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Hearts of Iron IV - The Ultimate WWII Strategy Game

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Augur
Joined
Jan 28, 2014
Messages
264
Lol so my takeaway from this is that Germany will leave infantry behind as garrisons and all offensive operations will be fully mechanized, Japan will be able to build an absolutely massive fleet of carriers and will go to war with the USA for??? The ability to build more carriers at once?

Oil is now Ic basically so it screws minors more and bigger powers will be able to churn out thousands of aircraft and ships if the IC costs remain so little as they were in HOI3.

Shit Naval warfare just got a lot bigger.
 

Renegen

Arcane
Joined
Jun 5, 2011
Messages
4,062
Different army compositions was a key part of WW2, Japan fought for oil ffs. But I have confidence Paradox will have another system in place to mold an army's composition, maybe something like research bonuses who knows.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
22,690
To be fair, you still need oil to produce units - but once they are built, they only require generic supplies and 1 type of equipment (if even that).

Thus when Japan starts war it would have fleet of soon outdated carriers if even that? And Japan industrial capacity likely will not be able to produce much before start of the war?

Tokyo Gas would like to build a gas pipeline from Sakhalin to the central part of Japan, Shigeru Muraki, a consultant with Japan's largest gas company said at the at the third annual Russian–Japanese Forum on Cooperation in Business, Technology and Culture in Tokyo.
Looks like Japan would need to ally with Russia and desperately prevent Germany to enter war with Russia.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,687
So is there any impetuous to go after resources? Oil was a big magnet for where a lot of WWII battles took place and arguably the most effective bombing campaign of the war was the Allied bombing of Romanian oil fields.
 
Joined
Jan 7, 2012
Messages
14,259
Different army compositions was a key part of WW2, Japan fought for oil ffs. But I have confidence Paradox will have another system in place to mold an army's composition, maybe something like research bonuses who knows.

My understand is that is what the "unit experience" thing is for. Just choosing which bonuses to unlock for your divisions first.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,241
Location
Space Hell
Welcome to another development diary on Hearts of Iron IV.


Today we’ll talk about one of the most important gadgets of WW2, the radio. The radio was used for communication and for propaganda. It was used on the battlefield, and in people’s homes.


In our game, we have a technology called “Radio” which simulates adopting the inventions of amateur radio operators and extending the use of FM radio to reduce radio interference and allow us to find new uses for radio technology. This later on leads to the construction of Radar Stations. Looking closely at this technology tells us it gives +10% chance to reinforce.

The radio technology also is a prequisite to be able to build Signal Companies for your divisions. Each of those increases your divisions initiative by 5%, which besides making planning quicker, also increases your reinforce chance.

mRTEzc4.jpg


Now, veterans of HoI3 asks, why is reinforce chance important enough to mention in a development diary.

First of all, there is a maximum combat width in a battle, and if that is exceeded, all divisions fight worse, and divisions will not join battle at all if it has a risk of giving too much of a penalty to a battle. The rest of the divisions ordered to defend or attack is held in reserves,

Sometimes though, divisions gets knocked out of combat, or a tactic opens up bigger width, which allows a division to attempt to reinforce.

However, only 1 division is checked each hour, and without radio, you may end up with divisions taking days to join a battle, and the actual battle then being long decided.

Signal Companies use trucks and support equipment, and is one of the costliest support companies by far.

Radar stations on the other hand are buildings you build on the map. Radar stations generally work so that higher building levels give you more range and many overlapping stations give you better effects. Radar does several things:

  • Lifts the fog of war over an area.
  • Gives you information on enemy units in the area. The better your decryption technology is versus their encryption technology the more info you can see (such as exact numbers, division types and roughly what battalions make up their divisions).
  • Increases chance of detecting and intercepting enemy ships (like submarines).
  • Improves chance for airplanes on interception and patrol to catch enemy planes. Generally leads to them outnumbering the enemy as planes can scramble to the same place more effectively.
GxSoEiP.jpg


Next week, we’ll talk about factories again, and what has changed since last time.
 

Erzherzog

Magister
Joined
Jul 16, 2007
Messages
2,887
Location
Mid-Atlantic
This game has been delayed for over a year and seems like a fucking trainwreck at this point. The next DD promised is one about factories. Again.

Because this shit has been delayed so long the stuff from the first DDs has been reworked.

Paradox can be goofy, all game devs are but what the fuck is going on here?
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
all game devs are but what the fuck is going on here?

trainwreck.

