn Tàu và Tây Tạng thì bọn Tàu của Tưởng tham gia Allied nên t với Axis đánh bọn nó luôn, đánh được tới khoảng năm 1940 thì cả đám do AI điều khiển dàn lục quân và không quân ở biên giới ngó nhau, chỉ có đám hải quân là bụp nhau ngoài biển!?

Tuỳ vô chọn stance với aggressive hay ko, với mục tiêu tấn công nữa, chọn bình thường AI tính toán lực lượng thấy yếu quá nó ko đánh đâu
 
Sao không điều khiển trực tiếp lun?8-}
 
Tuỳ vô chọn stance với aggressive hay ko, với mục tiêu tấn công nữa, chọn bình thường AI tính toán lực lượng thấy yếu quá nó ko đánh đâu

Đang để Aggressive hết, bên nó cũng đông ngang. Phát hiện ra lý do nó đứng ngó vì nguyên dãy giữa Đông Nam Á và TQ, infrature chỉ có 0~1 nên không đi được, phải nâng hạ tầng lên khoảng level 3 của hạ tầng thì 2 bên lại lao vào đánh nhau..

Sao không điều khiển trực tiếp lun?8-}

Tổng cộng 3 Theatre Quang Đông, Nam Tàu Khựa, Đông Dương hơn 300 division nên làm biếng điều khiển.
 
Chỉnh sửa cuối:
Đang để Aggressive hết, bên nó cũng đông ngang. Phát hiện ra lý do nó đứng ngó vì nguyên dãy giữa Đông Nam Á và TQ, infrature chỉ có 0~1 nên không đi được, phải nâng hạ tầng lên khoảng level 3 của hạ tầng thì 2 bên lại lao vào đánh nhau..

À, quên mất cái vụ này, infra thấp quá nó cũng ko đánh vì không di chuyển được với lại thiếu supply. Lúc trước mình dùng Đức đánh LX cũng y vậy.
 
Có BI 4.3 rồi mà chỉ có trên forum Paradox, Hugo down đc ko down giùm cái, tui ko có key nó ko cho vào forum :9cool_too_sad:
 
đã có Black ICE MK VII 4.3 BETA ở #1. have fun :D
 
Có ai reup lại bộ setup cái, link chết hết cả rồi :8cool_tire:
 
link còn mà, chẳng qua ko người seed thôi :5cool_big_smile:
để mai hoặc mốt rảnh rổi ta seed cho :9cool_sweet_kiss:
 
Cho mình hỏi là chơi TFH không mod. Xây Division như thế nào để dập revolts tốt nhất (tốn ít officer, ít IC, xây nhanh). Mình build thử division gồm 3xMilitary Police (MP) thì lúc tấn công bọn revolt lúc nào cũng thua. Mấy bạn chỉ cho mình với.
 
sax, tụi đó chỉ support thôi, tốt nhất theo yêu cầu của bạn là 1 ss-military (hoặc tương tự) + 1 military police, hoặc 2 ss-cavalry (hoặc tương tự) đi cho nhanh.
 
OK, cảm ơn bạn nha.
Hôm nay Paradox mới post 1 cái development diary cho HOI 4 (dự tính là sẽ ra vào năm 2015)
Link forum đây: http://forum.paradoxplaza.com/forum/showthread.php?754427-Hearts-of-Iron-IV-Development-Diary-1-Our-Vision
Copy đây cho các bạn không có acc:
Welcome to the first development diary for Hearts of Iron IV!
My name is Dan Lind and I´m the project lead for Hearts of Iron IV, an updated and improved version of Paradox Development Studio’s World War II themed grand-strategy game.
Prepare to lead your armies, upgrade your equipment and deal in subtle (or not so subtle!) diplomacy once again!
It has almost been five years since the release of Hearts of Iron III, and though we released a few expansion packs during this time, it is really exciting to finally get the chance to do a proper sequel!
We showed off an early pre-alpha build of Hearts of Iron IV at ParadoxCon in Miami last month, so some information is already out there. If you missed it, check out this thread.

What is Hearts of Iron?

