martes, 29 de mayo de 2018

What to do after the Tiger

Hi, after the incredible dlc Waking the Tiger, we have one of the most important tool in modding of all the time: Daily action and variables.

Daily action is a "passive trigger" that run a scrip once a day. So, wheres the magic? Ho, this is the CLOCK of every "pseudo-engine", let you build a dynamic stat based in a function script (script that is in deed an operation to set, add or multiplicate a user variable or maybe a game variable).

This is a big weapon and a big deal because a action every day for every country get a big process usage, so this must be very efficient. But if we use a clock variable to trigger a update event, this improve very much the performance.

So, as we see in BICE, HOI IV don't support to much work and if we want a century game we need to reduce some things and make the systems more sysntetics.

Special modification as BICE over alliances with different faction is a performance problem but until developers include this capacities, as is, the game have much simplification that make it run well. The development team have the "get complex with the time" task clear. But this is a good stuff for game because encourage the "geopolitics" aspect. This is not Victoria, here developers have a reduced geopolitical model, that i hope sometime expand. Is a good idea for dlc...

The economy flow is a system never developed but that could be enable now as a synthetic and simplified way but good enough to show great depression contraction in industry.

So i will talk about a branch of stuff in the next list with my opinion based in the advanced mods, the needs, the experience modeling inter wars period and cold war for DH and needs of optimization and reduce to really needed features:


  • Economy "pseudo engine"
  • Doctrine complete system change to get dynamic response.
  • Resources and development.
  • Special buildings and specific industry bonus, industry and electronic tree rework.
  • Do the peace, not the war and other "on the fly system" that shouldn't be completed now in a efficient way and maybe should need a optimization and a less complex objective.
  • Land units types needs, specially INF.
  • Equipment stuff, a middle point between vanilla and BICE.
  • Air Units types needs and why a complex in this topic is good to compensate a little bit system simplification and also from fuel consummation and logistical topics.
  • Factions, corrective system, alliances.
  • Miscellaneous event chains to make some minor events.
  • Intelligence linked that don't be related to spy system.
  • Some trade minor suggestion
i will no explore at this moment some features that will change in man in the guns dlc:

  • Fuel (i hope they will employ a good system)
  • Naval warfare

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