HOI4 project lead acknowledges UoC's influence
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- HolyDeath
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Re: HOI4 project lead acknowledges UoC's influence
It's hard to say there is influence. It's related to streamlining and reducing the amount of tedious elements the previous Hearts of Iron had a lot of. They're not mentioning any specific features UoC had that were superior (like divisions and support elements being transparently displayed on the map, meaning it was easy to check out who's where doing what). It'll be easier to tell if they'll show us elements closely resembling what UoC did. I am very interested in how they'll make counters, because I hate big 3D models moving around and not telling me what exactly they are consisting of. I had to manually check this or memorize, even with counters, because counters only showed "the core" or a division and not support units included in it.
- Tomislav Uzelac
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Re: HOI4 project lead acknowledges UoC's influence
I saw that article too, back when Stahl posted it. I think I also saw another video where they mention UoC. Personally, I think it's cool to openly acknowledge other games you're looking at. After all, that's what we all do
Re: map information, obviously for games of this type we all struggle to cram as much information onto the map as possible. I suspect for a game with a more complex underlying model like HOI this might turn out a leeetle bit more difficult than for us.
Personally I try to avoid having any "hidden state" for units entirely. Important info must be directly on the unit icon on the map, and everything else in the unit sheet. Still, I wasn't 100% successful with that in UoC: for example to know whether units can be reinforced with steps, you sometimes have to click on them one by one.
Nothing is perfect I suppose...
Re: map information, obviously for games of this type we all struggle to cram as much information onto the map as possible. I suspect for a game with a more complex underlying model like HOI this might turn out a leeetle bit more difficult than for us.
Personally I try to avoid having any "hidden state" for units entirely. Important info must be directly on the unit icon on the map, and everything else in the unit sheet. Still, I wasn't 100% successful with that in UoC: for example to know whether units can be reinforced with steps, you sometimes have to click on them one by one.
Nothing is perfect I suppose...
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Re: HOI4 project lead acknowledges UoC's influence
I can see "hidden state" working as sort of fog of war. UoC had a problem of both parties being able to see everything. As for reinforcing - I believe I didn't encounter this problem, because I knew the rules under which it's not possible to reinforce. Perhaps click on "reinforce button" should highlight all units that could be reinforced on that turn?
- Tomislav Uzelac
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Re: HOI4 project lead acknowledges UoC's influence
By hidden state I mean things like: when you move, and you have a towed specialist step, the specialist will be immediately suppressed. But this "towed suppression" is different than "normal suppression": the step will recover at the end of turn, and be available in defense immediately (normally it would only recover at start of next turn, if in supply).
So "hidden state" means that you can't tell normal from towed suppression just by looking at the unit. It exists in UoC, and is not ideal, but there are only a few instances where it happens and they're not terribly important.
Re: reinforce button, yes ideally it should highlight reinforcement candidates just like you say. It's too big a change to do it now though. Lesson learned
So "hidden state" means that you can't tell normal from towed suppression just by looking at the unit. It exists in UoC, and is not ideal, but there are only a few instances where it happens and they're not terribly important.
Re: reinforce button, yes ideally it should highlight reinforcement candidates just like you say. It's too big a change to do it now though. Lesson learned