🥝 Community The New Order Rises Again - "The Evil Kiwi Farms Hoi4 Mod"

Who Would Win In A No Holds Barred Street Fight?


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Send me your fix when you have time.
You can just go into the file and switch all the japchaos checks to require something absurd (ie 99), at which nothing should happen with Kido if that truly is the issue. I've had no issues in 3 observer games so far.

Also, something i noticed from the Yugra Tree. The GDP growth numbers are all TT numbers. They just need to be divided by 100 and then rounded if they have more than 3 decimals (which will cause the function to break and multiply the number twice.)
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Japan has some but it was broken until yesterday.
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They weren't a priority since it was pretty tedious and sometimes complicated task, especially with the USA. I suppose it would be easier with claude, I think it could handle most of the Russian warlords at least since those are pretty basic in terms of political mechanics.
 
The next update from my end should be ready to merge Soonish(Trademark). I'm going to run a couple of mechanical and map changes by the rest of you before they get swept up in the pile of commits in the merge. I'll have a post going over the totality of the update in the CW thread when it's more ready.

Dense / Heavy Urban province terrain. This was introduced to make certain large and dense cities harder to storm over. Combat wise, it has a default width of 100 (vs 80 for regular) but a attack penalty of 70% (vs 30%) Elite Infantry, Engineers, and Line Artillery provide bonuses of 5%, 10%, and 5% respectively in these provinces, so can you negate a fair bit of the penalty. Right now from my limited testing they work as intended and force the AI to partially encircle the few cities that have it before they are able to take it. I have included a non-exhaustive list below of the provinces that have it and may see actual fighting. Additionally, all of the cities with flavor terrain types have 60% now (ie Germania, the west coast port cities, Rome) bar Madrid.
Kiev, Moskau, St. Petersburg, all three Ruhr VPs, London, Manchester, Birmingham, Torino, Miliano, both Parises, Vienna.
Dehli, Calcutta, Mumbai, Wuhan, Nanjing, Beijing, Fengtian.

I also added a few spots of Urban Terrain to Chinese VPs. The current TNO map is really overdetailed on China but the old version could use a bit more granularity. though I'll deal with that when the GAW is a bit closer.

Line Artillery is now a 2 width unit. It's not really that strong, and it also comes with quite a lot of Terrain penalties without having the benefits of armored or motorized units in regards to hardness. I might also give artillery equipment a small bit of breakthrough as well.

Saudi Arabia's intervention in the OC now works. They had the diplo trigger code but the AI was never scripted to use it and they were under the minimum army size for volunteers. Both have been fixed.

Saudi Arabia and Italy will now send volunteers to any proxies where their faction ally / detente partner has an interest in they do not. This makes winning them over a bit more meaningful. For now, this only applies to Iran, Sudan (only for SAU), and the SAW. ( for ITA, If it is somehow still ongoing when the US wins BFI.) The main issue I see with this is that the Italian AI will probably end up parking 20 divisions in Iran.

I was considering making IFVs into what they actually were (mechanized infantry with much better fire support and armor at the cost of smaller units) instead of 'light tanks' but decided against it because I barely have any idea of what I am doing with unit modding.

One last consideration; We may want to copy TFR and add scaling-with-level building costs for factories to slow down the superpowers filling up their slots by 1970. Maybe have decisions for full states to move factories off-map as well.
 
Saudi Arabia and Italy will now send volunteers to any proxies where their faction ally / detente partner has an interest in they do not. This makes winning them over a bit more meaningful. For now, this only applies to Iran, Sudan (only for SAU), and the SAW. ( for ITA, If it is somehow still ongoing when the US wins BFI.) The main issue I see with this is that the Italian AI will probably end up parking 20 divisions in Iran.
I fixed the Italy volunteer ai on my branch but Saudi will be cool.
Line Artillery is now a 2 width unit. It's not really that strong, and it also comes with quite a lot of Terrain penalties without having the benefits of armored or motorized units in regards to hardness. I might also give artillery equipment a small bit of breakthrough as well.
Could be interesting. Might be good to give them bonuses against urban provinces as well.
I was considering making IFVs into what they actually were (mechanized infantry with much better fire support and armor at the cost of smaller units) instead of 'light tanks' but decided against it because I barely have any idea of what I am doing with unit modding.
IFVs behave almost like light tanks in many engagements lol with Bradleys scooting around with TOWs. Code wise I recall that APCs were supposed to replace mechanized from vanilla.
One last consideration; We may want to copy TFR and add scaling-with-level building costs for factories to slow down the superpowers filling up their slots by 1970. Maybe have decisions for full states to move factories off-map as well.
Currently mils consume fuel but we could do scaling costs if the code doesn't impact performance too much. If it's a dynamic var for every tag that might get costly.
 
Currently mils consume fuel but we could do scaling costs if the code doesn't impact performance too much. If it's a dynamic var for every tag that might get costly.
Oh, I meant for construction cost. Vanilla has it for forts but TFR applies it to factories as well with construction cost increasing per level of building. It's very simple to do and very easy to dump if it doesn't work out. I have a more complex thing in mind for limiting GDP but It was going to be relatively simple, based mostly on-map resources, and limited to the superpowers. I don't feel like the Minors or Russia really need to worry about that kind of thing.
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IFVs behave almost like light tanks in many engagements lol with Bradleys scooting around with TOWs. Code wise I recall that APCs were supposed to replace mechanized from vanilla.
Yep. But almost all IFVs are also transports and carry infantry. The idea was that they could be premium, lighter on manpower, late-game super mech, which is a transition that happened IRL, with most of the first-rate European theatre armored units being mostly or heavily IFV-borne. There are actual distinct light tanks in the CW timeframe but they tend to be either Europanzers (which are just badly armored MBTs) or shitty wheeled French abominations. Ultimately, it's probably not worth the effort right now since this all has to be conveyed to the player and I'm already changing combat a fair bit.
 
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