Hearts of Iron IV

Hearts of Iron IV

Old World Blues: A Fallout Mod [DEFUNCT]
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Loonybinjin  [developer] May 26, 2017 @ 11:17pm
Dev Diary 4: New Lands to Conqueror
Dev Diary 4: New Lands to Conqueror.

Greetings Wastelanders, it's me! Loonybinjin, coming at you again with some news on Fallout, Old World Blues. I'm sure that many of you have been concerned with the absence of Dev Diaries as of late, but rest assured that we have no intention of making a habit out of such long pauses, and that from this point on, they'll be more frequent. Now for the news!

The Map: This is the topic that we’ve probably spoken about the most in advertising for the mod, and the thing that has been no small amount of headache to the team and fans for many months now. In short? We were dedicated to giving the mod a customized map. Why? Because there was no way to properly capture the wasteland and the dynamic of fallout itself using the base map for Hearts of Iron 4. Longtime fans of the mod, and those people who have read our previous Dev Diaries will know that we had built a map of our own just for this purpose, and that this custom map was one of the primary selling points of our mod. We are, to our own knowledge, the first mod to have over rocked an utter overhaul of the world map, that being said? We made a devastating mistake early in production that has lead to the loss of that map. It simply won’t, and never will run. That’s the bad news.

The good news? A devout member of our community stepped up when he felt that it was clear that we wouldn’t be able to get the map working, and through the grit of his own astonishing commitment to the fallout setting, as gone forth and made an entirely new, entirely functional map. I want to stress what I mean when I say fully function, I don’t mean ‘It technically loads in the editor’, I mean, it loads in game. We’ve played around with the bare frameworks, made consistent updates, placed factions, and done many other things. I would stress that while this means many things, it also doesn’t mean we're horribly close to a release. An entirely new map to buff out, cities to place, terrain to redo, population and rivers to place. It does mean that we’ve overcome the hurdle that was threatening to kill the mod entirely however. Something that I’m very grateful for. The individual who created this map has been brought onto the mod team, so you can all thank Mechano!

https://steamuserimages-a.akamaihd.net/ugc/785162250412921054/C4F37CECC97223E625BE516EECC8CBF20BBB466B/
That’s where we are currently. The map has no population, is being buffered as we add new elements, but it works, and to my knowledge we may be the first team to get a custom map to function properly. Also, some of you may be asking. “Loony how big is it?” The same size as the map in the base game, but with far more territory covered in land.

What are some things that are coming out of this radical map change? First and foremost, while the map isn’t larger than our last map, it is broken up to a far greater degree, and includes new elements such as multi-province cities, canyons that are going to make use of soon to be impassible terrain blockers, and other interesting things that will be made possible when Death or Dishonor arrive. From impassible major mountain ranges to an army potentially getting stuck in the Canyons of Utah, the tactical situations have become far more in depth, and make extensive use of more natural features and chokepoints. The increased space within which we have to work has also given rise to many new factions! While the original mod was going to have over fifty separate factions, the new version of the mod is going to push that to over seventy on the West Coast Release alone. More factions to play, more zany lore to explore, and more general fallout Oddities to partake in.

The Preview: What Preview? Well consider this a big apology from us to you for the long radio silence. We had originally planned to keep certain factions secret until the full release, but in all honesty, we’ve rethought this process and decided that there would be not better way to announce the return to progress than with an example of that progress. I present to you the plan for one of our three Major Factions, The Legion.

Starting Position: Caesar's Legion is one of the most Iconic factions in all the Fallout franchise, a throwback to the ancient world in a post-apocalyptic America. As a nation that easily ranks among, if not on top of the list of the most powerful factions that have emerged in the setting, the Legion is one of the two strongest starting nations in the mod, and will remain such going into the future of the mod.

In game terms, the Legion is the up and comer within our map. While the NCR starts monolithic and all powerful, the Legion begins the game partway through the conquest of the 87 tribes, seeking to conquer Two-Sun and the would-be Cowboys who contest their control of southern Arizona, even as the Hangdogs, their last true foe in the east, make ready to lead their ramshackle military in a final defense of Dog City. The Legion is in the middle of a rapid and violent expansion. By the end of these wars? The Legion will be powerful enough to challenge any nation in the game. From the sprawling cities of the NCR to the Free States of Nevada, all will fear the coming tide.

