• Paradox Interactive Thread: V3 'Check out my sick Germany blob'
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[QUOTE=TheTalon;50359420][img_thumb]http://images.akamai.steamusercontent.com/ugc/450736355948158963/E5B71B90FEE41606E0B221F1E028FF837587377E/[/img_thumb] Invading a Fallen Empire with a friend who's smaller fleet is off screen. I had 448 strike craft just killing everything once my fleet got up there. 448 little craft with super high evasion doing 7.60/day in damage each. Then there's the Vettes, Destroyers, Cruisers, and Battleship's...[/QUOTE] I wish I got more fallen empires in my games. I don't know if it's because of all the mods I have, but I think I've only seen them once so far. Also, speaking of strike craft... Just got this baby working :v:: [t]http://i.imgur.com/0JbMc1h.png[/t] [QUOTE=Adarrek;50359515]I assume you made that ship model yourself? And does this edit all ship types in that race category? Meaning, all reptile ships will become that model?[/QUOTE] It's actually a model from another game (SDGO). Anyhow- if I left the ship class name as reptilian_01_corvette_M1S1_mesh it would replace all reptilian corvettes that use that hull piece (m1s1 which is the hull type with 1 medium, 1 small slot). By replacing all instances of "reptilian_01" with "zeon_01" (my mods race) it no longer replaces the reptilian models. Sorry if I'm not being too clear, I'm bad at explaining.
Any tips for taking out a fallen empire? I have a 70k fleet, but they are always ahead of me, due to having jump drives and invading my planets. Should I just yolo in and focus on their planets instead?
Made a thing: [t]http://images.akamai.steamusercontent.com/ugc/275095970481817286/CA9F49585489DD4FB872F496656C94053CD0FBBF/[/t] [t]http://images.akamai.steamusercontent.com/ugc/275095970481817069/ABDB69FB48C6FE1A5A5AF5D57EA7D362AB30750F/[/t] Needs a few adjustments and then I gotta figure out animations.
[QUOTE][t]https://i.imgur.com/Pu86EXp.jpg[/t] Hello everyone! We are getting close to release now with preorder started a few days ago. When we posponed HOI4 release it was mostly a question of getting more time for programmers to fix bugs, which left our scripters and artists a little underused. We figured we would put this to use on adding more flavor and fun for some minor. We have a lot of polish players, so focusing on Poland seemed to be a good idea. We werent sure if we would get this complete on time, and since we wanted to see if this kind of content packs would be well received we figured the best idea was to make it a separate DLC from the base game. Things worked out and it got ready on time, so we decided we should just release it to everyone for free (this isn't just for preorder, you will get it whenever you buy HOI4, forever). If this is popular we hope this is the first of a series of packs we'll make as DLC in the future. So, what does it contain? Focus tree. 2D art for tanks & planes, complete with flavor names. 2D art for ministers, generals and country leaders. 3D art for infantry and some more well known tanks and planes Some achievements & events. Polish Focuses We had two rules when we designed these, first that the Polish focus tree could not be worse than the neutral one and secondly we felt it could not depend on other people's focus trees. We made sure that all the benefits you get from neutral tree are still there, but made sure that they carried a lot more Polish flavour. In the end we were able to do some really cool things with Poland. The industrialization efforts of Poland are mainly based a short term national investment called the Four Year Plan. Parts of this plan included heavy investment in infrastructure, activation of the Old Polish Industrial Region and developing the Central Industrial Region. We have taken inspiration from the plan and implemented its different parts as branches of the Polish focus tree. We also focused on the fact that Poland was way ahead of other countries when it came to the decryption of the German Enigma machine. To reflect this, Poland gets special focuses that give them them bonuses in computing and decryption. When it came to diplomacy we wanted to add additional options for a Polish player who is surrounded by threats. Although we cannot stop Germany and the USSR from trying to carve up Poland (those focuses are elsewhere), we did feel we could have Poland seek accommodation with either power. If you play your cards right this could also lead to an alliance with them (which blocks the “carve up” focuses for that side). That isn't the most interesting path, however, as digging around in history we stumbled across a rather ambitious Polish plan, called the Between the Seas Concept. This was a proposed alliance of countries between the Baltic, the Black Sea and the Mediterranean (one suggestion including Italy, no less). The idea ultimately failed due to a whole number of reasons which are too many to mention. Still, it’s an intriguing idea, and one we felt we could something really cool with. If Poland chooses to go for the Between the Seas Concept they can set up an entire faction of their own. Although the Balkans are rocky ground for Poland, the Baltic States was an option. Especially if Poland could make up with Lithuania after the rather unfortunate disagreement over the status of Wilno (or Vilnius, depending on which side you were on). So Poland has the option to carve out