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Hearts of Iron IV - The Ultimate WWII Strategy Game

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,687
Any hope for fixing the AI? Everything I read about this game makes it seem like a decent foundation, but the AI is so braindead it just ruins it.
 

Grinolf

Arcane
Joined
Mar 6, 2013
Messages
1,297
Any hope for fixing the AI? Everything I read about this game makes it seem like a decent foundation, but the AI is so braindead it just ruins it.
If they would be as bad with fixing the game as with Hoi3, then it would require around 2 years before AI would possess anything resembling a brain. And even if AI in HoI 3 with the final patch is passable, some areas were never fully fixed, like Pacific theater. But since HoI4 is currently in better shape then was HoI3 half year after release, there is a chance that they won't fuck as badly this time and main things would be fixed during this year. I also heard claims that in the last patch after all these years they finally managed to make Pacific work, but I didn't play the game myself to verify if this is true and it's something I find very hard to believe without seeing it myself.
 

Thane Solus

Arcane
Joined
Apr 29, 2012
Messages
1,684
Location
X-COM Base
Any hope for fixing the AI? Everything I read about this game makes it seem like a decent foundation, but the AI is so braindead it just ruins it.

The game is alpha at this stage. I played it a lot trying to fix, test and have some fun, but its a casual strategy with a broken design. For example in the last 1.3.1 games, things like this happens:

1) AI sometimes blocks 200 divisions for no reason, i had to go to conquer England for Germany while they just sent divisions that couldn't land or just hold them in Scandinavia.
1a) AI still spam one gazillion of divisions due to broken templates and industrial production.
2) AI rarely protects their ports. You have to recruit up to 2 armies of guards to defend Italy and sometimes Normandy.
3) AIR Planes are broken, you can conquer the whole world without worrying about them, they only help on attack in large numbers if you really need them...
4) The supply system is absolutly trash, too casualized and too easy. In reality this was one of the biggest challenges....
5) Retardo resources distribution, many countries are missing their historical resources and or just have small ammounts.
6) Ai has bad templates and moves around for no reason causing attrition to their units
7) Japan now fails to take China or hold it most of the time.
8) The game plays himself and the combat is too simple and uninteresting
9) DLC milkage. They couldnt be bother to paint more than 4 portraits for generals of minors or not main nations. Its fucking trash.

Its fun at first look, but once you start understanding whats goin down, you gona start to see you are playing HOI Mobile.

Cash grab alpha which might turn into a game in 2018. Maybe...

Dont buy PDX games. They become worse than EA. (Not that we didnt predicted this when they becomed public company...)
 
Last edited:

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,241
Location
Space Hell
Changelog for patch expected to be released tomorrow
################################################################
########### Patch 1.3.3 "Torch" ###########
################################################################


##################################
# AI
##################################
- Italy AI should now be better at picking proper units to fight in Ethiopia.
- AI is now inclined to ignore non-dangerous fronts while at war.
- Battle plan AI should no longer "forget" units assigned to attack order.
- Made AI better at dynamically evaluating level of preparation to attack based on expected enemy strength.
- AI should no longer be able to give units ridiculously long retreat or move orders while they are in combat.
- The AI should now be a lot better at handling a surrounded enemy capital.
- AI is less spammy with call to arms and join war requests.
- Battle plan AI unit distribution should now be more stable (though even further improvements would be good).
- AI will no longer declare wars on countries that control no territory, even if they technically exist in a limbo while their faction have not lost a war.
- The AI should now be managing its theaters better.
- AI will now start considering buildup of military constructions after a while, even if peaceful and not directly threatened.
- Naval AI will now attempt to use strike fleets to aid in coastal land combats if they are not on a mission to aid in a naval combat.
- Some minor AI optimizations.
- AI occupation policy is now scriptable, though no scripts for this has been added.
- Repaired a mistake in AI diplo for offering someone to join their faction. Threat from wrong side was used when looking at acceptance.
- Made sure AI considers org when performing naval invasions.
- Eat your vegetables before you get dessert: AI will no longer be declaring wars or justifying claims while in a losing war.
- The AI can now build any scripted building that is a part of an established building category.
- Made sure AI can not send parts of equipment. Half a ship is not particularly useful.
- Fixed a serious issue where AI would never counter resistance with area defense orders, completely ignoring conquered territory.
- AI is now less nervous about neighbors fighting a common enemy and not losing.
- Purged unit_base, as it did nothing apart from making scripting harder. unit_ratio is now the end all an be all of unit production in the scripting, and setting it to anything but a positive value will make the AI NOT build it.
- AI will now remove deployment lines for types it has reached its wanted number for.
- Improved the code behind AI template design, so the scripting should make more sense now.
- Minor tweaks to terrain prio when drawing fallback line which should make the go for mountains more.
- Battle plan AI is now capable of finding more complex paths to front position.
- Some balancing to construction AI focused on improving military industry production.
- Made AI better at calculating supply use when deciding how many divisions it can field.
- Made sure AI is not blocked from researching, even if only crap is left. Script can still set AI desire to 0 to block it.
- Improved naval AI region evaluation and made it better at reacting more efficiently to changing situations.
- AI now considers reinforcement priority for volunteer theater.
- Improved deployment AI to manage lines better and improved calculation of desired number of divisions.
- Added ai_strategy type 'support' that can be used to manipulate a countries desire to send lend lease to another country.
- Added will_lead_to_war_with when Germany demands Sudetenland. Makes AI prepare for a possible war.
- Improvements for air AI airwings picking and distribution
- Now air AI considers AA while prioritizing strategic bombing and defense operations
- AI should no longer be so happy on naval construction over military when it had also alot of civilian industry (hello USA)
- AI can now reprioritize production lines in a few cases to deal with resource lack
- AI us now makes use of more civilian factories when needed for trade
- fixed a case where AI would get sidetracked when designing divisions of specific country type and instead attempt to make generic ones
- added "ai_priority" on battalion types that get calculated by template, ai uses these rather than the visual representation to manage its divisions
- AI is now able to send old equipment as lend lease not just its newest
- AI can now cancel lend leases it can no longer afford or with nations it no longer make sense
- made AI more careful with its stockpile and who to lend lease to
- improved logic for AI's lend leasing
- fixed issue where a big difference in scoring of combat width could make AI refuse to upgrade its divisions
- USA should now lend lease soviets when they are in trouble if they have sufficient spare stockpile
- "support" ai strategy now lets nations lend lease away some of their stockpile buffer too
- fixed a case where AI would fail to deploy its main invasion protect fleet completely if some of the areas were out of range
- fixed AI invadability evaluation sometimes failing on naval path checking
- fixed a case where AI would try to split off fleets when it was not valid
- fixed a case where AI would spam invalid naval moves
- added equipment_stockpile ai strategy that lets you affect how much stockpile ai feels it needs
- all nations with many divisions will now attempt to accumulate bigger stockpiles for safety
- Fixed several cases where overflow of calcualted priorities could make AI do the opposite of what it wanted to do
- Now air ai calls recalculation of air priorities on joining a war
- fixed an issue where air AI would fail to assign mission if the only acceptable one was interception
- fixed a case where Japan would ASK to join germanys wars despite doing badly with china
- nations with restrictive modifiers for joining factions (japan) now super careful about accepting calls to arms to majors (soviet) when still at war with major neighbors (china)
- ai should now no longer get stuck on super large trades and better fulfill its needs (basically skipped the full-trade logic)
- AI now looks for trades in priority order of biggest lack
- AI now prefers trade with closer nations if naval transport required
- AI now likes trading with nations with neutral foreign policy more as they are stable
- lend lease now automatically cancels when war ends for the receiver
- AI is now MUCH better at looking at the equipment cost for switching more templates than just one at a time
- AI cares about infrastructure way more when placing consctruction
- AI should no longer go as happy on naval construction over military (was counting ratio also using civilian so got disproportional large naval part)
- AI us now allowed to trade using more civilian factories
- Ai should now be much better at going for medium tank divisions. Fixed issues with width being off as well as wrong template being used when evaluatign fitness for changing out lines
- rebalanced ai priorities for medium vs light armor so that ai doesnt get stuck thinking its making light when it isnt
- fixed a case where AI was looking at the wrong type when deciding about template upgrades and could get stuck on motorized
- AI should now show greater interest in researching excavation tech.
- Tweaked templates a bit for majors to avoid getting trapped in subpar targets
- Allied AI will no longer guarantee Finland if Soviet justifies war on their claims, while Germany is the biggest threat.
- fixed an issue where some scripted ai strategies would not work after updates (it was order dependant)
- added an AI sanity check to the War with the USSR focus for Germany
- Reduced AI research randomness and improved info in AI research log message
- Made sure AI considers convoy count and possible delivery route before sending lend lease
- AI will now leave potentially hostile nations alone for guarantees until they have generated some actual threat giving you 1-2 smaller wars before you are sucked into the ww2 vortex (makes some minors a lot more playable)
- rebalanced ai priorities for medium vs light armor so that ai doesnt get stuck thinking its making light when it isnt
- fixed a case where AI was looking at the wrong type when deciding about template upgrades and could get stuck on motorized
- AI should now show greater interest in researching excavation tech.
- Tweaked templates a bit for majors to avoid getting trapped in subpar targets
- Improved AI trade law logic selection
- AI now has a can_upgrade_in_field trigger on templates to give it hints on when to stop producing light tanks and switch over to medium for stuff


