hoi4-lotrmod-team / hoi4-lotrmod Goto Github PK
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Home Page: https://hoi4-lotrmod-team.github.io/HoI4-LotrMod/
Lotr Mod for HoI4
Home Page: https://hoi4-lotrmod-team.github.io/HoI4-LotrMod/
vanilla cav are usually the go-to garisson div. There is no vanilla cav
Adding something like "Town Guard" could make sense
Currently you can get >200% trickleback, giving negative casualties as well as -147% xp loss
The buildings tab is looking too modern
since we know the nazguls cannot be killed, and well, kept on being brought back by sauron no matter what, i'd like to suggest an ability that if a nazgul dies in one of the many attempts to get the ring from the fellowship, as mordor you could bring them back, and welp, of course, you can't bring back the nazguls if the one ring is destroyed.
The original values for intrastructure were intended for before NSB, when infrastructure levels were 0-10. Not they are 0-5, so states that should be at half infrastructure are instead maxed out.
These have no impact on gameplay, but they clutter the error-log. Would be good to get rid of them:
[17:01:13][no_game_date][pdx_audio.cpp:1368]: Could not find music named maintheme
[17:01:17][no_game_date][script_enum_database.cpp:29]: duplicate script enum definition: = at common/script_enums.txt:686
[17:01:18][no_game_date][countrytag.cpp:112]: SOV - is not in the tag list
[17:01:20][no_game_date][gameapplication.cpp:789]: The game has loc key collisions. Check logs/text.log for more details
[17:01:24][3018.01.01.12][pdx_audio.cpp:1368]: Could not find music named maintheme
[17:01:28][3020.12.01.02][icon_entry.cpp:37]: Icon definition "" does neither look like a file path nor a GFX entry as it does not start with "GFX_"
[17:01:28][3020.12.01.02][icon_entry.cpp:37]: Icon definition "" does neither look like a file path nor a GFX entry as it does not start with "GFX_"
[17:01:28][3020.12.01.02][icon_entry.cpp:37]: Icon definition "" does neither look like a file path nor a GFX entry as it does not start with "GFX_"
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_landdoctrine_researched_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_doctrine_researching_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_landdoctrine_researched_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_landdoctrine_researched_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/techtree_line_down_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/techline_center_right_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_landdoctrine_researched_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_doctrine_researching_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_landdoctrine_researched_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_landdoctrine_researched_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_landdoctrine_researched_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:31][3020.12.01.02][graphics.cpp:1291]: No font with name
[17:01:31][3020.12.01.02][graphics.cpp:1374]: Failed to create gui object. Could not find sprite type [GFX_fs_map_2_2]
[17:01:31][3020.12.01.02][texturehandler.cpp:160]: Texture Handler encountered missing texture file: gfx/interface/ring_decisions/placeholder_fellowshipmember.dds
[17:01:31][3020.12.01.02][texturehandler.cpp:216]: Couldn't find texture file: 'gfx/interface/ring_decisions/placeholder_fellowshipmember.dds'
[17:03:04][3021.02.24.01][graphics.cpp:1291]: No font with name
[17:03:04][3021.02.25.01][graphics.cpp:1291]: No font with name
[17:03:07][3021.03.02.01][graphics.cpp:1291]: No font with name
[17:03:20][3021.03.03.23][bitmapfont.cpp:1350]: Couldnt find texticon: unit_category_support_battalions_icon_small
[17:03:20][3021.03.03.23][spritetype.cpp:1115]: Texture gfx/interface/techtree/techtree_line_right_strip.dds have forbidden compression, have you tried DXT3?
[17:03:20][3021.03.03.23][spritetype.cpp:1115]: Texture gfx/interface/techtree/techline_center_up_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:03:20][3021.03.03.23][spritetype.cpp:1115]: Texture gfx/interface/techtree/techline_center_top_right_strip.dds have forbidden compression, have you tried DXT3?