its own little mini-faction in the center of Europe. From there it is up to a skillful Polish player to grow their alliance and stand strong against both East and West. [t]https://i.imgur.com/Hc3ED0s.jpg[/t] [t]https://i.imgur.com/uqMYLd1.jpg[/t] Equipment and names For the Polish DLC we wanted Poland to feel like a fully fleshed out country. This included the names of equipment, which is a challenge for a country that wasn't too active in the research department after 1939. We therefore had to resolve to our least favorite tool when it comes to historical research: making things up. If we look at ships, the Polish Navy during World War II was just a few destroyers and submarines. However, it gave us something to work with, and so for the names of more advanced classes we tried to followed the same naming convention as the ones we did have information for. That leaves only a slightly small gap, namely every other ship class. Time to get creative! For light cruisers we went for Polish cities. As an added bonuses the naming order is by population size in the 1930s, a fun little detail for Polish fans. When it came to Heavy Cruisers we chose rivers in Poland, those mighty arteries binding the country together. The first class is named after the Polish Victory against the USSR in 1920 at the Battle of the Niemen (or course Poland would want to name a ship class after that). The follow up classes then get names after other rivers in Poland. That's it for the easy ones, it’s time to dig a little deeper. We needed two names for Battlecruisers, and ultimately settled on territories that Poland felt were rightfully hers. For the mighty Battleships we went big and named them after Polish Royal dynasties. We saved the biggest man of Polish interwar politics for the biggest ship, the first Polish Super Heavy Battleship Class is the Pilsudski class. We needed two, though, so we also went for another famous Polish Marshall, Poniatowski (the man I am sure unbiased Polish historians agree would have won the Battle of Borodino, if only Napoleon would have released the Imperial Guard to support his flank attack). This left just the carriers and for ´those we went for Polish Kings, starting with the savior of Vienna, Jan Sobieski. [t]https://i.imgur.com/KGDHETf.jpg[/t] [t]https://i.imgur.com/3pm57q7.jpg[/t] [t]https://i.imgur.com/NTUGGXs.jpg[/t] Next week we will be talking about tutorials, wiki and stuff like that. On wednesday we got another episode of World War Wednesday where Daniel & SteelVolt take the helm of communist France, and also more modding stream so make sure to tune in! Also, remember to preorder so I can beg Fredrik for a real office T-34![/QUOTE]
I don't understand the Defensive combat computer. The 20 evasion is really strong but the ships that have it just sit in the back and don't even get into combat range??
Stellaris really feels like an incomplete game on release and I can't stand it. I've played it a bit but haven't done a full game because I ran into that empty feeling that you'd get with Civ V being on release. The features that are there are nice but it's just lacking in so many aspects, like engaging diplomacy; which is a shame because one of my favourite features of all paradox is games is how many options you have diplomatically. The game has a good way of keeping you busy in the early game but what you're doing is largely the same. I feel like it's kind of lame how the limited the government and ethos options are (but I like the idea of it) and there's so few traits that it's hard to build largely unique species. There needs to be something that really makes empires stand out from eachother because the current ethos/government/traits system isn't really doing it for me. Distinct factions that behave differently adds flavor do these kind of games, most Paradox games do this easily as they're tied to history. I'd like to see the ethos system expanded a bit and add scripted events, crisis and benefits you can get for having ethos rather than having small options here and there running into anomalies. And more government options that aren't specifically tied to your Ethos, and other options to have your species be distinct and influenced in certain ways compared to others. A log of history would be nice (and being able to view other species logs) to build a distinct identity tied into more scripted events. And again, more options to make empires and species way more distinct from one another.
[QUOTE=Adarrek;50358571]Then it's why you start expanding and colonizing more or trading with the AI. It is the point because you can easily get energy credits if you wanted to even without techs. You can also start demolishing and replacing buildings in your colonies with power plants, and especially Betharian power plants and do the edict for all your colonies to get more credits, and build solar networks on all your spaceports. I literally cannot believe that you are going into minus with energy credits. What exactly is eating them? Your ships? You do know if you put them in orbit they take less upkeep right?[/QUOTE] Again, you are missing the point entirely. It's just an example of the fact that I want a certain technology, or I need a certain technology, and the game puts it behind a dice roll. It's hard to actively work towards something technology wise in this game. You're turning one sentence into some sort of analysis of how I play.
