Hearts of Iron IV

Hearts of Iron IV

UTTNH: Fighting Forces Expanded
117 Comments
kalveni  [author] 20 May @ 1:42am 
I'm going to hold off on balance changes like that until I'm done with the mechanized designer, but I can certainly look into increasing HP once that's done. Are you suggesting it from a gameplay or historicity perspective?
Gruppen_Flugel 19 May @ 1:51pm 
increase the HP of all units please.
kalveni  [author] 10 Mar @ 6:35pm 
I'm currently working on making APCs and IFVs designable (along with some more minor changes), and I'm probably not going to add units which require that equipment until that is done, so I don't add to my workload by needing to go back and change them. Once that's done, the main issue is that, while motorized commandos have a historical basis (the LRDG is the first to come to mind) because commandos are a support unit which does not impact division speed, adding motorized equipment to them would not have much impact, so would need to give some thought to just what stats to add to the unit. On the other hand, while mechanized equipment would much more directly impact unit stats, to my knowledge there aren't really any examples of mechanized commandos (mechanized vehicles are not exactly stealthy), though I would certainly welcome examples to the contrary. What certainly will be coming are motorized and mechanized shock troops.
basedleua 10 Mar @ 6:14pm 
I just played with this mod and I love it , it'd be cool if there were mechanised/motorized commandos just sayinn
kalveni  [author] 10 Mar @ 2:44pm 
Thank you!
basedleua 10 Mar @ 1:31am 
What a mad lad
vonkaja 6 Feb @ 2:16am 
ok, I can start a session with without Expanded. But the strength of the UTTNH suite was to have your two mods together
kalveni  [author] 6 Feb @ 1:49am 
Can you test without Expanded? I know that won't work without a compatibility mod, and neither I nor Cynder (who is responsible for Expanded and made the old compatibility mod) have the time to maintain one (and in any event, while I think we agree on what we'd like to change about HoI, we've got very different approaches to how to change them, such that they would be hard to reconcile).
vonkaja 6 Feb @ 12:50am 
hi, I did a series of tests with UTTNH_2.0 + UTTNH expanded and when I get to the 60s/70s it regularly crashes, even if I start again from a saved copy...
kalveni  [author] 5 Feb @ 5:26pm 
I haven't had the time to do a full test play through, but basic testing shows no errors & from what I've seen of 2.0's files, there's no obvious reason for it not to work.
MGE Bratok 5 Feb @ 7:54am 
Hi, does it work with UTTNH_2.0?
kalveni  [author] 22 Jan @ 10:42am 
No problem and good luck. I think it should work for a save in progress, but I'm not 100% sure on that.
Mallear 22 Jan @ 10:39am 
wow that was fast, thank you! I'll check out if it worked for my save later.
kalveni  [author] 22 Jan @ 10:22am 
So, it turns out there were two issues. I'm uploading a fix for one of them now, but the other I do not understand. Fortunately the black magic which is paradox code causes the issue to disappear if you also run the Medals for Everyone mod. I don't know why, that mod doesn't touch anything that should be involved, but it does, so until I can figure out the issue, use that as a stopgap.
kalveni  [author] 22 Jan @ 9:21am 
Thanks, I'm looking into it. It must be something to do with the patch PDX just put out, but it's not something obvious
Mallear 22 Jan @ 8:40am 
Researching improved heavy ship hull doesn't give me a Battleship chassis to build. I'm playing wit KX, the required mod and no other mods
Lisica 11 Dec, 2024 @ 1:19pm 
Aight. Sorry, I didn't read that much of the comment section :P
kalveni  [author] 11 Dec, 2024 @ 9:33am 
I have to get the semester wrapped up, and then I certainly will, though I don't think its a bad thing to give the folks who make UTTNH itself a little more time to figure out the heavy fighter bug, so I can make sure the fix is included when this updates
Lisica 11 Dec, 2024 @ 9:10am 
Please update
kalveni  [author] 2 Sep, 2024 @ 9:41am 
Thank you
Sethr 2 Sep, 2024 @ 9:40am 
Thank you, I see these now. Having a lot of fun with this mod, adds just that little bit more to UTTNH to make playing more interesting
kalveni  [author] 26 Aug, 2024 @ 11:53am 
They are both on the artillery screen, as sub-techs (a la how TDs, SPGs, and SPAA used to work) of the 1950 anti-tank and 1980 rocket artillery technologies
Sethr 25 Aug, 2024 @ 8:10am 
What tab of the research screen are the HESH and Thermobaric techs on? I've loaded just this mod and UTTNH but cannot see them anywhere. Not sure if I'm just not seeing it or am forgetting something.
kalveni  [author] 21 Jul, 2024 @ 3:01pm 
Permission granted! Let me know when you've got it working and I'll put a link to it in the description.
Itsmexander 21 Jul, 2024 @ 9:44am 
I like the idea of your additional equipment such as the ASV, CEV, Light AT for infantry and All of support units plus the army/corps level support. if it possible for me to obtain your permission to find a way to plug all this into my version of this mod + uttnh expand compatch?