##################################
# UI
##################################
- Battleplans are now hidden during the peace conference to not obstruct the view.
- Players lagging behind message in multiplayer, is now replaced with an alert (tooltip shows who and how much).
- Added alert about having unassigned divisions.
- Added loading progress bars.
- When selecting a division(s), the list of all divisions automatically scrolls to show it.
- It is possible to hide ALL map counters except your units. Hotkey 'M'.
- All the message popups that doesn't require the player choice (yes/no/etc), automatically hides after timeout, to not fill the screen with hundreds of windows. Useful when running the "hands-off" observing game.
- Building constructions and conversions now can be added at the top of the queue by holding ctrl and click.
- Made save game name text field longer.
- Added stockpiling amount to production screen. Changed text to icons.
- Added tooltip to US "Destroyers for Bases" focus to make it clear who gains certain territories
- Fixed a tooltip for the Australian focus "A Deal with Japan" to account for different options of territories transferred
- Fixed legibility issues in event news.199
- Fixed a tooltip issue in the SAF focus tree
- Added dockyard output modifier icon in the production screen
- Fixed wrong division flags in the combat screen
- Missiles now count as bombers in the region air screen
- Fixed issue when multiple army groups was not shown in the volunteer theater groups
- Multiple fixes for trade influence issues with not matching numbers
- Tooltip in the research screen does not show ahead of time penalty if player has 100% ahead of time penalty reduction bonus
- Minor fix for army group leader tooltip, to match numbers when penalty for too many units applied
- Arrows now gets hidden while editing the orders
- Now top bar tooltip for factories also shows damaged ones
- Missiles are not shown in logistics screen anymore
- Fixes for fear trade modifiers being applied in wrong direction
- Now clicking on not existing country in the managing occupied areas screen you won't go to diplomacy screen
- Fixed the bug when plan evaluation numbers was not matching
- Fixed the bug when capital icons were not correctly shown
- Fix for the tooltip on return territory
- Added clarification on non-progressing training by reason of lacking equipment and manpower
- Now Pass button gets disabled in the peace conference if no actions left to take
- Combat log screen now will be shown on top of other screens
- Now load game button disable at the same time as continue button
- Clarified tooltip for opening multiple info windows in the tech and focus tree screens
- Political cost now is hidden when the law is taken
- Fix for the switch to next autonomy level glow (now it is actually hidden)
- Fixed warscore not being calculated properly while war without majors on one side
- Now invalid leader picking screens disappear as army group gets deleted
- Disabled icons while in deployment mode
- Fix for the rules not being updated on savegame load
- If national focus not changing tooltip doesn't show weekly change anymore
- Fixed factory conversion button flickering while non-paused gameplay
- Fixed the bug when techtree was broken after switching country
- Added ability to toggle fog of war map effect on/off
- Tooltips existing lend leases for equipment now show type as well as national flavor name when these differ
- Releasing nations with a lot of states no longer massively overflows popup window
- Multiple rows of division types now possible to be shown in army overview
- Tweaked gradient borders for strategic areas so there is no weird gap between areas (more visible with mods)
- Air wing reinforce limit window now has the +50/+100 buttons jump to closest multiple to avoid clicks for neat sizes, steps are also +5/+10 for carrier parked wings
- Can now increase/decrease queued up ship production faster with ctrl/shift click (ctrl=10 at a time, shift=100 at a time)
- Indian National Army focus now has correct effect description
- Fixed overlap of text in options with certain languages
- Changed shortcut for closing a bunch of production items as ctrl+click it’s easy to miss-click with other shift+click nearby
- Fixed centering of trade scrollbar
- Achievement entry header now highlighted in orange
- Achievement window now movable
- Resistance tick indicator now doesn’t show VP stuff in states where there can’t be resistance
- Clicking rightmost side of savegame edit box no longer deselects editing
- Spelling fix of Trotskyist
- Added tooltip to icons displaying used combat width in the combat window .
- Added tooltip to research button explaining the 30 days grace period.
- Added province tooltip if there is an air base or rocket site present.
- Added state name when hovering over a naval base.
- Renamed "Small arms research time" to "Weapons and Equipment Research Time"
- Explained conditional effect of why we fight focus in tooltip
- Entrenchment tooltip only shows days left when unit is not fully entrenched.
- Fixed rounding issue in resource mapmode
- Made separate production tooltip for naval items, reflecting they don't retain efficiency.
- Added war requirement to lend lease tooltip.
- Armies view: Improved consistency across the different tooltips. Added penalty to the groupview in the bottom of the screen. Moved penalty explanation to delayed.
- Added delayed tooltip to production line filter explaining Shift+click mechanic.
- Removed "Support" header from division icon tooltip when it has no support.
- Changed production line tooltip to no longer lie about total output and resource efficiency to the player.
- Maximum amount of slots is always stated. Factor modifiers not shown if slots < 0. Wasteland is now displayed in same way as other categories.
- Changed "Trade Bonus" modifier to "Overlord trade cost" and made it a negative modifier.
- Added "Stop" button to continuous focus detail screen.
- Added bypass button for focus if they have are mutually exclusive with another, automatically locking players in a branch.
- Moved the disband button, manpower and equipment numbers around for unit details view
- A bunch of tooltips readability improved. Various changes, typo fixed, decimal points changed, etc.
- added ability to toggle fog of war on/off
- Changed efficiency tooltip growth to show daily values instead of weekly


##################################
# Modding
##################################
- AI occupation policy is now scriptable, though no scripts for this has been added.
- The AI can now build any scripted building that is a part of an established building category.
- Purged unit_base, as it did nothing apart from making scripting harder. unit_ratio is now the end all and be all of unit production in the scripting, and setting it to anything but a positive value will make the AI NOT build it.
- Improved the code behind AI template design, so the scripting should make more sense now.
- Added ai_strategy type 'support' that can be used to manipulate a countries desire to send lend lease to another country
- Dynamic state, country and global flags effect. set_global_flag = test_flag_@ROOT.
- Added triggers for date days and value to flags.
- Added has_resources_amount trigger.
- Added trigger has_tech_bonus. Works with specific technology or category.
- Added can_join_factions rule.
- The AI is no longer quite as emotionally attached to modded ideas. Will now consider changing non-hardcoded ideas if the ai_will_do value is higher than the existing idea.
- Added has_country_leader trigger.
- Clearing script flags now removed them completely instead of setting value to zero.
- Added modify_global_flag modify_country_flag modify_state_flag effects.
- Tooltips for is_core_of and is_claimed_by now work with any_state triggers. Removed state name from tooltip. Country name now uses def version.
- Added an on action for on_annex. Fired from both effect and peaceconference.
- Console command: add_party_popularity <ideology group> <value> - ideology group has shortcuts d f n c for vanilla HOI groups.
- Console command: set_ruling_party <ideology group> - ideology group has shortcuts d f n c for vanilla HOI groups.
- Added timed script flags. Example: set_country_flag = { flag = GER_drunk_scientists days = 30 }.
- Added local_non_core_manpower state modifier.
- Added has_army_experience has_air_experience has_navy_experience triggers.
- Added trigger has_full_control_of_state.
- Added scope support as right side argument for is_subject_of and is_puppet_of.
- Added trigger to technology folders. Will hide tab and disable research for techs if trigger is not met.
- Added on_startup to onactions.
- Added count_triggers. Will return true if _amount_ of triggers in the scope is true. Same as calc_true_if on other projects.
- Added set_state_name effect.
- Added reset_state_name effect. Resets state name to original.
- Added trigger is_staging_coup.
- Added trigger has_focus_tree = <id>
- Added has_template_ai_majority_unit trigger that uses the new ai priority instead
- Production line efficiency gain is now capped at zero for negative values so modders can zero out efficiency gain if they want
- Added effects for setting and resetting province names for victory points (set_province_name = { id = <province id> name = <string> } and reset_province_name = <id> )
- Split up factory modifier into a new industrial_capacity_dockyard so dockyards get their own progression
- Split up MAX_FACTORIES_PER_LINE define by type to MAX_CIV_FACTORIES_PER_LINE, MAX_NAV_FACTORIES_PER_LINE, MAX_MIL_FACTORIES_PER_LINE allowing different factory counts for different kinds of production/construction lines
- Added new num_divisions trigger to check actual number of divisions regardless of strength etc
- pp console command can now take negative values
- ai_dump command now also lists all active strategies for a nation to help with debugging
- Added define to modify threat requirement for joining a faction when at war. JOIN_FACTION_LIMIT_CHANGE_AT_WAR.



