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Tópico: Hearts of Iron IV

  1. #71
    Kitten Hoarder Avatar de jonathan_zzpudimzz
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    Traduzindo, caso vc queira melhorar apenas uma área (tipo de infantaria/blindado) o mesmo não será possível.

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    Meow! =^● ⋏ ●^==^● ⋏ ●^=Meow!
    tibia é gay, unica coisa que gostava de fazer no tibia era brincar de mobiliar casa - Pudim 2016

  2. #72
    MAKE BTC GREAT AGAIN Avatar de nigo
    Data de Registro
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    São Paulo - SP
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    achei uma bosta esse sistema.

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    SFA ®

  3. #73
    Avatar de [Artnus]
    Data de Registro
    Jan/2007
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    Recebidos: 24/0
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    Digo e repito HoI 2 >>> qualquer coisa que virá

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  4. #74
    MAKE BTC GREAT AGAIN Avatar de nigo
    Data de Registro
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    São Paulo - SP
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    Hearts of Iron IV - Development Diary 5 - Production Lines

    It's time for another Hearts of Iron IV Developer Diary, and this time I'm going to talk a bit more about production; specifically the Production Lines and How Things Get Built. All military equipment is made on Production Lines in HoI IV, so players will need to be familiar with how they work if they want to maximize their war machine.

    But before we can talk about the production lines themselves, we should cover how Industry has changed in HoI IV.

    First of all, we have separated industry in Hearts of Iron IV into 3 types:

    Civilian industry - Used both for "Consumer goods" and building infrastructure and other buildings.
    Dockyards – Used for building ships.
    Military factories - Used for production of military equipment such as tanks, weapons and airplanes.

    This kind of separation allows us to balance different countries' industrial strengths (the capacity to make ships is not the same as the capacity to make luxuries), and gives the player a more interesting selection of targets for strategic bombing.

    Moving on to the actual means of Production, Factories no longer need Metal/Energy/Rare Materials to run. Requiring the player to gather several different types of resources in order to manage factories did not necessarily add anything interesting to the mix. Being short on any of them had the same effect no matter what you were lacking (your Industrial Capacity would shrink) and it didn't entirely make sense that you couldn't build things like Militia if you didn't have access to Rare Materials.

    We have simplified the inputs to "Raw materials" which factories use to run. Raw materials act as a limit on your total Industrial Capacity. However that is not the whole Production story. Equipment also has a Strategic Resource cost, without which it takes much longer to produce. Strategic Resources are not accumulated in pools. Instead, they represent the potential flow of resources into your factories. For example if you have 10 Iron you can be building stuff that costs up to 10 Iron at any one time.

    A Production Line is a standing order for a factory or group of factories to make a certain piece of equipment. Each piece of equipment has an IC (Industrial Capacity) cost and a Resource cost. The IC cost determines how much equipment each factory can produce per week, while the Resource cost determines how many resources are needed for the line to operate at full speed.




    As a totally made up example: An Advanced Medium Tank may cost 2 IC and require 1 Iron and 1 Tungsten. Each Factory produces 10 IC, so if you assigned 1 Factory to this Production Line, you would produce 5 Advanced Medium Tanks per week. If you assign 10 factories you would get 50 tanks/week. At the same time you would need to have 5 Iron and 5 Tungsten in the first case, and 50 Iron and 50 Tungsten in the second. (Again, these numbers are all purely made up, focus on the idea and not the values here.) You can only assign up to 15 Factories to any given Production Line, so you won't be able to build, say, a Battleship in one week by assigning 100 Factories to build it.

    Also, do note that simply building Equipment is not the same as training and equipping a unit, but we'll cover that in a future dev diary.

    Production Lines also have an Efficiency value which affects how much value you get out of your IC at a factory. Your efficiency starts out fairly low but increases as items are produced - slowly at first to represent the retooling of the factories, then it begins to increase at a linear rate until tapering off after a certain value (an S curve). You can change what a Production line produces, of course, and this normally means all your Efficiency is lost, however there are some exceptions. If you change to a modified version of the same equipment (for example, the same tank but with a larger gun) you keep most of your Efficiency. If you switch to another variant of the same chassis (e.g. you switch from Pz IIIs to StuG IIIs) you keep half your Efficiency. And if you switch within the same family (e.g. Basic Medium Tank to Improved Medium Tank) you keep a small part of your Efficiency.

    Efficiency means that you will be able to produce more once your factories are humming along. So long as you can keep your workers on task and supplied with what they need, you will be able to have assembly line production that properly reflects the might of an economy dedicated to the war effort.