A Culture of Warriors: The Legion is an explicitly militant faction, everything they do is geared towards increasing their military proficiency. Their side trees usually focus on the conquests of individual areas or groups, be it the domination of the Mojave Brotherhood if they take Vegas, or an area devoted entirely to the subjugation of lands in Northern Mexico. Their military tree is extensive, and doesn’t focus heavily on technological advancement or customization like the BoS or other factions. Why is this? The interesting thing about the Legion’s military has never been their weapons or equipment, rather it was their doctrine and mentality in relation to how war was waged. Do you follow the qualities of the Legion that were shown in the actions of the implacable Silus, the cruel Aurelius the Phoenix, or even the Ill-fated Gaius Magnus? Your choices will shape not just the narrative of the legion, but how it functions as a military.

The New Gods: Another topic to touch up on are elements of the alternative history that can be explored with the Legion, notably the idea of the Pantheon. This is a concept that was hotly debated in early design, but one that we elected to include in the tree, a choice that we are very happy with. The short explanation is simple, when the Legion Conquers certain tribes, it gains the option to take on their god, adding them to the Pantheon of Caesar's Legion. This will take existing, entirely unique national ideas that belong to conquered tribes and transfer them over to the legion, increasing military power at the cost of national unity. Beyond this, keeping certain gods can reward you with unexpected bonuses in the long run, be they a masterpiece machine crafted in the name of the Caesar by the automotively minded Cult of Nas, or an entirely new breed of Wardog brought forth from the temple of Shottol as tribute to Mars. You must decide if you’re willing to compromise the integrity of the legion in exchange for these unique bonuses.

(Due to length, this post is split into two parts.)
Last edited by Loonybinjin; May 26, 2017 @ 11:19pm
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Loonybinjin  [developer] May 26, 2017 @ 11:17pm 

The NCR: So how does the Legion hold up to the NCR? What are your weakness, what are your advantages? Details below.

Industry - You will never be able to compete with the NCR in terms of raw industrial power, and that’s simply an unfortunate truth. The NCR Has no less than four major cities, and many small cities, which form the backbone of its immensely powerful economy and industrial complex.

Technology - As strange as it may sound, the NCR and Legion both sport what is roughly the same level of technology when it comes down to basic combat and troops, with the legion proving that it is capable of sustaining and making use of reasonably advanced and common firearms. The core difference between warriors of the Legion and soldiers of the NCR was always tactics, and their methodology in war.

Military - Here is where you might actually outclass the mighty NCR, who despite having a mighty military, are facing threats from all sides. Be they violent raiders harassing them from Nevada, super mutants and cannibals trickling down from Oregon, or even a growing internal power struggle with the Brotherhood of Steel, one that will almost inevitably lead to war. The NCR will spend the early game distracted and fighting on many fronts, making it hard for them to amass proper stockpiles. You on the other hand, quash tiny factions as you wish, dominating the east as you build up massive reserves of weapons and manpower from conquest after conquest. In addition to this, your generals and soldiers are, on a case for case basis, usually superior to their NCR counterparts. This isn’t an easy area to measure, and the NCR and Legion are reasonably close, but if you play your cards right you’ll sport a larger, stronger military than the NCR come time for the battles for Hoover Dam, and the subsequent conquests.

Manpower - You win. Not because you actually have a larger population than that of California, the cities of the NCR are known to be the largest concentrations of most of the wastelands surviving population, many of whom are healthy and fit for duty. However, the majority of NCR Citizens are just that, citizens who are enjoying the comfort of being away from the wasteland and the hardships of the world. The NCR military is primarily a volunteer force, although they are known to conscript soldiers, they will never come anywhere near the manpower that you can pull in. The Legion sports the largest natural recruitable manpower bonus of any faction within the game, and throughout their three you gain the potential to increase the volume of troops you can call to war by immense quantities. For reference, the Legion has a flat +4% recruitment merely for being the legion, with an additional +6% from their focus tree, and a minimum of another +2% from their doctrine choices. If you elect to focus on the fact that the legion has a slave population for it’s military core? You gain gain another 7% recruitable population on top of all of that. That is before your recruitment type is taken into account. In short? The Legion will have anywhere between 15-25% Recruitment on average, when you take into account recruitment laws and commanders.

Bonus - The recruitable from non-core in this mod has been elevated to roughly 15%, and the legion gains another +10% flat on top of this. Via the slaving subtree of your military, you can get another 5% non-cored recruitable. Beyond this, if Lanius wins the civil war, and you are playing as him? You can gain an additional +20% to that. In short? The Legion will always have between 25%-50% Recruitable from nore cored, heads and shoulders above /any/ other faction currently in the game. Go forth and conquer.

