Hearts of Iron IV

Hearts of Iron IV

MTG Expanded (Not Updated since v1.11.1)
Showing 11-19 of 19 entries
< 1  >
Update: 23 Jul, 2020 @ 4:47pm

This update is a hotfix

Submarine Carrier II medium battery had a line to allow it to act like capital ships and allow shore bombardment. Adding that code broke medium battery modules. This update takes that code out.

Next major update will shift cruiser submarines II to a separate category that'll allow them to behave like capital ships in some ways (shore bombardments), The cruiser submarine I will also get an update to allow it access to the new modules. These changes won't effect the vanilla French cruiser sub that is unlocked through nat'l focus.

Update: 22 Jul, 2020 @ 7:08pm

Hot fix to correct some errors.

Changes:

  • Added terrain adjusters to submarine carriers
  • increased max strength of submarine carrier and aircraft facility modules
  • Fixed typo in submarine saddle bag research localization (thx MR2)
  • Fixed coding errors with submarine cv anti-air

The submarine_cv_anti_air modules were created to correct topview module slot conflicts between the cruiser sub and carrier sub. They became unnecessary when the carrier submarine was moved to its own group, but are still in place legacy code (not sure if i'll remove them later).

Update: 21 Jul, 2020 @ 7:24pm

Additions:

  • Added submarine carrier subunit to tier three submarine branch
Changes:
  • Updated advanced_submarine_snorkel localization to reflect module description
  • Submersible anti-air modules are now unlocked with standard anti-air modules on the artillery tech tree
  • Updated tech tree cruiser, heavy and submarine armor scheme icons and descriptions
  • Updated midget submarine icon
  • Added the Pocket Battleship or 'Panzerschiff' subtech to the 1936 cruiser tech line
  • Moved torpedo data computer module unlocks to the ship torpedo launcher line
The original plan for guided missile mechanics was to convert a submarine into a rocket launcher building when it's ordered to fire its missiles. I couldn't find a good method to implement the scripting (Could be my fault. I'm a rather weak scripter). So the compromise was to create a new aircraft using the vanilla suicide mechanics to achieve the missile and fire them from submarine carrier. I'm rather disappointed of going this route since there is no known way to restrict what type aircraft goes on a carrier so fighters, CAS and naval bombers could also be equipped and the new missiles can be launched from any carrier or airbase (missile spam). The second drawback is the missiles must be produced like any other aircraft.

Submersible anti-air batteries are now unlocked using a script tied to the artillery page. Script checking mechanics can cause up to a 20 day lag between the AA tech research and the submersible module becoming unlocked. This approach was chosen as an attempt to tie these modules to their root technologies without altering more tech trees.

The pocket battleship is the vanilla German Panzerschiff cruiser with a generic name. I'll add a GER localization line so it will revert to the German name when constructed by that country. This completes the list of vanilla country specific ship hulls unlocked for general use.

Torpedo data computer modules we're originally planned to be in their own line, but challenges with isolating mtg elements in the countrytechtreeview.gui file and eliminating the rest as to not conflict with other mods made this task excessive. Additionally, I didn't want to overburden the research process with many additional branches so adding the modules to the ship torpedo line appears at the moment to be the optimal compromise.

The submarine carrier is modeled after the Japanese i-400 sub carrier. It was the largest submarines (over 122m long) of World War II capable of holding three Aichi M6A Seiran floatplanes. The submarine was also equipped with a Mark 3 Model 1 air search radar, an E27 radar warning receiver, a German-supplied snorkel, and coated in anechoic mixture. All these features are modules that can be in the new sub.