[QUOTE=IAmAnooB;50360435]Any tips for taking out a fallen empire? I have a 70k fleet, but they are always ahead of me, due to having jump drives and invading my planets. Should I just yolo in and focus on their planets instead?[/QUOTE] Pro tip: you can replace your felled ships. They cannot
[QUOTE=IrishBandit;50363424]I don't understand the Defensive combat computer. The 20 evasion is really strong but the ships that have it just sit in the back and don't even get into combat range??[/QUOTE] Pretty sure it's meant for ships fighting at a long range, like missile or torpedo ships. Having a way to make them stay towards the back is nice, there isn't any reason for all ships to get close.
[QUOTE=JCDentonUNATCO;50363773]Again, you are missing the point entirely. It's just an example of the fact that I want a certain technology, or I need a certain technology, and the game puts it behind a dice roll. It's hard to actively work towards something technology wise in this game. You're turning one sentence into some sort of analysis of how I play.[/QUOTE] You're not going to need a certain technology for any reason other than the novelty factor of it. They're mostly increments to something that exists and the stuff that isn't can be reverse-engineered or are pretty heavily weighted to begin with. There's no moment in the game that you'll stop and think you're fucked for not drawing a thing. And again, there's plenty of ways to influence the rng.
[QUOTE=EuSKalduna;50363878]Pro tip: you can replace your felled ships. They cannot[/QUOTE] I didn't know they couldn't get more ships.. Huh, I've killed like 80k MP of them, but my fleet eventually lost due to attrition. It's mostly that I use a very defensive long range setup with a lot of focus on keeping my stuff alive, but that also relies on me abusing the torpedoes super long range and when my fleet AI for some reason decided to charge right into their fleet, when it had been keeping its distance for some while (a fleet fight lasting like a year) and got whelped slowly as their Tachyon lances breached through my very high regen shields.
[QUOTE=honestfam;50364008]There's no moment in the game that you'll stop and think you're fucked for not drawing a thing. And again, there's plenty of ways to influence the rng.[/QUOTE] Apparently you've never gone several decades without getting new reactors for ships, rendering you unable to upgrade any ships with the new weapons and shields the game has been throwing at you. And what are these "plenty" of ways to influence the rng do you speak of? People keep mentioning scientists with certain traits will do it but they're randomly generated and recruited with easily the most limited resource in the game so it's not like you can just keep trying until you get the right one.
[QUOTE=Anderan;50364097]Apparently you've never gone several decades without getting new reactors for ships, rendering you unable to upgrade any ships with the new weapons and shields the game has been throwing at you. And what are these "plenty" of ways to influence the rng do you speak of? People keep mentioning scientists with certain traits will do it but they're randomly generated and recruited with easily the most limited resource in the game so it's not like you can just keep trying until you get the right one.[/QUOTE] See, I've had your problem but what I did was to downscale the quality of my ships to get easy, as much dps as possible and pump them out, destroyers are really good for this. While you wait for better reactors and what not, you keep pumping out these destroyers as you go on, not crippling your economy but slowly, then you find a good admiral, preferably one that gives firerate/any kind of movement speed and fuck shit up. Don't use shields, use armor when you have bad reactors. If you got access to torpedos, I really recommend them, especially combining them with defensive ship computers.
[QUOTE=IAmAnooB;50364127]See, I've had your problem but what I did was to downscale the quality of my ships to get easy, as much dps as possible and pump them out, destroyers are really good for this. While you wait for better reactors and what not, you keep pumping out these destroyers as you go on, not crippling your economy but slowly, then you find a good admiral, preferably one that gives firerate/any kind of movement speed and fuck shit up. Don't use shields, use armor when you have bad reactors. If you got access to torpedos, I really recommend them, especially combining them with defensive ship computers.[/QUOTE] All armor and no shields is a really good way to get a fleet killed, a devent nuber of laser ships and they're as good as dead. It's admittedly not as much of an issue against the ai but people here have reported the ai countering them when their fleet is too ubiquitous so I'd rather not put all of my eggs in one basket if I can help it.
[QUOTE=Anderan;50364164]All armor and no shields is a really good way to get a fleet killed, a devent nuber of laser ships and they're as good as dead. It's admittedly not as much of an issue against the ai but people here have reported the ai countering them when their fleet is too ubiquitous so I'd rather not put all of my eggs in one basket if I can help it.[/QUOTE] But you aren't, you are producing low cost, high damage destroyers, preferably with longer range if you can.
I've always had reactors lag behind, with you complaining about the same thing i doubt it's the RNG's fault, they're just expensive i guess. I had lesser shields while i waited for the next tier and traded shields for armor on anything that needed the extra firepower, no big deal.
