Name | Hearts of Iron IV | ||
Developer | Paradox Development Studios | ||
Publisher | Paradox Interactive | ||
Tags | |||
Release | 2016-06-06 | ||
Steam | 9,99€ 8,74£ 9,99$ / 75 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  37298  | ||
Steam Rating | Very Positive | ||
Steam store | |||
How long to Beat | |||
Main Story |  32 Hours  | ||
Main Story + Extras |  100 Hours  | ||
Completionist |  250 Hours  | ||
SteamSpy | |||
Peak CCU Yesterday |
| ||
Owners |  1,000,000 .. 2,000,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 10632 | ||
Average playtime (last 2 weeks) | 813 | ||
Median playtime (forever) | 4402 | ||
Median playtime (last 2 weeks) | 750 | ||
Public Linux depots | Hearts of Iron IV Linux [135.44 M] | ||
DLC | Hearts of Iron IV: Sabaton Soundtrack Hearts of Iron IV: Together for Victory Hearts of Iron IV: Death or Dishonor Hearts of Iron IV: Sabaton Soundtrack Vol. 2 Hearts of Iron IV: Waking the Tiger Hearts of Iron IV: Man the Guns Hearts of Iron IV: Axis Armor Pack Hearts of Iron IV: Radio Pack Hearts of Iron IV: La RĂ©sistance Hearts of Iron IV: Allied Armor Pack Hearts of Iron IV: Allied Speeches Music Pack Hearts of Iron IV: Battle for the Bosporus Hearts of Iron IV: Eastern Front Planes Pack Hearts of Iron IV: Eastern Front Music Pack Hearts of Iron IV: No Step Back Hearts of Iron IV - Expansion Subscription Hearts of Iron IV: By Blood Alone |
Greetings all,
Hard limitations :
We have joined forces with Red King and their career profile to present those achievements in the prettiest way. Also the new Ribbon system will allow modders to easily illustrate their achievement without any graphic skill ! Of course if you are a master of the 64x64p icon, you can emulate our classic achievement illustration. The Awards screen with mod achievements. Icons or ribbons, the choice is yours. A sample of script to define achievements Behind the scenes, these achievements are earned and stored based on the games modset. Modifying the modset should clear achievements, but if the modset remains constant, any achievements earned will be persistent to that combination of mods. [h3]Unit Medals and Units[/h3] Arheo back now to go over some more details on the script accessibility for our new features. As mentioned briefly last week, unit medals are being added in BBA. These are fully scriptable, and take a similar form to regular database objects youll be used to working with. Since the modifiers that can be applied via medals take a different path to regular modifiers, the list of possibilities is somewhat shorter than in other modifier scopes. Weve added a list of options at the top of the medals file, though were open to future suggestions if you find yourselves in need of something new: Youll note that the leader modifier is unused in the vanilla game. This modifier will translate over to army generals if the leader is promoted, and exert effects on the entire army. The one_time_effect field will run an effect in the unit scope, though you should be able to scope to a units owner and run effects on a country from this block. Working with units is, as previously mentioned, new to script in the avalanche update. For the time being, only army units are accessible through script, though this may be expanded upon in future updates. The following effects will be available to you: random_country_division every_country_division random_state_division every_state_division reseed_division_commander destroy_unit add_history_entry change_division_template add_unit_medal_to_latest_entry #usually used in combination with add_history_entry, otherwise you may not guarantee a valid entry. add_divisional_commander_xp Combined with the following unit conditions: any_country_division any_state_division division_has_majority_template unit_strength unit_organization is_unit_template_reserves division_has_battalion_in_template [h3]Balance of Power[/h3] The Balance of Power feature is built in a way that makes it extremely flexible, and therefore probably very useful for modders. Any given country can only have one Balance of Power at any given time - but theres nothing stopping you from having several that you switch between as things evolve. The definition might seem a bit tricky at first, but thats only because it is extremely flexible. It starts like this: This example is from Ethiopia - you set the id of the Balance of Power, the starting position, and the two starting sides. The sides are defined further down, and you can replace them with other pre-defined sides using script. This means you can, instead of changing the entire Balance of Power, just replace one, or both, of the sides should you want to do that instead. You also define a decision category as the Balance of Power category, meaning that you can script Balance of Power decisions the same way as you would script normal decisions. The will then appear in the Balance of Power UI. So basically anything you can do with decisions, you can do in the Balance of Power UI Each side is further divided into ranges with a min and max value, and a set of modifiers that are active when you are in this range. Again, the ranges are customizable, so you can have basically as many or as few as you like (within reason). As you can see from this example you can also run effects when the range becomes active or when the balance shifts away from it. You can also set/change the graphics of the side as you like: What else? Well you have triggers based on the Balance of Power, so you can lock Focuses, decisions, events, or whatever behind the Balance of Power being at a certain level. You can modify the balance either with one off values or with a ticking score. And you can of course remove it altogether. In all I expect to see some wonderful applications of this in mods going forward. [h3]Peace Conferences[/h3] Peace conference modding has now become somewhat simpler, as well as being more consistent with the rest of the games scripting standards albeit at the cost of some rather verbose dotscoping chains. Peace conferences now primarily work on a per-state basis, with the exception of ships and stacked bids (which due to technical limitations are not very accessible to script). Every turn, each state will be subject to two evaluations for the country from whose perspective you are playing or viewing. The first evaluation will define the bidding cost per action type for a state, and the second will define the ai desire to bid on said state. These two values do not correspond, but are affected by each other. In the entry above, this cost multiplier will be applied at point of bidding for a country that is either NOT puppeted, or is bidding for itself, to states which are their cores. You can add categories here which will consolidate their values in the tooltip for that state during a peace conference. This cost multiplier will only work on bids of the take states type, but multipliers can be made to affect any combination of bid types if treated as an array. A state can be subject to multiple cost reductions, which stack multiplicatively. The evaluation of AI desire works in a very similar way: Instead of affecting the cost, this affects the ais subsequent evaluation of the cost when deciding what to bid on. Here, the AI is subject to a -75% desire to liberate tags that belong to the is_unlikely_country_tag scripted trigger. In short, it means the AI will prefer not to release certain wacky, wonderful tags. AI desire can also be subject to multiple modifier entries, and these will also stack. The AI evaluates costs with a bucketed per-type approach, rather than simply bidding on the best cost*desire entries. This goes some of the way towards reducing bordergore, and effectively takes a sample of the desire of bids of the same type and target - France for example, would consider all Puppet Switzerland bids to be of the same value to try and avoid leaving holes. [h3]Debugging Tools[/h3] Weve expanded the options in our imgui during By Blood Alone, and now this handy air region tool will be in your hands: You can access this with the console command imgui show air, followed by selecting an air region. This will give you up-to-date information on the details of the wings present in the area and their efficacy. And thats all for this week! Next week there will be a break in dev diaries, but tune in in two weeks for a round up on the technical situation and changes coming in the Avalanche update. /Arheo |