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HOI4 Dev Diary - 1.5.2 Update #2 and Modding Goodies

Hi everyone welcome back to another update on our post-release work on Cornflakes and Waking the Tiger.

1.5.2 Patch
The path has now been in beta for a bit and also updated. If you are brave and want to try it early to help us find problems you can go here for how to do so. Go there to check out the current changelog, but I am going to cover some stuff here too. Note that all these things are not yet in the patch, but will appear later today when the beta gets updated.

Air Balance and Changes
Based on feedback, primarily from the MP community we decided to do several changes related to the air war.
  • Planes on missions now have to gain efficiency over time. Strategic bombers are slower than smaller planes when it comes to this. This was done to avoid ping-ponging and terrible microing in multiplayer where players would keep switching their bombers around to stop them from being caught. It also simply makes sense that it takes some time after a move to get organized.
upload_2018-3-28_15-28-28.png

  • Division anti air now reduces damage to the division caused by close air support attacks, in proportion to the AA's ability to shoot down planes. This should now make divisional AA more helpful against direct attacks as well:
upload_2018-3-28_14-14-28.png

  • We now allow a bigger bonus from close air support supporting a combat, while the penalty to defense to the enemy from pure air superiority has been reduced. The speed penalty from enemy air superiority has also been reduced as it was a little excessive. We hope these things together will incentivize CAS over fighter spam a bit.
  • Strategic Bombers now only give 0.01 air superiority to make it clear thats not really their job ;)
  • The last 3 levels of radar tech will now improve hit chance for static AA guns while unlocking new AA equipment will increase their damage and all their intermediary techs will increase the protection from AA on buildings in the area. We hope this will make the techs nicer to get and help in late game defense vs bombers.
Nukes and Surrender
We have fixed a couple of things with nukes. They should now work more reliably and hurt the targets war support depending on target. The target selection is now a bit more flexible, before you had to hit specifically the VP province, but now the state is enough for things to work out as expected. In addition a nations surrender limit will be lowered when at low war support (below 50%). It scales from 0 to -30%. That means nuking will again make nations more likely to surrender, but also have other negative effects before that point.

Manchukuo
We felt the Manchukuo independence path was a little heavy handed with bonuses so it has been reworked. We basically removed most of the factories you get from focuses. Instead you get a decision after taking over the railroads to build up to 4 civilian factories. You can also solve the bandit problem by recruiting them but that means you have to endure raids for a while until you get the focus to bolster nationalism. In the Manchu branch you get to create underground gun shops which make infantry equipment massively cheaper but also reduce its reliability by a huge amount. In the 5 people branch you can raise the Manchu banners, which are large divisions with artillery support. Finally, purging the General Affairs Council lets you spend CP to prepare to seize Japanese arms depots which gives you guns and the Japanese a negative modifier for fighting against your troops.

upload_2018-3-28_14-18-20.png


Game start speedup
Nobody likes to wait around, particularly not devs who have to start the game many many times during a day so to help with this we now do some caching during startup that should help speed up the process after the first time you run it.

Other stuff
We are still going to add some more things before the patch is done. MEFO bills for example are currently undergoing balancing work.

We also have a really cool thing for modders, but I'll let @shultays show it off for you:

Hello everyone, shultays here. I am a programmer in HoI4 team. Today I will be introducing some new cool features/tools that we introduced with our newest patch.

Scripted GUIs

That is a feature we solely developed for our modders. This new tool will enable modders to create their own GUIs (or attach their GUIs to existing ones) and attach scripts/triggers to GUI elements in those GUIs. Here are some gifs that show what you can mod in to game now.

1.gif

2.gif

3.gif

4.gif

5.gif


Everything on that gifs are modded in to the game. Here are some features that this example mod adds:

Code:
- Fuhrer Mana, a new resource for Germany
- A spell system that uses Fuhrer mana as a resource
    - You can use spells targeted on your country by clicking Fuhrer mana resource
    - You can use targeted spells on enemy countries by clicking them
    - You can use targeted spells on your own states by clicking them
- A psuedo-focus system works independent of existing one that can boost your Fuhrer mana production
- A way to boost your research by consuming Fuhrer mana
- A basic AI that can make use of Fuhrer mana

If you want to try this mod, you can download it from Steam Workshop using this link or just download the mod attached in this post and extract it to your mod folder (under \Documents\Paradox Interactive\Hearts of Iron IV\mod). I also added a small cheat, right clicking on Fuhrer mana resource will give you free Fuhrer mana.

