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Thema: Hearts of Iron 4

  1. #16
    I'M NOT A BIRD, YOU KNOW! Avatar von noxx-0
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    Wenn über 90% der Käufer über Steam kaufen lohnt sich der Extra Support aus finanzieller Sicht nicht für Pdox lt. ihren aussagen - und das dürfte auch so stimmen immerhin wächst Pdox gerade seit den Steam Only Support (bzw beinahe bei CK2) stärker zuvor (früher hätte man zwei Titel gleichzeitig in Entwicklung bei Pdox vergessen können, momentan arbeiten sie zumindest an 3 Spielen + Addons/DLC für CK2 und EU4 zeitgleich, außerdem Eröffnet Pdox nun ein neues Studio und die Teams die die Spiele entwickeln sind größer als früher)

  2. #17
    aka Skarbog Avatar von Bomm3l
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    Zahlen zu Paradox hab ich nicht, kann ich also nicht viel sagen.

    Aber ich kenne einige Leute die sich nur die Titel kaufen die ohne Steam kommen. Steamonly Titel kaufen die nicht, spielen sie aber dennoch schon zum Release. Klar sagt der Part nichts über das globale Verhalten auf, gutheissen kann ich Beides logischerweise nicht,
    zumal ich ja selbst in einem Bereich arbeite der auf diese Art Gelder angewiesen ist.

    Mein Kaufverhalten hat sich durch Steam aber auch arg geändert, Steamtitel kaufe ich nur zu Ramschpreisen und nicht mehr wie "früher" für 30€+ So wird es in meinem Fall auch mit HoI4 sein. Auch wenn der Vergleich hinkt, aber mein Auto kann ich auch verticken wenn ich es nicht mehr will, mit Steam gehts halt nicht. (Wobei mich an dem Part halt nicht die Vertriebsart Internet stört sondern schlicht der DRM Teil)
    Barcelona 5 : 3 [Ansammlung krimmineller Subjekte]

    "Ich weiß, dass das doof ist. Aber ich zahle volle Steuern." Wurstuli
    "Ach die waren noch nicht 18?" Franky
    "Das ist meine Uhr!!!" KHR
    "Ich bin Feuer&Flamme" Breno

  3. #18
    I'M NOT A BIRD, YOU KNOW! Avatar von noxx-0
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    Gerade bei Pdox war es doch schon vorher so das viele es nicht gekauft haben weils eh keinerlei Kopierschutz hatte, ich bezweifle das sich pdox ins eigene Bein schießen will und wirklich mit Steam mehr verdient als früher - und es fällt halt eine Supportschiene weg wenn das über Steam läuft (Pdox ist trotz allem nach wie vor ein kleines Studio, denke mal da fällt das durchaus auf wenn man extra Versionen/Shops supporten muss)

    Gerade deswegen kaufen aber auch mehr Leute das Zeug, grad bei Pdox was nunmal eher trist aussieht kauft eher mal jemand für ~10€ im Sale das Teil als wie früher für 40-50€, dazu ists so natürlich für Pdox auch mit DLCs leichter (die noch dazu konstanter rauskommen als früher die Addons welches auch dafür sorgen sollte das bei Pdox laufend Geld rein kommt)


    Gamersgate und Pdox gehörten ja früher zusammen, Grundlos wird sich Pdox nicht ab Sons of Abraham entgültig für Steam Only entschieden haben (wimre meinte Pdox das damals sowieso über 95% der Verkäufe über Steam gingen)

  4. #19
    aka Skarbog Avatar von Bomm3l
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    Das wäre aber schon ne krasse Quote, 95% sind in der Tat eine Überlegung wert. Sofern er/sie bei den Zahlen nicht geschummelt hat ist in dem Fall die Entscheidung auf alle Fälle aus wirtschaftlicher Sicht nachvollziehbar.

    Öffentliche Zahlen gibts nicht zu der Anzahl Käufern allgemein oder? Weiß gerade nicht welche Gesellschaftsform Paradox hat (wobei da wohl der Umsatz vermutlich eh nicht nach Titeln aufgeschlüsselt werden muss). Wäre aber mal interessant wie sich das bei denen zusammensetzt.
    Bei den aktuellen CK2 Preisen kann man ja schon fast sagen das es eine Demo ist und wem es gefällt >> go4DLCs. Zumindest sieht es bei der Masse an DLCs danach aus das sie da nicht wenig Umsatz mit machen.
    Barcelona 5 : 3 [Ansammlung krimmineller Subjekte]

