Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráficos

Para poder leer y disfrutar de todos esos AARs magníficos que hacen los foreros.

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LordSpain
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Re: Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráfico

Mensaje por LordSpain »

Lo complicado ahora del hoi3 es la micro gestión con el tema de los Hq's. Hay que planificar bien cada tropa con qué hq está y mantener una distancia óptima de beneficio por proximidad, además del mando en jerarquía. Son dos factores que influyen bastante en la capacidad operativa de las unidades.
Sergiocebollada escribió:¿Qué dudas tienes acerca de los líderes políticos? A ver si puedo solventarlars mínimamente aunque fuese.

Un saludo.
Buenas. Quiero el listado de toda habilidad y todo beneficio con alguna explicación más sobre sus beneficios.
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Re: Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráfico

Mensaje por Sergiocebollada »

Entre la hora de cenar y la de irme a la cama buscaré algo compañero.

Un saludo :Ok:
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Tizon
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Re: Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráfico

Mensaje por Tizon »

Bueno, quizá esto ayude...

Unos consejitos...

http://estrategiashoi3.blogspot.com.es/ ... andos.html

Seguramente existen muchos más artículos interesantes en este blog...

Y un listado de líderes y bonus...

http://www.paradoxian.org/hoi3wiki/Top_military_leaders

Seguramente también hay cosas interesantes aparte de eso...
Esto lo entiende hasta un niño... Rápido, que me traigan un niño!!! (genial Grouxo)
La principal causa de divorcio, es el matrimonio (a ver quién discute eso)
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Re: Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráfico

Mensaje por LordSpain »

Gracias a ambos.

Tizón, busco los líderes políticos no militares.

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No hay manera de encontrar nada, curioso :? Sí, viene la info con cada líder, pero quiero más detalle de la misma. No se si existe la verdad.
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Re: Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráfico

Mensaje por corocotta »

LordSpain me ha parecido que formas las divisiones con tres brigadas, no sería mejor formarlas con cuatro?
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Re: Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráfico

Mensaje por LordSpain »

No quise gastar mucha ci y tampoco quiero gastar mucho en estos par de años iniciales en mantenimiento. Le iré agregando de las que ya tengo en el terreno :Ok:
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Re: Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráfico

Mensaje por LordSpain »

Bueno, he encontrado estas referencias en inglés ya que en español no localizo nada, ni el el foro paradox nadie es capaz de indicarme nada tampoco. Básicamente el foro paradox está muerto menos en los subforos de eu4, multiplayer y otros temas (ot). qué pasada :ojeroso:

