Hearts of Iron IV

Hearts of Iron IV

Ultra Historical Mod - Realism Overhaul
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Update: 25 Mar, 2020 @ 2:03pm

0.8.1

Features

- add a decision to manualy close steel mills / aluminium smelters
- integrate the newspaper mod (courtesy to their authors)
- add a distinction between "light infantry" and "front infantry" with the later using "heavy infantry equipment" in addition to regular infantry equipment. Light Infantry is faster, consume less suply and have good defensive capacities in rough terrain, but is less suited for the battlefield than its heavier counterpart.
- extended the artillery tree into the late 40's. Added heavy versions of artillerie, anti tank and anti air. Thoses cannot be used as frontline bataillon without being motorized. Most of arts and descriptions are placeholders from Vanilla, to be replaced later.
- Reintegrated wargoal on Fall Weiss and Barbarossa focuses. Allowing the player to do coordinated strike mission (from espionnage feature).

Balance

- removed the pp cost for reopening closed resources buildings. Cost moved to actualy close them.
- lowered disruption from fighters (carrier based or land based) in naval battle. Atm in vanilla fighters are too efficients in naval battles, making dive bombers and torpedo bombers useless.
- Steel mills and aluminium smelters closing events have a 7 days mtth instead of 2 (70 days for the AI).
- Steel mills and Aluminium smelters are easier to reopen. Adjustments mostly to help the AI managing them.
- Limited the different types of the same support tank bataiilons. For exemple one cannot longer get light, medium, heavy and modern SPG as support bataillons for one single division. Goal is to avoid OP unrealistic divisions.
- Removed chinese decision to surrender to Japan. Chineses will fight to the bitter end and Japan will have to set their collaboration government by themselves!
- Reduced a bit motorized, armored cars and mecanized equipment costs
- Rebalanced the cost of Artillery pieces to be more accurate compared to Tank costs.
- Reduced the cost of support equipment
- Reduced the amount of stability/war support that can be removed by propaganda espionnage mission.
- Reduced the Concentrated Industry malus on efficiency retention from 50% to 25%
- Reduced the Planned Economy malus on efficiency rentention from 50% to 25%
- Not being pierced is more rewarding in terms of damages avoided
- Removed the states limitations on synthetic fuel & rubber reffineries. The max level is not dependant of tech anymore
- Reduced the forest movement penalties for trucks
- Reduced to 35 days the "invest in..." french focuses.
- More accurate vehicules speed, in direct relation with both historical max speed and autonomy. Credit to Uncharted from the World Ablaze mod.
- Halved the resource malus with Great Depression, remove it from the 1938 Recession


Database

- adapted some US and French focuses to respectively new espionnage system and to NRM.
- adjusted Germany starting trades
- exchanged a dockyard by a civilian factory in Leningrad (-1 dock + 1 civ)
- exchanged 3 civilian factories by 2 military factories and 2 docyards in Tokyo (-3 civs + 2 docks + 2 mils)
- Changed the building-consuming modifiers from state to country. Lead to less clustered map.

Map

- Added impassible terrain for the Gobi Desert. Will greatly improve AI behaviour in the Asian Theater.
- complete the Himalaya impassible paths.
- Made Northern Siberia and Northern Canada Impassable
- Made Amazonas impassable
- Added impassable terrains in the Caucasus (with possible roads along both seas and between Grozny and Tbilisi).
- Made northern and southern arabian deserts impassables.
- Removed polish cores in Ukraine/Belarus. Better represented by high complience there.
- Increased starting complience in Japanese Korea and Japanese Taiwan. Thoses territories were in the Japanese Empire for too long to get low complience.

AI

- AI Japan should be less eager to advance deeper in China in the earlier stages of the war. Should later try to kill off China with Operation Ichi-Go once at war with the Allies.

Bugfix

- reduced the time for the carrier to be able to attack alone from 24h to 12h as an attempt to fix the never-ending battles bug.
- removed outdated AI script causing the AI to get too much Steel mills/ aluminium smelters or too much rubber refineries.
- fixed some deffective localisations in the tank tree
- Corrected a define making loose all efficiency when switching to a "parent" production.

Aestetic

- prettier resources icons for coal, bauxite and iron

Update: 19 Mar, 2020 @ 7:55am

Hotfix :

- Somehow the AI was still able to set collaborators governments. Disabled that possibility.
- Put all the resources costs on states instead of countries. Indeed the modifier is still broken and will be operational next week. On the meantime the state modifier is fine.