    "Ich weiß, dass das doof ist. Aber ich zahle volle Steuern." Wurstuli
    "Ach die waren noch nicht 18?" Franky
    "Das ist meine Uhr!!!" KHR
    "Ich bin Feuer&Flamme" Breno

  5. #20
    Registrierter Benutzer
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    Ich mag Steam

    Nein aber mal im Ernst,
    ich finde es gar nicht so verkehrt das Paradox verstärkt auf Steam setzt.
    Ich meine es ist eine gute weis, Spiele an ein wirklich breites Publikum zu senden und das patch System von Steam mag ich auch, denn so wird Steam immer auf dem neusten Stand der Technik gehalten ohne das man groß Foren oder sonstige Internetseiten durchsuchen muss um zu wissen ob das Spiel ein Update hat oder nicht.



    Nun zu meinen Erwartungen, ich hoffe das die Palette an Szenarien stark erweitert wir und das man mittels Event, besser eine Alternative Geschichte schreiben kann.
    Aber ich bin davon überzeugt, das Paradox das wie immer gut hin bekommt.
    Mein Kanal

    "Kraftsport"
    - Uns geht es nicht um Schönheit, um Kraft und Masse schon!
    - Eier, Quark, Milch und Huhn vertilgen wir im Übermaß, das ists die Sache wert. DENN WIR SIND PUMPER.

  6. #21
    Registrierter Benutzer Avatar von Chromos
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    STEAM only, da über 95% der Kunden da angeblich kaufen.
    STEAM wird sicherlich einen Bonus geben wenn Aussließlichkeit garantiert ist.
    STEAM ist ein einfaches DRM.(Kein Kopierschutz -Digital Right Management! Wie ein Serial Key den man einmalig eingeben muss.)
    Sie können die Mods unter einem Hut halten ->STEAMWORKS
    Endlich buggy freises MP, da der Code von STEAM genutzt wird.(Johans eigene Worte!). Kein Metasever mehr..
    Weniger komplexität mit Patches. Vorher gab es durch den unterschied der STEAM-Patches probleme mit MP-Kopatibilität..
    Also "Bock zum Gärtner machen" und alles ist jetzt gut.

    Man kann generell die Spiele von PDS auch ohne STEAM spielen.
    Also einmal kaufen, STEAM deinstallieren und trotzdem das Spiel weitrehin spielen.
    Problematisch werden wohl die Patches sein, die es eben nur noch über STEAM gibt.
    Spiele von dem WK-I bis zum Kalten Krieg! Bald möglich mit dem "AHOI-Mod"!
    Infos rund um Hearts of Iron 3 und den AHOI-Mod:

    - Blog -___-forum-___-facebook-___-twitter-
    Die Widescreen-Mods(min. 1280*768) für Hearts of Iron 3 gibt es da auch!(Auch HPP/AS/RPM/BlackI.C.E)

  7. #22
    Shiny! Avatar von Lao- Tse
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    Zitat Zitat von noxx-0 Beitrag anzeigen
    Dann hätten die Leute es vorher kaufen sollen statt auf Dubiose Weise laden .. ist ja nicht so das Paradox Grundlos auf Steam Only umgeschwenkt ist

  8. #23
    Registrierter Benutzer Avatar von Chromos
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    Zitat Zitat von Bomm3l Beitrag anzeigen
    Und was haben sie von Steam-only? Der Kopierschutz wird es nicht sein, denn die ganzen Titel tauchen sicherlich nicht später im Netz auf als es vorher der Fall war, denke sogar eher fixer weil die ganzen Gruppen so noch zügiger an die Dateien kommen.
    Wenn ich mich recht entsinne hat Johan(Der Boss von PDS, also den Machern der Spiele EU/HoI/Vicky/CK) geschrieben, dass STEAM eben über 95% der Umsätze generiert.
    Und, dass sie deren Multiplayer(netzcode) System für Mehrspieler benutzen können und damit Ihren alten eigenen Dienst endlich ersetzen können der nie richtig funktioniert hat!..
    Das waren seine eigenen Worte.. Wer MP Spiele mit PDS Spielen kennt, weiß das es zwar ging, aber auch einige Probleme mit der Stabilität gab.

    Und es gab auch noch Probleme mit Leuten die eine STEAM-Version von HoI3 hatten und eben alle anderen.
    Denn "lustigerweise" war die STEAM-Version zu anderen inkompatibel durch eine andere Checksumme.
    Man machte dann offiziell die anderen Distributionen für die Probleme verantwortlich, bzw. sagte dann aufgrund dieser Probleme mit den verschiedenen Distributiosnkanälen wollte man in Zukunft auf STEAM setzen..
    ("Also den Bock zum Gärtner gemacht".)

