I'm sure news of this has been posted here, and I've seen others mention it, but a search reveals no threads. That gives me a free pass right?
When this game was first announced, my initial reaction was puzzlement and mild interest at best. I don't like playing the role of Allied nations in WWII, so the very title was a turn-off. I then learned that it was game developed by a group who had obtained a licence from Paradox to use the Hearts of Iron II engine. Okay I thought, I really have liked some of the major mods, but when I saw the promoted features list, nothing immediately hit me as a killer app, except
potentially the mention of a reworked and challenging AI.
However, I've really been bowled over after reading the developer diaries that have now been posted, and have gone from mild interest to very eager anticipation for this game. To share with you why, below are some taster picks of my own from the developer diaries from my perspective, along with a link to a thread from which you can access all of them (9 so far)
From
Dev Diary #5 - Logistics, ESE and Carried Supplies - 8.October 2009 - Supplies are now carried together with a unit
- Each Division carries supplies & oil for about 30 days
- Carried stock is destroyable by air interdiction
- Land units caught in a pocket will not be able to sustain any more than a weeks worth of fighting
From
Dev Diary #6 -Production & Buildings - 15.October 2009
- You can now lengthen and shorten serial builds
- For every new Production Line you start and open up,you now have a minimum retooling time of 90 days
- You can also now upgrade production lines, e.g. you have that Panzer.II line now running for 2 years and you already have that 30% gearing bonus but now you want to switch to Panzer III
- For Emergency Production runs we created a new feat called rapid production
From
Dev Diary #8 - Naval Combat - 29.October 2009
- Added a new unit class, called heavy subs. They are buildable around 1939-40, and try to model the large Japanese submarines
- New brigades: from Heavy-Artillery Secondary Armament, Reconnaissance Planes up to Smoke Launchers and Camouflage Equipment for low Visibility
- The combat mechanics have been tweaked to eliminate and/or avoid the known exploits, like “fleet-beaming” or “transporter blocking.”
- So now even a fleet of 30DDs (Destroyers) with their machine gun will not make a big dent in the armor of a SHBB (Super Heavy Battleship)
From
Dev Diary #9 - Air Combat - 5.November 2009
- Air superiority has become a much more important aspect of the game
- Radar stations dispersed among one’s own territory are now linked together in an invisible network to guide Planes on Air Superiority Missions towards enemy bomber and fighter groups
- Radar now directly improves the effectiveness of AntiAir
- You are now able to select for all missions the
scale of operation, e.g.
be it a single province, an area or a region.
Link to all developer diaries:
http://forum.paradoxpla.../showthread.php?t=436808
<message edited by Svend Karlson on Friday, November 06, 2009 11:17 PM>