Hearts of Iron IV

Hearts of Iron IV

Battle Carrier Ise
157 Comments
vl thật 21 Mar @ 7:13pm 
If I already have 4 carriers in my fleet, will adding hybrid carriers trigger an over limit penalty?
Abee 24 Jul, 2023 @ 12:26am 
i really love this mod..i hope someone update it..i miss my i401 submarine carrier
MAJ3R 1 May, 2023 @ 7:06am 
Graphics update please
Admiral Welsly 10 Nov, 2022 @ 5:47pm 
when will the graphics in the designer be fixed?
Zockopa 7 Nov, 2022 @ 12:21pm 
Despite it says its compatible with 1.12.x it isnt,because the grafics no longer show up on
the ship in the designer,
Licarious Fenrir  [author] 30 Apr, 2022 @ 3:23pm 
After looking into it I know what is going wrong. Looks like most of the naval modifiers in ideas are using type (ie. screen_ship, carrier, capital_ship, submarine). Changing those is beyond the scope of this mod. Hybrid ships are finicky and not something that is entirely intended by Paradox. So, unless we get some sort of Secret Weapons DLC this bug will probably remain.
Licarious Fenrir  [author] 29 Apr, 2022 @ 10:09pm 
I will take a look into why the modified hulls are doubling up modifiers for design companies.
Jack 29 Apr, 2022 @ 9:52pm 
cruiser 1 no company
https://cdn.discordapp.com/attachments/825483719363264513/969822240084467742/unknown.png

cruiser 2 no company
https://cdn.discordapp.com/attachments/825483719363264513/969822390274097192/unknown.png

cruiser 1 - Coastal Defence fleet designer
https://cdn.discordapp.com/attachments/825483719363264513/969822813030584340/unknown.png

cruiser 2 - Coastal Defence Fleet Designer
https://cdn.discordapp.com/attachments/825483719363264513/969822982916673606/unknown.png

cruiser 1 works correctly, but looking at cruiser 2 you can see the range drops to zero with the coastal company
Jack 29 Apr, 2022 @ 9:38pm 
your not applying a company. its the company. like a raiding fleet or a coastal fleet. both of those have no designer
Licarious Fenrir  [author] 29 Apr, 2022 @ 3:14pm 
I created 2 cruisers with the same modules. one on a cruiser 1 hull and the other on a cruiser 2 hull. The only differences I am seeing between them are the slight base stat differences between the 2 hulls.
What am I missing here?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2801409269
Jack 29 Apr, 2022 @ 11:50am 
i don't mean the terrain bonuses. easiest way to see it is take any country with a coastal defence designer and apply it to any cruiser 2, when the bonus is applied the range will fall to zero and the cost lowered by 50% rather then the 50% range and 25% cost. i tried making a backup and modifying the ships but nothing seemed to work. and it seems to apply to an ship that can have a hanger module added, hence cruiser 1 is unaffected.
Licarious Fenrir  [author] 28 Apr, 2022 @ 7:15pm 
Terrain bonuses should not be applied twice. There should be 2 separate terrain modifiers. One for vanilla general ship stuff, and a second for modifiers that only effect that specific ship type. This is a result of my workaround to avoid directly modifying the vanilla terrain type folder for inter-mod compatibility.
Jack 28 Apr, 2022 @ 6:16pm 
was toying around with the mod and noticed any ship hull that can accept a flight deck gets its bonus applied twice. tested on Germany with raiding fleet, and the united kingdom with coastal defence ship, 1.11.10 (c189)
Licarious Fenrir  [author] 11 Jan, 2022 @ 10:53am 
Ise should be setup to load after surcouf.
Riekopo 11 Jan, 2022 @ 7:36am 
When using both of your mods - which should have load priority? Because they are conflicting according to Paradoxos Mod Manager.
Licarious Fenrir  [author] 2 Jan, 2022 @ 3:29pm 
Yes, but that is likely to go away in 1.12.
Riekopo 2 Jan, 2022 @ 3:25pm 
Does this mod add a new ASW hangar? Because I'm seeing it and I don't know where it's coming from.
Licarious Fenrir  [author] 1 Jan, 2022 @ 6:54am 
Heavy attack will still target the first 2 rows, and light attack the first.
Riekopo 31 Dec, 2021 @ 11:24pm 
If hybrid Carriers are in the back row does that mean they can't use their guns on the enemy ships?

