I have been formulating a plan to convert HOI3 into a Battletech Total Conversion since HOI3's release. I already had the general idea and template ready to go. I could edit the back-end to create the nations and mod the tech tree, etc. I could do almost everything example UI, AI, and Map-making. But I neither had the skill nor time to learn to do those things.
However, with the recent release of the modding interface into the game, I think that even with a full-time job, a conversion for HoI4 is possible. With the adjustments into the nature of the AI coding, I think that these plans can come to fruition. Therefore, I am pleased to announce:
I must stress that everything is in the planning stage, as I don't have access to HoI4. Therefore, everything below is subject to change. But, if you know anything about the raging, interstellar wars that took place in Classic Battletech (Mechwarrior for those who have only played the computer game), this game will try to represent the war on a macro-scale.
Timeframe: Game will be set right after the 3rd Succession War (3025). Game will go as long as it is possible to code it. If possible, I'd say the eventual end date is 3067, otherwise we'd have to code in the Jihad.
Another reason I chose this timeframe is to make sure I don't need to code Justin Allard. I'm sorry FedRats
. But that would just be silly for a game about interstellar warfare. Placing the nations on semi-equal footing is better for fun.
If we set this after the Fourth Succession War, the Confederation would be a rump state, and the Federated Commonwealth could run ramshod over the Inner Sphere.
Map: Map shall be setup in accordance with the look and feel of the Inner Sphere in 3025. Every planet shall be classified as an "island". This way, naval combat can take place.
Gameplay Changes: The game will follow CBT Rules where possible. But since we're doing a massive, strategic version of a game that is essentially tactical, things will need to be changed to fit the engine, etc.
Because armies are essentially landlocked on "planets", a navy will be necessary. This will be the single, largest change. Therefore it will require the most effort. There need to be coders for AI control, because everything will need to be transported between planets.
I have yet to decide, because I haven't seen the code, if DropShips need to be "ships" so they can use the transport code for Transport Ships, or if they can replace Bombers and use the parachute transport combat of "transport planes".
My hope is that army units can be transported on DropShips (Transport Planes), which can then be coded to be carried by JumpShips (Either Transport Ships or Aircraft Carrier code).
Nations: There will be five playable nations in the Alpha Build: the five Successor States. The periphery nations will be added next. As the Total Conversion matures, the Clans will be added.
Each nation, using the original "Objectives" books, will have a factory structure and location based on that data. That data will probably have to be adjusted to maintain balance.
Unit Representation: Units will be represented only by counters until a modder comes along who can make nice models.
Tech Tree:
Thanks!
However, with the recent release of the modding interface into the game, I think that even with a full-time job, a conversion for HoI4 is possible. With the adjustments into the nature of the AI coding, I think that these plans can come to fruition. Therefore, I am pleased to announce:
Hearts of Fusion - A Battletech Total Conversion
I must stress that everything is in the planning stage, as I don't have access to HoI4. Therefore, everything below is subject to change. But, if you know anything about the raging, interstellar wars that took place in Classic Battletech (Mechwarrior for those who have only played the computer game), this game will try to represent the war on a macro-scale.
Timeframe: Game will be set right after the 3rd Succession War (3025). Game will go as long as it is possible to code it. If possible, I'd say the eventual end date is 3067, otherwise we'd have to code in the Jihad.
Another reason I chose this timeframe is to make sure I don't need to code Justin Allard. I'm sorry FedRats
If we set this after the Fourth Succession War, the Confederation would be a rump state, and the Federated Commonwealth could run ramshod over the Inner Sphere.
Map: Map shall be setup in accordance with the look and feel of the Inner Sphere in 3025. Every planet shall be classified as an "island". This way, naval combat can take place.
Gameplay Changes: The game will follow CBT Rules where possible. But since we're doing a massive, strategic version of a game that is essentially tactical, things will need to be changed to fit the engine, etc.
Because armies are essentially landlocked on "planets", a navy will be necessary. This will be the single, largest change. Therefore it will require the most effort. There need to be coders for AI control, because everything will need to be transported between planets.
I have yet to decide, because I haven't seen the code, if DropShips need to be "ships" so they can use the transport code for Transport Ships, or if they can replace Bombers and use the parachute transport combat of "transport planes".
My hope is that army units can be transported on DropShips (Transport Planes), which can then be coded to be carried by JumpShips (Either Transport Ships or Aircraft Carrier code).
Nations: There will be five playable nations in the Alpha Build: the five Successor States. The periphery nations will be added next. As the Total Conversion matures, the Clans will be added.
Each nation, using the original "Objectives" books, will have a factory structure and location based on that data. That data will probably have to be adjusted to maintain balance.
Unit Representation: Units will be represented only by counters until a modder comes along who can make nice models.
Tech Tree:
- Infantry - Will use the infantry tab
- Tanks - Will use the tank tab
- BattleMechs - Will require a new UI interface
- Aerospace - Will use the Airplane Tab
- DropShips - Will use the Bomber Tab
- JumpShips, WarShips - Will use the Naval Tabs
Thanks!
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