In light of our recent successes like Crusader Kings II and Europa Universalis IV, I realize that we probably have a lot of new faces with us - people might not have tried the earlier Hearts of Iron games. So, before we dig into what makes Hearts of Iron IV different and special, let me talk a bit about what the series is all about so that everyone has some grounding. The Hearts of Iron series is about taking control of your nation of choice in the years around World War II (1936 to 1948) and leading it to victory. And it all comes down to how well you, as a player, can navigate your ship of state - that is your supreme weapon. Hearts of Iron IV is the wargame where a high level of strategic and military planning is needed for you to secure victory. Every action you take has the potential to tip the balance of power in your favor, forever altering the political and ideological landscape.

A WWII Grand strategy game

Hearts of Iron is, like most Paradox Development Studio titles, a grand strategy game in an open sandbox. The World War II theme does mean that there is a lot greater focus on the preparation for war, your industrial output and military doctrines and equipment. But in Hearts of Iron IV, you are dealing with the bigger picture and a very high level of strategic planning; this is not a pure old-fashioned wargame. Losing small battles is utterly insignificant to the larger campaign. You have to look at the entire war and take decisions in a multiple of aspects to reach victory - this is truly high level war planning, including production lines, technological advances, securing strategic resources and, of course, making those large armored drives through the plains of Europe.

Comparison to other PDS titles

The big thing that sets it apart from our other game series such as Crusader Kings II and Europa Universalis IV is that it covers a much shorter period of time, namely the years around the Second World War and that it focuses heavily on preparing for and fighting that war. This means that your priorities will largely stay the same throughout the game – your are unlikely to make a dramatic change from one kind of nation to another. You can pick any nation in the world and either ride out the storm on the sidelines, get involved in the grand cataclysm, or try something a little bit in-between. Hearts of Iron is packed full of historical flavor and awesome details, something much harder to accomplish in games spanning hundreds of years.

However even if Hearts of Iron IV is a grand strategy game highly focused on war, the role you take on as the player is close to the role you take in Europa Universalis IV - you will play as the guiding spirit behind the nation trying to shape history and determine the fate of your country, often guided by in-game events and decisions. The game focuses on making choices for your nation, both in warfare as in the character of your country’s technological progress, national ideas and strategic goals. You can pick any nation and decide what role you will take in WW2.
You can choose different play styles depending on your personal interest or based on the different strengths and weaknesses of the historic powers. For example, as Germany you have an incentive to start the war, while the UK and US will likely start on the defensive and will fight massive naval battles. You can even try to survive as a minor nation, whose government continues fighting from exile or be a smaller power taking advantage of the global war to expand your rightful territory. Nothing that says that your goal must be to win WWII - since the game is sandbox, victory is determined by the goals you set up for yourself during the WWII time-span.

Vision

Our goal for Hearts of Iron IV is to do something similar to what we did with Crusader King II and Europa Universalis IV - keep the flavor and complexity of the game intact while making the game much more streamlined and easier to learn, with much improved interfaces. We also aim for a fresh playing experience so there will be changes from the previous game.

More focus on planning and high level decisions.

Hearts of Iron III could either be played with full manual control, where micromanagement would be pretty heavy (often to the point where you would struggle to pay attention to all aspects of the game) or with AI assistance, where your control over the systems you surrendered to the AI was very limited. We are developing a planning system that gives you greater control while not being as taxing as the detailed manual play from the last Hearts of Iron game. We want to give you time to look at the bigger picture. In my opinion, this also adds a lot of immersion, since it feels more like I am guiding a military campaign rather just shuffling units between provinces.
For the micro-managers out there - you can still do very detailed plans and update them in real-time, which will basically work like the old manual control but the system will reward successful longer term plans, so expect to have a few things to learn! There won't be any large "automate this" buttons in the game. We want all parts to be fun and playable. If they are not, they get redesigned or replaced.

Less railroading – more historical feel

A big problem with historical games is that people know what happened, especially in such a well-documented period as World War II. The leaders of those days did not have crystal balls or an active forum of amateur historians from the future telling them what would happen next. This is something that we need to deal with without losing the sense of place and realism that people have come to appreciate about our games. A lot of things will require gradual changes and actually living through events, which should give a much better historical feel as well as creating a game where it is easier to try out alternate paths of history and not feel that the only road to success is following whatever plan Eisenhower had.

Everything at your fingertips

To play Hearts of Iron you need a lot of information so you can make the right choices, be it long term (where is the best area for my armored spearhead?) or short term (what time does the sun set?). Previously this required you to look around in a lot of places - in Hearts of Iron IV information is much more context sensitive, and most important stuff will be shown directly on the map. You will see more of this in future developer diaries.

