Post feature RSS Darkest Hour - Dev Diary #15 - Questions & Answers Session Part 2

Another Question and Answers session with the Darkest Hour team.

Posted by on


Darkest Hour - Dev Diary #15 - Questions & Answers Session Part 2

Follow us on:

We have been working on manpower, mobilization and generic concepts these last two weeks.
We know excitement is growing fast among the community and many of you cannot wait to get your hands on Darkest Hour.

Moreover, in case you've missed it, a new Mod based on DH has been announced: Drunkest Hour!

So fellow wargamers, with no further ado, here is the Second Q&A Session.

Will there be two sets of techtrees? Or is there just one, extensive techtree covering 1918-1948 (or whatever)?

You mean there really is just one, spanning the entire timeline? I asked specifically because it seems like a LOT of techs to fit on those small screens, and an even larger LOT of awesome and win.

I wonder if there are countries in 1936 scenario with 1914 level techs. Seems like there were a couple such places around.

We have extended the technology screen and are working over a large tree spanning from 1914 to 1963 technologies.
This way we can work on scenarios that will use the same database.

Is trade improved? If so, does the player see which countries favour you more than others (trade ratio thing)?

The trading system has been drastically improved compared to oldest Hearts of Iron games for you can now assign priorities to exports and imports and let the AI strike the best possible deals on the world market. The trade system should be introduced in the next development diary.

Is money going to be more important and just not wasted?

I am adding generic decisions that will let you play with budget surplus (we showed some screenshots in the December Specials). They will be probably introduced in a future development diary too.
Besides, peacetime should now be more interesting.

What battlescenarios will we get (that we did not have before)?

We are working on a new Finnish Civil War scenario, but we don't know if it will released with the game or with a later patch because there's still a lot of work to do.

More than 5 research slots possible?

As of now, Darkest Hour has a maximum of 5 research slots but this may be subject of changes in the future. Moreover it is now moddable and can be increased up to 50 slots (hardcoded limit); also the IC needed for a new slot can be modded (it is still 20 in DH right now). Here's the setting that can be modded from misc.txt:

code:
 # Use new Technology page layout - allow for more techs and better view. 0 - use vanilla; 1 - use new
       1 #0
    # Max active tech teams at a time (cannot be more then 50). Note: New Technology page layout will be auto-set for values above 5!
       5 #5
    # Min active tech teams at a time (available teams regardles of current IC)
       1 #1
    # Required IC for each tech team above the min
       20 #20

Will WW1 be balanced so that long deadly battles much like World In Flames will happen when there are fortifications or difficult terrain/weather?

Battles in DH are longer and deadlier.

Are there advanced sliders?

You can add/remove items from production lines and upgrade models, but this will be better covered in another DD.

Can political sliders be moved more than once a year?

Political sliders can be moved by events, decisions and at player's will every two years. However, we are currently refining the sliders system and this may change. The interval between moves is moddable of course.

How will the flag-switch be integrated? (Like in Victoria or did you come up with something new?)

Flag switch is new and not copied from Victoria. There are new event commands that handle it (see DD 11)

Will you introduce new unit types? Like in WW1 mod new infantry divisions: for example Reserve, Guards and Light Inf. maybe?

We will introduced new units or brigades, but maybe not those you mentioned.

There will be a "give province to" on the right mouse button like in Iron Cross ?

There are options that can be enabled and which allow to transfer owned and non owned provinces:

code:
# If owned (!) provinces can be sold/transferred to non-allied countries. 0 = No, 1 = Yes (player could offer such provinces), 2 = Yes (player cold offer and ask for such provinces)
0 #0
# Allow non-owned (just controlled) provinces to be transferred to allied(!) countries if provinces are cores for that ally. 1 - Enabled, 0 - Disabled (default):
1 #0

What will the effects on certain generic decisions be (and requirements), such as issue new currency?

It can be taken when your country has below X money. This situation reflects either budget deficit or more precisely negative trade balance (because money rate is too high for instance).
Issuing currency therefore allows you to get extra money instantly which in turns creates inflation reflected by a slight loss of industrial efficiency in game.

Will the first TRP version for DH be just a conversion of the old TRP 0.94 to DH? Maybe incorporating a few new things like decisions?

From the TRP team: The first TRP version for DH will be the conversion to the new map. We will not convert TRP 0.94 but TRP 0.95 with a lot of fixes which are valid for the "Arma 1.3 Beta 2" engine as well.
Some new things will be added, but it just depends on the time we have between map conversion and release of DH.

Darkest Hour Screenshot

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.