    Dann kann man sich noch einiges selbst zusammenreimen and verhandelten Gewinnmargen und exklusiven Verkaufsrechten usw..

    Raubkopierer seien im Übrigen nicht so schlimm wie Leute die Ihr PDS Spiel evtl. wieder verkaufen möchten!
    Denn Raubkopierer könnten das Spiel ja doch noch so toll finden und kaufen wollen..
    Ebenfalls frei übersetztes Statement von Johan aus dem PDS -Forum zum Thema STEAM.

    Es scheint also eine ganze Menge Gründe für PDS zu geben auf STEAM-only zu setzen.
    Sei es nun rein gewinnorientiert, oder persönlich motiviert.

    Wer STEAM nicht mag, kann den Client nur zum instalieren und für die Patches aktivieren.
    Die Spiele lassen sich auch weiterhin einfach auf ein anderes Laufwerk kopieren und laufen dann einwandfrei.
    Wer STEAM überhaupt gar nicht mag, ist eben einer von weniger als 5% und damit nicht mehr "relevant" für PDS als Käufer.
    Technisch kann man sich den STEAM-Client auch auf einen virtuellen Rechner(VirtualBox) installieren und dort die Spiele laden und updaten lassen.
    Aber dazu braucht man weder eine andere/neue Windows-Lizenz oder benutzt eben Linux.
    Denn das nette and PDS-Spielen ist ja auch, dass sie mit Linux funktionieren.
    Spiele von dem WK-I bis zum Kalten Krieg! Bald möglich mit dem "AHOI-Mod"!
    Infos rund um Hearts of Iron 3 und den AHOI-Mod:

    - Blog -___-forum-___-facebook-___-twitter-
    Die Widescreen-Mods(min. 1280*768) für Hearts of Iron 3 gibt es da auch!(Auch HPP/AS/RPM/BlackI.C.E)

  9. #24
    aka Skarbog Avatar von Bomm3l
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    Naja, bin ja kein Verweigerer von Steam. Finde den Client nur gruselig (zumal das Mistding auch Platten scannt die für Steam nicht freigegeben sind). Dazu halt die Sache mit den DRM.
    Ich hab für Steam noch für kein Spiel den Preis gezahlt den ich für Software ohne DRM gezahlt habe.
    So lasse ich mich "entschädigen" für den dummen Client und der Hersteller bekommt immerhin etwas dafür. Gäbe es die ganzen Bundleseiten nicht hätte ich Steam vermutlich niemals installiert, so gesehen scheint es in der Tat hinzuhauen wenn Paradox und Co. schon für zufrieden sind Spiele für rund 5€ an den Mann zu bringen


    Was die Virtuelle Box angeht wird das glaube nicht hinhauen, zumindest meiner Erfahrung nach taugt eine VM für 3D Sachen gar nicht (ausser nur patchen und dann die Daten durchschleifen, sowas mag gehen). Bei dem Linuxpart muss ich dir aber zustimmen, sie waren recht zeitig dabei, schätze ich auch sehr da die Titel dort wesentlich fixer bei mir laufen
    Barcelona 5 : 3 [Ansammlung krimmineller Subjekte]

    "Ich weiß, dass das doof ist. Aber ich zahle volle Steuern." Wurstuli
    "Ach die waren noch nicht 18?" Franky
    "Das ist meine Uhr!!!" KHR
    "Ich bin Feuer&Flamme" Breno

  10. #25
    I'M NOT A BIRD, YOU KNOW! Avatar von noxx-0
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    Die bisherigen DevDiarys

    DD1:
    Zitat Zitat von podcat Beitrag anzeigen
    Welcome to the first development diary for Hearts of Iron IV!
    My name is Dan Lind and I´m the project lead for Hearts of Iron IV, an updated and improved version of Paradox Development Studio’s World War II themed grand-strategy game.
    Prepare to lead your armies, upgrade your equipment and deal in subtle (or not so subtle!) diplomacy once again!
    It has almost been five years since the release of Hearts of Iron III, and though we released a few expansion packs during this time, it is really exciting to finally get the chance to do a proper sequel!
    We showed off an early pre-alpha build of Hearts of Iron IV at ParadoxCon in Miami last month, so some information is already out there. If you missed it, check out this thread.