Here is a list of things you can do using scripted GUIs

Code:
- Create GUIs that will be visible when a certain trigger is true (for example in first gif, the player clicks on resource to pop up a new GUI) and/or when player selects a country/state (second and third gifs shows an example to this)
- By default this GUIs are not attached to an existing GUI (like first three gifs) but you can also attach them to existing GUI elements (5th gif has a scripted GUI attached to national focus tree)
- Attach effects to buttons in scripted GUIs, which will be called when player clicks, right clicks on them. You can also attach different effects while user is holding ctrl/alt/shift while left or right clicking
- Attach triggers to buttons that will disable them (for example spells are disabled when you are out of mana)
- Attach triggers to buttons/icons/texts to make them visible/hidden with certain conditions (disable research button is only visible when you actually enabled it)
- Use scripted localization in your texts, tooltips, button texts etc. You can also display description of effects you attached in tooltips
- A score based AI system that will evaluate your scripted GUIs on an interval you chose and on targets that you have filtered (for targeted scripted GUIs, like 'meteor swarm' spell GUI) and simulate clicking on buttons on the order of scores you have given to them.
- It will be available on multiplayer as well!

I created a tutorial on how to use this new system, which can be found on our modding forum following this link. It gives you a much more indepth on how you you can implement this features.

If you have question, please tag @shultays and ask away!

Reloadable databases
This feature was always there, but it was hard to use for our modders. In our development branch, most commonly databases (some folders under common, gui files, yml files etc) are reloadable and automatically reloads when you make an edit on them. After 1.5.2., you can also enable same functionality on our release builds by adding following launch command

-debug

After that game will auto reload the database that contains the files you edited. Here is the list of all reloadable stuff:

Code:
- events
- decisions
- traits
- ai_strategy
- ai_strategy_plans
- on_actions
- scripted_effects
- scripted_triggers
- scripted_localisation
- scripted_guis
- defines
- some gui files
- yml files

Some of them have limitations, so if you are encountering some weird issues I suggest closing and relaunching the game, but otherwise they should work just fine. We are constantly trying to improve this list.

If you want to disable this feature for some reason but keep the other -debug features, you can add -nofilewatcher to launch options.

So that is all from me for now. From now on I will try to be more active at modding forums and write a couple more tutorials. So see you there!

While we are on the topic of modding we need to talk about dependencies. Sometimes you will want your mod to depend on other mods, and also require a certain loading order. Mods will usually load in alphabetical order of their file names (so the mod last in the list will overwrite the earlier). But some things may affect this so if you need a certain load order and be clear that you have dependencies this needs to be specified by including its full name in the .mod file under "dependencies". There have been bug reports etc about this, probably because we didn't explain properly how it works. The wiki page has been updated, here but essentially this is how to do it:
Code:
name="testmodB"
path="mod/testmodb/"

# this guarantees we load testmodA first before our testmodB is loaded
dependencies= {
   "testmodA"
}
supported_version="1.5.2"

See you next week!
 

Attachments

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we are making changes ... "... due to feedback from MP..." ARGHHHHHHHHHHHHHHHHHHHHHHHHHHH! You ruined EU 2 the same way. This is a SOLO GAME>! Who the heck plays MP?!?!??! My guess is less than 1% of those who play.

Why don't you fix infantry templates for the MASSIVELY INCOMPETENT UK???? As my ally the AI UK stinks.

Or, how about fixing the USA so they DO NOT LOSE HAWAII in less than 3 months of war!!!!!!!!!!!!!

or, fix heavy fighters so they are built by the AI!

or, fix the AI so they RESEARCH NEW NAVAL ships!

and, laf, AA equipment.... laf.

Love the game, still a fan, but SHEESH, there are so many things wrong with HoI IV now.

I just bought Together for Victory. Playing Canada. um, you all kinda added 50,000,000 National Focus for them, so many they cant all be done.

