Danzing All Night (Beta)

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Authors: mmmm grayons, gryphus.crux

Last revision: 21 Aug, 2017 at 18:40 UTC (13)

File size: 18.06 MB

On Steam Workshop

Description:
Danzing All Night

(Danzing All Night? Well, Dancing all night…in Danzig.)

This mod is made for those who want to finish the game in a night, either singleplayer or multiplayer. This mod is made for those who do not want to be limited by numbers and be challenged by AI. Finally, this mod is made for those who love combat.

This version is more for you to watch the world burn instead of actual gameplay, so for a better playable version please use the multiplayer edition. http://steamcommunity.com/sharedfiles/filedetails/?id=892945590

VIDEO OF THE FORK HERE: https://youtu.be/BCd2nQMBAwA

This still happens in this version as well.

New countries (and a whole new continent):

We added Africa and we added pre-existing states in base game as countries as well. All of the flags are politically accurate.

Multiplayer Playability and Gameplay are kings (queens):

The original purpose of this mod was to make the game finishable in one night, and more fun in multiplayer. We should not be limited by numbers such as manpower or technology and waste time waiting for things to finish. However this should not give any player an unfair advantage over the other. Technology also is slightly faster to accommodate a game per night. But this is not too fast, so nukes are still hard to get.

National focuses finish in 1 day, and combat is very doable in Speed 1 (1-hour intervals) so connection speed is much less of an issue too.

I made AI extremely aggressive so now they don’t give a damn about anything except for war. Expect war the very next hour you start the game.

There is a random war declaration event that happens among AI so that you are always kept on your toes about war. And it makes the game more fun too. Democracies have no limits barred on their behavior and can and will declare war and be aggressive just like fascist countries.

The combat meta has changed:

For us, the best part of Hearts of Iron 4 is combat. Combat is where it begins, combat is where it ends. Combat is where it’s at. Especially if you can get smart opponents to play against- human or AI.

What does anything matter if the game is not fun to play? Numbers should not limit players from enjoying the game. In this mod, it’s very easy to recruit & deploy units. There are almost no restrictions on the player: the advantage is skill, not numbers. It’s unfair to be overrun by OOBs of majors when you start the game, so nobody has an OOB in this game- and nobody needs one. Whole theaters are constructible in just a few months and your skill matters.

Minors are able to take down majors very easily in this game, because everyone has a ton of resources and industrial capacity. No limits on building slots or airbase capacity or anything like that. But the huge manpower and ridiculous resources doesn’t matter if you can’t use it to your advantage properly. The AI or the opponent has an advantage as much as you do too, so you have to be careful about what you get into.

Combat should be dynamic and should make you feel you can lose at any moment, especially even if it’s against the AI. Combat should not be limited to numbers. Your division number, is just a number. There are ways to beat death-stacks of 100 units with just 10. In this mod, your strength is your HP and your organization is your ATK. Your strength doesn’t contribute towards the ATK value. Combat is also doable in Speed 1 (1-hour intervals) so no more waiting for battles to end in multiplayer. This game is very playable in Speed 1, and you would want to play it very carefully at Speed 1. Or else the AI will overrun you very quickly.

Almost every province you own must be taken before you get defeated, so it also means that you can always make a comeback. But this also means the AI or your opponent can make a comeback as well, be careful!

This is very good, because when running an AI simulation the Middle East declared war on Africa, and was pushed back all the way to Istanbul but later pushed back Africa to Sinai.

This mod is very hard for human players to play against AI because AI has the advantage of calculating decisions over large fronts but human players will take such a large effort to make decisions for multiple fronts in such a short period of time (assuming you do not pause).

To compensate for the massive advantage the offensive side has over the defensive sive, I have made it easier for the defensive side to hold their front. This should provide a nice balance between the defensive and offensive side.

We added a land bridge for a lot of places because naval invasions are fussy to work with in this game and I wanted to optimize the game for more combat. Some might be bit of a stretch, but this facilitates combat a lot better. Opens up new strategy too.

Finally, the game now knows if you are making too many units and it will regulate you so that you don’t end up slowing down the game. The algorithm works by checking how many states you control and allocating a certain maximum number based on that. But even then you can make a ton, it’s just that as players we don’t control how many we make and make the game a lot slower than it needs to be, Seriously, you will not need to make a lot of units in this one and if you do then the game will be very laggy. That’s just how the HOI4 engine is. I also thought before that making as much units as possible is the best way to go but I found that after many playthroughs it slows down the game to unenjoyable levels and doesn’t encourage active combat. Every country will have roughly the same amount of units in this game, which means skill matters even more this time.

New sound effects:

For those of you that play Super Smash Bros.ᵀᴹ Meleeᵀᴹ you will see what we did with the sound effects. For those of you that do not like this, delete the danzing/sounds folder.

Any comments and criticisms will be greatly appreciated!