To sum it up:

Our hopes for this game is that you as a player will feel in control of a real global conflict and want to learn the tools of warfare in an open sandbox environment during this intense period of history. Our goal with Hearts of Iron IV is to create a WWII game completely focused on Global Strategic Warfare.
We are aiming to make Hearts of Iron IV the best WWII strategy game yet with a smoother learning curve and deeper gameplay. Its pretty ambitious, but I think we have the experience and passion to pull it off. And the recent experience of Paradox developed games shows that we’re on the right path, I think.

Of course, actual development for Hearts of Iron IV hasn't been going on for that long yet (we are currently in pre-alpha), even if we have been thinking about it and discussing it for years. As we designed each expansion for Hearts of Iron III, there were always things too large to implement, or that wouldn't quite fit into the world, and we had to put those things in our "future" pile. So when starting development we had a few years of notes and discussions to go through. I expect old beta testers and forum regulars to go, "Ohh, I remember this!", as we start to reveal new things in diaries.

We will start slow and release development diaries about once every month and later speed up their release as we march towards early 2015 so sit back and enjoy the ride!
Oh, I almost forgot! Here is a screenshot of the map (click for larger version). This shows just the terrain currently. It is early and political borders are not yet polished to be accurate enough to show them off. Enjoy!
Còn đây là tổng hợp những gì đã được biết về HOI 4: http://www.hoi4wiki.com/Features
Hình đầu tiên của HOI 4:
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Video pre-alpha build bắt đầu lúc 19:40 : [video=youtube;GJ5aNIEDbPw]http://www.youtube.com/watch?v=GJ5aNIEDbPw&feature=youtu.be&t=19m40s[/video]
 
Cảm ơn bạn hieu_starcraft :3cool_adore:
Em iu mấy anh Paradox :9cool_sweet_kiss:
Cơ mà cái game về chiến tranh lạnh thì sao, dead rồi à :4cool_oh:
 
có luôn, mà chưa biết ngày phát hành :D

[spoil]
Our Cold War connection
BL-Logic has had the privilege of collecting some of the sharpest independent graphics artists, developers and coders from the grand strategy genre to work in cooperation with Paradox Development Studio. The Cold War is a challenge that we really wanted to take on, because it gives us chance to create a game about an era that many players have actually experienced a small part of – and if not, it is surely in their parents’ living memory. The game development team has this special relationship to the Cold War, since many of us can still remember the Iron Curtain and the end of that time. We can remember sitting in front of the TV and watching the Germans climbing over and onto the Berlin wall to destroy it, and how people wept with joy when the country was united again and Soviet domination removed from Eastern Europe. The Cold War era is so close to our time that it's hard not to think "What if ..."
Our world today could be very different if leaders had chosen different paths at critical moments...

Your Game play

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The action is really centered on three great stages that transpired simultaneously and that defined the era.
First, we have the overarching story of two superpowers struggling for hegemony; you have the standoff in Europe between NATO and the Warsaw Pact, the competition for allies and bases around the world and the nuclear threat.
Second, we have the era of decolonization with wars of liberation, Europe surrendering her colonies and how these new nations, like Vietnam or India, were caught in the battle between East and West. Finally, the cauldron of the Middle East, where oil wealth, the birth of Israel and the rise and fall of Pan-Arabism transforms the Cradle of Civilization into a region where international games are played for the highest stakes

All of this will add up to a game that will give you new ways to think about power and prestige, as old patterns give way to new realities. Will you focus on diplomacy and try to get allies through the establishment of good relations and strong trade agreements? Will you try to stay neutral in the conflict between the superpowers or put your faith in the United Nations? As a democratic state, can you see to it that elections are decided in your favor while improving the lot of your people? Are you just hungry for war and content to let the weapons do the talking in order to take what you consider to be yours? How far will you go if you know that one wrong move could lead to World War III? Can you win a nuclear war? Maybe you'll be the first to conquer space and earn the respect of all nations.
As John F. Kennedy put it, "Ask not what your country can do for you - ask what you can do for your country."
And we’ve made sure there are lots of things you can do for your country.:)

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[/spoil]
 
Coi bộ năm 2014 này rất là náo nhiệt, phải chuẩn bị tinh thần thôi :2cool_sexy_girl:
 
Cố gắng cày để mua máy mới :8cool_cry:
 
chắc là an ram kinh khủng lắm dây , con lap 2012 của minh sao lếch nỗi đây
 
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