News Liste Hearts of Iron 4

Developer Corner | Aerohydrodynamics
Hearts of Iron 4
1 Tag 12:05 Community Announcements
Hello everyone!

It has been a while since the last dev corner, as many of us (including myself) went on vacations - but now I have returned, even if it has been quite hard to readjust my brain back to the work frequencies. As usual, keep in mind that everything discussed here is in a relatively early stage, and as such is subject to change, especially all the numbers and values. There is also quite a number of placeholder art.

Today we will talk a bit more about Islands, Carriers (and changes to them) and also about a new branch of Special Forces, so buckle up!

Strategic Locations



Truk is what we call a ‘strategic location’, a place that can have increased building capacity or potential. In this case, currently it is a ‘placeholder’ name of Natural Harbor increasing the level cap of Naval Base Truk in Caroline Islands from 6 to 8. (note, that doesn't mean all the Caroline Islands have that increased level cap). This increased level cap of 8 can be quite important as it will allow…

As I mentioned in the Hydrodynamics Dev Corner, not all islands will be equal under the new system. We have created a concept called ‘Strategic Locations’ - that due to specific circumstances, historical importance, geographical location etc. deserves to be a bit more unique, while also having increased gameplay importance. Those locations will have increased limits for certain buildings, depending on the type of the strategic location. Some of the ‘Islands’ like Truk or Guam, may have increased Naval Base caps, others could have increased Airfield or Fort Caps. Or have a mix of them.

Defending Against Naval Strikes



In this screenshot, you can see that planes from the British Carriers shot down some of the incoming German Naval Bombers performing Naval Strike.

One of the things that didn’t sit quite right with me for a long time, was the fact that whenever Naval Strike was performed on the Taskforce that included Carriers, Carrier Planes would sit idle and twiddle their thumbs. Now, carrier planes will participate in defense of the taskforce against Naval Strikes - with numbers depending on a few factors.

Carrier Missions





In these screenshots you can see that while the task force is executing the mission (in this case it was naval exercises), planes on that carrier can also perform the air missions at the same time. In the second screenshot I’ve selected all planes to do exercises, while in the last screenshot I’ve opted for fighters to provide air cover and superiority, while I ordered my taskforce to operate in the North Pacific Sea Zone.

Another update when it comes to the Carriers that we will be doing, is the ability to set and execute air missions for the Carrier Air Groups, while the taskforce that contains Carriers are performing the missions. Planes will be executing the missions selected in the same region that the taskforce is currently operating in.

Carrier Hangar Detection Changes



And another change for Carriers, is the introduction of ‘Carrier Sub/Surface Detection’ values on the Hangar modules. Essentially what it does - it provides increased Sub / Surface detection to the ship scaled by the % of the planes it currently has.


Deck Space / Hangar for the ‘regular’ carriers provide +2 Carrier Sub Detection and +5 Carrier Surface Detection. For example, a carrier with 3 hangars, will have a Deck Size of 60, and +6 Carrier Sub Detection, +15 Carrier Surface Detection. If it would have a full compartment of 60 planes, then it would get +15 Surface and +6 Sub Detection, while if it would have only 30 planes, it would only provide +3 Sub Detection and +7.5 Surface Detection. As usual, keep in mind those values may be adjusted down the line.

New Special Forces



Who will guess which one is the new branch of Special Forces?

To fight in all the jungles and on the islands, we are introducing a new branch of Special Forces - which we internally called for quite some time ‘Jungle Specialists’. This temporary name was great as long as they remained on the design board, but for the actual implementation finding the right name for them proved to be quite challenging to me. They went under a few ‘name iterations’ (amongst them some like: Jaegers or Chindits), but finally decided to name them Rangers. But hold up, aren’t there Rangers in-game already as a Support Company unlocked by the Mountaineers Special Doctrine, you will ask? Yes, and they will be renamed to Recon Rangers. Recon Rangers will be now unlocked by either picking Mountaineers Special Doctrine OR Rangers Special Doctrine. Rangers specialty will be fighting in the Woods and Jungles, and of course they can be further customized and boosted by the Rangers Special Forces Doctrine branch.


And this is the new special forces doctrine branch in all its FINAL_BACKUP_DRAFT_FINAL_V5 glory and form.

And that’s pretty much it for this dev corner from my side. In time we will return with more dev corners, including me talking more about things that are opposite to dry amongst others. I am really curious to see and read all your feedback and opinions on what I mentioned today.

Thanks for reading and until next time, farewell!

/Zwirbaum


I am going to leave you with another teaser for one of the new ‘toys’ we will talk about in the future. This shouldn’t be a hard guess, I think?
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Release:08.07.2016 Genre: Strategie Entwickler: Paradox Interactive Vertrieb: Paradox Interactive Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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