http://heartsofiron.wikia.com/wiki/Minister
There are ten ministerial posts to be filled in each government:
The Head of State is the most prominent and usually most powerful member of the government. Often a king or dictator in autocratic governments, or the elected head of state in democracies, traits can vary widely and effect the country significantly. The player may not change the Head of State directly, but instead, changes occur as a result of coups, elections, or changes in government type.
The Head of Government is the administrator of the government and is often the right-hand man of the Head of State. In certain governments he holds more power than others. Heads of Government come from all walks and therefore may affect their country in all manner of ways. Like the Head of State, he only changes under certain conditions.
The Foreign Minister is the person in charge of the country's diplomatic relations. His traits will affect the costs of various political operations, reflecting his personality.
The Minister of Armament is the person in charge of keeping the country's economy and industry going, and in particular for developing the military-industrial complex. Some may boost industrial production in general while others provide a boost to particular areas of production and research.
The Minister of Security is the person in charge of law and order as well as counter-espionage within the country. He usually has an impact on the country's productivity and especially upon the use of occupied territory.
The Minister of Intelligence runs the country's intelligence services. Depending on the person's specialty, the country will gain bonuses to covert activities, production, research, or battlefield intelligence.
The Chief of Staff is the overall chief of the country's military forces and general staff. His personality will affect military units of all services.
The Chief of the Army is the commander of the country's land forces most will focus on a group of unit types, offering them bonuses in combat and for production.
The Chief of the Navy is the commander of the country's naval forces and like the army's commander specializes in certain types of units.
The Chief of the Air Force is like the above army and navy commanders, but for the air forces of the country.
All but the first two positions can be changed at will by the country's player, provided alternate ministers are available to fill the post. Doing so creates a small (1-2%) increase in dissent, so it is usually not wise to change them wily-nilly. However, especially in countries where the starting cabinet is rather poor, it is important to promote good ministers that fit with the country's strategy, despite the instability it causes temporarily.
Ministerial traits Edit
Head of State Edit
Power-Hungry Demagogue
Wartime Belligerence +0.2 per month
Peacetime Belligerence -0.5 per month
Alliance chance with Dictatorships +20%
Barking Buffoon
Organisation regain -5%
Peacetime Belligerence -0.4 per month
Alliance chance with Democracies +30%
Stern Imperialist
Consumer goods need -5%
Unit build costs -10%
Dissent growth rate +20%
Ruthless Powermonger
Infantry construction bonus -25%
Militia construction bonus -25%
Money production -25%
Chance to coup us -80%
Unit Organisation -10%
Autocratic Charmer
Consumer goods need -5%
IC -10%
Dissent growth rate -10%
Resigned Generalissimo
Supplies +10%
Dissent growth rate +10%
Money production -10%
Transport Capacity +15%
Benevolent Gentleman
Consumer goods need -5%
Dissent growth rate -10%
Belligerence required for declaration of war +20%
Weary Stiffneck
Organisation regain +5%
Diplomatic costs +10%
Insignificant Layman
Dissent growth rate +5%
Money production +5%
Die-hard Reformer
Consumer goods need -10%
Belligerence needed for declaration of war -15%
Money Production -25%
Pig-headed Isolationist
Belligerence required for declaration of war +30%
Money production +25%
Popular Figurehead
Consumer goods need +10%
Dissent growth rate -50%
Head of Government Edit
Silent Workhorse
IC +5%
Diplomacy costs +20%
Naive Optimist
Consumer goods need -10%
Belligerence required for declaration of war +10%
Flamboyant Tough Guy
Alliance chance with close ideologies +50%
Leader skill efficiency -10%
Happy Amateur
Dissent Growth Rate -10%
Money Production -5%
Backroom Backstabber
IC -5%
Chance to coup us -30%
Coup Nation 900 (1000)
Smiling Oilman
Alliance chance -20%
Oil production +10%
Old General
Infantry construction bonus -5%
Mountain construction bonus -5%
Militia construction bonus -5%
Heavy Cruiser construction bonus +5%
Light Cruiser construction bonus +5%
Destroyer construction bonus +5%
Old Admiral
Heavy Cruiser construction bonus -5%
Light Cruiser construction bonus -5%
Destroyer construction bonus -5%
Tactical Bomber construction bonus +5%
Escort Fighter construction bonus +5%
Old Air Marshal
Tactical Bomber construction bonus -5%
Escort Fighter construction bonus -5%
Infantry construction bonus +5%
Bergsjäger construction bonus +5%
Militia construction bonus +5%
Political Protege
Consumer goods need +3%
Dissent growth rate -5%
Ambitious Union Boss
Consumer goods needed -15%
Dissent growth rate +5%
Money production -30%
Corporate Suit
Money production +50%
Dissent growth rate +10%
Unit build costs +5%
Foreign Minister Edit
Biased Intellectual
Offer Alliance -50 (-100)
Bring to Alliance -50 (-100)
Join Alliance -15 (-30)
Open Negotiations -8 (-30)
Offer Trade Agreement 0 (0)
Sue for Peace 0 (0)
Ideological Crusader
Influence Nation -67 (-100)
Open Negotiation -8 (-30)
Offer Trade Agreement 0 (0)
Apologetic Clerk
Influence nation -133 (-100)
Cancel Military Access 0 (-30)
Revoke Military Access 0 (-30)
Sue for peace 0 (0)
Iron-fisted Brute
Influence Nation -67 (-100)
Annex Nation 0 (0)
Demand Territory -67 (-100)
Great Compromiser
Offer Alliance -50 (-100)
Bring to Alliance -50 (-100)
Join Alliance -15 (-30)
Leave Alliance -70 (-150)
Guarantee Independence -15 (-30)
General Staffer
Request Military Access -75 (-100)
Assume Military Control 0 (0)
The Cloak-and-Dagger Schemer
Coup Nation -667 (-1000)
Puppet Regime 0 (0)
Armaments Minister Edit
Administrative Genius
IC +10%
Resource Industrialist
IC +5%
Industrial Research +10%
Laissez-Faire Capitalist
Consumer goods need -20%
Theoretical Scientist
Secret Weapons research +10%
Military Entrepreneur
Supplies +20%
Battlefleet Proponent
Naval research +10%
Submarine Proponent
Submarine construction bonus -10%
Tank Proponent
Armor & Artillery research +10%
Infantry Proponent
Infantry research +10%