    What is Hearts of Iron?
    In light of our recent successes like Crusader Kings II and Europa Universalis IV, I realize that we probably have a lot of new faces with us - people might not have tried the earlier Hearts of Iron games. So, before we dig into what makes Hearts of Iron IV different and special, let me talk a bit about what the series is all about so that everyone has some grounding. The Hearts of Iron series is about taking control of your nation of choice in the years around World War II (1936 to 1948) and leading it to victory. And it all comes down to how well you, as a player, can navigate your ship of state - that is your supreme weapon. Hearts of Iron IV is the wargame where a high level of strategic and military planning is needed for you to secure victory. Every action you take has the potential to tip the balance of power in your favor, forever altering the political and ideological landscape.

    A WWII Grand strategy game
    Hearts of Iron is, like most Paradox Development Studio titles, a grand strategy game in an open sandbox. The World War II theme does mean that there is a lot greater focus on the preparation for war, your industrial output and military doctrines and equipment. But in Hearts of Iron IV, you are dealing with the bigger picture and a very high level of strategic planning; this is not a pure old-fashioned wargame. Losing small battles is utterly insignificant to the larger campaign. You have to look at the entire war and take decisions in a multiple of aspects to reach victory - this is truly high level war planning, including production lines, technological advances, securing strategic resources and, of course, making those large armored drives through the plains of Europe.

    Comparison to other PDS titles
    The big thing that sets it apart from our other game series such as Crusader Kings II and Europa Universalis IV is that it covers a much shorter period of time, namely the years around the Second World War and that it focuses heavily on preparing for and fighting that war. This means that your priorities will largely stay the same throughout the game – your are unlikely to make a dramatic change from one kind of nation to another. You can pick any nation in the world and either ride out the storm on the sidelines, get involved in the grand cataclysm, or try something a little bit in-between. Hearts of Iron is packed full of historical flavor and awesome details, something much harder to accomplish in games spanning hundreds of years.

    However even if Hearts of Iron IV is a grand strategy game highly focused on war, the role you take on as the player is close to the role you take in Europa Universalis IV - you will play as the guiding spirit behind the nation trying to shape history and determine the fate of your country, often guided by in-game events and decisions. The game focuses on making choices for your nation, both in warfare as in the character of your country’s technological progress, national ideas and strategic goals. You can pick any nation and decide what role you will take in WW2.
    You can choose different play styles depending on your personal interest or based on the different strengths and weaknesses of the historic powers. For example, as Germany you have an incentive to start the war, while the UK and US will likely start on the defensive and will fight massive naval battles. You can even try to survive as a minor nation, whose government continues fighting from exile or be a smaller power taking advantage of the global war to expand your rightful territory. Nothing that says that your goal must be to win WWII - since the game is sandbox, victory is determined by the goals you set up for yourself during the WWII time-span.

    Vision
    Our goal for Hearts of Iron IV is to do something similar to what we did with Crusader King II and Europa Universalis IV - keep the flavor and complexity of the game intact while making the game much more streamlined and easier to learn, with much improved interfaces. We also aim for a fresh playing experience so there will be changes from the previous game.

    More focus on planning and high level decisions.
    Hearts of Iron III could either be played with full manual control, where micromanagement would be pretty heavy (often to the point where you would struggle to pay attention to all aspects of the game) or with AI assistance, where your control over the systems you surrendered to the AI was very limited. We are developing a planning system that gives you greater control while not being as taxing as the detailed manual play from the last Hearts of Iron game. We want to give you time to look at the bigger picture. In my opinion, this also adds a lot of immersion, since it feels more like I am guiding a military campaign rather just shuffling units between provinces.
    For the micro-managers out there - you can still do very detailed plans and update them in real-time, which will basically work like the old manual control but the system will reward successful longer term plans, so expect to have a few things to learn! There won't be any large "automate this" buttons in the game. We want all parts to be fun and playable. If they are not, they get redesigned or replaced.

    Less railroading – more historical feel
    A big problem with historical games is that people know what happened, especially in such a well-documented period as World War II. The leaders of those days did not have crystal balls or an active forum of amateur historians from the future telling them what would happen next. This is something that we need to deal with without losing the sense of place and realism that people have come to appreciate about our games. A lot of things will require gradual changes and actually living through events, which should give a much better historical feel as well as creating a game where it is easier to try out alternate paths of history and not feel that the only road to success is following whatever plan Eisenhower had.

