Hearts of Iron IV

Hearts of Iron IV

Zee's Balanced Ship Refits
88 Comments
noman 21 Jul @ 12:27pm 
Is it compatible with Red Flood?
Flames of Icarus 31 Mar @ 8:32am 
Thanks for this mod. This feels much more balanced and realistic than the numbers they have in Vanilla. Thank you.
The_Staring_Cat 14 Feb @ 4:42pm 
Hi _Zee, Thanks so much for the recommended fix. I was playing just last night and now 12 hours later I couldn't load in. Fix works like a charm mate. :happyhearthling:
ShadowDragon8685 14 Feb @ 4:01pm 
@_Zee: The very strange thing is that it only just started happening. I'm certain I last played more recently than two weeks ago!
_Zee  [author] 14 Feb @ 3:57pm 
Damn I was hoping that wouldn't happen on the upload. It gave me the same error during my local testing but I didn't think it was affecting the Steam upload.

C'mon guys, I can't believe it took 2 weeks to report this! :P I could have fixed this much sooner.

I will re-upload and return the mod name to the original so it's not an issue for future updates.

If your save is blocking you because it says the mod is missing, open the mod folder in your steam/workshop folder, and temporarily change the mod name so you can get into your save.
Follow these steps:
Access your HOI4 mod directory at ...\steam\steamapps\workshop\content\394360
Open folder 2073318750, which is this mod.
Then open the file named 'descriptor.mod' with any text editor program.
Change the line that says 'name="Zee's Balanced Ship Refits V2.1"' and either erase or add the 'V2.1' part as needed, then save the file, and continue your save.

Many apologies, this will never need to be done again moving forward.
ShadowDragon8685 14 Feb @ 12:25pm 
This update has broken my save game. It's saying that Zee's Balanced Ship Refits is a missing mod, and won't load it. I think this is most likely because you renamed the mod.
_Zee  [author] 31 Jan @ 10:53pm 
Major Update to Mod Version 2.1

- Updated several components base/refit costs. A slight reduction in refit costs across the board(~10%)

- Added missing Tier 1 discounts for several component categories that vanilla doesn't bother adding

- Reduced base and refit cost of several Light Cruiser parts that were missing the intended standardized reductions(~50%)

- Made BB and BC armor belts slightly more distinct by widening the gap between build/refit cost, speed, and HP

- Reduced base/refit cost and reliability penalty of Nuclear Engines, last version made them too costly

- Corrected several cases of vanilla not assigning discounts when crossing between "Standard" guns and "Dual Purpose" guns for DD/CL/Secondary. Also corrected similar bug for missing Light Cruiser gun discounts because they mislabeled the guns as Heavy Cruiser. Bugs like this are now fixed and discounts are now applied consistently and equally, including when crossing from one type to the other.
_Zee  [author] 24 Nov, 2024 @ 1:28am 
Update for version 1.15.1 posted
-updated sub engine performance stats to mirror vanilla
-added new sub_aip engines
-added new sub coating and batteries

-added new vanilla heavy ship nuclear engine, adapted RT56 variant
-added new vanilla sub ship nuclear engine, adapted RT56 variant
-added new vanilla carrier ship nuclear engine, adapted RT56 variant

-added new ice carrier armor decks

-increased carrier engine initial build cost (convert cost unchanged)
jidoutu 16 Nov, 2024 @ 5:37am 
update needed,new modules are missing
_Zee  [author] 21 Jun, 2024 @ 9:27pm 
The mod update has been posted!

The formerly "super" heavy battleship armor is working again, and several armor-based speed modifiers were updated to match the new vanilla values (the previous values had stronger speed penalties across the board).

Engine and Armor upgrade costs were also slightly re-balanced in response to the general updates recently made by the devs.

Sorry this update took longer than I wanted it to, let me know if you encounter any issues.
Enjoy!
_Zee  [author] 11 Jun, 2024 @ 12:37am 
I've made time to get things updated later this week, sorry for the delay all.
Black Onix 10 Jun, 2024 @ 9:26pm 
The mod is outdated, the latest game update introduces changes to the retrofit of ships and the names of ship classes.
Prince_Ire 1 May, 2024 @ 9:09pm 
Looks like there is some sort of bug associated with Super Heavy Battleship Armor. In both vanilla and Kaiserreich, I get an error saying that the super heavy armor is not a valid input in the armor slot.
DudeChris33 26 Apr, 2024 @ 9:25pm 
@Super Shepherd go delete the mod in steamapps/workshop/hoi4-number/2073318750 (idk the hoi4 number sorry)
DudeChris33 26 Apr, 2024 @ 9:23pm 
What the game calls "Armor dismantle costs", are really just "Armor Replacement" costs - whether its an upgrade or a downgrade. Vanilla had this value set anywhere from 4000 to 8000 IC, easily the cost of an entire heavy cruiser built from scratch! I don't know what the devs were smoking when they set these numbers but I want some.

