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Celtic Emporer

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Ever since I herd the announcement of HOI 4, I have had one major question: What mods are going to happen? I am not sure what modders already have planned, but my main hope is that someone gets to work on mods such as the Kaiserreich mod, which would be AWESOME... btu...just curious to see what modders are cooking up in their pink noodles, and how they THINK they will add them.

Any modders with plans or future players of HOI 4 with hopes for plans? Post em here, I guess. :p
 

daniyil123

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What mod I really want for some strange reason, is a PolandBall mod, where all the characters are replaced by the ball of said country. I loved it in EU4, and would love to see it again!
 
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fuzzymanbowb

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A mod where you are in the year 2105 and you can destroy entire provinces from the planet and America has been flown to the moon because of all the pollution in the world. Africa builds a bridge to the rest of the world for textiles and the Asian province is taken over by cyborg Khan
 
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Orlunu

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Well, I've got a long list of things I want to do, but it'll probably take me until HoI V is released to complete them all. Most important aspects:

1}
Focus tree expansion, with a particular view to enabling monarchic restorations/establishment. (By far the most personal-preference-y, but also the first I decided to do.)

2}
Tech tree expansion, both to extend the timeframe a little and to give greater choice to the player. (i.e. early heavy / late light tanks) Also to add some unit types.
Tech tree fixing (ahistorical and derpy units).
Properly modeling guerre de course style naval warfare as an alternative to HoI's guerre d'escadre fetish.
Modular ship building. (If I'm right in guessing that the in-game representation will be weak, haven't really seen it yet.)

3}
Diplomatic options for tech sharing/license production and sharing of supply routes.

4}
Minor changes to the training system.

5}
Historical ORBATs.

6}
Minor adjustments to alerts and unit names.

3, 4 and 6 may be done very quickly, Dice Gods willing, 2 will take a long time, and 1, 5 and deconfliction with other peoples' mods I will want to use will probably never end.


I'll also need to solicit help from some friendly artists to deal with unit pictures for 2. In fact, help would ... help ... for all of it, but the art's the only bit I'm sure I can't do passably myself.

I'll break it up into two mods, but supposed to be used together. All of the naval content, the training, and the text changes will go off into Guerre de Course, which I see being far more popular, and the rest will be Restorations. Depending on how good/bad the naval aspect is, there may need to be a third, minor Guerre d'Escadre which revises the more vanilla aspects of the naval warfare.

[First round for Restorations focus trees will be Manchukuo/Quing, France, Germany, White Russian uprising. Will then be followed by others such as Austria, the Turks...]



Edit:
Oh, right, and map adjustment, depending on what others put out.
 
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Adonnus

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Es braust ein Ruf wie Donnerhall,
wie Schwertgeklirr und Wogenprall:
Zum Rhein, zum Rhein, zum deutschen Rhein,
wer will des Stromes Hüter sein?

Lieb Vaterland, magst ruhig sein,
lieb Vaterland, magst ruhig sein,
Fest steht und treu die Wacht, die Wacht am Rhein!
Fest steht und treu die Wacht, die Wacht am Rhein!
 
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Ctanr

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i would love to see a recreation of the fallout mod from darkest hour

i think the equipment mechanic would make it awesome because then your scouts could find advanced weapon in the vaults and you could equip them to your units and stuff like that
 

daniyil123

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i would love to see a recreation of the fallout mod from darkest hour

i think the equipment mechanic would make it awesome because then your scouts could find advanced weapon in the vaults and you could equip them to your units and stuff like that

Yes actually! I would defiantly love to see this too! And instead of divisions with 10k men, it will be like, 100 men for a raiding party! Perfect idea!
 

Orlunu

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WW1 & Interbellum... In the planning stage. I am looking for a few people to help me, must be willing to get on first name basis + voice chat. PM me

The focus trees are likely to give you problems. There'd really need to be a different one for each time start for each country, and the branching as you get many years out... It's a nice system, but unhelpfully railroad-y for modding.
 

Panzerfaust779

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Depending on how It's focus tree turns out, I might make a mod for China that lets it do various things like New Dynasties, Restoring Qing, Bringing the hurt to Japan, Some Irredentism (Ryukyu/Outer Manchuria/The Treaty Ports/) etc.
 

WorldOfHurt

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I would like a mod that adds a crew comfort/usability stat to tank design. This would reduce organization loss from combat, long marches, etc...

I just feel that the ability for the crew to use the tank is just as important as it's raw armor and firepower values, and it being modeled in the game would allow for even more specialization in your army. For example, a defensive army that isn't doing much attacking won't need to put much into crew usability because they won't move very far and only react to enemy thrusts. A mobile army on the other hand must allow for long marches and rapid offensives; and therefore need a more comfortable tank.
 
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Celtic Emporer

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I would like a mod that adds a crew comfort/usability stat to tank design. This would reduce organization loss from combat, long marches, etc...

I just feel that the ability for the crew to use the tank is just as important as it's raw armor and firepower values, and it being modeled in the game would allow for even more specialization in your army. For example, a defensive army that isn't doing much attacking won't need to put much into crew usability because they won't move very far and only react to enemy thrusts. A mobile army on the other hand must allow for long marches and rapid offensives; and therefore need a more comfortable tank.
In Soviet Russia, tank gets comfortable with YOU.
In all seriousness, very few tanks were ever designed with comfort in mind... :p
 

WorldOfHurt

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In Soviet Russia, tank gets comfortable with YOU.
In all seriousness, very few tanks were ever designed with comfort in mind... :p
It's really less 'comfort' than 'usability'. It's a way of measuring how effectively the crew can fight in the tank.

For example, the T-34 didn't have a commander's cupola or a separate gunner; meaning in battle they weren't able to communicate well and maintain organization. This led to it taking horrendous losses against the Panzer III, even when on paper it was superior in every way.

Edit: I'm referring to the early models T-34, the later models did switch to a three man turret. However they still never quite made up the gap in usability. I think most still didn't have turret baskets even in the later marks.

On the other hand, in France the Panzer III was able to outmaneuver and overwhelm French tanks that were also superior on paper simply due to the fact that the crew tasks were separated evenly and each tank was able to keep in radio communication with the command tank.

I personally think that this is a very important part of tank design that Paradox is leaving out, but they probably won't implement it so I'm hoping for a mod. I might even take the time to learn how to mod it in if I'm not too busy with my new job.
 
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Axe99

Ships for Victory
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Feb 13, 2003
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Modular ship building. (If I'm right in guessing that the in-game representation will be weak, haven't really seen it yet.)

I'm putting some data together for a naval mod (accurate naval starting OOBs, modding in CVLs, CVEs, MACs, corvettes, frigates and sloops and whatever other ships I can make work without overwhelming the UI/AI) and had been musing over this as well - one thing that could possibly work (in terms of a 'quick and dirty' way) would be if there was a way for a variant option to add to a unit's cost - so the variant system could be seen as building a greater-tonnage ship with more of whatever's being built. You could then have experience given out when someone researched a new model (Porkman's idea, not mine), so they had something to build a varianted ship with.

Another thought was to try and wrangle the division designer into being used to build naval units, but no idea whether we'd have enough control to be able to make this happen.

Deffo would be great to have modular ship-building though :).
 

Ostheim

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The focus trees are likely to give you problems. There'd really need to be a different one for each time start for each country, and the branching as you get many years out... It's a nice system, but unhelpfully railroad-y for modding.

It may be one of the most difficult aspects to work on but we should be able to make focus trees for the major WW1 nations. The smaller window of critical events (4 years, 14-18) should reduce the overall pain of that work.

You inspired me to focus planning for this feature now :D