    Everything at your fingertips
    To play Hearts of Iron you need a lot of information so you can make the right choices, be it long term (where is the best area for my armored spearhead?) or short term (what time does the sun set?). Previously this required you to look around in a lot of places - in Hearts of Iron IV information is much more context sensitive, and most important stuff will be shown directly on the map. You will see more of this in future developer diaries.

    To sum it up:
    Our hopes for this game is that you as a player will feel in control of a real global conflict and want to learn the tools of warfare in an open sandbox environment during this intense period of history. Our goal with Hearts of Iron IV is to create a WWII game completely focused on Global Strategic Warfare.
    We are aiming to make Hearts of Iron IV the best WWII strategy game yet with a smoother learning curve and deeper gameplay. Its pretty ambitious, but I think we have the experience and passion to pull it off. And the recent experience of Paradox developed games shows that we’re on the right path, I think.

    Of course, actual development for Hearts of Iron IV hasn't been going on for that long yet (we are currently in pre-alpha), even if we have been thinking about it and discussing it for years. As we designed each expansion for Hearts of Iron III, there were always things too large to implement, or that wouldn't quite fit into the world, and we had to put those things in our "future" pile. So when starting development we had a few years of notes and discussions to go through. I expect old beta testers and forum regulars to go, "Ohh, I remember this!", as we start to reveal new things in diaries.

    We will start slow and release development diaries about once every month and later speed up their release as we march towards early 2015 so sit back and enjoy the ride!

    Oh, I almost forgot! Here is a screenshot of the map (click for larger version). This shows just the terrain currently. It is early and political borders are not yet polished to be accurate enough to show them off. Enjoy!



    Follow Hearts of Iron IV:
    Facebook: https://www.facebook.com/Heartsofiron
    Twitter: http://twitter.com/HOI_Game

    DD2:
    Zitat Zitat von podcat Beitrag anzeigen
    Welcome to the second development diary for Hearts of Iron IV! Today, I am going dive right into the meaty stuff and present one of the larger changes we've made to the game - equipment. It's a broad topic with many implications for how the rest of the game is played, so my goal is to present the general idea without digging into all the details just yet. But don't worry, there will be more details than you can shake a field-marshal's baton at in future diaries!

    Production
    We wanted a more interesting industry model that offered a compelling reason not to always use the latest technology, as well as adding more unit flavor in HoI4. To accomplish this we developed a model where you no longer build full divisions and aircraft wings one at a time; instead, you create production lines to pump out individual vehicles. The longer you run a single production line the more efficient it gets at producing that piece of equipment, and the choice of when to switch over to, say, a newer tank model becomes tricky. Is the war effort best served by a shiny new Tiger that can outclass the competition, or would you rather have 20 Panzer IVs? You will have to make choices like this. Upgrading your equipment now means replacing your old models at the front with new tank designs, for example. The old ones can be put in reserve, sent to less important places, or perhaps given as aid to an ally.

    This means that a division is basically an assortment of different equipment combined with men who operate them. Most of the stats of a division will come from equipment, so a panzer division without tanks will not be particularly fit for duty. As for exactly what equipment is used by each division, it will depend on how you have structured your divisions. At the smallest level, we are looking at battalion types that make up your divisions determining how much you need of everything, but a division is still the smallest unit that can be moved around the map. For example, adding an extra battalion of artillery to a division means that it will now also require a few more men and a specific number of artillery cannons that you will need to produce before that battalion will be effective. We’ll talk more about this in a later diary.

    Technology
    Equipment appears all through the new technology trees. The idea is that unlocking a new piece of equipment should be very visible, and it should be very clear what you will get. Here is a screenshot showing what the armored tech tree looks like for Germany:



    Armored technology is based around chassis that you unlock. Each of the chassis has 4 subtechs, each of which unlocks a variant. So, for example, once you have unlocked the Panzer III tank you can research the tank destroyer variant, StuG III. The StuG III was a Panzer III chassis with the turret removed and a larger fixed gun placed in its stead. Variants like this can be switched to production lines from the original chassis without much of penalty, so once the Panzer IV becomes your main tank and the Panzer III no longer measures up, it's a perfect time to convert to producing StuGs on those Panzer III lines. Most nations developed their vehicles like this during the war, and we wanted to include this flavor. Historically, the StuG III ended up being the most produced armored vehicle in Germany during the war.

    There will also be ways to create more custom equipment variants with abilities unlocked by experience over the course of the war. This is also something we will go into more detail on in the future.