Air Superiority Proponent
Aircraft research +10%
Corrupt Kleptocrat
Supplies -10%
Air-to-Ground Proponent
Tactical Bomber construction bonus -5%
Close Air Support construction bonus -5%
Air-to-Sea Proponent
Naval Bomber construction bonus -5%
Carrier Air Group construction bonus -5%
Strategic Air Proponent
Strategic Bomber construction bonus -10%
Minister of Security Edit
Silent Lawyer
Consumer goods need -5%
Compassionate Gentleman
Foreign manpower use +5%
Foreign IC use +5%
Crime Fighter
Consumer goods need -10%
Prince of Terror
Foreign IC use +15%
Consumer goods need +10%
Back Stabber
Consumer goods need +5%
Man of the People
Foreign manpower use +10%
Manpower use +10%
Efficient Sociopath
Foreign IC use +10%
Manpower growth -10%
Crooked Kleptocrat
IC -3%
Minister of Intelligence Edit
Technical Specialist
Steal Blueprints: +5% Chance
Research: +5%
Saboutage Techteam: +5% Chance
Logistics Specialist
Army intelligence +30%
Political Specialist
Coup Nation +20% chance
Influence Nation +20% chance
Assassinate Minister: +5% Chance
Smear Campaign: +5% Chance
Fund Partisans: +5% Chance
Global manipulation: +5% Chance
Dismal Enigma
Intelligence +30% (pre-Doomsday editions)
Industrial Specialist
IC +5%
Steal Blueprint: +5% Chance
Sabotage Industry: +5% Chance
Naval Intelligence Specialist
Naval Detection +20%
Steal blueprints: +5% Chance
Saboutage Industry: +5% Chance
Chief of Staff Edit
School of Maneuver/Mobility Proponent
Land Unit speed +10%
School of Fire Support/Firepower Proponent
Armor & Artillery research +5%
Artillery brigade construction bonus -5%
Self-propelled Artillery brigade construction bonus -5%
Rocket Artillery brigade construction bonus -5%
Self-propelled Rocket Artillery brigade construction bonus -5%
School of Mass Combat/Conscription Proponent
Manpower growth +25%
Infantry construction bonus -5%
School of Psychology/Training Proponent
Organisation regain +20%
School of Defence/Defensive Proponent
Defensive combat modifier +10%
Chief of Army Edit
Elastic Defence Doctrine/Mobility Proponent
Self-propelled Artillery brigade construction bonus -5%
Self-propelled Rocket Artillery brigade construction bonus -5%
Motorised construction bonus -5%
Mechanised construction bonus -5%
Self-propelled Artillery brigade defensive combat modifier +5%
Self-propelled Rocket Artillery brigade defensive combat modifier +5%
Motorised defensive combat modifier +5%
Mechanised defensive combat modifier +5%
Static Defence Doctrine/Defensive Proponent
Land Fort construction bonus -10%
Infantry construction bonus -5%
Antitank brigade construction bonus -5%
Infantry defensive combat modifier +5%
Antitank brigade defensive combat modifier +5%
Decisive Battle Doctrine/Infantry Proponent
Infantry construction bonus -5%
Artillery brigade construction bonus -5%
Rocket Artillery brigade construction bonus -5%
Antitank brigade construction bonus -5%
Infantry offensive combat modifier +5%
Artillery brigade offensive combat modifier +5%
Rocket Artillery brigade offensive combat modifier +5%
Antitank brigade offensive combat modifier +5%
Armoured Spearhead Doctrine/Armored Proponent
Armor construction bonus -5%
Mechanized construction bonus -5%
Self-propelled Antitank brigade construction bonus -5%
Self-propelled Artillery brigade construction bonus -5%
Self-propelled Rocket Artillery construction bonus -5%
Armor offensive combat modifier +5%
Mechanized offensive combat modifier +5%
Self-propelled Antitank brigade offensive combat modifier +5%
Self-propelled Artillery brigade offensive combat modifier +5%
Self-propelled Rocket Artillery offensive combat modifier +5%
Guns and Butter Doctrine/Logistics Proponent
Supply consumption -15%
Chief of Navy Edit
Open Seas Doctrine/Commerce Protector
Carrier defensive combat modifier +5%
Light Cruiser defensive combat modifier +5%
Destroyer defensive combat modifier +5%
Transport defensive combat modifier +5%
Submarine defensive combat modifier -10%
Decisive Naval Battle Doctrine/Battleship Admiral
Battleship offensive combat modifier +5%
Light Cruiser offensive combat modifier +5%
Heavy Cruiser offensive combat modifier +5%
Battlecruiser offensive combat modifier +5%
Carrier offensive combat modifier -10%
Power Projection Doctrine/Task Force Admiral
Battleship offensive combat modifier +5%
Light Cruiser offensive combat modifier +5%
Heavy Cruiser offensive combat modifier +5%
Carrier offensive combat modifier +10%
Destroyer construction bonus +10%
Transport construction bonus +10%
Indirect Approach Doctrine/Commerce Raider
Destroyer construction bonus +5%
Transport construction bonus +5%
Submarine offensive combat modifier +10%
Battlecruiser offensive combat modifier +10%
Base Control Doctrine/Marine Commander
Marines construction bonus -10%
Transport construction bonus -10%
Heavy Cruiser construction bonus +5%
Light Cruiser construction bonus +5%
Destroyer construction bonus -5%
Battlecruiser offensive combat modifier -10%
Battleship offensive combat modifier -10%
Chief of Air Force Edit
Air Superiority Doctrine/Fighter Pilot
Fighter offensive combat modifier +5%
Interceptor offensive combat modifier +5%
Fighter defensive combat modifier +5%
Interceptor defensive combat modifier +5%
Fighter construction bonus -5%
Interceptor construction bonus -5%
Antiair brigade construction bonus -5%
Strategic Bomber construction bonus +10%
Naval Bomber construction bonus +10%
Naval Aviation Doctrine/Naval Aviator
Carrier defensive combat modifier +5%
Naval Bomber defensive combat modifier +5%
Naval Bomber offensive combat modifier +5%
Naval Bomber construction bonus -5%
Carrier Air Group construction bonus -5%
Strategic Bomber construction bonus +10%
Army Aviation Doctrine/Army Aviator
Tactical Bomber offensive combat modifier +5%
Close Air Support offensive combat modifier +5%
Tactical Bomber defensive combat modifier +5%
Close Air Support defensive combat modifier +5%
Tactical Bomber construction bonus -5%
Close Air Support construction bonus -5%
Strategic Bomber construction bonus +10%
Carpet Bombing Doctrine/Bomber Pilot
Strategic Bomber offensive combat modifier +10%
Strategic Bomber defensive combat modifier +5%
Escort Fighter offensive combat modifier +5%
Escort Fighter defensive combat modifier +10%
Strategic Bomber construction bonus -10%
Escort Fighter construction bonus -10%
Vertical Envelopment Doctrine/Paratrooper
Paratrooper construction bonus -5%
Air Transport construction bonus -5%
Paratrooper offensive combat modifier +10%
Paratrooper defensive combat modifier +5%
http://www.paradoxian.org/hoi3wiki/Minister_traits
Head of State

