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Get in the HoI4 mood by watching this vid about wartime industrial design https://www.youtube.com/watch?v=Q_0z1kvM6ns
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# ¿ May 19, 2016 12:53 |
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# ¿ Apr 27, 2024 12:49 |
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Hammerstein posted:Not bitching about Paradox but about German laws. Sorry if that came over as weird, but it's a touchy subject where I live. This "Hitler" guy sure has a lot to answer for! Jerk!
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# ¿ May 19, 2016 23:51 |
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Hm that first pic with the Germans tanks says pre-alpha, isn't the game in beta now? I imagine a lot has changed.
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# ¿ May 19, 2016 23:53 |
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Here is another cool WW2 vid, first is a lecture about the context surrounding the battle of Kurst, second a comparison of production figures and philosophies by country https://www.youtube.com/watch?v=N6xLMUifbxQ Enjoy fucked around with this message at 15:28 on May 20, 2016 |
# ¿ May 20, 2016 15:08 |
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Frosted Flake posted:The OOB and TOE could be fleshed out. Military formations without artillery would have been unthinkable in 1916, let alone 1936. You can get support artillery companies added at the divisional level and line artillery battalions at the regimental/brigade level https://forum.paradoxplaza.com/forum/index.php?threads/hearts-of-iron-iv-dev-diary-6-division-design.783017/ https://forum.paradoxplaza.com/forum/index.php?threads/hearts-of-iron-iv-19th-development-diary-3rd-of-july-2015.867684/ Enjoy fucked around with this message at 21:49 on May 22, 2016 |
# ¿ May 22, 2016 21:45 |
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Frosted Flake posted:I understand that artillery is available as an attachment. How do you know what the default attachments are
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# ¿ May 22, 2016 22:09 |
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Frosted Flake posted:DD's plus all the World War Wednesdays. Maybe those are a lighter militia or colonial division he's made
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# ¿ May 23, 2016 01:18 |
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Frosted Flake posted:
So the formation has some artillery, it's just not 100% accurate, is that your complaint?
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# ¿ May 23, 2016 16:40 |
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Modelling the infantry battalions is good because then you can make lighter divisions of militia/coast guards, and you can bulk out specialist anti-tank divisions that go where the enemy tanks are concentrated instead of being spread out
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# ¿ May 23, 2016 18:53 |
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Frosted Flake posted:They're not part of a division, that would be the big difference. Well there's your reason not to add them, HoI4 combat takes place at divisional level
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# ¿ May 23, 2016 21:58 |
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Pharnakes posted:A tank corps in HOI terms is surely just multiple tank divisions operating close to each other? Has there been any detailed info released on how the chain of command is going to work this time round? Top level is theatres, which are purely for organising armies and army groups Your generals and field marshals lead armies and army groups respectively, their skills and traits affect the divisions under them The division is the entity which does the fighting Divisions are made up of battalions, which are cosmetically arranged into brigades/regiments, and have support companies attached to them https://forum.paradoxplaza.com/forum/index.php?threads%2Fhearts-of-iron-iv-41st-development-diary-22nd-of-january-2016.903595%2F https://forum.paradoxplaza.com/forum/index.php?threads/hearts-of-iron-iv-dev-diary-6-division-design.783017/
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# ¿ May 23, 2016 22:16 |
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StarMinstrel posted:As a newbie that only played bits of HOI2, how will tanks differ from one country to the other if a medium tank technology is the same for everyone? Is it going to be through National focuses, doctrines and advisors bonuses? You can tinker with AFVs by spending land experience points to improve them in various areas https://forum.paradoxplaza.com/forum/index.php?threads/hearts-of-iron-iv-developer-diary-8-experience-and-variants.794277/ Enjoy fucked around with this message at 23:57 on May 24, 2016 |
# ¿ May 24, 2016 23:54 |
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Psychotic Weasel posted:The Germans can also create variants of their Übermensch once you get far enough into the tech tree. Yeah you need to unlock Gene Tailoring
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# ¿ May 25, 2016 00:49 |
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Hammerstein posted:I dunno, but since Germany produced more Stugs than Tigers&Panthers combined, then it might be worth modeling that weapon system. See also: Soviets and the SU- and ISU series.... http://www.hoi4wiki.com/Land_units#Variants Perhaps the Germans and Russians will have self-propelled guns represented as tank destroyers and artillery? We will see!