so real
_Zee  [author] 14 Mar, 2024 @ 11:39pm 
Yup!
pc_suffering 14 Mar, 2024 @ 11:01am 
Does it work with 1.13 or 1.14?
Bloody Baron 13 Dec, 2023 @ 6:16am 
While I'm at it: The New Order also doesn't jive with it. Most modules function since they are just reskins but the new adds, like Nuclear Engine and Ship borne Missles don't exist.
_Zee  [author] 12 Dec, 2023 @ 12:00pm 
Noted - Great War added to non-compatible list
Bloody Baron 10 Dec, 2023 @ 12:38pm 
There is a strange bug caused in conjuction with the The Great War Redux mod. It simply kills the module 'Light Cruiser Battery' under Rapid Fire Guns, basically disallowing the build of Light Cruisers with guns larger than DD grade. Pre-built ships at the start of the game retain the module.
Super Shepherd 17 Nov, 2023 @ 12:27pm 
So I've unsubbed and resubbed several times. It doesn't seem to want to update via the workshop. the fix via the text file worked however.
GriffinMan 31 Jul, 2023 @ 4:33am 
Awesome! TYVM, Zee!
_Zee  [author] 30 Jul, 2023 @ 4:26pm 
@GriffinMan - thanks for pointing this out. The 3 new "Nuclear Engine" parts added by RT56 will now appear as intended with both mods installed. The cost-adjustment standard has been applied to these new parts as well.

This update has been posted, remember you may need to fiddle with Steam's mod update process before seeing the changes. (Delete, close Steam, resub, etc) Cheers!
GriffinMan 29 Jul, 2023 @ 5:19am 
Hi! Me and a friend group are using this with Road To 56 but we found that your mod seems to accidentally overwrite the RT56 nuclear-engine techs for ship hulls. W/ this mod, the techs both aren't visible on the nuclear tech tooltip, nor in the designer. Should be an incredibly easy fix, just copying over like 200 lines or something from their modules file
_Zee  [author] 5 May, 2023 @ 3:01am 
Thanks for reporting @Recon419A
I had run through these stats after the release of BBA but it looks like they were changed again at some point since then. Most of the changes were pretty minor but the stats not meant to be changed by this mod once again mirror vanilla values.
Ladaire 5 May, 2023 @ 1:14am 
Love your mod, by the way. I rarely play without it unless I'm going for achievements.
Ladaire 5 May, 2023 @ 1:12am 
Hey Zee, quick note: BBA rebalanced ship modules along with some of the naval defines. You might want to just take a quick pass with a diff checker to pull over all the new attack/piercing values so it preserves in-combat balance with vanilla.
_Zee  [author] 17 Oct, 2022 @ 3:46pm 
Correct. The devs changed a multiplier with the release of By Blood Alone that changes the output by a factor of 10. If you update you get the correct deck space. If you are holding off on the update, you can open the mod files and change the deck space value from its new value of 2 back to the old value of 20.

The workshop directory:
steamapps\workshop\content\394360\2073318750\common\units\equipment\modules\00_ship_modules.txt

Open the file and do a Find search (Ctrl + F) for "carrier_size" and increase the value from 2 to 20. Save and you're all set. Change it back when you update, or just unsub and resub.
b5grumbler 17 Oct, 2022 @ 1:32pm 
All my carrier flight deck modules go down to capacity 2 with this mod now. That wasn't true until fairly recently, as I have used this mod for more than 2 years without issue. Maybe something to do with BBA (which I don't have)?
_Zee  [author] 8 Oct, 2022 @ 6:50pm 
Mod update posted for Blood Alone
- Dual Purpose guns should be accessible in the ship designer again.

Let me know if you encounter any other issues.
Jeor Mormont "the old bear" 8 Oct, 2022 @ 5:05pm 
awesome, thanks _Zee
_Zee  [author] 6 Oct, 2022 @ 5:52pm 
Thanks for the heads up, I'll get an update posted shortly
Jeor Mormont "the old bear" 3 Oct, 2022 @ 10:37am 
indeed it does
Prince_Ire 1 Oct, 2022 @ 10:24am 
This seems to remove dual purpose guns in the new update.
mdoan782 1 Oct, 2022 @ 7:02am 
When used By Blood Alone, there is no way to access or uses duel guns. They simply don't show up as an option.
_Zee  [author] 24 May, 2022 @ 10:35am 
Description updated
Lord Wahu 24 May, 2022 @ 10:02am 
Unfortunately, with Equestria at War, they released a naval update which added several new modules. This mod unfortunately overwrites those, making much of their late game tech unusable
I am sorry to say it is no longer compatible
_Zee  [author] 12 May, 2022 @ 11:47am 
Barbarossa Update 1.11.11 -
I've checked ZBSR against Paradox's most recent update. This snip is from PDX's patch notes.