##################################
# Database
##################################
- Missing portrait for Xhemal Aranitasi of Albania. Buffed to skill 2.
- Removed duplicate destroyers from GER OOB.
- Afghanistan now uses generic arab leader as country leader instead of asian continent fallback.
- Moved Brest Naval base to be in the Bay of Biscay instead of English Channel
- Moved rubber from Uganda to Stanleyville
- Moved naval base in Belgium to VP province
- Nudged and moved Naval bases for ITA based on beta feedback. Moved navies start position to relevant naval base.
- Replaced Mao with Zhang Guotao as communist leader of China.
- Nudged Reykjavik VP, unit pos and naval base.
- Added rubber to states in Africa. Equatorial Africa - 4 rubber | French West Africa - 2 rubber | Gabon - 1 rubber | Central Congo - 5 rubber | Angola - 1 rubber | Portuguese Guinea - 1 rubber | Liberia - 7 rubber | Uganda - 4 rubber | Nigeria - 3 rubber | Tanganyka - 2 rubber.
- Changed Cape Verde, the Azores, the Canary Islands, Bermuda, Jamaica, Cuba, Galapagos, Comora and Socotra from desert to mainly hills or plains.
- Removed naval base from 6749. 11707 naval base level 1=>2.
- Changed color for D02 civil war tag.
- Changed icons for generals and advisors for a lot of countries, to avoid duplicates where possible. New icons used are: "generic_army_asia_7", "generic_army_asia_6", "generic_army_asia_5",
"generic_army_asia_4", "generic_army_african_6",
"generic_army_african_5", "generic_army_african_4",
"generic_army_south_america_5", "generic_army_south_america_4", "generic_political_advisor_europe_6", "generic_political_advisor_europe_5", "generic_army_europe_6", "generic_army_europe_5", "generic_army_europe_4".
- Flavor names for transport planes
- some updates to German air oob, using historical variants
- Fixed an issue with localisation of event germany.118
- Added flavor names for Romanian and Yugoslavian trucks
- Added events to rename Stalingrad and Leningrad
- Fixed wrong naval prefix for HOL
- Changed Romanian starting politics to better represent historical reality
- Added Colorado-class Battleship variant to US starting OoB
- Some minor adjustments to ENG and GRE air oob in 1939
- Changed prefixes for Italian ships based on forum feedback (newly constructed ones only for the time being)
- Some minor adjustments to Romania 1939 air oob
- Added sanity checks to Italian "War with Greece focus" (Greece not a puppet, Italy not currently at war with Greece)
- Added name list for Indonesia, enabled Dutch namelist if puppet
- Changed ideology for Serbia in 1939 to make it consistent with 1936 (unless someone can prove that Serbians were significantly more fascist in 39 compared to 36)
- Fixed wrong name for Dutch fascist demagogue
- Added a number of historical plane variants to starting OoBs, including foreign-bought planes for a number of countries
- Changed Yugoslavia starting OoB and technology
- Fixed two cosmetic tags for Lithuania and Latvia
- Added a cosmetic tag for Czechoslovakia if Slovakia also exists (i.e. Czechoslovakia is really only the Czech republic)
- Changed name for state 457 from Arabian Desert to Eastern Desert to better reflect reality
- Added cosmetic tag to Franco-British Union event
- Fixed a minor issue with a Japanese cruiser being the wrong class
- Added news event for Chinese United Front forming
- Some adjustments to Hungarian flavor names based on beta feedback
- Fixed two cosmetic tags for puppeted Poland (Poland now actually quite lost)
- Fixed issue with duplicate generic design companies for TfV countries
- Removed a General that somehow got copied over from Ethiopia to a number of other countries
- Removed a lot of cores from countries with overseas territory.
- Added shipnames for Malaysia
- Gave advisor Franco his proper portrait
- Changed name for puppet level SOV puppets after forum feedback
- Restored name changes for fascist France, using Vichy France for the German puppet state
- Changed some focuses in SOV tree. SOV will now no longer pick anti-capitalist or anti-fascist propaganda if they are democratic or fascist. The relationship penalty will also only apply to the major powers if they are not communist
- added two more on actions to add the Czech-only cosmetic tag
- Changed autogenerated portraits for Middle Eastern countries.
- Added artillery to ENG starting templates in 1936/39
- Added 5 convoys to Manchukuo
- Added armored division template to Hungary and Sweden
- fixed an issue with a portrait missing for TfV owners
- fixed an issue with the portrait of a Canadian admiral
- fixed a misstranslation in German localization (implied that you saved XP when creating a variant)

##################################
# Balance
##################################
- Heavy tanks gain 10% attack bonus vs forts
- Heavy TD gain 5% attack bonus vs forts
- Super heavy td get 30% bonus vs forts (compare 50% for SH)
- Added bonus to dockyard output to difficulty sliders (20%)
- Maintenance company can no longer bring bonus so high that equipment becomes invulnerable (total bonus went from +40% to +20%)
- Concentrated and Dispersed industry techs now give same bonus to dockyard output (+10%)
- Super heavy TD's now match combat width of other TDs
- lvl 1 light TD now has same speed as lvl 1 light tank
- Added Soviet version of honoring the MR pact. From this version on it will suck to be Poland.
- Germany and Soviet will no longer hand out Polish territory if owned by player Poland in their faction. Poland is now playable again.
- Spread out repair speed over construction tech. All construction tech now give production_speed_buildings_factor = 0.10 industry_repair_factor = 0.10
- India focus tree: Naval Funding now unlocks Light Cruiser 2 tech if you don't have it completed. Added tooltip to explain the effect.
- Wargoal justification now adds extra threat depending on the industrial capacity of the target country.
- Added PP cost and time scaling to justifying wargoal. More justifications and wars => higher costs
- Changed naval production continuous focus to increase dockyard output by 20% instead of reducing prices by 20% (which was exploitable)
- Blocked ideology pushers (fascist demagogue etc.) based on completed focuses for SAF, CAN and NZL (to bring them in line with AST and RAJ)
- Moved Japanese cruiser Takao back to its original position after beta feedback. Another critical gameplay issue successfully resolved
- Changed one of the Sinkiang Captains of Industry to War Industrialist. Sinkiang now confirmed OP
- Now factories receive penalty for each next lacking resource across multiple lines rather than max out at 80% by line
- Infrastructure now adds construction speed to the buildings with shared slots
- Change: Total Mobilization economy law now has a 20% WT limit.
- Change: Increased Air Attack for Advanced Fighters to 32 and Improved Jet Fighters to 40.
- Change: Production techs have been rebalanced.
- Each level in the Production track now gives 10% Production Efficiency Cap.
- Flexible Line's bonus to Production Efficiency Retention has been reduced to 20%.
- Concentrated Industry now give 15% Factory Output bonus per level.
- Change: Production Efficiency Growth has been changed from being linear to slowing down as a line reaches max efficiency.
- Change: Defensive values for Medium Self-Propelled Artillery has been changed to be in-line with other Self-Propelled Artillery.
- Change: Changing a production line to a vehicle in the same family (Pz III to StuG III) now retains 70% of the production efficiency. Changing a production line from one vehicle model to another (Pz III to Pz IV) now retains 30% production efficiency.
- Change: Infantry equipment build costs changed to 0.4, 0.5, 0.6 and 0.7 IC respectively.
- Change: Soft attack values for artillery has been nerfed across the board.
- Artillery battalions has had their soft attack values reduced by 20%
- Rocket artillery soft attack has been reduced to 40 and 55
- Medium SP Artillery has had its soft attack values reduced to 56, 72 and 84
- Change: Medium and Light SP Artillery battalions changed to 36 vehicles each. Heavy SP Artillery changed to 24 vehicles each. Superheavy SP Artillery changed to 12 vehicles.
- World Tension from national focuses have been increased.
- Lowered world tension generation by about 50% for many actions.
- The national focus Italian Highways now provide one infrastructure per state instead of two.
- The national focus Metropolitan France now provides two infrastructure per state instead of three.
- The national focus Improve Railway Network for Soviet Union now gives higher priority to high population states.
- Soviet national spirit Home of the Revolution no longer reduces construction speed.
- Kiev, Kharkov, Stalingrad, Kazan, Perm, Chelyabinsk and Sverdlovsk have received 2 more infrastructure level to compensate for the infrastructure changes. Saratov, Magnitogorsk, Ufa, Zlatoust and Moscow have also received 1 more infrastructure level.
- Improved infrastructure for Japan. Kanto, Tokai and Kansai have had their infrastructure increased by 2. Chugoku and Kyushu have had their infrastructure increased by 1.
- increased infra NFs for south africa by one level
- increased infra NFs for india by one level
- Australian standard gauge railway focus should now avoid wastelands when placing infra
- Japan's infrastructure effort focus no longer places infra in invalid spots
-Added 1 extra infrastructure from generic focus tree infrastructure_effort and infrastructure_effort_2. Now gives +1 and +2 up from +1 +1.
- lowered price of synth refinery by 30% and increased its resource output by 40%
- The technology Streamlined Industry now provides 10% Production Efficiency Growth instead of 25%
- Reduced tension impact for soviets claims on baltic nations and justifying wargoals for legit claims