Update: 19 Mar, 2020 @ 7:41am

failed hotfix

Update: 18 Mar, 2020 @ 5:30pm

Changelog

0.8 "World of Tanks"

Compatibility with HOI4 1.9 .1

game
- modded game speed to get an even slower min speed.

Focus trees
- New french tree : remove the monarchist fantasy path, adapted the focuses to the economic balance.
- Portuguese focus tree : Remove the fantasy Communist and Monarchist path, butchered most of their insane bonus.
- Netherland focus tree : removed communist focuses and some fascist ones.
- Mexican focus tree : removed the possibility for Trostky to join the government and focuses related to that.

Features

- Tanks Bataillons now takes 3 width instead of 2
- Addition of Assault Guns and Heavy Assault Guns
- Addition of Armored Cars
- Addition of Infantry Support Tanks (representing early designs meant to support infantry and not designed for tank battles).
- Nation Uniques tanks, armored cars and mecanized tech trees. A big thanks to the World Ablaze team for all the good stuff they shared with us!
- Tank steel cost drasticaly increased
- Piercing of AT/AA guns adjusted to adapt to the new tank system
- National Focuses adapted
- German and Soviet surrender are now decision based instead of events.
- Removed Reichkommissariats and Reichprotektorats from the map. Will be better represented by the new occupation/resistance system.
- Volunteers are back (usefull feature for SCW).
- Removed nearly every decisions giving free puppets. We want to use the occupation mecanics instead.
- Removed Dutch Indies puppet. Now Netherland will use normal occupation mecanics instead.
- Added an event to represent the fall of the french Popular Front, replacing Blum by Daladier in 1938 in historical situation
- Militia unit introduced : infantry with far lower training time but far worse stats. OK-ish defense stats on some terrains.

Balance


- Schacht is no longer given to Germany at start but can stay until Germany gets Sudetenland
- USA and Canada start with Advanced Machine Tools already researched to represent the US advantage in terms of streamlined car industry
- Increased strongly WW1 stockpiles for relevant countries
- Adjustments to naval techs and naval related focuses for UK, USA and Japan
- Carriers planes make more sorties and can strike 24h before other ships can engage in a battle. Allows a way better carrier representation
- Base carrier sortie efficiency is now 25%. Can be improved with doctrines.
- Added research slots for majors to take into consideration the number of available techs
- Artillerie techs (AA/AT included) are also affecting SP variants
- Lowered resistance damages on garrisons
- Additional operatives available when finishing relevant agency departments levels
- adapted cost of upgrading agency levels
- Fascist satelites now contributes to number of operatives
- Poland now start in early mobilisation law.
- Nerfed significatly Anarchist (less divisions) and Carlist (mission to get the uprising is longer)
- Removed the org penalty to the State of Shock. The malus from the purge is clearly enough to represent to disorganized Red Army in 1941. No more industry and unit training malus on purges.
- Lowered the purges penalties on doctrines
- Lowered in general historical offensives modifiers. Organic mecanics ans AI being better, we does not need them that much. The excess of modifier is a flaw of the mod, we want to get rid of them.
- Adjustments to starting techs and national focuses to better represent industrial technologies.

Resources

- Strongly increased steel cost for ships
- Steel reffineries now adds 50 steel instead of 40
- Alluminium Smelters now adds 50 Alluminium instead of 40
- Steel mils adjusted on the map. A bit less for minors, more for the majors, and a lots for the USA

Database

- Improved starting production lines and OOBs for every majors
- Removed Malaya from the map. Now under direct British control. Less exploits this way.
- Laval is now correctly the starting French Prime Minister
- Added scout planes researched at start for every relevant nations

Bugfixes

- The "Neutral USA" setting in game rules now works correctly.
- Fixed the "hole" in Borneo impassable terrain.
- AI is forbidden to make collaboration governments. Avoid a lot of issues.

Update: 30 Dec, 2019 @ 8:47am

Update: 30 Dec, 2019 @ 8:44am

Update: 30 Dec, 2019 @ 3:13am

Various hotfixes to polish the last path balance after feedback

Update: 30 Dec, 2019 @ 1:26am

Update: 30 Dec, 2019 @ 1:16am

Update: 30 Dec, 2019 @ 1:06am