HOI4 Dev Diary - Cosmetic tags, art, gameplay and AI

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Thanks for the regular developer diaries, it helps reinforce my trust in you when i purchased the Field Marshall edition. Not many devs can do that!

Keep it up. I'm currently working on my first HOI4 mod and i'm excited to see some new stuff to play with on it's way.
 
Just so we're in the clear here;
Can you cosmetic-tag a nation through event too, and make your own cosmetic tags through that, or is it only tied to autonomy levels (effectively making this a paid feature)?
 
  • 1
  • 1
Reactions:
These are great additions and more improvements to AI is always welcome, but I was really hoping to see more about what have you done to improve division designer AI (watching Italian doomstacks of 1 AT + 2 CAV + 1 Sup.AT divs sapping away your precious supplies losts its humour rather fast)
 
I am confused how the AA changes actually work, so I have a few queston I hhope someone can answer:

1. Does AA (including state AA) actually shoot down planes, like physically? Or does it only reduce the air superiority bonus and other stats?
2. Does it only reduce the air superiority in combat or also in the state?
3. Are you able to do full AA divions, place them behind your frontline and so provide AA defence to the entire state, not just the provinve?
 
  • 2
Reactions:
MANCHUKUO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (and possible focus tree!)

In the stream podcat said manchukuo doesn't have a focus tree other than the generic one :)
 
  • 1
Reactions:
Woot, much excitement, cheers for the DD Podcat/Steelvolt, and the extra info from what looked to be many in the rest of the team :D. Very hard to pick a favourite bit as well - cosmetic tags are brilliant (and moddability tops :cool: ), warscore changes great (is there any view to perhaps having a VP component based on battle outcome warscore down the track?), anti-air changes handy and AI improvements/bug stomping most welcome :D. New 3D models also look great - slouch hats and Boomerangs for all :).

Please limit AI discussions to the specific topics discussed in OP. There will be more "mini DD's" about the AI in the coming days, covering other points.

And yes, this is a great Dev Diary. For natural reasons we can't put out DD's like this every week. Would you rather that we kept quiet and posted something like this once a month instead?

I'm personally a fan of weekly diaries, with the understanding that there'll often be smaller ones, but also a fan of what works best for the team, and pretty relaxed about these things. My guess would be that most DD readers prefer the weeklies, but that's just a very rough guess.
 
  • 8
Reactions:
I am confused how the AA changes actually work, so I have a few queston I hhope someone can answer:
I'll try as best I can.

1. Does AA (including state AA) actually shoot down planes, like physically? Or does it only reduce the air superiority bonus and other stats?
I expect AA will (as it does now) shoot down a few attacking planes. Not many - AA really didn't get that many, proportionately - but a few. Plus it will reduce the effects of air superiority - which was the main reason AA was boosted in Axis divisions later in the war IRL.

2. Does it only reduce the air superiority in combat or also in the state?
It covers the division only, so you can't have AA divisions as a surrogate for province AA, unfortunately (devs have clarified this).

3. Are you able to do full AA divions, place them behind your frontline and so provide AA defence to the entire state, not just the provinve?
No, because of the comments made above - the AA value affects only the division, not the province/state or nearby troops. Think of it as "light AA"; it might be really cool some day to get "heavy AA" batallions that cover the whole province/state they are in.
 
  • 1
Reactions:
  • 4
  • 1
Reactions:
Anybody know what Poland's name might have been in the first cosmetic tag picture (the one with Reichskommisariat Ostland)? It ends with "nt Polen" but that's all I can tell from the image.
 
Anybody know what Poland's name might have been in the first cosmetic tag picture (the one with Reichskommisariat Ostland)? It ends with "nt Polen" but that's all I can tell from the image.
Generalgouvernement Polen I would guess.
 
  • 1
Reactions:
Will the addition of cosmetic tags (the automatic ones, like TAG-puppet ones, rather than event driven) alter the checksum?
 
  • 1
  • 1
Reactions:
Generalgouvernement Polen I would guess.
National Socialist Germany would never use 'Generalgouvernement Polen' as they wanted to erase Poland, the name, from the map so just Generalgouvernement. Either there should be special &/or unique statuses for the Generalgouvernement and Böhmen und Mähren as they had no security forces of their own (unlike many of the other occupied Eastern territories) or continue as occupied territories. The new mechanic is great, but they should not go overboard using it.
 
  • 3
  • 2
Reactions:
National Socialist Germany would never use 'Generalgouvernement Polen' as they wanted to erase Poland, the name, from the map so just Generalgouvernement. Either there should be special &/or unique statuses for the Generalgouvernement and Böhmen und Mähren as they had no security forces of their own (unlike many of the other occupied Eastern territories) or continue as occupied territories. The new mechanic is great, but they should not go overboard using it.

Germany does not have to puppet Poland, they could just directly occupy it. This is more for the benefit of the audience as they show a bunch of puppeted nations so as to showcase the new mechanic. There is also the fact that just "Generalgouvernement" is really non-indicative and wouldn't really make it clear what is referred to.
 
  • 3
Reactions:
There is also the fact that just "Generalgouvernement" is really non-indicative and wouldn't really make it clear what is referred to.
That was the point of the name.

If Polen needs to be used then make it a Reichskommissariat. Using both Generalgouvernement & Polen in the same name is like 'Kingdom of Hungary SSR' either it is a kingdom or a SSR, not both. The point was it was a General (non-specific) government area/region/whatever. It was the only General government Nazi Germany had.
 
  • 3
Reactions:
That was the point of the name.

If Polen needs to be used then make it a Reichskommissariat. Using both Generalgouvernement & Polen in the same name is like 'Kingdom of Hungary SSR' either it is a kingdom or a SSR, not both. The point was it was a General (non-specific) government area/region/whatever. It was the only General government Nazi Germany had.

Yes but I meant for the players.
 
Will the addition of cosmetic tags (the automatic ones, like TAG-puppet ones, rather than event driven) alter the checksum?

I'd also like to know about how all of these cosmetic tags will work with the checksum. Can specific puppet names be added without any checksum change? For example, if I puppeted Hungary as Germany I'd like it to say Arrow Cross Hungary.