##################################
# Bugfix
##################################
- It’s now possible to directly declare war on subjects
- No longer get invalid "overseas" penalty to disbanding troops when enemy has taken some lucky provinces in your capital
- For Naval Superiority air superiority now works as a multiplier to your naval force rather than side by side. So you can’t get naval superiority through only a giant pile of planes anymore
- Fixed an issue where in civil wars the dynamic tag side would end up with no manpower in their divisions and get them disbanded
- Fixed an issue in civil war start where deployment lines did not transfer over manpower properly when balancing those between revolter and original
- Communist/Fascist minors are no longer tied to neutral tree in historical play.
- Reenabling elections for democratic nations when a civil war ends
- Changed Munich conference events to account for Little Entente. If Britain decides to support CZE while the Little Entente is active, the British commonwealth joins the Entente
- Fixed German puppets being allowed to refuse Anti-Comintern Pact and Anti-Soviet Pact
- Changed the "Test the Chinese" focus for Japan to bypass if the borderlands are not held by CHI, PRC or SHX
- Added additional checks to Japanese "Pressure Siam" focus to check if Siam is actually in any position to be pressured (not a puppet, not a government in exile)
- "improve national spirit" focus for Japan now continues if conditions are no longer met
- Repaired paradrop order
- Fixed GetNameDef not using cosmetic tag names.
- Country colors now update immediately when changing cosmetic tags.
- Changed UK NF for Turkey to take UK ideology into account.
- Engineer company tech now shows gain as +2.0 instead of +200%.
- Nationalist china can no kill itself slowly by picking the internationalism focus.
- Missing loc. Wrong modifiers. Wrong news event. Weird event pic. Wrong loc for options, etc etc for a german focus.
- Oster Conspiracy now only happens if a leader called "Adolf Hitler" is in charge of Germany.
- Added name to GER-SOV research treaty.
- News events stating that SOV or GER has taken control of east/west Poland now requires them to at least control a bit of it.
- Added choice for player INS to pick side when AST starts a civil war.
- Added ai modifiers for demand NZ event. NZL will have a chance to accept in certain situations.
- Added function to normalize party popularity if drift is only negative.
- Moved naval base in Sundra Islands state to a less interesting location.
- Our words are backed achievement is now valid even when India goes free later.
- Fixed NZL historical list pointing to ENG
- Added localization to original_research_slots trigger.
- Japan now creates own faction and adds New Zealand to it for befriend Japan focus.
- Fixed missing leader portraits for Libya
- Added check for PRC control of state where they are given troops in Chinese civil war.
- Tizard mission no longer available if ENG and USA has different ideologies or one of them no longer exists.
- Around Maginot will now bypass if none of the targeted countries exist.
- Blocked restarting Chinese civil war if CHI or PRC are puppets.
- France now becomes Free France if Vichy is created from the event.
- Fix for some germanmarchorder songs requiring germany to have completely given up before having high chance of playing.
- Fixed critical spelling error in name of "Philipines Division"
- Fixed an issue where Stanley Baldwin would return to British politics in 1940 if player starts in 39
- Fixed description of MAN (the idea, not the country)
- Added a check for the Japanese "strike the USA" focus to check if Japan is in faction with USA (it would be silly otherwise)
- Fixed a problem with the Stanley Baldwin resigns event that could lead to non-Baldwin leaders getting fired.
- Removed an unnecessary ai_weight modifier in event Germany.5
- Fixed an issue where France forming the Little entente before Germany remilitarized the Rhineland could lead to France getting removed from its own faction
- The "Southern Expansion" Focus for Japan will now bypass if Japan is allied with Britain and the Netherlands. When allied with only one of them, Japan will still gain a wargoal on the other
- Changed French challenge the Rhineland event to spawn a civil war even if France is communist (the democrats won't allow the communists to drag the country into another useless war!)
- Fixed communist on communist violence if communist France challenges the Rhineland (for real this time)
- Fixed text overflow in Canadian patriation news event
- Fixed a number of spelling errors in Italian shipname list
- Changed achievement "Once more mate" to point to correct state
- Fixed an issue where event usa.24 checks whether ENG is at war with itself (now checks if at war with US)
- Fix for fascist Indonesia not changing its flag when taken as a puppet from HOL in a war
- Fixed an unlocalized string in the South African focus tree
- Fixed a spelling error in Italian general's name
- Fixed Afghanistan using wrong 2d culture and incorrect picture for starting General
- Fixed air production continuous focus not affecting CAS and Jet strategic bombers
- Fixed an issue where Germany would take the Alliance with Spain NF focus even if Spain is already in a faction with Germany
- Fixed missing bypasses for war with Germany/England in Soviet tree
- Fixed an issue where swapping Slovakia for Danzig followed by the Soviet union attacking Poland after the MR-Pact would not transfer parts of Slovakia to Germany when the war ended, leading to very ugly borders
- Fixed lack of portrait for MZB leader
- Fixed a number of text overruns in flavor descriptions of British cruisers
- Fixed a number of typos in event germany.97
- Fixed Guanxi ideology pushers lacking portraits
- Fixed an issue with event news.37 sometimes showing two options
- Added cosmetic tag to Canada to give them their historic flag when not playing with TfV (as long as they stay in the Allies)
- Fixed an issue with missing text in event news.287
- Fixed an issue where "a deal with japan" would kick Australia out of any faction when it should only kick them out of the Allies
- Fixed missing localization for air_equipment
- Changed "Woo the US" focus in AST tree to require USA to not be a puppet, which should help to remove an edge case where US could gain full independence again by joining a faction with AST
- Fixed a number of typos in the RAJ focus tree
- Fixed issue with Australia demanding New Zealand causing Australia to be kicked out of any faction it is currently in
- Fixed typo in Australian event tfv_australia.90
- Fixed critical issue with portrait path for Chilean general
- Fixed a number of missing event pictures for Canada and South Africa
- Fixed an issue where puppeting SHX as Japan before starting the war would backfire later
- Added cap on world threat
- Now nukes can be build by reactors on controlled territory
- Fixed the bug when sometime combat width during the combat could be overstepped
- Removed naval leader xp gaining for spotting while peacetime
- Fixed airwing alert not opening airbase while being clicked
- Fix for removed rocket sites not disappearing
- Removed the ability to delete rocket wings
- Fix for cosmetic tag not being cleared on resign
- Fix for volunteer forces able to perform invasion without actual proper naval superiority
- Fixed the bug when civil war split distribution depended on the amount of military deployments
- Fix for the negative population growth
- Fixed the bug when one country could start staging a coup against second country if any other country already was staging a coup
- Fixing clearing the trade in case of lost dependency
- Icons now ignore clicks while drawing battleplans
- Fixed the bug not being able to assign to the fallback line
- Removing templates now unavailable for your last true template
- Now can declare war on puppet
- Submarines now become harder to detect as their tech level increases, not easier.
- Unit movement arrows now looks good (smooth) again.
- Mil to Civ factory conversion now properly removes the military factory. Also the "instantconstruction" cheats converts properly too.
- Blitz command - The "order of conquering the enemy provinces" is now properly updated when the command is reshaped by human player.
- Naval invasion arrow is now exactly the same as the route the units goes.
- No longer possible to overwrite the country tag in ironman, by reloading the game from ingame as another country.
- Deployment is now allowed in locations where it supposed to, regardless if your capital state is not owned by you. (Solves issues that may popup in the civil wars).
- Now units can't stuck in the middle of the sea while naval transfering due to the lack of convoys
- Fixed the bug when on annexation expeditionary forces were returned after annexation and units of annexed country stayed on the map
- Nations in defensive wars can now be invited to factions at 50% tension (or lower if their own rules allow) as an effect of world tension now stickign around at lower totals longer
- Fixed an issue where threat could not be reduced
- Now units can't stuck in the middle of the sea while naval transfering due to the lack of convoys

