Thanks!yes there is a button in the plan bar.
Been hoping for that for quite a while. Looking forward to seeing what you do with it.its on a list of future gui improvements we plan to do
Thanks!yes there is a button in the plan bar.
Been hoping for that for quite a while. Looking forward to seeing what you do with it.its on a list of future gui improvements we plan to do
Agreed. Though till they change the UI there is a mod that epands the size here. http://steamcommunity.com/sharedfiles/filedetails/?id=756097675Sounds good. Thanks for all the hard work.
I really like the collapsible division queue. Would love to at least see the ability to collapse the production lines to one line. That would also help. that window gets annoying to scroll through.
Agreed. Though till they change the UI there is a mod that epands the size here. http://steamcommunity.com/sharedfiles/filedetails/?id=756097675
Towards the DD. You guys are balancing and addressing more then I though you had time for! Again super impressed with the hoi team. I know you guys are working very hard.
Shout out to @SteelVolt, I'm loving the new ai moves that Daniel was showing off. Much love towards towards you! Great work .
China is an obvious candidate. I can definitely see us fleshing out that part in the future.
Script update
We feel it is a shame that so many of the Soviet loving players chose to avoid the fiery alternate history path that picks Leon Trotsky. It simply has not made sense from a pure gameplay perspective. We’ve added a focus to address the issue that Trotsky is a much weaker choice than Stalin.
After winning the civil war, a Soviet player will be able to pick the focus ‘Permanent Revolution’, which unlocks parts of the same tree that ‘The Great Purge’ does.
Once the focus is completed, Trotsky’s trait will change to ‘Triumphant Revolutionary’. This will remove his Political Power penalty and make it much cheaper to help fuel more righteous worker revolutions across the globe.
“The end may justify the means as long as there is something that justifies the end.”- Trotsky
The focus trees have long been a source of many weird, funny and frustrating bugs.
The exiled government of Germany would demand Memel from Lithuania, who would then lie down flat and hand over the territory. Countries would welcome their invaders by building infrastructure and factories in the occupied territories. Diplomatic pressure on Turkey would make them a puppet of the exiled Germany. The USA would view a democratic Germany as still being ‘The Fascist Menace’ and jump at the first chance of war with them. Japan would go for war with the USA, despite being pushed back to the islands by the Chinese.
These and many other issues with the National Foci have been addressed in the upcoming patch.
I’ll mention a few of the general changes here:
- As a general rule foci are blocked when a country has capitulated. We’ve added an option in script to unblock it for when the foci still make sense to complete.
- Adding buildings via focus should now look for control of the state before building.
- Blocked some of the foci leading to war if the nation has the same ideology.
At the moment there are some AI issues left to deal with, but if all goes well I hope we can get the Sunflower patch wrapped up during next week, at least as an open beta for public testing. Thanks for being patient!
Yay. Looking forward to it.once the patch is out the door my first diary will be about the future.
I like the other fixes, too, but this is very exciting.GUI improvements
Managing a lot of divisions training in parallel can get hard to get an overview of so now it’s possible to compact the entries. As an added help we now color training that is blocked by lack of equipment making it much easier to manage your queue size.
I think many of us are looking forward to putting our hands on HOI4 with an upgraded AI.Oh, and we forgot to mention what is going on with the AI. This week I have been working hard on follow up issues of last week (especially things like encirclement avoidance and AI avoiding overruns, not to mention template design capabilities and scriptability), which means that the AI is progressing steadily towards greateness, or at the very least better...ness...isch.
I am looking forward to get the patch into your hands and see what you think
I'd enjoy an expanded China experience.China is an obvious candidate. I can definitely see us fleshing out that part in the future.
I'd like to suggest an event that fires when Japan has been thrown out of China and Korea to make a peace offering that lets China keeps what it gains. My reasoning is that China can't invade the Japanese Home Islands so this change could leave Japan sitting idle rather than changing strategies to pick on the USA and foreign holdings in the Pacific.
@podcat
Permanent Revolution, eh?
(I will definitely use your awesome new icon)
PS: your screenshots reveal that these basic bugs have not been addressed: https://forum.paradoxplaza.com/foru...nch-division-template-names-are-wrong.951053/
@developers
Any chance of being able to drag and drop items in the build menu, rather than having to shift-click arrows?
yea, I'd love to do a european minor content pack in the future to flesh them all out.@podcat I feel like minor European fascists could get some more love too. And Italy could always do with more flavor. I'm also sure there a lot more of that you are working on that we aren't being told about so I'm not totally worried
Not really. 10 times worse things happen in multiplayer or player vs AI games all the time, Japan is a major and when controlled by a skilled player should be able to have a big influence on the part of the world where it focuses.
( I'm not saying this is great, but that it's certainly not a step down from how the game works now ).
@podcatNaval Balance
There has been a bunch of reports about the submarine game not working so well, so this week we fixed bugs and tweaked submarines and convoy raiding. The big bug was that raiders would attack empty routes (supply convoy routes to places with enough local supply, so that they weren't used), this meant that they would be attacking non-existent convoys in a bunch of places rather than real ones making it appear as if it was impossible to catch anything there. General detection was also too low and has been tweaked up. The way sunk convoys affected efficiency of transport also had problems and have been tweaked for much stronger impact now. Starving out islands with a lot of defenders work a lot better now and raiding convoys can be pretty potent!