The Legends: The Legion is home to a plethora of interesting and amazing character, and while in the future we intend to focus on these individuals more, there are currently five individuals of major importance within the legion, around whom much of their tree is shaped.

Caesar: What more can be said for Caesar? The founder of the legion, the writer of every word of its brutal philosophy, he who forged a band of ramshackle tribes into one of the greatest military forces the Wasteland has ever known. Caesar is a leader who gives the Legion it’s purpose, and that purpose is that of a sword, to cut and strike against the enemies of mankind. In his eyes? The greatest enemy would be the NCR, which waits for him across his Rubicon.
(Role) Faction Leader, with a unique trait that gives his nation +15% National unity.

Malpais Legate: The Brutal Right hand of the Legion, the supposedly immortal Malpais Legate serves as the leader of all Legion Military operations at the start of the game, and as your greatest tool in the conquest of the 87 tribes, and he is to be the spearhead with which you make your gambit against the Hoover Dam. Yet it is his fate to be burned, and regardless of whether one gains victory or defeat on that Dam, the Burned Man will rise to oppose the Legion.
(Role) Malpais Legate begins as a rank 5 General, with unique traits that are determined in the focus tree.

Legate Lanius: If Malpais was the right hand of the Legion, Lanius was the left. At the start of the game however, our infamous Monster of the East is still a legionary, growing in rank and power, but not yet the monster Caesar will need him to be. It is only after the first battle of Hoover Dam that the player will gain access to this devastating commander, for he will serve as a replacement to the lost Malpais Legate.
(Role) Lanius begins as a rank 4 General who possesses Fortress Buster, and Urban Assault Specialist.
Should Lanius come to control the Legion, he will also function as a faction leader with a trait that gives his nation +10% Partisan suppression.

Vulpes Inculta: Vulpes is the head of the Legion’s Frumentarii, a cunning man who is devout in his following of Caesar’s teachings, and forever grateful to Caesar for saving his life. He is the cunning of the Legion made manifest, and should Caesar die? The primary rival of Lanius in acquiring control over the Legion itself.
(Role) Vulpes Inculta is both a rank 3 general with Trickster.
Should Vulpes come to control the Legion, he will also function as a faction leader with a trait that gives his nation +10% Unity, much like Caesar.

Lucius: Lucius is another powerful and respected figure amongst the legion, one of Caesar’s closest allies and the leader of the Pretorian Guard. Lucius was a devote follower of Legionnaire ideals, disliking firearms and the dependency on technology that other nations possess. It was actually for these reason that he is one of our most outlandish breakaways from common lore. What if Lucius were the one to discover that Caesar’s story was a lie? That the Legion’s lack of acceptance of technology was actually one of the things holding them back, and causing more death than was necessary? What if he were the one to spy the hypocrisy? Lucius has the potential to take control of the Cult of Mars, a breakaway group that can partake in the Legion Civil War.
(Role) Lucius is a rank 3 General with Urban Assault Specialist and Ranger.
Should Lucius take control of the Legion, he will grant his faction -10% Production costs on energy weapons.

The Focus Tree: Have a gander at the grandeur. https://drive.google.com/file/d/0B5sfsnWwdMTtZUYxeXk0LUY1Smc/view?usp=sharing

Bonus Round: Artwork.
Art is something that is very important when it comes to a setting like Fallout, which has it’s own unique style and a plethora of characters that you can’t simply represent with old fashioned pictures from the real world. We elected early in the development of the mod to make use of colorized and stylized artwork as a result of this, and we intend to replace the ingame screenshots used in the preview of the mod. Below is a sampling of some of the artwork that I’ve personally commissioned for the mod. To those of whom it may matter, the artist was Babayaga’s Dream (http://skizoh.tumblr.com). I want to give her a huge shoutout for the work they’ve done and the work they are continuing to do for the mod. My one regret for this Dev Diary is that Lanius hasn’t yet been made! Oh well, maybe the next? ; )

Caesar, Son of Mars: https://drive.google.com/open?id=0B5sfsnWwdMTtb0JFeU11bE04Zzg
Vulpes Inculta, Cunning Fox: https://drive.google.com/open?id=0B5sfsnWwdMTtdUhNWUxHdHQ0UWM
Malpais Legate, Butcher of New Mexico: https://drive.google.com/open?id=0B5sfsnWwdMTtYTZPaXVxWVhQSFE