Meanwhile.... The DUMB AI builds TOO MANY units and then gets steamrolled because they are out of Manpower. Kinda fix this, please? As it currently stands, the war is OVER by the end of 1942. Either Russia takes Berlin before Christmas 1942 or the Germans Annex Russia in 1943. er, yup. So much for the long war.

Anyway, just thought I would point out a few things. Going away now to rest and then play some more Canada. With no resources. And no civ factories to trade to get resources. (-8 oil, -1 tungsten, -3 rubber, and -18 steel in early 1938. 8 mil factories and 4 dockyards. And resource Foci so far down the focus tree they take forever to get. oh, and No Manpower so I cannot add Engineers to my 8 Infantry Divisions. yeesh.

but I do like the focus trees in TfV. and I still play :) which is more than I can say about Stellaris, a very dead game to me since the no warp update...
 
we are making changes ... "... due to feedback from MP..." ARGHHHHHHHHHHHHHHHHHHHHHHHHHHH! You ruined EU 2 the same way. This is a SOLO GAME>! Who the heck plays MP?!?!??! My guess is less than 1% of those who play.

I totally agree here. To me 90% av the 1% that plays MP in this game spend most of they time just finding more things to whine about to change the game in their way so they can continue to cheese around in their MP games. Nothing good comes from listening to the tiny MP community. "Bring back my 15k fighter count in 1938 or I will riot!" "Bring back my space marines or I will riot!" "Help, you made the game easier to understand! And my elitism can't handle it! Please fix!"

NO, go away!
 
nah, mp players try to have things that balance the game out. Many mp players leave cheesing to sp. Our complaint is that MEFO bills make the German player capable of becoming incredibly overpowered to the point that the Allies and Soviet Union players cannot compete against.
 
I totally agree here. To me 90% av the 1% that plays MP in this game spend most of they time just finding more things to whine about to change the game in their way so they can continue to cheese around in their MP games. Nothing good comes from listening to the tiny MP community. "Bring back my 15k fighter count in 1938 or I will riot!" "Bring back my space marines or I will riot!" "Help, you made the game easier to understand! And my elitism can't handle it! Please fix!"

NO, go away!
You sound like an elitist lol. I havent actually seen anyone make a post as biased as yours.
 
@Galactic Origins

they know they can't fix these things so they focus on things that improve the MP game because people can - usually - avoid the kind of mistakes the ai always makes

you only have to tag-switch to ai countries to see that the ai doesn't know how to use a lot of game mechanics, including the new chain of command system (people post screenshot of these issues also)

the dev team is split between content (lots of people), ai (1 person i think) and QA (not sure how many, but they miss a lot of problems) so it gives you an idea of where their focus is
 
HOW do we install the beta?
 
"Strategic Bombers now only give 0.01 air superiority to make it clear thats not really their job" this is why i play paradox games,cause they fix the problems in the game
 
Oh and, another suggestion that I found missing, a small but nice thing! :)

The Focus "Form the Reichskommissariats" is missing three, maybe four officially created Reichskommissariats or -protektorats or at least already planned ones!

1. Generalgouvernement Polen (It is thankfully officially already called like that when you puppet Poland as Fascist Germany): Created in the states Warszaw, Krakow, Lublin and Kielce. Since it existed already during the war, I think there should be the possibility to create it also during the war. Leader: Hans Frank

Same goes to

2. Protektorat Böhmen und Mähren (which is not really necessary since you occupy it when the Fate of Czechoslovakia is successful), but still good if the focus fails and also good for immersion. Created in Bohemia and Moravia. Leader: Konstantin von Neurath (Heydrich came later, but initially it was Neurath)

And then the two missing Reichskommissariats:

3. Reichskommissariat Kaukasien: Planned Reichskommissariat for the to be freed Caucasian people and also for the Cossacks. (If Germany gets that far, it could give it a nice Manpower boost with 19M population which the Kommissariat could use). Planned states: Rostov, Volgodonsk, Elista and Astrakhan and every state south of it. Planned Leader: Arno Schickedanz

4. Reichskommissariat Moskowien: To suppress the Soviet revolts against the Wehrmacht in the occupied areas, the idea of another Reichskommissariat was created in somewhat 1941/1942, the Reichskommissariat Moskowien. It should occupy all remaining Soviet areas and take care of the population.
So I'd say: It would get cores on all remaining soviet lands that are not cores of another Kommissariat, i.e. Ukraine, Ostland and Kaukasien.
My idea: Prerequisites: Formed the Reichskommissariats Ukraine, Ostland and Kaukasien. Owns either Leningrad or Stalingrad.
It would then get a core on the remaining lands, would be created with Leningrad (1st priority) or Stalingrad (2nd priority) as capital.
The planned and proposed leader of it was supposed to be Erich Koch, the Gauleiter of Eastern Prussia.

