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报告翻译问题








2) I’m not entirely sure what exactly you mean. If it’s about nationalizing foreign territories, then I don’t plan to add such a feature. My focus trees already include ways to gain manpower, so I can adjust that balance if necessary.
3) Regional paths. Honestly, I have no idea what those could be or what purpose they’d serve. I wouldn’t want to add a bunch of focuses that basically do the same thing but have different names. That’s not my style :)
But if you have specific ideas for regional paths, I’d be glad to hear them.
(Based on u10shun's suggestion)
What I would do is i would go into the game settings, select "Fragmented Germany" as it's fragmentation status. Then I would use the decision to enable the new focus tree once i've loaded in as Prussia or any other German Releasable. I would activate the decision, then I would unpause and let one day go progress, then check the focus tree. It would show the Vanilla Focuses but with no white/blue lines connecting them, effectively removing the paths. I tried to get rid of the Vanilla Focus Tree using the decisions as well and then attempt to "re-add" the Redux tree, but it still shows the broken no-path Focus tree.
Kinda hard to explain in words, wish i could post pictures.
1. Military/Civilian/Naval Buildup isn't entirely a "Build-up"
-It's not really a "Build-up" as its more of a sudden increase since you gain civ's, mil's and dockyards. I think it would make more sense to have some kind of mechanic or system that grants faster construction speed of the respective buildings for a certain time period. (like a +20% increase to mil construction speed on top of the free factory for 365 days)
2. Research is missing one thing, Tanks.
-There is no research boost for tanks at all. It's there for Infantry equipment, but nothing for tanks and motorized, which is a shock since the RDX focus seems to have space for it, maybe a 100% research speed on tank chassis and a 50% to modules somewhere?
3. The tree is good, but it lacks scale.
-Not to be rude or to nitpick but what i mean is the tree feels a bit small in comparison to the other focus trees. Especially since the political branches seem to just stack bonuses on top of bonuses without any real need for them. Something i would suggest is adding a few "War Focuses" or Focuses that you can only take while at war. they give you great buffs (Like high core defense, or division attack) but when the war ends, the debuffs roll in for a short time. (Something Like consumer goods debuff, division defense debuffs, among other possibilities. you can get creative with this!)
It's still a great mod, don't get me wrong, but it feels a little bit small even when compared to the Vanilla Generic Focus tree in my opinion.
1) I already have plans for a larger update where I want to rework parts of the focus tree, especially everything related to industry and the army. I’ll get to that once I have enough free time.
2) About the “lack of scale.” As I mentioned in the mod description, my goal was never to create a massive focus tree just for the sake of having more focuses than others. I have my own vision of how focus trees should work in this game. I see HOI4 as a sandbox where the player should be free to choose their own path. Vanilla trees for Germany, USSR, Japan, and others often restrict the player by forcing them into strict predetermined routes. I don’t like that system, and I don’t like when focuses imitate the political life of the country so rigidly.
In my mod, the idea is that players simply pick the bonuses they need or the ones that fit their playstyle, and then they’re free to play how they want. A big part of my intention was also clarity, huge trees where nothing is understandable and where you need ages to figure things out really annoy me.
Another problem with many vanilla trees is that they often contain “better and worse” options, for example, choosing between tanks or infantry, or fighters vs bombers. In both cases the choice is obvious: everyone goes for tanks and speed, and in the air nobody plays bombers. So I tried to remove these pointless, one-sided choices, and I’ll try not to add them in the future.
Overall, this reply is just me sharing my thoughts and views on the mod, nothing negative. I appreciate your comments and ideas, and I’m absolutely open to improving the mod. I just want everyone who enjoys my work to understand my approach to focus design in Hearts of Iron: I don’t plan to mindlessly inflate the tree, and I want the mod to stay intuitive and give freedom no matter how you prefer to play.
Those last points about the obvious choices i didn't even think of, that is smart man, great job!