Hearts of Iron IV

Hearts of Iron IV

MTG Expanded Improved (updated to 1.15)
146 Comments
Dankuser  [author] 16 Feb @ 8:01am 
ok I'll post it here if you send me the link when you're done
TY 16 Feb @ 2:26am 
Aight, I'll make a compatible version then
Dankuser  [author] 15 Feb @ 7:36am 
probably not
TY 14 Feb @ 8:00pm 
Oh nice, is it compatible with R56?
Dankuser  [author] 14 Feb @ 3:40pm 
@TY it works with current version
TY 14 Feb @ 5:00am 
Update when?
Torres 4 Dec, 2024 @ 8:52am 
it'd be amazing to get RT56 compatibility patch
Dankuser  [author] 19 Nov, 2024 @ 2:44pm 
currently updating this to 1.15 should have update up within the week
Diabeetus 26 Aug, 2024 @ 12:51am 
My current attempt at reimplimenting this for me and my friends to play, on the current game version
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3316349391
Turkfire 25 May, 2024 @ 4:27pm 
We need an update to save naval front of this game!
Diabeetus 8 May, 2024 @ 3:24pm 
Has anyone adopted this mod yet?
Irwain Nornossa 10 Feb, 2024 @ 5:48am 
It is not possible to create LC V. The same bug from the original mod. Some techs don't have shown what they research. Either error there or they don't research anything, which…what's the point of them then?
Axor 7 Jan, 2024 @ 10:17pm 
Thanks to all of you who have built and worked on this mod, it is truly needed to complete MTG. You would think the DEVS would care enough to have implemented most of the things that these mods have enhanced... it is like the DEVS just push half a patch everytime they do a content update and rely on the mod community to make it work. Please get this working 100% again, it is needed and god knows how many of us have used these mods to complete our ships and so now our Campaigns are stalled until it is updated.
Dankuser  [author] 9 Dec, 2023 @ 10:29am 
sure go right ahead and feel free to use anything from this mod, it was based off yours originally
RyansPlace 9 Dec, 2023 @ 4:11am 
@Dank - I'm the dev for MTG Expanded. I'm just starting the research to update the mod. Can I pm you with some technical questions?
Dankuser  [author] 3 Dec, 2023 @ 11:01am 
@Basil I don't think so.

I don't play hoi4 much anymore so I'm not really updating this unless there's something game breaking.
Willow 2 Dec, 2023 @ 11:20pm 
Is there any updated version of MTG Expanded using the default style of the ship designer instead of the blueprint style? I really preferred that over the blueprint style.
thesharkfish 6 Nov, 2023 @ 5:00am 
@Dankuser The problems pointed out by Lazy Invincible General (Comments from end of April) are still not fixed. I have to manually change the text files every time the mod is updated. Could you take a look and please fix them? Thanks!
Appletea1077 4 Nov, 2023 @ 4:07am 
i cant seem to build the super heavy battleship II for some reason the finish date keep changing and never finshed
and the ship i design didnt show up at the bb category instead it show up in ?category for some reason
Axor 2 Nov, 2023 @ 4:10pm 
Dankuser Great Job buddy! Proud we have modders like you who care, listen and take action! Wish more were like you and cared so much!
Мудреныч 26 Oct, 2023 @ 11:39am 
Наличие перевода?
Hallrebane 24 Oct, 2023 @ 10:39am 
Dankuser thank you for the info, i was confused for awhile.
Dankuser  [author] 23 Oct, 2023 @ 12:22pm 
@Hallrebane that's intended as all light guns now have air attack. When I update in the future I will return DP guns there
Hallrebane 23 Oct, 2023 @ 11:44am 
Dankuser, for me the AA version of the main gun for the Destroyers is not showing and also the seconderies with AA are not showing up in the ship module research trees.
Dankuser  [author] 20 Oct, 2023 @ 7:00am 
wait I must not have changed the version, but it works fine now
I'll update that soon
ovm807 20 Oct, 2023 @ 3:26am 
Dankuser, this is a great mod. I’m waiting to restart with the new dlc. Is your update complete? It still says updated to 1.12 but says it was just updated. Is this good to go for AAT? Thanks.
thesharkfish 13 Oct, 2023 @ 7:08am 
@Dankuser Thanks. I can't wait, please hurry (after they fixed this bug) :)
Dankuser  [author] 12 Oct, 2023 @ 12:16pm 
Thanks everyone for the suggustions. There currently is at least one game-breaking bug (motorized tech is gone because this mod modifies the infantry tech file). That should be changed soon, and with it there will be a rebalance of modules and hulls based off of feedback I've gotten here. In addition after the update this mod will be integrated into Epanded Designers, though I will still maintain this mod here as not everyone wants to play with both mods.
Diabeetus 30 Sep, 2023 @ 12:54am 
Bonus-A USS Sable class carrier. Mainly for flavor. IRL it had no hangars, just a floating flight deck for practice landing and takeoff. Look it up for the speed, crew size, etc. Give it a modest hanger for some usefulness. Should be slow, with limited range. Maybe set up a decision with a cool down to prevent spamming it, that costs you a convoy ship, and "upon removal" adds a free base hull with engine only and empty modules slots, which you can then bring in for a cheap/quick refit to add the hangar and modules. This would emulate the conversion of the Sable and sister ship from cruise ships IRL. Just make it a slow, short range, carrier with a small hangar space, that could be fielded on the super cheap so it's useful to support guarding coasts.