[17:03:20][3021.03.03.23][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_doctrine_researching_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:06:24][3021.06.29.01][graphics.cpp:1291]: No font with name
[17:08:21][3021.07.27.22][containerwindow.cpp:787]: interface/countrydecisionview.gui (line 87 ): Could not find "icon" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:1009]: interface/countrydecisionview.gui (line 87 ): Could not find "category_collapse_btn" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:787]: interface/countrydecisionview.gui (line 87 ): Could not find "icon" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:1009]: interface/countrydecisionview.gui (line 87 ): Could not find "category_collapse_btn" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:787]: interface/countrydecisionview.gui (line 87 ): Could not find "icon" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:1009]: interface/countrydecisionview.gui (line 87 ): Could not find "category_collapse_btn" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:787]: interface/countrydecisionview.gui (line 87 ): Could not find "icon" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:1009]: interface/countrydecisionview.gui (line 87 ): Could not find "category_collapse_btn" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:787]: interface/countrydecisionview.gui (line 87 ): Could not find "icon" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:1009]: interface/countrydecisionview.gui (line 87 ): Could not find "category_collapse_btn" in window category_header
[17:08:21][3021.07.27.22][graphics.cpp:1374]: Failed to create gui object. Could not find sprite type [GFX_fs_map_1_1]
[17:08:37][3021.08.06.03][containerwindow.cpp:980]: interface/command_character_view.gui (line 2 ): Could not find "header_background" in window command_character_view_window
[17:11:04][3021.10.06.06][containerwindow.cpp:857]: interface/countrytechtreeview.gui (line 3838 ): Could not find "research_MIO" in window unlock_tech_info_window
[17:11:04][3021.10.06.06][containerwindow.cpp:832]: interface/countrytechtreeview.gui(line 3916): Could not find "tech_info_special_description_bottom_margin" in window "statsarea".
[17:11:04][3021.10.06.06][containerwindow.cpp:776]: interface/countrytechtreeview.gui (line 3838 ): Could not find "researchtime_label" in window unlock_tech_info_window
[17:11:04][3021.10.06.06][containerwindow.cpp:832]: interface/countrytechtreeview.gui(line 3916): Could not find "tech_info_special_description_bottom_margin" in window "statsarea".
[17:11:06][3021.10.06.06][bitmapfont.cpp:1350]: Couldnt find texticon: unit_category_front_line_icon_small
[17:11:06][3021.10.06.06][containerwindow.cpp:857]: interface/countrytechtreeview.gui (line 3838 ): Could not find "research_MIO" in window unlock_tech_info_window
[17:11:06][3021.10.06.06][containerwindow.cpp:832]: interface/countrytechtreeview.gui(line 3916): Could not find "tech_info_special_description_bottom_margin" in window "statsarea".
[17:11:06][3021.10.06.06][containerwindow.cpp:776]: interface/countrytechtreeview.gui (line 3838 ): Could not find "researchtime_label" in window unlock_tech_info_window
[17:11:06][3021.10.06.06][containerwindow.cpp:787]: interface/countrytechtreeview.gui (line 3838 ): Could not find "research_progressbar" in window unlock_tech_info_window
[17:11:06][3021.10.06.06][containerwindow.cpp:832]: interface/countrytechtreeview.gui(line 3916): Could not find "tech_info_special_description_bottom_margin" in window "statsarea".
[17:11:07][3021.10.06.06][containerwindow.cpp:857]: interface/countrytechtreeview.gui (line 3838 ): Could not find "research_MIO" in window unlock_tech_info_window
[17:11:07][3021.10.06.06][containerwindow.cpp:832]: interface/countrytechtreeview.gui(line 3916): Could not find "tech_info_special_description_bottom_margin" in window "statsarea".
[17:11:07][3021.10.06.06][containerwindow.cpp:776]: interface/countrytechtreeview.gui (line 3838 ): Could not find "researchtime_label" in window unlock_tech_info_window
[17:11:07][3021.10.06.06][containerwindow.cpp:832]: interface/countrytechtreeview.gui(line 3916): Could not find "tech_info_special_description_bottom_margin" in window "statsarea".
[17:11:16][3021.10.08.01][graphics.cpp:1291]: No font with name
[17:12:04][3021.11.17.22][containerwindow.cpp:980]: interface/command_character_view.gui (line 2 ): Could not find "header_background" in window command_character_view_window
If you've ever played Old World Blues, you may have noticed that some of the thicker rivers are made by using sea-provinces (ocean) and stretching them out into the shape of rivers. This is what it looks like:
This naturally makes crossing the river a lot more difficult, as you can only cross it through straits or naval invasions.
I can see this bringing the mod some benefits in certain areas:
Potential drawbacks:
But it might look worse in our case.
Thoughts?
In the top-right there is a burning globe that gets more luminsecent the higher WT is. I thought it would be a cool idea to replace it with an Eye-of-Sauron that progressively gets brighter / more intense
The map looks off when night-time is on. Should see to change it
Stuff like "Panzer Trait"
Most techs and almost all equipment is still from vanilla. Chaning their names to something more intuitive should be some nice qol for the devs.
I recently discovered that you can insert scripted GUIs into other GUI files. (See lothlorien_influence_focustree_scripted_gui) for how it's done.
This means the we could, potentially, add background images /categories (like in the tech-trees) to focus-trees on a per-country basis.
Might be worth experimenting with and seeing what comes of it. Afaik no other mod has done this, so it would be something nice and unique
The resources obviously don't make much sense for the most part so we should probably change them. Shouldn't be too difficult overall. I also made some of these decisions based on future ideas like replacing armor with horses/trolls/ents/mumakil and stuff like that. At least the names would change but they would act pretty similarly. Here are my thoughts on what to add. ( I picked six since that is how many are in the base game) I'd also have to edit the equipment requirements as well.