Heads of State are not manually changeable, and only change during elections in some government types that have elections. Their effects are highly varied.
Autocratic Charmer
IC -5%
Consumer Goods During Wartime -50%
Die-Hard Reformer
IC +3%
Stern Imperialist
IC +5%
Resigned Generalissimo
Supplies +10%
Consumer Goods During Wartime +2.5%
Insignificant Layman
Money +5%
Consumer Goods During Wartime +2.5%
Ruthless Powermonger
Land Organisation -5%
National Unity Changes -20%
Power-Hungry Demagogue
National Unity Changes -10%
Espionage Bonus +5%
Barking Buffoon
National Unity Changes +10%
Intel During Peace +5%
Popular Figurehead
Ruling Party Support +10%
Pig-Headed Isolationist
Susceptibility to External Pressure -50%
Change in Neutrality +0.01
Benevolent Gentleman
Susceptibility to External Pressure -5%
Organisation Regain Rate +5%
Weary Stiff Neck
Susceptibility to External Pressure +5%
Organisation Regain Rate +5%
Head of Government

As with Heads of State, these are not manually changeable, and change during elections in government types that have elections. Their effects are highly varied.
Backroom Backstabber
IC -5%
Ruling Party Support +10%
Silent Workhorse
IC +5%
Happy Amateur
Money -5%
Consumer Goods During Peace -2%
Ambitious Union Boss
Consumer Goods During Wartime +5%
Daily Dissent Change -5%
Corporate Suit
Money +10%
Smiling Oilman
Crude Oil +5%
Political Protege
Ruling Party Support +5%
Consumer Goods During Peacetime -2.5%
Flamboyant Tough Guy
Tendency to Drift Due to Internal Factors +5%
Naive Optimist
Threat Impact -10%
Old General
Land Organisation +10%
Old Admiral
Naval Organisation +10%
Old Air Marshal
Air Organisation +10%
Foreign Minister