(permission granted to make my own version of compatch from Cynder)
kalveni  [author] 20 Jul, 2024 @ 8:49pm 
I'm afraid FFE isn't compatible with Expanded and the compatibility patch between the two is out of date and unlikely to be updated, as Cynder (who makes Expanded and made the patch) and I have somewhat different ideas about the direction we'd like to take the game that are hard to reconcile.
Red_Demon 20 Jul, 2024 @ 1:34pm 
This mod isn't working right with the UTTNH expanded part as some tech is missing and some of the icons are missing or not even existent. About half of the 1990-2005 tech is missing
Itsmexander 18 Jul, 2024 @ 11:20pm 
okay thanks
kalveni  [author] 18 Jul, 2024 @ 2:11pm 
I'm afraid not, at least as far as I know.
Itsmexander 18 Jul, 2024 @ 9:27am 
is there a patch for this mod + uttnh expanded+ IE out there yet?
TacticalWelshy 15 Jul, 2024 @ 4:33am 
All good, thank you for letting me know!
kalveni  [author] 9 Jul, 2024 @ 11:19am 
Precisely
TacticalWelshy 9 Jul, 2024 @ 2:07am 
All good! I see so I'll need to use one or the other until the compatibility patch is updated?
kalveni  [author] 8 Jul, 2024 @ 3:44pm 
@Tactical Welshy Sorry for not responding to you sooner, I believe the issue is because the compatibility patch between this and UTTNH: Expanded is out of date.
TacticalWelshy 14 Jun, 2024 @ 4:52am 
Finally found both Amphibious Warfare and Airborne Assault Operations. Though both are in the doctrines and not research, and furthermore you are unable actually unlock them as to get to them you need to unlock their doctrine trees, which can only be unlocked by "Researching" the previously mentioned techs. So you aren't able to naval invade or do airborne land. even after disabling all mods apart from the few mods I would need for this E.g. The requirements, I still run into the same issue of them being locked behind doctrines you can't unlock because it requires them to unlock them.
TacticalWelshy 7 Jun, 2024 @ 2:31am 
I cant seem to find the amphibious landing tech for the marines, and the transports aren't there?

The mods I'm using are: Extended timeline, No AI Spam - Division limiter, UTTNH, UTTNH Extended tank slots, UTTNH Extended, UTTNH Fighting Forces Expanded and then the compatibility mod that is linked on this page.

Am I missing something? Or am I just not seeing where the naval invasion tech is now? Which is entirely possible.

If ya could point me in the right direction that would, be very much appreciated!

Thank you!
Shouravik 18 Apr, 2024 @ 2:50pm 
Hello Kalveni, I have sent you a friend request as I have a question about your mod.
Nemean 8 Mar, 2024 @ 3:39am 
maybe, bu they havent replied to any comments on their mods for a while now, they could just be taking a break from the game and its modding tho
kalveni  [author] 8 Mar, 2024 @ 2:52am 
it was on my to do list before Cynder made theirs, so if it is abandoned, I'll return it, though I'm afraid to say it was never a high priority compared to adding more content (which is one reason Cynder beat me to it). That said, I think Cynder is probably just focused on getting expanded compatible with the new DLC.
Nemean 8 Mar, 2024 @ 12:23am 
ur mod is great, its just that id never run it instead of expanded
Nemean 8 Mar, 2024 @ 12:22am 
do u think ud be able to make a compat mod? i think the expanded mod has been abandoned
kalveni  [author] 1 Mar, 2024 @ 9:20am 
no worries
Nemean 1 Mar, 2024 @ 9:18am 
yeah i realised after i posted and made a post on expanded, my mistake sorry mate
kalveni  [author] 1 Mar, 2024 @ 8:28am 
I believe those are added by the UTTNH: Expanded submod, not part of base UTTNH. Cynder, the creator of Expanded, has made a compatibility patch for this submod, but I don't believe it has reenabled all the submarine modules yet.
Nemean 1 Mar, 2024 @ 4:24am 
with how uttnh add stuff like the tiles and comms arrays slots to subs, this mod seems to remove those slots entirely, keeping the same slots all thru the tech tree
kalveni  [author] 29 Feb, 2024 @ 11:50pm 
Could you be more specific? Disrupt how?
Nemean 28 Feb, 2024 @ 3:47am 
seems to disrupt the sub module slots?
kalveni  [author] 2 Jan, 2024 @ 11:56pm 
Are you using any other mods?
kalveni  [author] 28 Nov, 2023 @ 7:57pm 
Thanks! I'm a bit busy right now, but I'm hoping to get some serious work done on the next update over my winter break
Shouravik 27 Nov, 2023 @ 3:01pm 
Hello dear friend! UTTNH Expanded Submod has finally updated (as I am sure you know).

I look forward to seeing this mod also update, when you have time. I greatly appreciate your dedication to keeping this mod ongoing, thank you for your hard work!

If you would be inclined to make a compatibility patch I would be happy to send some money your way via PayPal or Ko-Fi.