###############################
# Stability & Performance
###############################
- Fix for CTD while quitting to menu
- Improved the performance quite a lot. The most dramatic "spikes" where the game froze every 24th hour, was improved by a few hundreds %. And the overall performance got about 14-18% improvement.
- Now anyone can profile the ingame performance with using a "game-state-timer" command "gstimer on" and "gstimer off"
- Fixed CTD when production efficiency hits 0 (if no factories assigned to a line and being tooltiped)
- Fixed CTD when deleting all airwings then clicking unused planes alert when you had deployed carriers
- Fixed random CTD
- Fixed CTD when removing templates with game set to human_ai for observed nation
- Fix for a rare CTD in civil wars
- Fixed another potential CTD
Also from DD
What now?
Once 1.3.3 is out the door we will start work on the 1.4 "Oak" update as well as a DLC, which shall remain mostly secret for now, but without revealing too much will have some axis focus.
Our aim is for 1.4 "Oak" to be a bigger than normal patch where we get some time to revamp some systems that have been getting a lot of feedback (Air system will be getting updates for example). A lot of focus will also be put on AI, but we are happy to say that we think it has grown a lot since release. Finally squashing any "frontline dancing" will be top priority there. We have also started working a bit on the side on making the gameplay map clearer and easier to read based on feedback from the community.
After Oak in the misty uncertainty future of winter we have our next big game update where we plan to focus on Asia and war-related stuff. Of course subject to change.

Next week the team is heading to GDC, and this will be the start of bit of a hiatus in dev diaries. We feel like people prefer big juicy dev diaries so we are going to be back once we have done enough big changes on Oak to start talking about them. We plan to be in diary break until April. During that time I'll be sharing progress bits on twitter (which we will also repost here on the forum) and once we return we'll jump back on bigger diaries.
 

IHaveHugeNick

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Apr 5, 2015
Messages
1,870,180
AI will no longer be declaring wars or justifying claims while in a losing war. - this alone is huge. Fucking Hitler and Mussolini would always declare on 240 countries while already being overrun, and you had to keep saving their sorry asses.
 

sser

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Developer
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Mar 10, 2011
Messages
1,866,687
AI will no longer be declaring wars or justifying claims while in a losing war. - this alone is huge. Fucking Hitler and Mussolini would always declare on 240 countries while already being overrun, and you had to keep saving their sorry asses.

Seems historically accurate for the Italians.
 

Spectacle

Arcane
Patron
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May 25, 2006
Messages
8,363
I just overheard someone describing HoI4 as "It's like Stellaris, but with more focus on getting supplies to your units".
This is the kind of audience modern Paradox games are made for, men. :negative:
 

Raghar

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Jul 16, 2009
Messages
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Which reminds me, is there any news about english translation of one of the best WWII like games "Daiteikoku"?
ourd80E.jpg
 

Dayyālu

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Messages
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Location
Shaper Crypt
Which reminds me, is there any news about english translation of one of the best WWII like games "Daiteikoku"?
ourd80E.jpg

Ahh, Not!Mussolini. I remember that.

Nay, and it will never be translated, as all the sources I've found (and our own Codex LP) agree to one thing: the gameplay isn't good (and what's the point of a game with bad gameplay?). The result of what is reported as development hell (thing was originally a RTS then emergency retooled as TB when they failed to make it work). Fan translation is stuck at 35% or something.

Sure, I'll admit there is something amusing in the concept....
 

Raghar

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Messages
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It shows history from Japanese point of view, and it's nice to supplement a history book. And the story is quite amusing.
Well, it's VN with gameplay. Nothing wrong about that. As long as you don't want Endless Space 2.