For the most part, these affect diplomatic options, or internal politics: increasing drift towards a certain faction, amplifying the effect of threat, affecting the popularity drift of various parties, and in one case, supporting the ruling party.
Great Compromiser
Susceptibility to Axis +10%
Cloak-And-Dagger Schemer
Susceptibility to Allies +10%
Biased Intellectual
Susceptibility to Comintern +10%
Iron-Fisted Brute
Threat Impact +5%
Ruling Party Support +10%
Ideological Crusader
Tendency to Drift Due to Internal Factors +5%
Apologetic Clerk
Tendency to Drift Due to Internal Factors -5%
Armament Minister

These provide bonuses to various industrial aspects and/or decrease (primarily theory) knowledge decay.
Administrative Genius
IC +10%
Military Entrepreneur
Supplies +20%
Corrupt Kleptocrat
Supplies -10%
Ruling Party Support +10%
Laissez-Faires Capitalist
Consumer Goods During Peacetime -2.5%
Consumer Goods During Wartime -2.5%
Resource Industrialist
Resources +5%
Chemical Engineering Decay -25%
Infantry Proponent
Infantry Theory Decay -25%
Militia Theory Decay -25%
Tank Proponent
Automotive Theory Decay -25%
Mobile Unit Theory Decay -25%
Battle Fleet Proponent
Naval Engineering Decay -25%
Submarine Proponent
Submarine Engineering Decay -25%
Air-To-Sea Proponent
Naval Engineering Decay -20%
Medium Bomber Practical Decay -5%
Air-To-Ground Proponent
Aeronautical Engineering Decay -20%
Light Aircraft Practical Decay -5%
Strategic Air Proponent
Aeronautical Engineering Decay -20%
Heavy Aircraft Practical Decay -5%
Air Superiority Proponent
Fighter Focus Decay -10%
Theoretical Scientist
Nuclear Physics Decay -25%
Jet Engine Theory Decay -25%
Minister of Security

These ministers have various internal security bonuses, either obfuscating enemy intelligence, aiding the capture of spies, increasing the support of your regime, or aiding the increase of national unity or decreasing neutrality. One also provides a bonus to leadership.
Man of the People
Leadership Modifier +5%
Silent Lawyer
Neutrality Change -0.01
Efficient Sociopath
National Unity Changes +10%
Crooked Kleptocrat
IC -3%
Ruling Party Support +10%
Prince of Terror
Ruling Party Support +15%
Partisan Efficiency +10
Efficient Sociopath
Counterintelligence +10%
Back Stabber
Daily Dissent Change +1%
Counterespionage +10%
Crime Fighter
Counterespionage +10%
Minister of Intelligence