@podcat take a look at this, I mean, I don't know how much effort it is to script that, but since the Reichskommissariats are rather generic, maybe those are some small things for a better immersion, I'd love to have those :)
 
Great, now how about the multiple other broken, or poorly designed aspects of the patch? Game start up speed is great, but what about the fact that since the 1.5 patch, the in game speed has been significantly, and noticeably slower? When can we expect a correction to the broken front line system? How about that naval depth we were going to get a year ago? Or perhaps a fully thought out USA focus tree that we should have had 2 years ago? No, but that's great, I am sure all the air combat changes will help us pretend that air combat actually matters in this game. Oh, and while you are there, can someone fix the fact that accidentally clicking on an air field, immediately cancels and diverts anything else you may have been doing, and forces to you manually switch map modes? It's not that I don't like the game, I love it, and am disappointed that it is not better cared for by its creators. I have most certainly gotten value, and vast hours of enjoyment out of Paradox games, but damn, the amount of money we spend on dlc is fairly ridiculous. It obviously doesn't help to realize, that the modding community makes, and has been making, far superior content for this game than Paradox, and for %100 less of a cost to the consumer. Maybe Paradox should start paying some modders, and weed out some of the devs who are unwilling, or unable, to put in the time and effort to make deep, original, and functional content. Then, maybe we would get some actual content and flavor to the game, instead of some ridiculously overdue focus trees, map toggle buttons, and other untested and shallow window dressing, that all comes with a $20 price tag. If it was not for the modding community, I would have stopped playing this game after the first 100 hours, and if my dlc money could go to them, I would happily send it to modders as opposed to Paradox.
 
@SteelVolt @podcat
Guys you NEED to revert the stuff you broke in the AI template logic, it's just so broken now compared to 1.42.

1) The tooltip while hoovering mouse on a template in aiview flickers like crazy making it impossible to see anything.

2) The AI gets confused and can no longer do simple logical "switch to better template for role x" steps that went REALLY smooth in 1.42. This is not due to some defines, I have tried tweaking and still, this worked GREAT in 1.42 so why on earth change it?
 
@Galactic Origins

they know they can't fix these things so they focus on things that improve the MP game because people can - usually - avoid the kind of mistakes the ai always makes

you only have to tag-switch to ai countries to see that the ai doesn't know how to use a lot of game mechanics, including the new chain of command system (people post screenshot of these issues also)

the dev team is split between content (lots of people), ai (1 person i think) and QA (not sure how many, but they miss a lot of problems) so it gives you an idea of where their focus is

I agree- I also think PA's motivation to make fixes for the MP players is because humans are the AI in MP. To focus on fixes for the SP game requires improving the AI....and that is too difficult ;)
 
Thanks for the job. I love many things new in the extension and the patch.
Can I suggest to complete the icons of armies, armies groups and army corps for the main countries? Many real historical ones miss, as the Afrika Korps and the 21st British Army groupe, for exemple.
It's so good to make the real armies with the good icons and the historical divisions (great job too).

It would be nice to make the fleet menu look more like the armies menu, to control and modify them easier.

I regret the word "special orces" for Mountain and airborne unit. Elite Forces would be more clear and real.

It would,be nice to to offer the possibility to have other infantry, not specially elite, but with special abilities : SS, for Germany, who could have bonus agaisnt moral of the ennemy and for controling population, colonial infantery for UK and France (or Italy), better for warm countries but very bad for cold weather, French foreign Legion, Guards for UK and USSR, ...
 
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"Help, you made the game easier to understand! And my elitism can't handle it! Please fix!"
The worst thing is, I've actually seen several posters here say pretty much exactly this...