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Jamryl

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Good evening folks! One month remains before HoI4 release :D

Was thinking about some improvements I would like to see been implemented into the game, so I started to think about a mod. I made some icons and though the bonuses and requirements that new implemented items will add and need. If you have some ideas or an opinion or some info to share please go ahead.

My PS skill is pretty limited though so I made what I could but some of the icons will need some rework so if you have some advises feel free to share them.

PLEASE: It's still under development the bonuses HAVE to be discuss with the community and with devs if possible <3 to not unbalance the game.
I found some image on the internet but were all free to use. I did icons but some images used inside are not mine. I might share the .psd file if some people agree to help on designs.

And please I'm not English native so don't look to close on orthography.
Cheers for reading!

Here we go:

1.ARMOR
    • armor_skirt_lvl1.png
      So this is a "tank, level 2 amphibi, mech-infantry" research. Armoured skirts Level 1 full research speed in 1942?
    • armor_skirt_lvl2.png
      This is the level 2 slat armor. Full research speed in 1943, it'll requires the "1943 research of the production tree".

      I don't know about the "Infantry AT equipment" bonus so it might change here. Since this tech was to counter Panzerfaust-type weapon and does not work well versus AT shells I'm thinking to lower the incoming infantry attack and maybe units fights 10% better in urban terrains. Since soft attack does not work on tank it will lower only hard-attack. The first level will lower hard attack from infantry but lower a bit maxspeed due to the weight of heavy metal plate. The second level will nulify the maxspeed penality (and maybe increase the precedent bonus) but will requires more advanced production tech (1943 production tech).
    • GER_solidcolor_armor.png
      GER_camo_armor.png
      Camouflage and paints on armor. 1939 & 1941? Each major nations will have special one (here German's one). Minor will have generic. Could personalize units with the new "Clausewitz Maya Exporter". It will increase a bit the time needed to produce/deploy (not sure which one) vehicules but will lower the detect chance from any plane. Higher entrenchment? Extra bonuses depending on terrains types (defense?) Increase the ambush rate chance. Or lower the chance that the enemy commander read through our tactics
2.WEAPONS/EQUIPMENTS/INFANTRY
    • flammethrower.png
      Pretty obvious. Flamethrower research. Every nation will have the 1918 already and will have to research the level 1 in 1936 and the level 2 in 1941. I don't know if I should set as a support infantry type or just bonuses. It will add some extra attack when attacking a fort but will lower reliability of the division and add some oil consumption. Next level will lower the penality and increase the bonus. I'm thinking to add a new tank variant with flamethrower, nullifying the hard attack but with huge soft attack bonus and huge attack when attacking a fort.
    • sniper.png
      Sniper rifle. 1936 May unlock a specialized support division or just to serve versatility content (hereunder)
    • generic_putee_1918.png
      GER_boots_1918.png
      The first icon will be the base 1918 puttee shoes tech for almost everyone except Soviets and Germans. Those will have the second boots type. No special bonuses here.
    • generic_ankle_boots_gaiter_1941.png
      USA_ankle_boots_gaiter_1941.png
      Level 2. 1941. First is the generic one for everybody while the second is 'murica ;) only. Here I'm not sure. Extra division speed? Maybe higher reliability? +1 Organisation? Lower penality depending on terrains type or when it's raining? Opinions are welcome.
    • generic_chuckle_boots_1943.png
      The third level. Higher bonuses
    • winter_tech.png
      Winter tech! It will add extra supply cost to infantry units but will lower attrition during Winter and if possible add morale during winter or one other extra bonus. (Have to be worth it).
    • uniform_improvement_pocket_lvl1.png
      uniform_improvement_jacket_lvl2-1.png
      uniform_improvement_trouser_lvl2-2.png
      Funny tech,but still WW2 showed a lot of improvements in infantry equipment. While puttee disappeared new uniform pattern was created. New pockets appeared on thighs etc... So here the first level add the "extra pocket idea" the second one allows m42/43 design. I'm not sure about the bonuses but I think it should remain in the mod. If you have any opinion go ahead! 1941 & 1943
    • GER_solidcolor_camo.png
      GER_camo.png
      Ok, level 1 & 2 of "camouflage" tech tree here for German. All major nations have their own colors. Level 1 is the same for minor nations, England and France (brown). Soviet is more tan-ish. USA is olive/tan. Level 1 is already researched while level 2 will be 1939/40. It will add some extra defense maybe extra entrenchment. Add some extra bonuses depending on terrains type. Why not lower the chance that the enemy commander read through our tactics. I would like to improve the "ambush rate chance" if it exists. Have to check if it exists on tactics (unlocked by doctrines). And lower detect chances.
    • platoon_radio_upgrade_1.png
      platoon_sniper_upgrade_2.png
      platoon_smg_upgrade_3.png
      platoon_lmg_upgrade_4.png
      platoon_hmg_upgrade_5.png
      platoon_rpg_upgrade_6.png
      Not sure about those ones since they kind of already exists in the normal infantry tech tree. Here it is not equipment improvement but more squad versatility improvement. Adding a suppression fire to all units, AT etc...Of course they directly depend on the appropriate tech. You cannot unlock level 1 of squad versatility if you haven't researched radio yet. Same for SMG. You will need the level 2 infantry weapon tech to research it etc...
      1. Radio add some extra organisation and efficiency on CAS mission, artillery support division.
      2. Sniper reduce morale of fighting enemies? (imba...) no clue for this one
      3. SMG add some soft-attack on urban terrain type and against fort
      4. LMG add some soft-attack on open terrain type (desert, hill, plains etc...)
      5. HMG add some soft-attack, morale and entrenchment/defense
      6. AT/Rocket well add some extra hard-attack
 
