Hearts of Iron IV

Hearts of Iron IV

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Armageddon MP Scenario
   
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18 Jun, 2016 @ 11:26pm
28 Jun, 2016 @ 5:08pm
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Armageddon MP Scenario

Description
A project to convert the Hearts of Iron 2:Doomsday Armageddon Scenarios as well as create a new set of scenarios balanced for HOI4, with added content.

My original intention was to port over the scenarios verbatum first, but its turning out to be easier to just do an inspired recreation for HOI4 first, then work backwards to recreate the scenarios for people who want to play the exact same thing from HOI2 (complete with old school tech tree).

The idea is, for HOI4, to create a balanced MP scenario for a reasonable number of players (with the intention of making game completion and organization easier), who enjoy the mechanics of the game and enjoy competitive and balanced multiplayer. Entirely new tech trees, focuses, spirits, designers, ideologies, and alternative history lore will work together to create a balanced multiplayer experience that spans the era of pre-WW1 to early Cold War era technology. Inspired and largely based on the scenarios available for Hearts of Iron 2: Doomsday.

###################Current Version##############

Alpha 0.12

Alright, this release is what id consider to be a jumping off point towards beta. Theres a heck of alot missing, but the main pieces are there. Im going to have to balance the infantry units you start with for the time period (setting the clock back will come near the end of development, its arbitrary other than tech research speeds) next release, im think 1mph speed will keep things paced well at first. Im going to have to make WW1 bombers and fighters since the interwar fighter and bombers are kind of lackluster. Sprites will follow that. A whole horde of balance needs to be done (armies are literally just distributed to borders of enemies, so, The Libretadors have 7 divisions, while White Ruthenia has over 100, due to being totally surrounded).

At any rate, its starting to take shape and might actually be moderately enjoyable to fool around with. The AI needs to be taught how to play for any sort of compeling single player and that wont come until after the MP aspect is finished (after focuses, techs, events, then teaching the AI how to handle that)

- Again, so many edits
- Land OOBs created
- Factories updated
- Everyone has one or two naval bases depending on how many oceans they border (Like the Libretadores have one on each side of south america), all islands have naval bases (I hope)
- Everyone should have dockyards, but they arent always in the most logical or balanced place yet, still TBD
- 0 errors from what I can tell but I havent play tested it past a month


Alpha 0.10

- Enormous number of edits
- MIC/CIC added to capitals, should be the same for every nation
- OOB templates standardized, 1 brigade of inf, 1 brigade of cav
- Nation identity continued
- Started standardizing leaders, 1 naval, 1 corp commander
- Focuses entirely removed
- Nation specific events removed
- Spirits removed (might not have removed the USA/Northern States Undisturbed Isolation, ill have to look that up it wasnt in spirits or ideas)
- All nations should have the same laws in place
- All ministers removed pending balance
- Other things I probably forgot

Should be playable, at least for testing purposes, the only errors are terrain related building limits, pending figuring out from PDX what the building_max_level_limt code does or if its borked.

Manpower rebalance is ongoing, its a state by state issue.

I need to spend some time thinking up leaders and working up some portraits. Stock guys are fine for a while, but inevitably I have to create some lore for this.


Alpha 0.09


- Resources moved to capital pending balance, everyone has the same resources
- MIC/CIC removed
- OOBs removed
- Most national focuses removed (still gotta remove UK, and germany's spirits)
- Colors adjusted for color blindness
- All tech set to pre WW1 level
- most naval bases and air bases removed
- Every nation starts in a separate war with each other

Next to do

- Manpower rebalance
- Templates
- Starter OOB

Its theoretically playable, but its far from finished. Ill have another version up tomorrow night hopefully.
Popular Discussions View All (2)
5
4 Dec, 2016 @ 6:12pm
Bug Reports
[SOT]Krafty
2
13 Aug, 2016 @ 2:58pm
Suggestions
[SOT]Krafty
32 Comments
The Schizoid 15 Nov, 2024 @ 11:11am 
w
PibbyGlitchFan2014 27 Mar, 2024 @ 12:30pm 
update?
[SOT]Krafty  [author] 2 Jun, 2021 @ 12:40pm 
Yeah I havent worked on this for years, there never seemed to be much interest. Sorry guys, if anyone wants to take what I've done and run with it, you have my permission.
Black Fire Dark Sky 2 Jun, 2021 @ 7:50am 
update?
Finny Minny 10 Jun, 2020 @ 10:24am 
update?
Watermelon! 5 Feb, 2018 @ 8:29am 
Thanks
ticoxbox 18 Aug, 2017 @ 9:35pm 
Is this a working mod or dead? highly interested but seems unfinished and abondoned.
ruseruse21 14 Jan, 2017 @ 2:04am 
can you make cool post war skins or day z skins
Yän 6 Nov, 2016 @ 5:17pm 
not being able to create a faction is beyond annoying for me tho
Yän 6 Nov, 2016 @ 2:04pm 
i absolutly love this, im playing sp on it its good, i really like the plane research layout and u know is gud