Update: 1 Jul, 2020 @ 9:31pm

Changes:

  • Removed separate research focuses for surface hull downgrade modules and paired them with hull armor unlocks
  • Removed tiers 2 and 3 SHBB and carrier hull downgrade modules
  • Separated heavy and SHBB hull downgrade module icons
  • Tier 1 Carrier Downgrade aircraft capacity is now -5
  • Added requirement to research advanced centimetric radar prior to snorkel radar
  • Added ai equipment templates for new submarine types (thanks Licarious)
  • Enabled AI research of new module and ship submarine types. Vanilla unique ship types still restricted
  • Added infrastructure and art to test submarine rocket launchers

Notes:
The separate hull downgrade research focuses seemed to excessively burden the naval tech tree. Reducing the quality of hulls is more of a political decision rather than a break through in technology that must be researched so is was unnecessary to give surface downgrade modules their own focuses. Tier 2 and 3 super heavy and carrier hull downgrades were out of balance with their intent and simply seemed out of place, so were removed. The reduction in carrier tier 1 hull downgrade aircraft capacity reflects the reduction of fuel on board the reduced deck size.

Adding the dependency on advanced centimetric radar prior to researching snorkel radar removes an exploit that allowed submarine radar without conducting any research on the electronics tab.

The submarine rocket launcher module is currently invisible in the game. This is my first attempt at launching V1's and V2's from ships. Currently, rocket weapons require a building to be fired using coding not recognized by units or equipment. I'm not sure this will be doable.

Update: 22 Jun, 2020 @ 6:44pm

Changes:

  • Removed torpedo stats from Fire Control 5
  • Corrected saddle bag (submarine armor) module speed stat from -0.5 to -0.02
  • Changed saddle bag module sub visibility from 0.01 to 0.05
  • Added saddle bag module maximum strength stat of 0.05.
  • Changed double hull (submarine armor) maximum strength from 0.05 to 0.1
  • Increased cruiser submarine II max_strength from 40 to 65
  • Removed sub visibility stat from hybrid propulsion system module
  • Shifted sub visibility values on submersible secondary and anti-air batteries from multiply_stats to add_stats

This is a balancing pass with some added infrastructure for module experiments.

Update: 13 Jun, 2020 @ 11:11am

Additions:

  • Added Midget Submarine sub-technology located under early submarine hull.
Changes:
  • Increased cruiser submarine II surface visibility from 1.0 to 1.2
  • Increased cruiser submarine II manpower from 200 to 300
  • Increased cruiser submarine II fuel_usage from 8 to 10
Bug fixes:
  • Re-enabled technologies that were hidden IOT capture screenshots.
Notes:
The midget submarine (otherwise known as a mini sub or coastal defense submarine) is any submarine under 150 tons, typically operated by a crew of one or two but sometimes up to 6 or 9, with little or no on-board living accommodation. They normally work with mother ships, from which they are launched and recovered and which provide living accommodation for the crew and support staff. This poses a problem as I can't see a way to code a feature that would allow a submarine to act as a port. Midget submarines have been given a little more range to adapt to this shortcoming. Though midget subs currently only have an engine and a single custom slot (torpedoes and mines), there's good argument to add an armor slot as midget submarines were the target of air-independent power development by the Kriegsmarine during WWII and the British Soviet and U.S. Navies after the war. The other armor modules do not conflict with the intent of the hull, though adding a hull downgrade to an already low armor and reliability rating would be considered a desperate choice.

The Cruiser Submarine II stat changes were made to reflect the larger size of the hull in comparison to its peers. A corresponding Max HP increase was inadvertently omitted and will be corrected in the next update.

Update: 13 Jun, 2020 @ 11:09am

Temporary reversion to correct naval tech tree error (Had to re-enable some techs after capturing screenshots).

Update: 13 Jun, 2020 @ 11:02am

Additions:

  • Added Midget Submarine sub-technology located under early submarines.
Changes:
  • Increased cruiser submarine II surface visibility from 1.0 to 1.2
  • Increased cruiser submarine II manpower from 200 to 300
  • Increased cruiser submarine II fuel_usage from 8 to 10

Update: 8 Jun, 2020 @ 9:47am

initial release.