Food (Oil)
Replaces Oil
Every unit uses some food
Tanks (aka horses/trolls/mumakil) use more infantry use a bit
Every 100k of the population could use one as well?
Can build farms that give you food? (new building, replaces oil refinery)
Steel
Nearly every equipment uses steel
Otherwise the same as it is now
Could build mines?
Mithril
An extremely rare resource that allows the creation of very strong infantry troops
Only place is from Moria?
Allows Moria to make a big difference after their war for whatever side wins
Would take a moria change to the focus tree
Would allow the building of extremely powerful infantry equipment
Similar to Crystals in Equestria at War
Lumber
Used for weapons and catapults/trebuchets (Artillery)
2 for pikes(Anti-tank 1 steel)
1 for sword(2 steel)
Can build logging camp?
Horses
Used for cavalry (light/medium tanks)
Flax
Strings (Bows, Catapults)
Linen (Support equipment)
The current units are either reskins of vanilla hoi4 units, or completely unchanged.
Unfortunately, doing anything with 3D models in the Clausewitz engine is a PIA
Some experimentation is going on at the unit-models-experiment branch
Last second stuff:
siege tower costs a fraction of a catapult
bonus researches - what are their effects?
Look for bugs and issues on no-dlc build
Note:
.
.
Some place where I could put extra modules:
Stat-related:
Generic decisions like "Reorgnanize the Rail Network" should be changed.
An example:
Turning "Imrpove Worker Conditions" into
"Placate the Peasants" or "Placate the Aristocracy"
which give stability in exchange for consumer goods or war support
With the sheer amount of focus icons, news-event pictures, event-pictures, idea-icons etc. that we're starting to accumulate, it might be smart to set up something like this for our mod at some point: https://yard1.github.io/HoI4-GFX-Search/
HoI4 GFX Search
It's very practical because you can just real-time search, and then click on the icons to automatically copy the GFX_xyz entry
It comes down roughly to:
I'm probably missing plenty of things, but to get a rough idea of what milestones we should strive towards.
Once everything regarding tech makes more sense, we should also pass over all the focus trees and re-name (+ icons) all the focuses called "Heavy Tank Focus" or similar.
For a project much further into the future: we can also look into including more adequate 3d models for all the custom units. Cavalry should be easy. Trebuchets and Catapults shouldn't be too hard, Mumakil and Ents might be significantly more difficult.
This is a part of the Gondor Rework #80.
Current, preliminary plan:
Mordor "contest" states in Ithilien. Gondor will loose cores on contested states.
In contested states Mordor has two categories of decisions:
Pillage: Raiding, killing and stealing shit, creating general chaos and sowing disorder
Subterfuge: Secretly prepare for the upcoming war in this state by sabotage, hiding weapons and troops, as well as collecting intelligence.
The following decisions will be available:
Pillage:
Subterfuge:
Doing any of these will give a "+1" in that category. IE: launching a raid will give +1 pillage in that state.
If Mordor gets up to +3 in BOTH categories, they straight-up annex the state.
Gondor will have certain decisions and stuff to counter these things.
They will start with basic ones, but can unlock better ones through some "address the Ithilien crisis" focuses.
When clicking on the map, even when no units are anywhere near where you click, you end up selecting a unit.
This is not the case in vanilla and should be fixed.
Possible cause: larger unit 3d models?
Possible options that might work:
NOTE: Switzerland currently triggers some important events (IIRC they decide if the ring get captured or not), so if they are removed these decisions need to be given to someone else (like the northern wastes) or changes as to not require an AI in the first place.
Currently all country tags (except a few) are from vanilla hoi4 countries.
For many of these changing their tags to something more intuitive should ba as simple as running a mass search-replace over the whole project.
The current map is looking a little bit dated, but recreating it from scratch with mapgen will require all states and victory points to be re-made.
Instead, writing some custom code that "molds" the map into a new shape could be written.
This would first require a "wishlist" of sorts, on how a remade map should look like
Got the new map to load. Looks good.
Using Google Cloud Translate along with a C# app that manages our yaml files could give us automatically translated localization files
https://codelabs.developers.google.com/codelabs/cloud-translation-csharp#0
The AI goes down random paths in the new focus tree
as well as hiring random ideology advisors
They should also be LESS LIKELY to go down a-historical paths, even if istorical AI is not turned on
See lth_rework branch
Several users have reported the isengard tower messing up their screen when zooming in on it.
So far I have failed to replicate this issue.
The map could use some more custom visuals. Perhaps a pergament type look?
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