Hearts of Iron IV

Hearts of Iron IV

Unoffical KRTX Patch
Showing 1-6 of 6 entries
Update: 3 Mar @ 5:36pm

Removed the spare bracket as pointed out in the comments by 麗鳳 - thanks for finding that one for me! - which was blocking some of the naval modules from being used. You should now be able to use the missile launchers and torpedo computers for submarines!

Also reverted the terrain modifiers for KRTX helicopters, bringing them more in line with the vanilla 'copters.

Update: 31 Jan @ 4:03pm

Fixed some issues with Land Cruisers: the hull wasn't unlocking properly and, even if you did somehow get it, most of the components weren't available. This adjustment is technically save friendly, but you won't be able to unlock the parts if you've already got the project completed - if you haven't got it yet, you'll get them in your save as usual, else you won't see them til a fresh campaign. It won't break your save and end your world conquest early, but it won't work perfectly til then.

Also fixed the nuclear missile launchers for subs being unavailable - you can't put them on the KRTX ones (I didn't want to risk breaking something), but the hulls from Gotterdammerung should happily be able to fire nuclear weapons or ballistic missiles as usual.

Heads up: this'll be the last update I can probably put out for a while, as I'm gonna be ultra busy through to the start of March and won't have much time to game or mod, but I'm quite confident that the mid itself is stable since I did this build on a run all the way to 1949 without crashes or other issues.

Update: 27 Jan @ 3:16am

Fixed a crash on the special projects screen when you moused over the ICBM tech. It was caused by the nuclear warheads special project being bugged (missing a bracket), so it was referencing a tech that wasn't there. Quick fix, save friendly, also restores nuclear warheads at the same time.

Enjoy dusting people on the opposite side of the map.

Update: 25 Jan @ 11:15am

Huge update, and likely to be one of the last, if not the last: basically everything has been brought in line with 1.15 Gotterdammerung:

A) The KRTX Nuclear Tree has been partially replaced - you now need to do the special projects to unlock reactors and atomic bombs, with the thermonuclear tech being unlocked by the thermonuclear project...but you can go above and beyond the projects by grabbing the techs for more reactors, and also improving on the bombs themselves with added killing power.

B) Rockets have been similarly handled. The older rockets that were generated for free are gone, as they are in 1.15 - instead, you design and develop rockets in the special projects that are built at factories for use in your rocket sites, and these rockets can be upgraded with the KRTX technologies in the tree.

C) Jet engines are fully integrated: completing the special project for the jet engine will automatically unlock its equivalent on the tech tree, which cannot otherwise be researched, unlocking the whole family of KRTX jet engines. To get the later tiers, you'll need the axial jet engine.

D) Helicopters are fully implemented, too - completing the special project will automagically give you the Experimental Helicopters technology, thus unlocking all the support companies...but like with the nukes, you can do better still: if you research the old KRTX scout helicopter line, it will render the experimental helicopters obsolete for a massive increase in stats and performance.

E) All support companies are implemented, as are the naval modules for tiles and air independent propulsion.

F) However, there was one thing that troubled me: the modern battleship, carrier and ice carrier hulls just didn't want to show up in game. Rather than risk a potential crash magnet, the first two techs have been repurposed - they're how you unlock the last carrier and battleship hull and get the true crown jewels of your battlefleet.

Update: 24 Jan @ 3:05pm

Sort of big update to patch a few more things whilst I get more and more of the Gotterdammerung content working:

A) The infantry tech screen is fixed on the interface, and the previously hidden all weather clothes > night vision line has been restored. Your troops can now enjoy the scientific breakthrough of wearing warm clothes.

B) The support companies introduced by 1.15 have been readded to the game - you can now build armored engineers, helicopter recon, and send your police around on vroom-vroom bikes.

C) Helicopters in general have been reunited - KRTX had its own, but so did Gotterdammerung. I've been able to come to a fairly happy compromise between the two; the companies take the ones from Gotterdammerung, but if you've got Scout Helicopters from KRTX they'll actually upgrade and make use of those with better stats. I'll be doing another pass over this when I get to the engineering tabs and sort out the helicopter engines.

Best thing: all of the above should be completely save compatible, as I tested it for a few hours in an old save from the first version of the patch with no issues.

Update: 22 Jan @ 2:24pm