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This is first impression review (game in progress), and I would like to make my comment about a few things that I found weird.
Please don't consider this as a negative feedback, since I would likely do a few games(possibly with friends also) and then give a final one :)
1) Ok, so first thing that got into my eyes is 2 new recources (More if consider cut-out content :) ). 2 is good amount, not overcomplicating thigs that's fine, BUT they are RESOURCES and instead of 10 Alloys I get 2(Free trade). Could you please tell if this is intentional? Since it's not intuitive to trade them, trade menu is not showing additional ones and need to click on this resource type from production menu.
2) This is just my preference but shouldn't tech trees(Cybernetics, Drones, etc) be mutually exclusive?
Just thinking about amount of buffs you could gather giving me OP feeling :)
3) Didn't found the answer in description, but dose AI use this tree?
P.S. if I just didn't check the description well enough feel free to not answer that one at all.
Zombie/Demonic Tree: An option to pick how we get the zombies would be awesome. A mutually exclusive tech option between 3 pathes: Occult, Demonic, and Science- for both flavor and different zombie play styles with the resources being Bodies and Power. Bodies for obvious reasons, power- this is a catch all term for your demonic power, occult power, or electric power for whichever path you choose.
Science would focus more so on quantity of zombies, giving tech buffs, and allowing for more sci-fi oriented and buffed zombies through advanced tech discovered and researched- Frankenstein's Army/Outpost/Projekt Phoenix/Overlord vibes. Buildings would include Science/Experiment Bunkers, As well as generators to power them, or your living creations (Frankensteins Army).
Demonic has me thinking like Doom Eternal/The Devils Rock/Sniper Elite Nazi Zombie Army, you make a deal with a demonic entity, he gives you demons and ressurects your soldiers, making them more powerful, allowing access to Demon Units, but having fewer of them. Quality focus and ultra evil flavor roleplay. Buildings would be Hell Portal and Hell Shrines/Gore Nests
Occult: A muddling of the two, you get some supernatural abilities outside the realms of science, and sure you can resurrect zombies using machinery/tech. But you wont have access to demons, or full fledged sci-fi zombies. This would be the easiest tree, but also the weakest tree to branch into. Ideal for smaller nations who wouldn't have the bodies, power, industrial base, or size to spec into anything else but are weaker by choosing this tree. This also allows for neutral rp, like summoning cthulu, or studying ancient tomes, or replicating a smaller science program etc. Buildings would be Research Centers/Bunkers, as well as Body Factories, which would help solve the body problem with smaller nations.
I think of the zombies as kind of an endsieg thing, whoever is doing this is backed into a corner with nothing else left to do.
Finally, with the Wunderwaffe tree I REALLYYYYY wanna see the Hannebu flying Saucers/Space Nazis or something similar, Iron Sky all the way.
That's all I got, I submit this suggestion with all humility, and if you have something already planned then I am very excited to see what it looks like! Have a wonderful night!
The units only move at the default infantry speed of 4.0km/h when they should move at the transport (cyber_soldier_equipment_1, drone_infantry_equipment_1, ...) speed.
Comparing with working examples and with vanilla (and doing some testing), it seems that it can be fixed by using the archetype (cyber_soldier_equipment_archetype, drone_infantry_equipment_archetype) as the transport instead of a specific version of the equipment.
Thanks Im gona Fix it right away!
@LandGoblin
Thanks for pointing things out that i forgot in the description.
3.The Ai doesnt use it, because I didnt want to overwhelm the ai with my lackluster logic.
1.Im gona look into that today but Im not sure if i can fix that. I didnt touch the trade ui to make it more compatible with other mods like EAW and because the ai doesnt use it.
2.I thought about that during "production" but it would have locked a lot of content out and I just wanted players to experience the whole tree. The other trees with be mutually exclusive with each other (like the holy tree im currently working on). When the other trees are finished im gona consider it.
@Malidus
Were you stealing these ideas from my personal notes?
What you just (6 hours ago) typed are almost the exact ideas that i had for the last tree (Bio/Hell), so what you wrote will probably be in the last tree. Where the primary resource will be manpower with buildings boosting it. The only think i didnt think about was Cthulhu and occult tech, thanks for reminding me that this universe also exist.
And about the WunderWaffe tree. The finest gernam engineering plans from the history as plans from the future (iron sky) will be present in the tree but there sadly wont be flying superweapons like the Götterdämmerung (things like the the Hannebu will be there) because currently with my testing they get shoot down to quick for their stats. I just got an idea how to make flying superweapons work, I will figure somethink out.
I dont consider any feedback as negative, Im am really happy that you used your OWN time to write this. Thank you very much for the feedback and suggestions
I would love to see what you said above with the whole Occult/Bio trees.
This is one of my new favorite mods and seeing that you made patches for RT56 which I play very often makes me extremely happy!
After several launches of small nations drones, I can say they are pretty good, although my drones decompose in seconds, losing thousands of equipment in the process, but still winning in the process :)
Minor suggestion, a little bit more detailed description of cybernetics implants? :)
Cos, it's kind has the cat in the bag feeling when researching them
P.S. Tier 4 Drone AI with AI rebellion, when?
*Edit - grammar
1. From my "internal" testing you are lossing more or less the same amount of drone infantry equipment as you would lose manpower, thats why they are so cheap and you are lossing thousands
2. The cybernetic implants are giving you A LOT of things, for example the military cybernetics give 16 different very small modifiers (they cumulate, with all 3 tech, into a 9% boost for army related stuff like army defense). [Civilian cybernetics has 10 different modifiers and spy 3 for people without la resistance and 9 for people with la resistance] Thats why they are hidden but im gona look into that with the next major update.
3. You just sparked a really big idea into my head, thanks :)
Hired general with drone trait :)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2249141001
I will look into it before releasing the next major update if its really that complicated to make a compatibility version for TNO.
I think that it's hilarious and awesome that we have so many similar ideas, what sorcery is this!? Perhaps I did look at your notes hahaha. I am really excited to see what the Zombie tree looks like then when it comes out, and yeah for Cthulu and the Occult stuff I think it works out for A) smaller nations who aren't going Nazi Zombies or Hell Routes, but manage to get zombies of their own. B) for your compatability patches like for Kaiserreich, it lets fanatic/crazy regimes make their own zombies again without explicitly stating how so it makes sense in the lore (New England for example can install a Cthulu cult so bam Cthulu/Occult Zombies) without having to go into insane detail or tailor specific mods for each compatability patch you've made. The theme would work across KR, 56, Vanilla, and anything else with minimal to no changes needed, that was my thinking.
Also I am glad you're brainstorming because to be honest it has been my dream since the very beginning of HOI4 to have flying saucers and such. The massive Gotterdamerung would indeed be something to behold, (God the factories and resources it would take would be just... big RIP in anybody's industry). Let me know if I can help in any way! I don't know much about modding but if you want flavor texts, lore writing, or just anything I am happy to help or put time in. No matter what I will definitely be giving feedback as you implement the new trees and such, have a great day!