Bonus 2- Since many escort carriers IRL were converted merchant ships, a decision which provides an empty hull, costing a convoy ship would work for escort carriers too. But it should have extra cost, and long cool-down to prevent abuse.
Diabeetus 30 Sep, 2023 @ 12:30am 
3-Additional Escort carrier hulls. The other carriers can progress. And while an escort carrier could/should never outclass the more capable carriers, playing more developing countries, they are a useful step to bring carriers into your fleet on the quick and cheap. Even with their current limitations. But it'd be nice to see their hulls allow some improvements over the years. Though I don't know that adding more hangars makes sense, because they're supposed to be small, cheap, and slow. But maybe add module spaces that allow for a few perks, like float plane crane, etc?

4-I could not upgrade/refit from a '36 light carrier, to a '40 light carrier. This may be an oversight, since the other classes let us upgrade hull year models.

Might've been a bit wordy, but just wanted to explain my thoughts.
Diabeetus 30 Sep, 2023 @ 12:29am 
Though like I said, the extra unlocked hulls is great. The upgrade chain for each is great. This mod is a great job. My suggestions would be as follows:
1-Assuming you want to keep the custom weapons as is, put either a decision, or a pop up when your game first starts allowing you to turn on/off the OP weapons. You may find other aspects you want to do that with as well, like turn on and off the extra hulls and whatnot, but def the OP weapons.

