Hearts of Iron IV

Hearts of Iron IV

MTG Expanded (Not Updated since v1.11.1)
RyansPlace  [developer] 14 Aug, 2020 @ 12:52pm
Adding tools to modular equipment designer
I decided to write a white paper that focuses on equipment designer tools for ships, tanks (Barbarossa DLC) etc. Way too often as I work on this mod, I get frustrated with the absense of ome features. So time to put my rants to paper. I'm writing it here to give a chance for people to offer feedback while it's still in draft.

In the upcoming Barbarossa release, tank equipment will likely be modular. Modules open a world of possibilities, but can also be restrictive if not equipped with a proper tools. Here’s a few suggestions:

Requested Modular functionality
  • Prohibit or require module pairs
    As you delve into tank design, you’ll find there are some modules that should not be installed together. For example, you can’t install a snorkel system that gives river fording bonuses on a tank with an open turret.
    Such a tool should also allow requirements for tier pairs. A turret or armor upgrade adds weight to the tank requiring a larger engine.

    Modular pair prohibition or requirements should be directed in the unit > equipment file.
    There are a couple ways to go about implementing this, but ideally installing a module should simply make incompatible module equipment no longer appear in the module options.
    front_1_custom_slot = { required = no allowed_module_categories = { ship_light_battery ship_medium_battery = { restrict_mid_1 = { ship_medium_battery } } ship_anti_air } } mid_1_custom_slot = { required = no allowed_module_categories = { ship_light_battery ship_medium_battery = { restrict_front_1 = { ship_medium_battery } } ship_anti_air ship_secondaries } }
    Modular groups - Separate from categories, groups are a family of modules designed to be installed together. This is a topview art specific feature which allows A module family would be a group of modules associated with each other. So applying one module from that family automatically hides all other modules not associated with that family, while leaving unassociated modules as viable build options.

    Modular groups should be assigned in the units > equipment > modules > 00_module file.
    submarine_deck_space_1 = { category = submarine_deck_space group = submarine_carrier_1 gfx = submarine_deck_space_1
    submarine_cv_anti_air_1 = { category = submarine_anti_air_cv group = submarine_carrier_1 sfx = sfx_ui_sd_module_turret add_equipment_type = anti_air

  • Ability to add terrain modifiers to modules
    For example: Equipping a tank with wide tracks should give it advantages in flat and urban terrain but penalties in desert and mud. Similarly, wide tracks should offer improved performances in desert and mud, but penalize movements in urban settings.

  • Ability to add admiral traits to module stats

  • Ability to restrict carrier planes types
Last edited by RyansPlace; 24 Aug, 2020 @ 9:42pm
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Showing 1-10 of 10 comments
23 Aug, 2020 @ 10:56am 
What is this "Barbarossa DLC" is it the next paid update?
RyansPlace  [developer] 23 Aug, 2020 @ 10:58am 
I believe that's two DLC's down the line. I read a dev blog somewhere speculating on that.
EDIT: link https://forum.paradoxplaza.com/forum/threads/hoi4-dev-diary-4th-anniversary.1395273/
Last edited by RyansPlace; 23 Aug, 2020 @ 11:00am
23 Aug, 2020 @ 11:00am 
Originally posted by RyansPlace:
I believe that's two DLC's down the line. I read a dev blog somewhere speculating on that.
Thanks
walkerstory 26 Sep, 2020 @ 11:55am 
Your section on

Ability to add terrain modifiers to modules

reads incorrectly it should read something like this

For example: Equipping a tank with wide tracks should give it advantages in desert and mud terrain, but penalize movements in urban settings and flat terrain..
RyansPlace  [developer] 26 Sep, 2020 @ 5:30pm 
You caught my typo. This is just random thoughts fir the moment, but I need to put this together before they get too deep into tank modules.
walkerstory 26 Sep, 2020 @ 7:20pm 
Record your thoughts right away. You can always edit or discard things later but you don't want to loose an insight/inspiration that you have. It has been my experience that people have a lot of "filters" on when they read something different from their point of view so it is necessary to make what the read as clear and obvious as possible. Keep up the good work I'm really enjoying the mod so far. FYI I'm playing with Welcome To Fabulous 1930 and do not have any problems with MTG Expanded to March 1940.
can i have version 1.9 pls
Riekopo 4 Dec, 2021 @ 11:54pm 
If you post this on the Paradox forum we can all vote on it.
Riekopo 5 Aug, 2023 @ 11:33pm 
Any progress on this?
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