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# ¿ May 25, 2016 17:43 |
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Democrazy posted:What would be the purpose of adding an assault gun into a division, in gameplay terms? It would add armour to the unit "Armor. Halves the number of soft and hard attacks made against the division if the attacking division's piercing is less then the defending division's armor." Presumably you can specialise the variant to account for the opposition, with self-propelled artillery used against infantry (high soft attacks), tank destroyers against tanks, and tanks when you're not sure what you're up against.
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# ¿ May 25, 2016 17:50 |
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Phi230 posted:Came in to see like 40 new posts What would you like to talk about?
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# ¿ May 25, 2016 22:38 |
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Gamerofthegame posted:apparently http://webcache.googleusercontent.c...n&ct=clnk&gl=br It was to this vid, about how liberalism will fade away but the Aryan race is eternal. https://www.youtube.com/watch?v=1gc1qF-25O0
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# ¿ May 26, 2016 01:47 |
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Frosted Flake posted:Something less expensive than a tank with tank armour and a tank gun is pretty obviously distinct from either expensive thinly armoured indirect fire weapon systems, or dedicated tank destroyers. Seems to me the addition of assault guns wouldn't really fill a niche so they're better off split between TDs and SPART
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# ¿ May 26, 2016 04:35 |
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ArchangeI posted:You don't think a high armor, high soft attack vehicle would fill a different niche from a high armor, high hard attack vehicle and a low armor, high soft attack vehicle? Look at the niche it is filling SPART: when you're facing mostly infantry TD: when you're facing tanks Tanks: when you're facing a mix What would assault guns be for?
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# ¿ May 26, 2016 13:31 |
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GaussianCopula posted:Assault guns would be cheaper than tanks, would have a huge bonus defensively against tanks but a malus offensively against tanks while at the same time hardening an infantry division against other infantry divisions. I don't think there have been any announcements about units having different abilities against different enemy types, has there? There'd be no way of making them worse against tanks offensively, only worse offensively in general Without that element, you are just left with "like tanks but cheaper", which isn't such a big niche really
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# ¿ May 26, 2016 13:39 |
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ArchangeI posted:For facing infantry with good At weapons, which would destroy SPART in short order? So use tanks with better guns, or SPART with better armour WhiskeyWhiskers posted:There's two different types of damage, soft damage for anti-infantry, and unarmoured vehicles and hard damage for armoured targets. Yeah but you can't have a unit be good at killing tanks but only on the defence. You either increase the unit's hard attack, and make it better at both attack and defence vs tanks, or you increase its defence, and make it better at defence vs both tanks and infantry.
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# ¿ May 26, 2016 15:51 |
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WhiskeyWhiskers posted:Except there's two types of defence too? Hard vulnerability and soft vulnerability. Which is what the damages check against. So you're saying assault guns should have low or high softness? http://www.hoi4wiki.com/Land_units
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# ¿ May 26, 2016 19:23 |
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dtkozl posted:Historically they were used for taking out fixed fortifications like bunkers so they should get a bonus to that. The wiki says combat engineers give this bonus, so that niche is filled Kaza42 posted:Probably a low Breakthrough. That seems to be the ability of an attacking unit to reduce damage This would also make them worse at attacking infantry
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# ¿ May 26, 2016 20:00 |
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Spiderfist Island posted:What's the NATO symbol for Airship Carriers / Airship Bombers? We're going to need one if only for the inevitable WWI / Crimson Skies mods that add them as units. Five aces of spades
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# ¿ May 26, 2016 20:09 |
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dtkozl posted:I think a game where we have 5 different abstractions of tanks isn't one that is strict on only having a single unit fill a niche. Having something that provides the engineer bonus plus hardness wouldn't be a bad idea. So the number of AFVs already in the game is justification for adding more?