These increase the accuracy of the information presented on the Intelligence screen in specific areas.
Technical Specialist
Espionage Bonus +5%
Dismal Enigma
Land Intel +10%
Naval Intel +10%
Research Specialist
Land Intel +20%
Naval Intelligence Specialist
Naval Intel +20%
Industrial Specialist
Industrial Intel +20%
Political Specialist
Political Intel +20%
Chief of Staff

Nearly all of these provide a bonus to a particular military stat.
School of Fire Support
Attack Reinforce Chance +10%
School of Defence
Defend Reinforce Chance +10%
School of Manouevre
Combat Movement Speed +10%
School of Psychology
Organisation Regain Rate +10%
Logistics Expert
Supply Throughput +10%
School of Mass Combat
Human Wave Doctrine Decay -10%
National Manpower Modifier +5%
Chief of the Army

Most of these decrease practical decay for land units.
Guns and Butter Doctrine
Supply Consumption -10%
Static Defence Doctrine
Infantry Practical Decay -25%
Militia Practical Decay -25%
Elastic Defence Doctrine
Mobile Unit Practical Decay -25%
Decisive Battle Doctrine
Artillery Practical Decay -25%
Armoured Spearhead Doctrine
Armour Practical Decay -25%
Chief of the Navy

Most of these decrease practical decay for naval units.
Base Control Doctrine
Naval Base Efficiency +10%
Open Seas Doctrine
Destroyer Practical Decay -25%
Indirect Approach Doctrine
Cruiser Practical Decay -25%
Decisive Naval Battle Doctrine
Capital Ship Practical Decay -25%
Power Projection Doctrine
Aircraft Carrier Practical Decay -25%
Chief of the Air Force

Most of these decrease practical decay for air units.
Naval Aviation Doctrine
Medium Bomber Practical Decay -15%
Naval Engineering Decay -10%
Air Superiority Doctrine
Light Aircraft Practical Decay -25%
Army Aviation Doctrine
Medium Bomber Practical Decay -25%
Carpet Bombing Doctrine
Heavy Aircraft Practical Decay -25%
Vertical Envelopment Doctrine
Strategic Airpower Focus Decay -10%
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Re: Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráfico

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Re: Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráfico

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Re: Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráfico

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Re: Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráfico

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traskott
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Re: Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráfico

Mensaje por traskott »

Ahí, ahí, que un Eje solo con Alemania no tiene gracia alguna....

Lo de los Bf-109D... ¿ no te merece la pena esperar a tener el 109E, y fabricarlos a finales del 38, y todo 1939 ?
War in the Pacific Admiral Edition
World of Warships: Buscando conocidos para darle: https://warships.net/Traskott_Paradox
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Re: Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráfico

Mensaje por LordSpain »

No quiero llegar cojo de cazas a agosto/septiembre del 39. Cuando salga el nuevo modelo, pararé la producción del bf 109 y empezaré con el nuevo caza. Se que aquí invierto desde el inicio, pero me ha pasado que de no hacerlo así, ya voy cuesta arriba. Lo que haré será destinar una cantida de c.i. en modernización y elegiré a la carta esas escuadrillas, priorizando dicha modernización. Como comenté en el aar, yo elegiré qué modernizo y cuando :Ok: Es una ventaja, en unos meses tendré la unidad que quiera actualizada a la última. De otro modo, puede pasar un mundo hasta que le llegue el turno.
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Registrado: 08 Dic 2006, 14:43
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Re: Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráfico

Mensaje por LordSpain »

Como me lo han pedido varias personas, las pongo por aquí: Banderas altenativas de yugoslavia, italia, alemania (kiegsmarine), japón (flota imperial), austria, hungría y polonia.

https://dl.dropboxusercontent.com/u/47626425/flags.rar
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LordSpain
Crack - Oberst
Crack - Oberst
Mensajes: 15931
Registrado: 08 Dic 2006, 14:43
STEAM: Jugador
Ubicación: En el frente, de frente

Re: Aar La Cruz de Hierro - Hoi3 TFH, v. 4.02 + mods gráfico

Mensaje por LordSpain »

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