2-It makes no actual sense to be able to refit/upgrade a destroyer to an escort carrier. Though I will admit to having made use of this to dispose of a cpl of old destroyers I had laying around when I wanted a quick route into carriers. But destroyers are much smaller than even cruisers, and unless you're welding at least 2 of them together, could not be refitted to an escort carrier.
Diabeetus 30 Sep, 2023 @ 12:28am 
I'll second some of Axor's comment. Love the additional hull designs being unlocked, but will agree that the "historical" custom weapon modules can be a bit OP when playing against the computer. For example a module that reads something like "Quad 250mm battery" so outclasses it's vanilla equivalent with a name like "Large battery V" that it's crazy. I'm sure I butchered that, I don't remember the actual names, but you get the point. The AI doesn't seem to be aware of them or use them.So you can have a flight deck cruiser, that's given up some of it's direct fire capability in exchange for hangar space, and lets assume carrying only fighters or nothing for simplicity, taking out multiple AI battleships. Some of the hangar modules may be a bit OP, because while using Extra large open hangars, you can build a fleet carrier capable of 260 planes. While let's face it, as player, we like having things turned up a bit, but that is over 2x the actual capacity of the largest carrier IRL.
Licarious Fenrir 26 Sep, 2023 @ 12:10pm 
There is a line in the defines that changes the carrier air wing size. You can reduce that to help get more granular sizes on deck spaces.
Dankuser  [author] 26 Sep, 2023 @ 9:11am 
@Spacecruiser I'm going to do that after the update
Dankuser  [author] 26 Sep, 2023 @ 9:10am 
@Axor thanks for the all the feedback, I'll be integrating a lot of it into the update that will come out after the DLC comes out. The reason carrier and sub carrier deck space is where it is is due to the fact that after NSB carrier planes only could have an air wing of 10 planes. That means that sub carriers will unfortunately be carrying 10 planes or none at all, though I might make it not carry any planes and just apply the bonuses directly through modifiers on the modules.
Spacecruiser 26 Sep, 2023 @ 3:41am 
You should team up with the guy who took all the vehicle designing mods (tank/plane/infantry designing) and merged them together
Axor 6 Sep, 2023 @ 3:06pm 
3) The modules for Aircraft Carriers allow utterly unrealistic Super Carriers with 160-260 aircraft! A 120 Deck Carrier is believable and expensive, but these massive Carriers are so overpowered that it breaks the game. Even more since the AI is only using stock carriers!
4) The Submarine Carriers are a wonderful addition. But, they should realistically only be carrying a handful of aircraft, not 20! Where would they be able to store such massive numbers of airplanes?
5) The upgraded Torpedo Tubes are way overpowered as we have built ships/subs with a 300 Torpedo Attack that literally slaughter a fleet single handedly! Subs in 1942 with 200 Torp Attack v the AI's 40 simply is unfair.
Axor 6 Sep, 2023 @ 3:06pm 
Dankuser, Thank you for this MOD and for all the hard work! It really adds needed content to the game!
However it needs balancing. Does the AI use any of the new weapons, upgrades or new hulls or upgrade old ships to use them?
1) The AI seems to only use the old MTG guns/hulls. When a player uses the new guns/modules/hulls and the AI does not, we outclass the AI severely. Outnumbered 4 to 1, our ships win and come home, the AI ships are sunk or heavily damaged.
2) Flight Deck Cruisers are a wonderful addition to the game (there should be Flight Deck Battleships too they existed)! But, our FDC equipped with the new modules, even without any aircraft, are wiping out AI battleships and heavy cruisers like they are nothing. A FDC without planes should be slightly weaker than a normal cruiser because it must sacrifice guns for hanger space and flight decks.
Dankuser  [author] 28 Aug, 2023 @ 11:03am 
@thesharkfish currently looking at that, but I'm waiting to update this mod until the new hoi4 update comes out in october. It will be easier to fix all of the issues at once.
Until that is the case, please find as many bugs as possible and let me know so that I can update the mod
thesharkfish 28 Aug, 2023 @ 9:38am 
@Dankuser The issue @Major König reported on the 24th of july still exists. I can't define the deployment location for SHBB and SHBB-2. Could you please fix that? Thanks!
Licarious Fenrir 16 Aug, 2023 @ 7:05am 
@jonnyblade38
It is not, and you don't want the SHBB2 hull anyways. It is cost 2x as much and only has a small stat bump and 1 extra module slot.
jonnyblade38 16 Aug, 2023 @ 6:35am 
Please let me know when the mod will be compatible with RT56. I mostly want the SHBB and SHBB2, and the ability to build all ship types as any nation.
MrPunk 13 Aug, 2023 @ 6:44pm 
Glad to hear that, thank you.
Dankuser  [author] 13 Aug, 2023 @ 12:02pm 
yeah @MrPunk, I have no issue with that
MrPunk 13 Aug, 2023 @ 12:42am 
Hi, thank you for your work.
I'm just wondering if I can use the arts of submarine battery in my own mod vanilla navy rework? Will mark the credit if you allow to.
Riekopo 5 Aug, 2023 @ 11:34pm 
Can I just play updated Man The Guns Expanded?
Delta-118 2 Aug, 2023 @ 1:26pm 
Had an issue where the vanilla AA modules were showing up alongside the AA modules from MTG Expanded.
Major König 24 Jul, 2023 @ 8:12am 
@Dankuser. Thank you. I'm glad to hear that you haven't abandoned the mod.
Dankuser  [author] 24 Jul, 2023 @ 6:23am 
@Major Konig i should be able to fix the SHBB issue but the artillery tech tree is going to just conflict with RT56. I had to change it in order to add more modules to the naval tech, however, I am planning on making it seperate and putting it back in the naval tree
Major König 24 Jul, 2023 @ 12:03am 
@Dankuser It's SHBB-2 and I'm running RT56. The artillery tech tree stops at tier 3 instead of 5.

This wasn't an issue previously