Daiakuji is probably better.
[04:32] <Afker> anyways, so which AliceSoft game shall we discuss today?
[04:32] <Elementasts> Daiakuji XD
[04:33] <Afker> k
[04:33] <Afker> Daiakuji is set in a parallel universe
[04:33] <Elementasts> hmmm
[04:33] <Afker> America is an extreme Feminist society
[04:34] <Afker> Japan just lost WWII
[04:34] <Afker> so there's a American army presence in Japan
[04:34] <Elementasts> hmmm
[04:35] <Elementasts> sounds good
[04:35] <Afker> you grandpa runs the biggest mafia/gangster group in Oosaka
[04:35] <Afker> your name is Yamamoto Akuji
[04:36] <Elementasts> I thought Japan lost?
[04:36] <Afker> so you naturally grew up with the black society
[04:36] <Afker> during the war, you were captured by the Americans
[04:36] <Afker> but after the war, you get to go home
[04:37] <Afker> XCal, you have toshin toshi 2?
[04:37] <Elementasts> aaaah
[04:37] <Elementasts> the evil god thingie
[04:37] <Xcaliberium> and pick if you wanna give good luck or let the bad luck get them
[04:37] <Afker> I played the demo
[04:37] <Afker> it was fun
[04:38] <Xcaliberium> it even has Tentacles and Brother + mom Action
[04:38] <Afker> demo of mamorigamisama
[04:38] <Elementasts> oh man
[04:38] <Xcaliberium> oh and the aliens abductions
[04:38] <Elementasts> hehe
[04:38] <Xcaliberium> wish it were longer
[04:39] <Xcaliberium> never played it
[04:39] <Xcaliberium> what is toshi about?
[04:44] <Afker> ok
[04:44] <Afker> so back to daiakuji
[04:44] <Afker> after you come home to japan
[04:44] <Elementasts> k
[04:44] <Afker> you find that your grandpa left the mafia organization
[04:44] <Afker> his mistress now controls thigns
[04:44] <Afker> and she doesn't like you
[04:45] <Elementasts> where's your grandpa?
[04:45] <Afker> so you get beaten up
[04:45] <Xcaliberium> H the mistress H the mistress
[04:45] <Elementasts> I wanna know what happened to grandpa
[04:45] <Afker> Xcal: you can, but no strong enough yet
[04:45] <Afker> the grandpa just decided to leave or something
[04:45] <H-junkie> u get thrown outta de organization i guess
[04:45] <Afker> yeah
[04:45] <H-junkie> den u gotta start a new org
[04:45] <Afker> not quite
[04:45] <H-junkie> n overthrow ur grandpa's mistress
[04:46] <H-junkie> eh?
[04:46] <H-junkie> not quite?
[04:46] <Afker> you don't start one
[04:46] <Xcaliberium> you join a rival one?
[04:46] <H-junkie> u steal one?
[04:46] <Afker> you find one that's started, and..
[04:46] <Afker> yeah
[04:46] <Xcaliberium> even butter
[04:46] <Afker> mmm
[04:46] <Xcaliberium> err better
[04:46] * Afker realizes that almost sounded like rance 5
[04:46] <H-junkie> ah n crawl from de bottem
[04:47] <Afker> no
[04:47] <Xcaliberium> maybe it is in a different reality
[04:47] <Xcaliberium> of time
[04:47] <Afker> haha
[04:47] <Afker> anyways
[04:47] <Afker> before we go anyfurthur
[04:47] <Xcaliberium> or Rances great great great great great grandson
[04:47] <Afker> let's explain the political system there
[04:47] <H-junkie> woah
[04:47] <H-junkie> deep complicated stuff
[04:47] <Afker> the City of Oosaka is divided into different... county/regions
[04:48] * Xcaliberium is so confused a qaurter seems complex
[04:48] <Elementasts> this will make for even more complicated gaming nights XD
[04:48] <H-junkie> lol
[04:48] <Afker> various organizations control different regions
[04:48] <Afker> of oosaka
[04:48] <Afker> and they would fight each other for control over regions
[04:48] <Afker> there's a city council that oversees the conflicts between organizations
[04:48] <Elementasts> how many regions are there?
[04:49] <Afker> tons
[04:49] <Elementasts> man
[04:49] <Afker> at least 20
[04:49] <Xcaliberium> can you buy nukes? or bio weapons?
[04:49] <Elementasts> thats gonna be a long game
[04:49] <Afker> youc an't buy them
[04:49] <Afker> the americans have the nuke
[04:49] <Elementasts> steal?
[04:49] <Xcaliberium> how about swords?
[04:49] <Afker> can't get it
[04:49] <Afker> nah
[04:49] <Xcaliberium> what timeline?
[04:49] <Afker> this is mob fighting
[04:49] <Afker> right after WWII
[04:49] <Xcaliberium> far future with sabers
[04:49] <Elementasts> tommy guns
[04:49] <Afker> in parallel universe
[04:49] <H-junkie> omg
[04:49] <Xcaliberium> oh
[04:49] <Elementasts> like dose gangsters
[04:50] <Xcaliberium> who won WW2
[04:50] <H-junkie> mob fightin most primitiveof all fightin styles
[04:50] <Afker> US
[04:50] <Elementasts> Feminist America
[04:50] <Elementasts> XD
[04:50] <Afker> yup
[04:50] <Xcaliberium> so in this game US won?
[04:50] <Afker> yeah
[04:50] <Xcaliberium> so how is it parrallel
[04:50] <H-junkie> de diff is US take control of Japan
[04:50] <Afker> US is feminist
[04:51] <Afker> it doesn't completely "control" japan
[04:51] <Xcaliberium> well some much for everything tasting like chicken
[04:51] <Xcaliberium> guess it is choclate now
[04:51] <Afker> but has a strong military presence, and hence heavy influence
[04:51] <H-junkie> but theres sum influence
[04:51] <H-junkie> i c
[04:51] <H-junkie> wait a minute....us got heavy military influence in jap too now
[04:51] <Afker> so, there are several organizations right now in oosaka
[04:51] <Afker> city council controls 2
[04:52] <Afker> the Americans stationed at one
[04:52] <Afker> your grandpa's old organization controls most of Oosaka
[04:52] <Afker> there's a river that cuts off 1/3 of oosaka, and that 1/3 is controled by PM
[04:52] <Afker> that's in the east
[04:53] <Afker> to the far west a religious group (we'll just call it the Cult) controls a few regions
[04:53] <Afker> there are a few independent ones
[04:53] <Afker> and a "YMCA" kind of group (not religious or anyting, but just young people service group) controls one region
[04:55] <Afker> so
[04:55] <Afker> after you got beaten up by the old group
[04:56] <Afker> you were found by this YMCA group
[04:56] *** Sp|47 has joined #Alice_In_Hgameland
[04:56] <Elementasts> ok
[04:57] <Afker> they thought you are a random bad guy
[04:57] *** H-junkie has quit IRC (Read error: Connection reset by peer )
[04:57] *** Sp|47 is now known as H-junkie
[04:57] <Afker> so you fought them
[04:57] <Afker> and you lost (cuz you just got beaten up by your grandpa's old gang)
[04:57] <Delphox> H-junkie?
[04:57] <Delphox> are you here?
[04:57] <Elementasts> hehe
[04:57] <H-junkie> yep
[04:57] <H-junkie> got dc
[04:57] <Afker> however
[04:58] <H-junkie> damn did i miss nething on daiakuji
[04:58] <Afker> after they brought you back to their HQ, you managed to trick them
[04:58] <Delphox> hey afker?
[04:58] <Elementasts> trick?
[04:58] <H-junkie> ahhh...
[04:58] <Afker> Del: yes?
[04:58] * H-junkie concentrates on narrative
[04:58] <H-junkie> doh
[04:58] <H-junkie> u just have to interrupt delphox
[04:58] <H-junkie> lol
[04:59] <Afker> you told them you can make this really good food
[04:59] <Afker> and one of the girls of the YMCA group really likes eating
[04:59] <Delphox> ups sorry H-junkie... ;b
[04:59] <H-junkie> hehe just kiddin XP
[04:59] <Elementasts> XD
[04:59] <Afker> so she released you so you can make them food
[04:59] <Elementasts> hahaha
[04:59] <H-junkie> food?
[04:59] <Afker> but instead, you XXXed them
[04:59] <H-junkie> LOL
[04:59] <H-junkie> dats sum revenge
[04:59] <Afker> and when their leader came back, you XXXed her
[05:00] <H-junkie> hahaha
[05:00] <Afker> and took control of YMCA
[05:00] <Afker> that's the beginning of the story
[05:00] <Elementasts> and then you XXX a whoel lot more XD
[05:00] <Afker> your goal: to rule over oosaka
[05:02] <Afker> basically, you were so good in bed (technically, you didn't do it in bed...), the girls fall in love with you
[05:02] <Elementasts> hehe
[05:15] <Afker> for daiakuji,
[05:15] <Afker> each region needs to be governed
[05:15] <Elementasts> hmm
[05:15] <Afker> in order to collect "Protection Fee"
[05:16] <Afker> also to reduce crime rate
[05:16] <Elementasts> hehe
[05:16] <Elementasts> reduce
[05:16] <Afker> (ie, crime not committed by you)
[05:16] <Elementasts> oh
[05:16] <Afker> the lower the crime rate (safer), the more fees you can collect
[05:17] <Afker> but also depends on the basic "collectibility" of each region
[05:17] <Elementasts> money potential?
[05:17] <Afker> and the "collect ability" of people you stationed there
[05:17] <Afker> yeah
[05:17] <Afker> so collectbility is max money you can get from each region
[05:18] <Afker> but if your ppl stationed there only able to collect 50, then even if collectibility is 500, you'll only get 50
[05:18] <Afker> each region you can have one building
[05:18] <Afker> it can be some crome control thing (one of them do weird radio wave to reduce crime)