[QUOTE=IAmAnooB;50364181]But you aren't, you are producing low cost, high damage destroyers, preferably with longer range if you can.[/QUOTE] With the way warp jumps work in this game you don't always have the luxury of engaging at long range, I've lost more than one fleet because they have an overabundance of long range ships and are forced to fight close range due to jump cooldowns or fleets jumping in on top of them. [QUOTE=honestfam;50364187]I've always had reactors lag behind, with you complaining about the same thing i doubt it's the RNG's fault, they're just expensive i guess.[/QUOTE] The issue could only be chalked up to cost if the tech actually appeared and just took a while to research but most of the time they don't even show up for the longest time.
[QUOTE=Anderan;50364198] The issue could only be chalked up to cost if the tech actually appeared and just took a while to research but most of the time they don't even show up for the longest time.[/QUOTE] That's what i meant by cost. Given how many weapons and shields there are versus reactors they naturally lag behind even if they're not much lighter in rng weight. What happened to you is probably the norm.
[QUOTE=Anderan;50363899]Pretty sure it's meant for ships fighting at a long range, like missile or torpedo ships. Having a way to make them stay towards the back is nice, there isn't any reason for all ships to get close.[/QUOTE] The bonuses on the combat computers are backwards then. The ships in the back don't need evasion, they need higher damage. The ships in the front need evasion, and don't really need higher damage.
[QUOTE=IrishBandit;50364730]The bonuses on the combat computers are backwards then. The ships in the back don't need evasion, they need higher damage. The ships in the front need evasion, and don't really need higher damage.[/QUOTE] They could easily rename it to like "Lightning Bruiser" and "Longbow" Modules or something along with the rework. Add flavour too
[QUOTE=EuSKalduna;50365144]They could easily rename it to like "Lightning Bruiser" and "Longbow" Modules or something along with the rework. Add flavour too[/QUOTE]I feel like it shouldn't have flavored titles because it doesn't make sense for all empires in the galaxy to use the same unique name for something. However i do agree with your statement in that they should be named less generally. "Frontline" or "Long Range" or "Fire Support" would be appropriate names for these kinds of modules. "Offensive" and "Defensive" overgeneralize what is a fairly fragile decision.
[QUOTE=LobsterPastry;50365175]I feel like it shouldn't have flavored titles because it doesn't make sense for all empires in the galaxy to use the same unique name for something. However i do agree with your statement in that they should be named less generally. "Frontline" or "Long Range" or "Fire Support" would be appropriate names for these kinds of modules. "Offensive" and "Defensive" overgeneralize what is a fairly fragile decision.[/QUOTE] We can all come up with a list of varied names for the modulkes
[QUOTE=EuSKalduna;50365195]We can all come up with a list of varied names for the modulkes[/QUOTE]It would be cool if you could make your own modules, then it could just borrow from the naming scheme of your empire. [editline]21st May 2016[/editline] Generally, I feel like it would be prudent to allow the creation of all ship components. That would make empires truly unique.
They should just make more modules. Have there be like 6 instead of 2 for more possible variety of fleet. Maybe you want a purely long range really evasive, hit and run, type fleet or maybe you want a high burst damage long range fleet. Why not just let the player do both? How about a mid-game tech that lets you make custom modules that have a defined number of total points allowed? So you can make ships be exactly how you want. [editline]21st May 2016[/editline] Generally, this game seems to have a pretty solid base, but it's just so lacking when it comes to variety in basically everything. I see the same exact techs all the time, the same events happen every game, etc. They just need to add a TON more variety (like 5 times the tech and 10 times the number of events) so that every playthrough is actually different.
I feel like there is something great hidden under some of the mechanics. Namely the comet event. It has more flavors than any other event. Based on your ethics; it can be good, bad, sorta good, sorta bad, neutral, or do nothing at all. Hell sometimes it can manifest physically and you have to destroy it before it annihilates one of your colonies.
Of course Paradox puts more effort into a meme event [sp]let's be honest, by this point its pretty much a Paradox meme[/sp] than any other event.
[QUOTE=LobsterPastry;50365836] Hell sometimes it can manifest physically and you have to destroy it before it annihilates one of your colonies.[/QUOTE] Oh man that one's fun isn't it :v: Not qutie as bad as when I got an event that spawned a fleet barely superior to mine not ever a year into the game in my home system
[QUOTE=Atlascore;50366080]Would it really be a Paradox game if there wasn't a comet event? :v:[/QUOTE] Thank god they have comet sense
[QUOTE=Atlascore;50366080]Would it really be a Paradox game if there wasn't a comet event? :v:[/QUOTE] I dont think there is a comet event in HOI3
[QUOTE=Adarrek;50366522]I dont think there is a comet event in HOI3[/QUOTE] That's because there's a Komet sighted event. [t]http://imgur.com/51dAlVP.jpg[/t]
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