    By switching to equipment from HoI3's more abstracted model, we gain a lot of cool flavor as well as introducing many of the actual interesting choices that leaders of the time had to deal with. We also believe it will make it easier to understand for new players, as well as being more immersive for players. You will now see results like "10 heavy tanks destroyed" rather than some abstracted strength percentage. Because the production models changes over to lines it also doesn't introduce any more unnecessary micro management, so it is really a win-win.

    That's all from me for today, see you again in a month for another diary!

    + Bonus read: Hearts of Iron IV: How we changed the world
    Time to flex your strategic muscles and test your might as your ability to lead your nation will be the ultimate weapon in your arsenal in Hearts of Iron IV.
    On the battlefields, in the factories, and at the negotiating table. Victory at all costs.
    Here are a few of the women from the World War II era and how they changed the world:
    http://forum.paradoxplaza.com/forum/...nged-the-world
    DD3 war ein Aprilscherz, lasse ich jetzt mal weg

    DD4:

    Zitat Zitat von Darkrenown Beitrag anzeigen
    Hello! It's time for another Hearts of Iron 4 Developer Diary, and this one is about Land Doctrines. For HoI4, we are leaning more towards the Doctrine paths you may remember from HoI2 than the mix-and-match of HoI3. We have 4 main mutually exclusive Doctrine paths which nations can research. Each path also has one or more mutually exclusive choices to further differentiate the doctrines and sub-doctrines. Because we are still pre-alpha, I can't really describe exactly what each tech in the tree does at the moment; this can and will change as we implement, test and iterate over them. I can describe the general idea behind each path and choice so hopefully you will understand what we are aiming for.



    Mobile Warfare: This path focuses on mobile mechanized units and is the default German path. Armour and motorized/mechanized units will have the largest gains in this path. It also reduces the planning time needed before you can launch an attack. This path is somewhat frontloaded with early bonuses. The first branching in this tree allows you to choose between Mobile Infantry or Armour as your main focus. While Mobile Infantry isn't as effective in combat, it is cheaper and can be used in greater numbers, so it could be an alternate strategy for Germany, or be used by a less industrially powerful nation. The second split offers the choice between switching over to a defensive posture (maximizing Manpower gains) as Germany historically did, or continuing to develop offensive mobile doctrines. And yes, we know Blitzkrieg wasn't a formal doctrine, but the mishmash of innovations and new techniques that the Germans used is popularly known as such, so we roll with it.

    Superior Firepower: This is the American default path. This doctrine focuses on big, well-equipped, but expensive divisions and gains a bonus when fighting in areas with friendly air superiority. The first split offers the choice between adding more support units to each division, or focusing on independently deployed support brigades. The second split will let you pick between Airland battle (for increased cooperation with the air force for combat support) or Shock and Awe (which keeps the majority of your focus on ground-based firepower).

    Grand Battleplan: This could be thought of as the traditional doctrine path, and is the default choice for Britain, France, Italy, and Japan. This doctrine path gives you larger planning bonuses and boosts Infantry and Artillery. It is a bit weak on the offence to begin with, but has some defensive bonuses. The split offers the choice between increased offensive potential and steadily improving all unit types with the Assault path, or focusing heavily on Infantry with the more frontloaded Infiltration path.

    Mass Assault: The default doctrine for the USSR and China. It focuses on using large amounts of Manpower and offers increased morale and reinforce-speed. The early techs give some defensive bonuses and Infantry/Militia boosts. The first path decision here offers either continuing with the same methods with Mass Mobilisation (the mass use of Infantry and Militia) or adopting the innovative Soviet Deep Battle doctrine, which makes use of the modern tools of war and boosts the capability of Armour, artillery, and mobile units. You may notice from the image that the Mass Mobilisation path is shorter than the others. This is because it's more of a series of stopgap measures for nations in dire straits than a real doctrine, and we want to encourage nations to swap out of it when/if their situation improves.

    "Swap out of it?" I hear you say. Yes, you can change your Doctrine path if you want. This will come at a cost. There will be a period of disorganisation for your army based on how far into your previous path you were and on the size of your army, so it's likely not something you want to do when things are going very poorly in the middle of a war. However, you do not necessarily start from scratch in your new Doctrine path: Several techs are shared between the paths, and if you switch to a path which includes a shared tech you have already researched you will start at that point in the new tree.

    Ok, that's about all for this DD, start trying to guess the tech names based on their icons!
    DD5:
    Zitat Zitat von podcat Beitrag anzeigen
    It's time for another Hearts of Iron IV Developer Diary, and this time I'm going to talk a bit more about production; specifically the Production Lines and How Things Get Built. All military equipment is made on Production Lines in HoI IV, so players will need to be familiar with how they work if they want to maximize their war machine.