How do the Carrier aircraft change Submarine behavior in combat?
Licarious Fenrir  [author] 18 Dec, 2021 @ 9:21pm 
It is a limitation in that the combat position is determined by unit type (ie. carrier, capital_ship, convoy, screen_ship, submarine) instead of an independent variable. In order to use aircraft the hybrids need to include the carrier type. That limits them to the back row. Also, I will put a link to that suggestion when I finish wording it.
Riekopo 18 Dec, 2021 @ 8:16pm 
The issue with the hybrid carriers staying in the back row sounds like a problem with the limited modding tools. You should make a thread on the Paradox forum requesting the ability to make them move to the 2nd row of combat. We can then all upvote it.
Licarious Fenrir  [author] 29 Nov, 2021 @ 9:11pm 
the larger flight decks are locked behind researching better carrier tech.
Afterschool_of_5th_Year 29 Nov, 2021 @ 7:50pm 
How to enable medium and large flight deck for surface ships? all I can use is the small one
starfirejordan 16 Oct, 2021 @ 4:28am 
ah i see thank you!
Licarious Fenrir  [author] 15 Oct, 2021 @ 11:30pm 
The hybrid ship types show up when you put the deck/hanger module on a ship. Those modules are unlocked in the decisions menu.
So unless you are running a mod that is conflicting then it should those 2 thing should get you hybrids.
starfirejordan 15 Oct, 2021 @ 11:18pm 
ship variant isnt showing up. how can i make it show up?
ChipopHQ 9 Sep, 2021 @ 11:32am 
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ᛣ Munin ᛉ 8 Jun, 2021 @ 6:51am 
hm I tried actually making the ships to see if anything change by then. But it never changed. Even as it was made it was still stuck at 45 org
Licarious Fenrir  [author] 8 Jun, 2021 @ 1:12am 
One of the bad things about me using events to hand out techs is that they might not fire for 2 or 3 weeks. Giving myself the left line of Fleet in being and waiting for the tech events to fire took an Ise class from 100 organization to 85 organization when replacing the rear guns with a flight deck.
Licarious Fenrir  [author] 8 Jun, 2021 @ 12:48am 
That is weird, I am going to need to look into that.
ᛣ Munin ᛉ 8 Jun, 2021 @ 12:47am 
Hm it is weird because their organization get completely slashed. (as soon as I add carrier module to yamato instead of floatplane, org goes from 160 to 40
Licarious Fenrir  [author] 8 Jun, 2021 @ 12:31am 
Just because you don't see the hybrid doctrines on the tech tree doesn’t mean that they don't exist. I didn’t want to edit the tech tree directly in this mod. So, for both Ise and Surcouf whenever somebody has one of the doctrines for submarines, battleships, or cruisers along with the Ise/Surcouf flag a hidden event will pop up and hand the appropriate hybrid doctrine tech out. For Battle Carriers and Submarine Carriers their buffs look very similar to Battleships and Submarines, while Aircraft Cruisers use a split between Light and Heavy Cruisers.
ᛣ Munin ᛉ 7 Jun, 2021 @ 10:55pm 
Yeah everything from this mod and the MTG expanded doesn't get doctrine buffs, Please just assign Battleship buffs and submarine buffs to respective units. They get demolished by anything else otherwise
ᛣ Munin ᛉ 7 Jun, 2021 @ 10:49pm 
battlecarrier doesn't get doctrine buff, can you fix that? Either make carrier or battleship buffs apply to it?
Licarious Fenrir  [author] 7 Apr, 2021 @ 3:14pm 
I don't believe that they will cause each other to crash, but don't expect new modules from Ise to fit on new hulls form MTG Ex.
de Kimerült Magyar 7 Apr, 2021 @ 2:49pm 
Does this work with MTG Expanded?
Licarious Fenrir  [author] 1 Apr, 2021 @ 1:41pm 
I don't have any plans, but if anyone else want to they can go for it.
Matt 1 Apr, 2021 @ 12:51pm 
Any chance this could be made to work for Millennium Dawn~? I know it's a big ask but I'm missing my weird and wonderful ship designs.
Licarious Fenrir  [author] 1 Mar, 2021 @ 1:31pm 
I like to think that MTG Expanded implementation is a bit closer to Battleship-Carrier Plus. Even then none of the hybrid battleship hulls and only half of the hybrid cruiser hulls are currently implemented.
ᛣ Munin ᛉ 1 Mar, 2021 @ 3:52am 
Is this included in MTG Expanded?
OfficerOfficer 15 Jan, 2021 @ 12:15pm 
Ok thanks.
Licarious Fenrir  [author] 15 Jan, 2021 @ 12:09pm 
Ise and Surcouf are designed to work well with each other.
OfficerOfficer 15 Jan, 2021 @ 11:21am 
Does this work with your cruiser submarine Surcouf mod?
Licarious Fenrir  [author] 14 Jan, 2021 @ 1:37pm 
They will likely work together. If the do then a lot of the hull will be using the slightly higher resource cost of that vanilla uses.
OfficerOfficer 14 Jan, 2021 @ 1:11pm 
This doesn't work with operation overhaul, does it?
Licarious Fenrir  [author] 24 Dec, 2020 @ 4:15pm 
Licarious Fenrir  [author] 15 Oct, 2020 @ 5:55pm 
Now updated for HOI4 1.10.x
Licarious Fenrir  [author] 8 Mar, 2020 @ 4:04pm 
I know KR does their own overhaul of the naval system.
Part of the my update to 1.9 was remove the prefixes from the ship_hull files in both the equipment and equipmentdesigner folders that would cause mine to load in last. This was done so that people could make better use of the user selected load order in the new launcher.

So, it likely means that pre 1.9 this was breaking their mod.

As stated in my compatibility section, May conflict with other mods that alter heavy, cruiser, or submarine ship hulls.


If someone want to make a sub-mod or compatibility patch for this to work with total overhauls like KR they have my go ahead.
Jeor Mormont "the old bear" 8 Mar, 2020 @ 2:39pm 
Fenrir, really cool mod, works well, but I just wanted to ask, why has the mod stopped working together with added technologies or kaiserreich, did the 1.9 changes break mod intercompability