[05:18] <Afker> some are vending machines
[05:19] <Elementasts> hmm
[05:19] <Afker> working girl houses
[05:19] <Elementasts> O_o
[05:19] <Afker> "training center"
[05:19] <Afker> etc
[05:19] <Elementasts> I thought this was a combat game?
[05:20] <Afker> combat and govern
[05:20] <Elementasts> k
[05:20] <Afker> turn based
[05:20] <Afker> each turn is one week
[05:21] <Afker> each week you can do one "region action" (like the Rance 5 city action)
[05:21] <Afker> then you can interact with one subordinate
[05:21] <Afker> (train, talk, H)
[05:21] <Afker> (reward)
[05:22] <Elementasts> is it as complicated as Rance 5?
[05:22] <Afker> simpler
[05:22] <Afker> or, in most ways simpler
[05:22] <Afker> each subordinate has this "royality" stat
[05:22] <Afker> also there's a "Royality type"
[05:23] <Elementasts> loyalty?
[05:23] <Afker> yeah
[05:23] <Afker> d-:
[05:24] <Elementasts> k
[05:24] <Afker> types include: "Material Desire", "Love Desire", and "Unconditional"
[05:24] <Afker> "unconditional" reflects bad translation on my part
[05:24] <Elementasts> hehe
[05:24] <Elementasts> maybe slave type?
[05:24] <Afker> it really means the person is serving you out of principle, as opposed to desire
[05:25] <Afker> no
[05:25] <H-junkie> basicly faithful to u
[05:25] <Afker> like a true loyal friend, wife,
[05:25] <Afker> yeah
[05:25] <H-junkie> unwaverin support n loyalty :D
[05:25] <Afker> looks up to you
[05:25] <Afker> yup
[05:25] <Afker> mmm
[05:25] <Afker> Faith would be a better word
[05:25] <H-junkie> i guess love desire is da best den
[05:25] <H-junkie> lol
[05:26] <H-junkie> x , x n more xxx :D
[05:26] <Afker> ok, so for Faith type, the loyalty degree will never decrease, and always at 99 (max)
[05:26] <Elementasts> >:D
[05:26] <Afker> the other two types will decrease with time
[05:26] <Afker> giving rewards (money) will increase loyality
[05:27] <Afker> and for Love desire, you can H them to increase loyality
[05:27] <H-junkie> yea
[05:27] <H-junkie> da best
[05:27] <Afker> but how much it increases depends on your "technique" stat
[05:27] <H-junkie> woah...not so easy eh
[05:27] <Afker> some female subordinates might start as Faith or Material desire, but become Love Desire after you H them
[05:28] <H-junkie> ahhh....hidden catch
[05:28] <Afker> if loyalty is too low, they might simply run off and disappear from your organization
[05:28] <Afker> also, like rance 5, if they die in battle, they die
[05:31] <Afker> you can station your subordinate in regions you control, and regions adjacent to the ones you control
[05:31] <Xcaliberium> what is the game called?
[05:31] <Afker> if you station ppl in enemy regions, or if enemy station ppl in your regions, then you can fight
[05:31] <Afker> Daiakuji
[05:31] <H-junkie> literally means big evil sushi
[05:31] <H-junkie> LOL
[05:32] <Afker> eh
[05:32] <Afker> not sushi
[05:32] <Afker> d-:
[05:32] <Afker> there's a max of 6 ppl per side that can be stationed at a region
[05:33] <Afker> during fights
[05:33] <Afker> it's turnbased
[05:33] <H-junkie> 6 onli?
[05:33] <H-junkie> i tot it was a mob figt?
[05:33] <Afker> the number of turns in a fight is the max number of ppl on either side
[05:34] <Afker> so if you have 4 ppl stations, the enemy has 5 ppl stationed, then there will be 5 turns
[05:34] <Afker> d-:
[05:34] <Afker> each turn you pick one person (you can keep picking the same person)
[05:34] <H-junkie> u noe de game too well if u ask me........
[05:34] <Afker> so one from each side attack each other once
[05:34] <Afker> I played it for weeks during winter break
[05:34] <Afker> solved it twice
[05:35] <Afker> d-:
[05:35] <H-junkie> wow....u conquered oosaka twice?
[05:35] <Afker> yeah
[05:35] <Xcaliberium> never went for that 10 games a day beating it each time
[05:35] <Afker> hehe
[05:35] <H-junkie> lol
[05:36] <Afker> I haven't done half the things I can do with that game though
[05:36] <Elementasts> damn
[05:36] <H-junkie> even tho lord afker didn't do half de things in de game u du have to be so fustrated Elementasts
[05:36] * Xcaliberium falls alseeep
[05:37] <Afker> sorry
[05:37] * H-junkie buries Xcaliberium n sticks a "Dig me up ya hear?" sign on top of de mound
[05:37] <Afker> so, fight either ends when all of one side gets killed
[05:37] <Afker> or if number of turns is up
[05:37] <Xcaliberium> I need some sleep been up for like 29 hours now
[05:37] <Afker> if number of turns is up, then the challenger loses
[05:38] <H-junkie> wait a minute...so in de given scenario u gave de whole fight will end after 5 turns?
[05:38] <Afker> characters with HP less than 5 risk being captured by the enemy
[05:38] <H-junkie> i c
[05:38] <Afker> yeah
[05:38] <H-junkie> so its a fast fight kinda hting
[05:38] <Afker> capturing is good
[05:39] <Elementasts> cuz you get ot H?
[05:39] <Afker> cuz you can recruit them, h the females, or turtore them to find out secrets
[05:39] <H-junkie> oooh...torture~
[05:39] <Afker> recruit is improtant
[05:39] <Afker> torture never works in one try
[05:40] <Elementasts> torture = H too?
[05:40] <Afker> have to do it multiple times (multiple weeks)
[05:40] <H-junkie> dats y torturin is enjoyable
[05:40] <H-junkie> never works on de first try
[05:40] <H-junkie> :D
[05:40] <H-junkie> but its a waste of turns i guess
[05:40] <Afker> no
[05:40] <Elementasts> torture also gives you H pics right?
[05:41] <Afker> not really
[05:41] <Afker> depends
[05:41] <Afker> for a few characters, yes
[05:41] <H-junkie> de core charaters?
[05:41] <Afker> but after you get stuff from turtoring, the prisoner dies
[05:41] <H-junkie> wow
[05:41] <Afker> some of the core characters, not all
[05:41] <Elementasts> :(
[05:41] <Elementasts> the prisoner dies?
[05:41] <H-junkie> snuff... XD
[05:41] <Elementasts> das bad
[05:42] <H-junkie> too evil
[05:42] <Afker> you can send female captives into training
[05:42] <Afker> working girl training
[05:43] <Afker> there are different levels of working girl
[05:43] <Afker> the higher levels will get you more money
[05:43] <H-junkie> makin prostitution an art
[05:43] <Afker> but takes longer to get to those levels
[05:44] <Afker> on the other hand, the more customers they serve, the less they are worth
[05:44] <Afker> (depreciated)
[05:44] <H-junkie> lol
[05:44] <H-junkie> like a car
[05:44] <Afker> but you can also sell them completely
[05:44] <Afker> sell them out
[05:44] <H-junkie> dats sum badass values de game imparts :P
[05:44] <Afker> cuz there's a max num of working girl you can have
[05:44] <Afker> so sell the onces that don't make as much money
[05:44] <H-junkie> yah
[05:45] <H-junkie> sell de cheap-o sluts
[05:45] <Afker> you sell them to a wealthy ugly guy
[05:45] <H-junkie> they'll onli spread more STDs
[05:45] <Afker> however
[05:45] <Afker> if you marry your childhood sweetheart
[05:46] <Afker> then you won't do turtore (I think), nor have prostitutes
[05:46] <Elementasts> dang
[05:46] <Afker> in taht case, you can send female captives to th Gal-Burger to work
[05:46] <Afker> (it's a fast food place)
[05:46] <H-junkie> lol
[05:46] <H-junkie> kinda soft fer a mafiaso
[05:46] <Afker> one of the things I haven't done yet is to marry her
[05:47] <H-junkie> dun
[05:47] <H-junkie> u gotta be hard n tough to survive de underworld
[05:47] <Afker> also
[05:47] <Afker> like rance 5, each core character can have a "fullfilled" ending
[05:47] <H-junkie> oooh
[05:47] <Afker> if they get that ending, then when you replay the game, they'd be stronger
[05:49] <Afker> each character can learn one special attack through training
[05:49] <H-junkie> dats cool
[05:49] <Afker> some are "amplified damage", "evade up", etc
[05:49] <Afker> my favorite is one that looks like red hammer
[05:50] <H-junkie> wats dat do?
[05:50] <Afker> that's the one that does regular damage, except it'll never kill
[05:50] <H-junkie> ahhh
[05:50] <Afker> so enemy will at least have 1 life left
[05:50] <H-junkie> so u capture all ur enemies
[05:50] <Afker> so you can capture
[05:50] <Afker> yup
[05:50] <H-junkie> ur too kind to be a mafiaso lord afker
[05:51] <Afker> capture is good
[05:51] <Afker> that's how you get most of the core characters to join
[05:51] <H-junkie> in de game sense it it...use everything u can
[05:54] <Afker> I think I covered the basic gameplay
[05:55] <Afker> income/expenditures (protecting fee, salary for subordinates) is calculated at the 4th week of each month I think
[05:55] <H-junkie> at last...sumting ur not sure bout
[05:56] <Afker> either 4th or 1st
[05:56] <Afker> it's been a while
[05:56] <H-junkie> hehe
 