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Sun_Killer

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I especially like the flamethrower. About the rest i am in two minds, For one i like more detail for the other i am the stratgic commander of an entire nation, so why should i think a about boots, especially in 1936, i don´t think there where a lot of advances in this particular area.
 
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adam_grif

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I want to mod it so countries have roughly twice as many mil / civ factories but they're half as effective relative to what they are now. Then, I want to add in extra equipment so that we break down "infantry weapons" and "support equipment" into smaller things like Light Artillery, Assault Weapons and so on. The extra factories are just so that you can be more diverse with the factories you do have for the smaller countries.
 
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bwc153

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A mod that better represents horse limitations.

IE: Farms being a building similar to Oil/Rubber Synth plants, and then a Special "Factory" that passively trains horses, requiring the farms food as a raw material.

You then need horses for supply purposes and cavalry.


EDIT: Also Trucks being used for supply purposes as well. As trucks currently are only used for units like Mobile Infantry.
 

Nicolas I

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Nice work for the icons and for proposing new ideas !

OK for armour plates and armour camouflage painting. But that could be relatively minor techs with small bonuses and quite fast to research.

OK for flamethrowers and snipers, but I think they should add new support companies types, not bonuses to all divisions. Number of snipers support companies should have a quite low cap (as unique units in HOI3) as there was not an unlimited amount of exceptionally gifted shooters.

Boots and clothes (except for winter) is going in too much unnecessary details, there were many jokes about that when equipment was explained.
...I'm sure there will be mods where you have to build individual socks or bullets if you really want to play HoI4: Quartermaster Edition :)

As for squad versatility, it could belong to doctrines or, as someone suggested in an earlier thread, we could be able to chose the mix (proportion) of small arms each division uses.
 
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BurdenedWarrior

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I want the option for hot pink uniforms for my Frontline troops. If you want hide here's some camouflage. If you want to fight, well...

 

BurdenedWarrior

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But to me honest I don't really want to micro on that kind of level personally. Some tabk stuff sure but if you want me to do individual boot sizes. Fuck em. They can all get size 11
 

Nerdman3000

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I'd actually like to make a small minor mod based on the book Frontlines, which is an alternate history where woman were, after a case with the Supreme Court right before WWII, Woman were allowed to be drafted and join the army alongside men. I think it's an interesting enough scenario to warrant a mod.
 