The Burned Man, an Honest Heart: https://drive.google.com/open?id=0B5sfsnWwdMTtYTdyY0otQWhDV1E
Salt Upon Wounds, Warchief of the White Legs: https://drive.google.com/open?id=0B5sfsnWwdMTtX2V4OExJRGFtWnc
Thunderbird, Warchief of the 80’s Tribe: https://drive.google.com/open?id=0B5sfsnWwdMTtYnlrbXBZNEJGQVU

Generic Raider: https://drive.google.com/open?id=0B5sfsnWwdMTtZmlFVTR0V2VaM2M

Grozdan Haykov, Mayor of the Old Country: https://drive.google.com/open?id=0B5sfsnWwdMTtQXMtSzBxaGNCbWs
Special note! (I did not actually comission this piece, but the person who did gave me permission to use it in the mod, so a big thanks to @mister joe for letting us use his ghoul!)

And that's the end of part two! Feel free to comment or ask questions below.
Last edited by Loonybinjin; Jun 14, 2017 @ 11:57am
Maw May 27, 2017 @ 12:50am 
Mhm, I've glanced over most of this article. Just to clarify, the Legion Civil War is the Legates spliting from Caesar, or a power vaccum caused by a event via his death?
Mechano  [developer] May 27, 2017 @ 5:35am 
Providing some more information about the map for your viewing pleasure, so far we're over 3.5k provinces and rising, a lot of work has been done on layouts but there's a few overhauls left over so we're going to spare you a view at the overall province and country maps, just know that they exist. Anyways, here's a few pictures of the map as it stands:

Just in case you missed it, the overall map: https://steamuserimages-a.akamaihd.net/ugc/785162250412921054/C4F37CECC97223E625BE516EECC8CBF20BBB466B/

Rivers: http://i.imgur.com/pdVqZai.png

Dayglow: http://i.imgur.com/3QubV9P.png

(prototype) Flagstaff: http://i.imgur.com/52OWHgC.png
Loonybinjin  [developer] May 27, 2017 @ 7:35am 
The Civil War can take one of two forms.
A philosophical war between techno-progressive members of Caesar's inner cabinet in reaction to seeing Caesar survive through the usage of advanced technology/

Or the power Vacum that will result in a struggle between Lanius and Vulpes in the event of his death.

That being said, both versions of it are baased around Caesar's deathbed, be it his recovery or death.
Last edited by Loonybinjin; May 27, 2017 @ 7:36am
Maw May 27, 2017 @ 5:31pm 
Thank you for clearing that up Loonybinjin.
Loonybinjin  [developer] May 27, 2017 @ 8:35pm 
Anytime. Feel free to ask any more questions if you have them.
Maw May 28, 2017 @ 3:44am 
In the inner not really civilwar between the techs and not techs, will there be a sort of...what's it called...non-bonus..... or whatever, that gives minus national unity and ect due to inner strife?
Loonybinjin  [developer] May 28, 2017 @ 10:05am 
Depends on who you're playnig is. Caesar gives a +15% to national unity, and Vulpes gives around 10%. The more militant options (Lanius and the Brotherhood of Mars), are down by that much. It's pretty impactful given that the Legion only has a normal bonus of roughly 70%, and if you've gone ahead and picked up more than a few gods? You'll be running low on unity anyhow. Unity management is very important to the Legion, you're always at the risk of falling apart if you go a little to far.
Maw May 28, 2017 @ 10:07am 
Mhm, I can see that, cool.
The Can May 28, 2017 @ 12:50pm 
In the NF it says to Prevent Caesars death you have to do the focuse on red wear are they?
Loonybinjin  [developer] May 28, 2017 @ 1:15pm 
Oh. Pardon, I left that bit in. No, you get to discover that the hard way. ; ) Same way for finding the Enclave on other factions, or certain supermutant takeovers.
Last edited by Loonybinjin; May 28, 2017 @ 1:15pm
Maw May 28, 2017 @ 1:58pm 
Mhmmmmmmm, why even keep it secret, there are going to be guides not even 1 day after when the alpha/beta or whatever it is comes out.
Loonybinjin  [developer] May 28, 2017 @ 4:43pm 
Mod Leader's call, not mine. I merely say what I'm told to say, help me I'm a slave.
Maw May 28, 2017 @ 5:53pm 
Poor Soul, but sorry, another settlement needs your help. Here, i'll mark it on your map.
disabled May 28, 2017 @ 6:14pm 
It's great to see this mod is still being worked on! I can't wait to see others like the Brotherhood or Enclave be added in!
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