    But before we can talk about the production lines themselves, we should cover how Industry has changed in HoI IV.

    First of all, we have separated industry in Hearts of Iron IV into 3 types:

    Civilian industry - Used both for "Consumer goods" and building infrastructure and other buildings.
    Dockyards – Used for building ships.
    Military factories - Used for production of military equipment such as tanks, weapons and airplanes.

    This kind of separation allows us to balance different countries' industrial strengths (the capacity to make ships is not the same as the capacity to make luxuries), and gives the player a more interesting selection of targets for strategic bombing.

    Moving on to the actual means of Production, Factories no longer need Metal/Energy/Rare Materials to run. Requiring the player to gather several different types of resources in order to manage factories did not necessarily add anything interesting to the mix. Being short on any of them had the same effect no matter what you were lacking (your Industrial Capacity would shrink) and it didn't entirely make sense that you couldn't build things like Militia if you didn't have access to Rare Materials.

    We have simplified the inputs to "Raw materials" which factories use to run. Raw materials act as a limit on your total Industrial Capacity. However that is not the whole Production story. Equipment also has a Strategic Resource cost, without which it takes much longer to produce. Strategic Resources are not accumulated in pools. Instead, they represent the potential flow of resources into your factories. For example if you have 10 Iron you can be building stuff that costs up to 10 Iron at any one time.

    A Production Line is a standing order for a factory or group of factories to make a certain piece of equipment. Each piece of equipment has an IC (Industrial Capacity) cost and a Resource cost. The IC cost determines how much equipment each factory can produce per week, while the Resource cost determines how many resources are needed for the line to operate at full speed.



    As a totally made up example: An Advanced Medium Tank may cost 2 IC and require 1 Iron and 1 Tungsten. Each Factory produces 10 IC, so if you assigned 1 Factory to this Production Line, you would produce 5 Advanced Medium Tanks per week. If you assign 10 factories you would get 50 tanks/week. At the same time you would need to have 5 Iron and 5 Tungsten in the first case, and 50 Iron and 50 Tungsten in the second. (Again, these numbers are all purely made up, focus on the idea and not the values here.) You can only assign up to 15 Factories to any given Production Line, so you won't be able to build, say, a Battleship in one week by assigning 100 Factories to build it.

    Also, do note that simply building Equipment is not the same as training and equipping a unit, but we'll cover that in a future dev diary.

    Production Lines also have an Efficiency value which affects how much value you get out of your IC at a factory. Your efficiency starts out fairly low but increases as items are produced - slowly at first to represent the retooling of the factories, then it begins to increase at a linear rate until tapering off after a certain value (an S curve). You can change what a Production line produces, of course, and this normally means all your Efficiency is lost, however there are some exceptions. If you change to a modified version of the same equipment (for example, the same tank but with a larger gun) you keep most of your Efficiency. If you switch to another variant of the same chassis (e.g. you switch from Pz IIIs to StuG IIIs) you keep half your Efficiency. And if you switch within the same family (e.g. Basic Medium Tank to Improved Medium Tank) you keep a small part of your Efficiency.

    Efficiency means that you will be able to produce more once your factories are humming along. So long as you can keep your workers on task and supplied with what they need, you will be able to have assembly line production that properly reflects the might of an economy dedicated to the war effort.

    Our larger hope is that Production Lines and efficiency will offer players some interesting choices when it comes to deciding what to build. Should you go for a large number of weapons you can already churn out, or take a short term hit on production in favor of making a smaller number of higher quality ones? Sure, your new T-43 tank is better than the T-34, but is it really enough of an improvement to lose much of your Production Line's Efficiency when you switch over? Your PzIII tank may be obsolete, but perhaps instead of canceling their production entirely you could convert the Line to make Tank Destroyers or Self-Propelled Artillery on the PzIII chassis. Preserving efficiency in some of your factories could lead to a more diverse and interesting combination of units, and allow you to discover some parts of the game you might have ignored if you just constantly upgraded.
    DD6:
    Zitat Zitat von podcat Beitrag anzeigen
    Hello, and welcome back to another Hearts of Iron IV developer diary! Today I'm going to talk about the new Division Designer we're making. In a Hearts of Iron game, you spend a lot of time with your Division, and being able to customise them gave it a personal touch - You're not just using any Infantry Division, you're using your patented Infantry/Tank Destroyer/Artillery combination which makes them winning a battle all the more satisfying.
    For those who don't remember, let's recap how it worked in HoI3: There, any time you made a division you mixed and matched 2-5 Brigade types to create a Division. While you had to research a tech to use 5 Brigades and the Combined arms system in Their Finest Hour gave you bonuses for using a variety of types, there was no limitations on what you could do. This meant that players could use their knowledge of WWII and game mechanics to instantly re-organise their army along the optimum lines for their situation. More importantly, any time you wanted to change your Division makeup you had to deploy new Brigades and rearrange them into your divisions, it was a lot of clicking! For HoI 4 we want to keep the idea of customising your Divisions, but make it both harder to jump right to the optimum setup and easier to carry out your changes.