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# ¿ May 26, 2016 20:20 |
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ExtraNoise posted:Wait, is this what you nerds are talking about when you say "assault guns"? Every time the words are brought up my eyes glaze over and I skip the post, but I was pretty sure you guys were bitching about those shooty things you hold that Obama wants to steal from your cold dead hands. Yeah they are self-propelled guns with lots of armour. Gun being another name for a big cannon. They are basically tanks without rotating turrets. German StuG III Russian SU-76
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# ¿ May 27, 2016 01:09 |
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The real travesty is Kulik being so bad, he should at least have the Charismatic trait. Jail or Medal! Enjoy fucked around with this message at 19:24 on May 28, 2016 |
# ¿ May 28, 2016 19:22 |
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wukkar posted:Obama looks whiter than Paul. 8 years of drone bombings didn't key you in?
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# ¿ May 28, 2016 21:22 |
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Good news, a mod has been announced that will accurately portray developments in boot technology between the different belligerent powers https://forum.paradoxplaza.com/forum/index.php?threads/early-mod-first-ideas.925091/
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# ¿ May 28, 2016 23:37 |
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LostCosmonaut posted:Get a 25 tile Gaia planet adjacent to my home system, so naturally the game compensates by having an anomaly blow up my science ship a year later. Still, think I came out ahead. I've been getting these recently as well but I didn't see them before 1.1.0 so I guess they were bugged? I guess it's good that there's some risk now
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# ¿ May 29, 2016 04:17 |
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Wait what thread are we in
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# ¿ May 29, 2016 04:23 |
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Phi230 posted:HoI4 has no supply, resource consumption, or HQs to speak of. It's Bland Strategy
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# ¿ Jun 1, 2016 22:06 |
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Tuskin38 posted:Huh, there are supplies and resources. It's more like a local population cap
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# ¿ Jun 1, 2016 22:35 |
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bewbies posted:Any realistic depiction of military logistics would very quickly change a piece of software from "game" to "work you don't get paid for". Arsenal of Democracy had a cool logistics model
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# ¿ Jun 1, 2016 22:42 |
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Top Hats Monthly posted:Whens the embargo up? I'd assume you need explicit permission from Paradox to stream the beta build
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# ¿ Jun 2, 2016 02:52 |
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Harsh, but fair
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# ¿ Jun 2, 2016 03:58 |
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The Narrator posted:Was there ever actual relationship effects between (say) a Leninist country and a Radical Leftist country in previous HoIs? For that matter, was there ever potential for interesting effects from having ministers that weren't aligned with your party (e.g. a National Socialist country having a Paternal Autocrat minister)? The party popularity/organisation in HoI3 also seemed like it could've been interesting and fun, but there was never really much way to interact with the system, so it was mostly fun for the computer to process it. Never played much of HoI3, but in HoI2 and DH, leaders that were on the edge of the authoritarian/democratic split could be taken by the other side. A LWR government could take SD ministers and vice versa, and a PA government could take SC ministers and vice versa.
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# ¿ Jun 2, 2016 04:17 |
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Guernica...
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# ¿ Jun 2, 2016 11:02 |
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ExtraNoise posted:HoI4 modern mod question maybe you guys can help me out with: A Ted Cruz America isn't gonna ally with Iran just because they're both religious, make the major religions their own ideology groups if religion is the primary cause of belligerence.
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# ¿ Jun 3, 2016 00:11 |
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# ¿ Apr 27, 2024 12:49 |
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lmao that wordfilter
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# ¿ Jun 3, 2016 00:11 |