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uther4117

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I think this is going way too deep aka deeper than BICE o_O,,, we can divide infantry equipment into two different parts, one being the infantry weapons and the other is the general equipment.. Now we can portray the ammunition needs better.. Somebody confirm me on this but ammunition was bigger problem than having the weapons to fire them right? Germany only had enough stockpile for a short war and couldn't wage a long one. It would exhaust itself..

Second big thing would be the WARSHIPS;
Warships having no fuel need is ridiculous that in aircraft and tanks to some degree I can accept or tolerate the fuel but for ships it's stupid to implement fuel consumption by the attrition of ships.. Since we don't know the mechanics and mod ability to the degree to solve this in a neat manner.. Nom of us have much clue I guess..
Yet, I was thinking in general and upkeep bar for the fuel representation.. Where you can assign the fuel you have by prioritizing the army/navy/Air ,, for the beginning having insufficient fuel could reduce combat efficiency for the reason that you can't maneuver and have limited tactical options.. Also after certain percentages it will increase the attrition of units such that representing Germans leaving tanks behind Coz simply there is not enough fuel for them..

That's why @podcat
The future of game should bring something for your hardcore fans that are loyal to you.. An interface for fuel would make the game stay in its grand strategy role and doesn't bring hassle and micro but gives the player a strategic option.. It would only make the game better and your core fans happy..
 
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Jamryl

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I want to mod it so countries have roughly twice as many mil / civ factories but they're half as effective relative to what they are now. Then, I want to add in extra equipment so that we break down "infantry weapons" and "support equipment" into smaller things like Light Artillery, Assault Weapons and so on. The extra factories are just so that you can be more diverse with the factories you do have for the smaller countries.
Yeah that's a good idea. We'll need an exhaustive list of what need to be produced. And it quite be long. That's why they grouped it


Nice work for the icons and for proposing new ideas !

OK for armour plates and armour camouflage painting. But that could be relatively minor techs with small bonuses and quite fast to research.

OK for flamethrowers and snipers, but I think they should add new support companies types, not bonuses to all divisions. Number of snipers support companies should have a quite low cap (as unique units in HOI3) as there was not an unlimited amount of exceptionally gifted shooters.

Boots and clothes (except for winter) is going in too much unnecessary details, there were many jokes about that when equipment was explained.


As for squad versatility, it could belong to doctrines or, as someone suggested in an earlier thread, we could be able to chose the mix (proportion) of small arms each division uses.
Hey!
For plate and armor we need to know what kind of bonuses add the AT weapon research of the infantry tech tree. I7m not sure we'll be able to just reduce this special damage.
If it add simply hard-attack to infantry we will need to reduce vs infantry only and do no touch the hard-attack bonuses gave by anti tank support artillery for example. Can be tricky.

About camouflage it should add some anti-detection bonuses (air and neighbouring enemy units) and some "ambush" bonuses if it exists OR defense bonuses.

Imo, Snipers and flame thrower will become "support division". The flamethrower will use some support equipment, and sniper will require some "weapon 1 tier". Even if you are in 45 and your normal infantry division use "weapon 3".

Winter equipment tech is needed. others one could be just "research" no need to "produce" them. It willbe a part of support equipment for example. Or we could just not use them. It'll depend on how far you want micromanage your tech.

About versatility I made icons but I still have no idea how to implement it.

Let's forget about boots and uniform then, it could be an other part of a mod adding a lot more equipment @adam_grif

I want the option for hot pink uniforms for my Frontline troops. If you want hide here's some camouflage. If you want to fight, well...

Haha here you go lass:
burdened_warrior_special_request_1.png
burdened_warrior_special_request_2.png

Extra boot tech to kick some ar*e and hit the front-line's dance-floor.

I'd actually like to make a small minor mod based on the book Frontlines, which is an alternate history where woman were, after a case with the Supreme Court right before WWII, Woman were allowed to be drafted and join the army alongside men. I think it's an interesting enough scenario to warrant a mod.
Why not. A special "poduction tree tech" allowing them to build ammunition. And another one like USSR did allowing women conscription in the army. Not a bad idea at all though.