    So, what's new? The key thing now is that you do not design each Division, you design a Division Template per type of Division you want to use and then build copies of that Template. If you decide to change your Division Template you will be told how much Equipment and Manpower it will cost (or return, you might make your units smaller or swap, say, Anti-Tank guns for Tank Destroyers, etc.) to upgrade all Divisions and then all your Divisions will start upgrading to the new design, subject to things like having enough Equipment and Divisions being in supply and not in combat.

    A Division Template is made up of Brigades which are made up of Battalions, this is represented by a grid of cells in 6 columns of 5 rows with each column being a Brigade and each cell being a Battalion - With the exception that the left-most column are Support Units of varying sizes. Support Units are different in that they either lend useful abilities such, as an improved reconnaissance ability, or powerful direct or indirect fire to your frontline troops.

    If you can build a type of Division, you have access to a basic/historical Division Template, and you can customise it using Land Combat Experience. You can use Experience to swap out Battalions, or unlock either new Brigades or Battalions, but you cannot simply optimise your division makeup on day 1. Despite the name, you earn a little Land Combat Experience even while at peace, but the primary gain is from combat. The rate of gain depends on the proportion of your units in combat, the more of your units that are fighting, the faster you gain Experience. This also means that smaller nations do not necessarily earn less than larger nations, as it's not the total number of units that matters, and large nations will likely not get much Experience when rolling over small ones.

    Certain techs can give you a Combined arms bonus from combining certain unit types within a Division, when you unlock these techs you may simply enjoy more powerful Divisions, but alternatively you may want to down-size those divisions and re-use the returned Equipment to outfit more Divisions of approximately the same combat power as your units before you researched the tech.

    The division design screen also gives you an overview of your divisions expected performance in different terrain, so in the example above the tracked vehicles will give it a movement advantage in deserts, but penalties on river crossings despite fielding engineers because of the heavy vehicles.

    You can, if you wish, have multiple Division Templates for a given type, for example perhaps you want a Line Infantry Division to be you main frontline unit, and a Heavy Infantry Division type to assault heavily defended areas. You can copy and split off Templates as much as you want, however you must buy upgrades for each Template separately so having too many will limit the customization possible for each type.

    Oh, and don't pay any attention to the stats yet, it's all under construction

  11. #26
    Gast
    Gast
    Sieht irgendwie nach mehr "Klickibunti" aus als vorher
    Und was ist ein Grosstraktor?

  12. #27
    Registrierter Benutzer Avatar von SoldatERM
    Registriert seit
    03.08.12
    Beiträge
    4.901
    Was isn "Klickibunti" ?

  13. #28
    Gast
    Gast
    Klickibunti ist eine umgangssprachliche, abwertende Bezeichnung für die übertrieben farbige und/oder animierte grafische Gestaltung von Benutzeroberflächen bei Software oder Webseiten, durch deren exzessiven Gebrauch Inhalt und Bedienbarkeit in den Hintergrund gedrängt werden.

  14. #29
    Registrierter Benutzer Avatar von SoldatERM
    Registriert seit
    03.08.12
    Beiträge
    4.901
    Ah vielen Dank, sowas wie Windows 8?
    Ich hoff bei HoI IV ja eher an Kommandobunker😬

  15. #30
    Obersüchtler des *****s Avatar von InEx
    Registriert seit
    04.04.09
    Ort
    Nonkonformist
    Beiträge
    4.926
    Zitat Zitat von Nahoimi Beitrag anzeigen
    Und was ist ein Grosstraktor?
    Ein Prototyp aus der Weimarer Republik, Wikipedia ist dein Freund bei sowas: http://de.wikipedia.org/wiki/Gro%C3%9Ftraktor
    Zitat Zitat von Jake the Dog
    It´s fine, it´s fine.. Everything´s fine!

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