    Our larger hope is that Production Lines and efficiency will offer players some interesting choices when it comes to deciding what to build. Should you go for a large number of weapons you can already churn out, or take a short term hit on production in favor of making a smaller number of higher quality ones? Sure, your new T-43 tank is better than the T-34, but is it really enough of an improvement to lose much of your Production Line's Efficiency when you switch over? Your PzIII tank may be obsolete, but perhaps instead of canceling their production entirely you could convert the Line to make Tank Destroyers or Self-Propelled Artillery on the PzIII chassis. Preserving efficiency in some of your factories could lead to a more diverse and interesting combination of units, and allow you to discover some parts of the game you might have ignored if you just constantly upgraded.

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  5. #75
    Trust Me, I'm an "Engineer" Avatar de LordLemos
    Data de Registro
    Jun/2003
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    Syracuse - NY
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    Gostei muito do que eu li, tentaram fazer uma economia mais fácil mas mais realista também, e, pelo que está escrito, vai ter uma diferença entre fazer um equipamento e treinar a galera.

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  6. #76
    Avatar de Camargo
    Data de Registro
    Dez/2009
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    Ibirubá/ Passo Fundo, RS
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    Vou ser um fã babaca do HoI 2 aqui.

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    PROFILES - Camargo

    Meu DeviantART - http://eduardoleon.deviantart.com/



  7. #77
    Avatar de Sr. Bison
    Data de Registro
    Abr/2006
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    Jacareí - SP
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    Esses DDs, geram muita especulação, ainda não consigo dizer se está ficando bom ou ruim. Vai chegar o DD 30 e ainda não vou saber.

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    Bison online lemas :

    Não peça nada que você não pode pegar.
    Aonde você vê crise eu vejo oportunidade.

  8. #78
    MAKE BTC GREAT AGAIN Avatar de nigo
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    Hearts of Iron IV - Dev Diary 6 - Division Design

    Hello, and welcome back to another Hearts of Iron IV developer diary! Today I'm going to talk about the new Division Designer we're making. In a Hearts of Iron game, you spend a lot of time with your Division, and being able to customise them gave it a personal touch - You're not just using any Infantry Division, you're using your patented Infantry/Tank Destroyer/Artillery combination which makes them winning a battle all the more satisfying.


    For those who don't remember, let's recap how it worked in HoI3: There, any time you made a division you mixed and matched 2-5 Brigade types to create a Division. While you had to research a tech to use 5 Brigades and the Combined arms system in Their Finest Hour gave you bonuses for using a variety of types, there was no limitations on what you could do. This meant that players could use their knowledge of WWII and game mechanics to instantly re-organise their army along the optimum lines for their situation. More importantly, any time you wanted to change your Division makeup you had to deploy new Brigades and rearrange them into your divisions, it was a lot of clicking! For HoI 4 we want to keep the idea of customising your Divisions, but make it both harder to jump right to the optimum setup and easier to carry out your changes.


    So, what's new? The key thing now is that you do not design each Division, you design a Division Template per type of Division you want to use and then build copies of that Template. If you decide to change your Division Template you will be told how much Equipment and Manpower it will cost (or return, you might make your units smaller or swap, say, Anti-Tank guns for Tank Destroyers, etc.) to upgrade all Divisions and then all your Divisions will start upgrading to the new design, subject to things like having enough Equipment and Divisions being in supply and not in combat.


    A Division Template is made up of Brigades which are made up of Battalions, this is represented by a grid of cells in 6 columns of 5 rows with each column being a Brigade and each cell being a Battalion - With the exception that the left-most column are Support Units of varying sizes. Support Units are different in that they either lend useful abilities such, as an improved reconnaissance ability, or powerful direct or indirect fire to your frontline troops.


    If you can build a type of Division, you have access to a basic/historical Division Template, and you can customise it using Land Combat Experience. You can use Experience to swap out Battalions, or unlock either new Brigades or Battalions, but you cannot simply optimise your division makeup on day 1. Despite the name, you earn a little Land Combat Experience even while at peace, but the primary gain is from combat. The rate of gain depends on the proportion of your units in combat, the more of your units that are fighting, the faster you gain Experience. This also means that smaller nations do not necessarily earn less than larger nations, as it's not the total number of units that matters, and large nations will likely not get much Experience when rolling over small ones.