"Adjusted the ship refitting cost calculation. The base cost is now a percentage of the hull cost, and the cost for any module changes are added on top of that. The same is true for tanks."

I was worried this might break things but after testing, the mod is working normally. I'm still a bit confused on exactly what PDX changed, because "using a percentage of the hull cost" is how it worked before. One of the key variables that this mod redefines is MIN_NAVAL_EQUIPMENT_CONVERSION_IC_COST_FACTOR. That number is still set to 20% in vanilla and my mod brings it down to 5%.

The only change I can see for sure is that PDX removed the details in the tooltip that used to break down the cost of the refit line by line. Now we just get a total refit cost (thanks PDX...)
_Zee  [author] 18 Apr, 2022 @ 1:11pm 
I have reviewed RT56 and ZBSR together and they are compatible to be played together (And have been ever since RT56 was updated for 1.11).

RT56 adds an extra hull for each ship class. There are no new custom modules and as long as that remains true, I anticipate RT56 and ZBSR will continue to work together without any need for supporting updates.

No update posting needed, carry on and enjoy.
Legoras 8 Apr, 2022 @ 12:34pm 
Road to 56 updated*
schore 20 Feb, 2022 @ 9:03pm 
The devs seem to smoke some when creating the tank designer too.
It seems that refiting tanks is still broken.:steamfacepalm:
EVA 02 16 Feb, 2022 @ 12:50pm 
I can confirm that this mod is working with The Road to 56 [Beta] sand it's stable on 1.11
Crozarius 27 Dec, 2021 @ 5:41pm 
I played a Japan meme with my friend last night, where I was the Navy and he was the Army. Just putting radar and FCS on the Yamoto and Musashi was slated to take 90 days for each ship, and I was spending 20 days for each of my destroyers each just to install a search radar and FCS. It also was costing 10 naval experience per design, and Japan has like 30 different classes. So yeah in summary this mod is a godsend.
_Zee  [author] 5 Dec, 2021 @ 2:19pm 
much obliged, added to the list.

someone ping this thread for me when RT56 is updated for 1.11
(do NOT go spam their thread with update requests).
Once its updated I'll get ZBSF to play nicely with RT56 again.
Lord Wahu 5 Dec, 2021 @ 8:06am 
I just want to confirm this mod is compatible with MTG Expanded, Old World Blues, and Equestria at War (unless the incompatibilities are so minor I haven't noticed them)
Ladaire 3 Dec, 2021 @ 12:23am 
This is perfect, and exactly what I was looking for to make my naval experience enjoyable. I love playing with the ship designer and kitting out my ships for various tasks, and although I usually have plenty of Naval Experience, the realization that refitting was actually costing me more production than building from scratch was heartbreaking, because I want all those old ships to have a use other than as dilapidated cannon fodder. Regardless of whether cheap refitting or expensive refitting is more realistic, I'll take the former every time in terms of game mechanics. It's simply more interesting to play with.
_Zee  [author] 2 Dec, 2021 @ 11:37pm 
You are correct @Bridger, thank you for pointing this out. I missed the stat changes that they made to the original copy of that file.

The mod has been updated to maintain vanilla values for attack/defense/piercing values of ship equipment - as was always intended.
Bridger 2 Dec, 2021 @ 7:33am 
*note: the "abbreviation = "sac"" was just an example for ship_light_battery. Each module seems to have it's own abbreviation. I have no idea what this is used for, but these lines are not in your mod file. I assume they were added by a later patch, and maybe used by the AI somehow?
Bridger 2 Dec, 2021 @ 7:32am 
It's working, but it still needs an update. The 00_ship_modules.txt has a bunch of differences between current patch and your mod which are *not* part of your changes AFAIK.

Each piece of equipment got an "abbreviation = "sac"" added, and several pieces of equipment have different combat stats (I believe your mod isn't intending to change combat stats, correct? only the refit costs?).

I went ahead and merged them (keeping all your cost changes) for myself. If you want to use my file to update it, you are welcome: https://drive.google.com/file/d/1--eCVMhjI89VUVK_CwlI5wGRHn87IHMP/view?usp=sharing
_Zee  [author] 1 Dec, 2021 @ 6:53am 
Reviewed the mod for compatibility with No Step Back (1.11)
Mod is confirmed working, no update needed.