Vaarna_Aarne

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I just overheard someone describing HoI4 as "It's like Stellaris, but with more focus on getting supplies to your units".
This is the kind of audience modern Paradox games are made for, men. :negative:
I don't really find that an accurate comparison, Stellaris is a whole different animal from all of the Hearts of Iron games except that it uses the Pdox standard "RT"wP system (I put RT in quotes because it's more accurately mini-turns presented either as hours or days depending on game). Hearts of Iron 4 is quite simply what the name says, a Hearts of Iron game made after Hearts of Iron 3 and majority of its mechanics can be clearly seen taking form in retrospect of the mechanics from Hearts of Iron 3 and to an extent 2. Personally I'd say a big positive for the game is that it's a completely different kind of game from 2 and 3 so there's no reason for me not to have all three of those installed and modded at once.
 

Serus

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I just overheard someone describing HoI4 as "It's like Stellaris, but with more focus on getting supplies to your units".
This is the kind of audience modern Paradox games are made for, men. :negative:
I don't really find that an accurate comparison, Stellaris is a whole different animal from all of the Hearts of Iron games except that it uses the Pdox standard "RT"wP system (I put RT in quotes because it's more accurately mini-turns presented either as hours or days depending on game). Hearts of Iron 4 is quite simply what the name says, a Hearts of Iron game made after Hearts of Iron 3 and majority of its mechanics can be clearly seen taking form in retrospect of the mechanics from Hearts of Iron 3 and to an extent 2. Personally I'd say a big positive for the game is that it's a completely different kind of game from 2 and 3 so there's no reason for me not to have all three of those installed and modded at once.
Way to miss his point VA.
 

Space Satan

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DD: GLORIOUS ROMANIA MIGHTY ROMANIA
Hi everyone! After a few weeks break we are finally back with weekly dev diaries covering the 1.4 “Oak” update and accompanying DLC (you are going to need to wait a bit for the full announcement on that, but hey in paradox tradition we will still be talking about stuff that will appear in it).

Why have dev diary breaks?
Many people have asked why we take breaks in dev diaries at all, and there are a few different reasons.
  • People don’t like filler diaries, so if we don't have anything exciting to talk about it just means people not getting to read stuff they want and taking up the team's development time actually making stuff. I prefer not to make them if that is the alternative.
  • Being in a situation where you basically finish coding on the thing you talk about the day before is really stressful and can lead to showing things you have no idea if they work which leads to further issues, so we don't do that anymore. With 1.3.3 we were working into the last minute to add improvements and thus had no real chance to build up a buffer of content to talk about for a diary.
  • Several of the things we are working on are also very large things that take some weeks to complete, and it ties into the above. Two of these things are AI related and one is changes to air system as we said before the break we have been working on larger stuff for the Oak Update. Showing partial bits before all is in place is not very useful or easy for us.
Hopefully that makes things a little clearer. When we are quiet it's not because we don't love you, it's because we are working extra hard on stuff.

Lessons Learned
When we released Together for Victory, the feedback we got for the focus trees was somewhat mixed. On the one hand, a lot of people liked them because of their size and the ability to take a country down entirely new story lines. On the other hand, a lot of people felt that that the new trees wasn't adding much to the way they played. That was somewhat disappointing for us, because we had spent so much time on the hundreds of events and focuses that went into TfV, and we were wondering why exactly that was.

We started digging into telemetry data on what countries people actually played after TFV, and things got a lot clearer: About 40% of players play Germany, with other major nations following behind at quite a distance. The expansion gave the commonwealth minors a healthy bump, but still - the only content we really added for 40% of our players only happened extremely rarely in singleplayer games. Only when historical focuses were switched off, and the AI decided to go down the fascist path, did the German player get to see any new content (news events aside). And even then, the content was usually little more than an alliance request.

So that was the first big lesson: new content needs to tie back to major countries, particularly Germany. Thankfully, we had already decided that our next DLC should focus more on the Axis, so we wouldn’t have to try too hard to come up with reasons why Germany should be involved.

The other issue we noted ourselves was that the Commonwealth nations had very little interaction with each other. They each sat in their own little part of the world, mostly doing their own thing with their AI neighbours. That meant that even if you were playing one of the countries that got a new focus tree, you were surrounded by countries that still used the generic trees. All the interesting developments in your region were caused by you. We wanted to change that as well, and force you to pay attention to the world around you.

Which brings us to our first new DLC focus tree:

The Kingdom of Romania
Romania is a very curious country in the context of WWII, since they were - technically - on all three sides of the war at some point (and had the war gone on long enough, I have little doubt that they would have somehow ended up in the Chinese United Front). During the interwar years, Romania had made an alliance with Poland, and had historically been closely aligned to France. In the event, the Poles decided not to activate their alliance with Romania, in order to use the neutral state on their borders to ship in Allied troops and supplies.

This strategy did not fully work to Poland’s advantage.

Afterwards, Romania had to come to terms with German supremacy on the continent. This grew even more pronounced when France, a nation the Romanians had always considered as a model for their own country, fell to the Wehrmacht in just 6 weeks (claims that the French AI was broken have not been confirmed by historians). King Carol II approached the Germans for an alliance, bringing Romania into the Axis - but not after the Soviet Union, Hungary and Bulgaria had forced their territorial demands on Romania.

The Romanians supplied a large portion of the Axis’ oil supplies, nominally in return for German aid in modernizing their military. They also participated in the invasion of the Soviet Union, famously failing to hold the flanks of the German 6th Army during the battle of Stalingrad (in their defense, they had told the Germans it was a bad idea).

When the war threatened to move onto Romanian soil, the country switched sides again and joined the war on the side of the Soviet Union, expelling the Germans and carrying the war into Hungary.

In the game, Romania starts out in a fairly strong position, surrounded on three sides by countries that are either weaker or allied, and with the Soviet Union about to be concerned with itself for a while. However, her Army is fairly outdated, her industry is weak and those surrounding countries all have designs on her territory.

Romania’s tree is therefore centered around trying to maintain that territory. Historically, Romania followed a very flexible policy, negotiating with the Germans and the Allies in parallel, trying to get the best deal. This is represented in game by not locking you into an alliance branch too early. As long as you aren’t part of a faction, you can negotiate freely to get new technologies and equipment from the major powers (how you get that equipment will be revealed in the next dev diary).

Alternatively, you can be proactive and try to become the strongest power in the Balkans, surrounding yourself with a string of buffer states. That will require you to break with old alliances, but they were never going to help you anyway, right?

index.php


Romania also has several directions for how to develop its army, air force and navy:

index.php


Internally, Romania also had a number of issues, first and foremost King Carol’s attempts at steering the country. A devoted hedonist and a less-than-devoted husband, Carol was a constant source of scandals, while also considering himself the only person fit to run the state. You will have to learn how to handle him, which requires time and resources, both of which are in short supply. On the other hand, Carol has a unique new ability allowing him to recruit ministers at a lower cost. Whether or not you want to keep him around is up to you.
index.php


For people who like big pictures here is a link with the whole focus tree as one.

Increasing Immersion
index.php

Immersion from playing a nation is not just from events and focus trees, art and sound also play a role to create the right feeling and thus Romania gets new general and leader portraits as well as unique voice overs for Romanian soldiers and 3d models of famous planes and tanks
index.php


See you all next week for another diary! That one will not reveal another country, but showcase some other things....
 

Vaarna_Aarne

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Surprising they managed not to make a cock joke about Carol II, given that his probably most famous quality was that he supposedly had a real life gag penis.

I just overheard someone describing HoI4 as "It's like Stellaris, but with more focus on getting supplies to your units".
This is the kind of audience modern Paradox games are made for, men. :negative:
I don't really find that an accurate comparison, Stellaris is a whole different animal from all of the Hearts of Iron games except that it uses the Pdox standard "RT"wP system (I put RT in quotes because it's more accurately mini-turns presented either as hours or days depending on game). Hearts of Iron 4 is quite simply what the name says, a Hearts of Iron game made after Hearts of Iron 3 and majority of its mechanics can be clearly seen taking form in retrospect of the mechanics from Hearts of Iron 3 and to an extent 2. Personally I'd say a big positive for the game is that it's a completely different kind of game from 2 and 3 so there's no reason for me not to have all three of those installed and modded at once.
Way to miss his point VA.
And I wasn't even posting drank on teh Codex. :negative:
 

GarfunkeL

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Insert clever insult here
They did the same in HoI2 and HoI3.

Can't fix the AI? Start using impassable provinces and remove/relocate VPs.
 

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