    Certain techs can give you a Combined arms bonus from combining certain unit types within a Division, when you unlock these techs you may simply enjoy more powerful Divisions, but alternatively you may want to down-size those divisions and re-use the returned Equipment to outfit more Divisions of approximately the same combat power as your units before you researched the tech.


    The division design screen also gives you an overview of your divisions expected performance in different terrain, so in the example above the tracked vehicles will give it a movement advantage in deserts, but penalties on river crossings despite fielding engineers because of the heavy vehicles.


    You can, if you wish, have multiple Division Templates for a given type, for example perhaps you want a Line Infantry Division to be you main frontline unit, and a Heavy Infantry Division type to assault heavily defended areas. You can copy and split off Templates as much as you want, however you must buy upgrades for each Template separately so having too many will limit the customization possible for each type.


    Oh, and don't pay any attention to the stats yet, it's all under construction

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  9. #79
    Avatar de Sr. Bison
    Data de Registro
    Abr/2006
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    Jacareí - SP
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    Isso é bom, permite uma customização, mas devo lembrar duas coisas que podem simplesmente estragar toda customização possível. 1) Front Width (tamanho do front), Não deve haver tamanho do front que limite a quantidade de unidades em combate, ou corremos ter uma cópia dos fronts noobs do HOI 3, admito um limite atrelado à algo do tipo à suplies ou outro sistema parecido, mas limitar como no HOI 3 é um erro. MAs notem que ali tem o combat width = 3, ou seja, se limitarem NOVAMENTE o front, só um mod salva o jogo.
    2) não pode ter unit cap, ou algo do tipo, a quantidade de unidades que vc pode fazer deve ser simplesmente limitada pela quantidade de recursos que vc tem x a quantidade de unidades que vc consegue suprir.

    Devo lembrá-los que são esses dois fatores que fazem o HOI 2 Darkest Hour, imensamente mais complexo e difícil que o HOI 3. Esse é o ponto que permite uma liberdade de criação de estratégias muito grande.

    Quero explicar porque isso, o jogo multiplayer é muuuuiiito diferente do jogo SP, é extremamente comum jogadores bons no SP, apanharem violentamente em MPs seguidamente, tb é comum jogadores no MP nunca ficarem tão bons quanto outros jogadores, alguns jogadores acabam por dominar partidas MP, fazendo excelentes jogos não importando com qual nação joguem. Assim, quando um HOI novo é lançado os jogadores mais hardcore, naturalmente aprendem mais rápido e mantém sua hegemonia, e quando uma partida com players hardcore acontece, o jogo acaba transcorrendo totalmente diferente de como os desenvolvedores propuseram o jogo, e totalmente diferente de jogos single player.

    A razão é simples. Os jogadores hardcore são como testadores de brechas na mecânica do jogo, eles naturalmente testam e testam e tentam arrumar meios de anular vantagens alheias e conferir vantagens a si próprios de modo fora do convencional, exemplos simples são: guerra de HQs no HOI 3, transports fleets no HOI 3, produção maciça de bunker em série - HOI 3, uso do practical progredido geometricamente para garantir IC numa guerra nuclear - HOI 3, corrida armamentista programada (que acaba forçando o oponente a jogar como vc quer)- HOI 3, a noobiçe de increase treats - HOI 3 (nem comento), poll units cheio para evitar desembarques etc etc. Essas coisas resultam em nações com ICs imensos da ordem de 800, 2k de unidades no mapa, 10 de bunker em cada província européia etc e logicamente o jogo não foi feito pra isso. Espero que os caras aprendam e façam o jogo baseado no HOI 2.

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    Última edição por Sr. Bison; em 14/06/2014 às 05:44.
    Bison online lemas :

    Não peça nada que você não pode pegar.
    Aonde você vê crise eu vejo oportunidade.

  10. #80
    Avatar de Sr. Bison
    Data de Registro
    Abr/2006
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    Jacareí - SP
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    Só pra acabar com um mito: O HOI 3 é bem mais simples, e fácil, o HOI 2 Darkest Hour a princípio pode parecer mais simples, mas não é, há casos de partidas entre eu e o Nader onde jogávamos com aproximados 40 tasks (bombing missions, combates, patrols, redeployes, retreats, air superiority, rebase etc etc) ao mesmo tempo multiplicado pela reação do oponente e pelos resultados a médio prazo. O HOI 4 tem que ser isso : http://battlecentral.xpg.uol.com.br/...-Nader-%E9pico

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    Bison online lemas :

    Não peça nada que você não pode pegar.
    Aonde você vê crise eu vejo oportunidade.

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