Don't forget they are working on 4 games, eu4 and ck2 dlc's , stellaris and this. Seems too much they can chew.
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,610
Codex 2012 MCA
looks like HoI 4 could be huge clusterfuck like HoI 3 was as its been delayed and reworked.

Sent from my Lenovo B8000-F using Tapatalk
 

mutonizer

Arcane
Patron
Joined
Sep 4, 2014
Messages
1,041
To be fair, you still need oil to produce units - but once they are built, they only require generic supplies and 1 type of equipment (if even that). So for example, as a Germany, you can build as much as you want because you don't have to worry about upkeep. German industry will be able to put out as much supplies as you need - its basically a necessity because otherwise German AI will not be able to perform a historical WW2 - so there is nothing to limit a player Germany from making massive navies, air fleets and moto-mechanized armies. Because apparently tanks run forever with a single tank of fuel. I "predicted" this as soon as that DevDiary came out because anyone with 2 brain cells could figure out that it was a bad idea. I have no fucking clue how Pdox came to the conclusions that A) this is a good change and B) their fans will swallow it up.

Sounds completely retarded indeed if that's how it'll play out. A nazi Germany without what it meant to have a lack of some raw ressources within your own territories just isn't nazi Germany.
Not sure why they didn't just went a more simple (and historical) way by locking some kind of event based "trade deal" between the US and Germany for resources at the start of the game (oil, gasoline, rubber, money and shit, not sure what resources they're using in game) that the US can only break via a policy change/event once a certain threshold/date/event has been reached. That'd use a system of trade already in place, stay historically and strategically accurate and allow nazi Germany to stockpile/build properly beforehand and yet keep it's needed priority toward fast, hard and resource based invasions afterwards.
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,038
Location
NZ
Failing to simulate the German and Japanese oil issues is unforgivable for something masquerading as an economically-minded WW2 grand strategy.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
22,690
Paradox can be goofy, all game devs are but what the fuck is going on here?
I'm not working at HoI4 design as a designer and consultant.

They are completely incompetent in large projects, thus you should expect bugs, and removing most of retarded things in an expansion.
 

Grimlorn

Arcane
Joined
Jun 1, 2011
Messages
10,248
I was looking at those videos where they play the game for the first hour but they never complete the game and show what happens. It's just an hour of building up to 1939 and the game isn't completed.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,241
Location
Space Hell
Welcome to another development diary for Hearts of Iron IV. This week we look at some of the changes that has been done to the game lately.

In december, we completely revised how you get factory slots in the game, as the previous system of three different caps, depending on hidden formulas for manpower & infrastructure was too obtuse for players, and impossible to balance.

aUmUoqU.jpg


Now the system is much more clear. Each state is set to a regiontype, which defines the basic amount of factory slots it has. Then we have various national focuses which will add to the cap of factory slots in a state, and finally there are various techs that give percentage bonus to how many factories a state can have.

Code:
Megalopolis Region 12
Metropolis Region 10
Dense Urban Region 8
Urban Region 6
Sparse Urban Region 5
Developed Rural Region 4
Rural Region 2
Pastoral Region 1
Enclave 0
Tiny Island 0
Wasteland 0

Some examples: Svealand is an urban region, Amazonas a wasteland, and Greater London Area is a Megalopolis Region. Gibraltar is an enclave, and Gotland is a small island.

We also changed the State mapmode to colorise the states depending on which regions they belong to.

YJc31hq.jpg


World Tension was introduced back in the 16th development diary. It was then just a number in the topbar, with a clunky tooltip explaining it. Now it has a graphical indication as well, and opens up a detailed window, where you can view all active impacts on World Tension, and sort them.

JLpQvQ5.jpg


Next week, we’ll talk about command groups and also about leader traits.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Well, the system is certainly a little more interesting than non-capped factories per province in HoI2 and universal cap 10 in every province with more than 1 infrastructure in HoI3. If the GUI numbers in the screenshots are real, IC appears to be numerically a lot more smaller than previously, which might provide for a more easily balanced system.

Only question I'd have is if they'd make a Cold War expansion if they'd make it possible to alter province type both up and down the scale based on longterm events.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
The idea of a "factory cap" is just weird. How can you possibly run out of space for building factories? The fact that they feel such a cap is needed strongly suggests some other game mechanic is fucked up.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
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Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
I think the idea is to reflect the suitability of an area for industrial development and infrastructure in terms of terrain, climate, and population.
 

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