I think this is going way too deep aka deeper than BICE o_O,,, we can divide infantry equipment into two different parts, one being the infantry weapons and the other is the general equipment.. Now we can portray the ammunition needs better.. Somebody confirm me on this but ammunition was bigger problem than having the weapons to fire them right? Germany only had enough stockpile for a short war and couldn't wage a long one. It would exhaust itself..

Second big thing would be the WARSHIPS;
Warships having no fuel need is ridiculous that in aircraft and tanks to some degree I can accept or tolerate the fuel but for ships it's stupid to implement fuel consumption by the attrition of ships.. Since we don't know the mechanics and mod ability to the degree to solve this in a neat manner.. Nom of us have much clue I guess..
Yet, I was thinking in general and upkeep bar for the fuel representation.. Where you can assign the fuel you have by prioritizing the army/navy/Air ,, for the beginning having insufficient fuel could reduce combat efficiency for the reason that you can't maneuver and have limited tactical options.. Also after certain percentages it will increase the attrition of units such that representing Germans leaving tanks behind Coz simply there is not enough fuel for them..

That's why @podcat
The future of game should bring something for your hardcore fans that are loyal to you.. An interface for fuel would make the game stay in its grand strategy role and doesn't bring hassle and micro but gives the player a strategic option.. It would only make the game better and your core fans happy..
I think they add special support division to simulate ammunition production. If you want some special producible ammo we'll need extra factories @adam_grif
About fuel I think they choosed to do that because of the new suplly system. And change that could nullify the possibility to play as a minor nation.
 
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Jamryl

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Here the others camo type:

solidcolor_armor.png
JAP_solidcolor_armor.png
USA_solidcolor_armor.png
camo_armor.png
ENG_camo_armor.png
FRA_camo_armor.png
ITA_camo_armor.png
JAP_camo_armor.png
SOV_camo_armor.png
USA_camo_armor.png

  • ARMOR
    • USA solid color
    • JAP solid color
    • generic solid color
    • generic camo
    • ENG camo
    • FRA camo
    • ITA camo
    • JAP camo
    • SOV camo
    • USA camo
solidcolor_camo.png
SOV_solidcolor_camo.png
USA_solidcolor_camo.png
camo.png
ENG_camo.png
FRA_camo.png
ITA_camo.png
SOV_camo.png
USA_camo.png
WINTER_camo.png

  • CLOTHES
    • generic FRA and ENG solid color
    • SOV solid color
    • USA solid color
    • generic camo
    • ENG camo
    • FRA camo
    • ITA camo
    • SOV camo
    • USA camo
    • WINTER camo
napalm.png

Just the icon for an other idea: NaPalm CAS bonus vs infantry and in forest type terrains?
 
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Orlunu

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I'd actually like to make a small minor mod based on the book Frontlines, which is an alternate history where woman were, after a case with the Supreme Court right before WWII, Woman were allowed to be drafted and join the army alongside men. I think it's an interesting enough scenario to warrant a mod.

Heh. Deffo adding in a law called "equal rights" which doubles manpower but tanks everything else (national unity, dissent, production, training &c).
 

Sleight of Hand

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@Jamryl

I do very much like your icons, although personally I do not see that splitting equipment into various specific types (armor, boots, grenades, etc.) would add anything other than additional elements of frustration.

However, I do think that a Flamethrower support company (added soft attack, reduced ???) would be a great addition to the vanilla game. I think there are 11 at the moment... that'd be a good 12th. :)

@podcat ? :D
 

Jamryl

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@Jamryl

I do very much like your icons, although personally I do not see that splitting equipment into various specific types (armor, boots, grenades, etc.) would add anything other than additional elements of frustration.

However, I do think that a Flamethrower support company (added soft attack, reduced ???) would be a great addition to the vanilla game. I think there are 11 at the moment... that'd be a good 12th. :)

@podcat ? :D
Soft Attack, Fortress Buster, need oil to produce (low amount), and why not reduce a bit reliability.
 
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Nerdman3000

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You know, other than the Women fighting on the Front Lines event mod I might make, I think I'd like to also do a Captain America event mod. Any other mods I'd like to see for HOI4, though I'm unlikely to make myself, is a WWI mod, a Cold War mod, a Terminator-Future War Mod, and a Fallout mod.