Hearts of Iron IV

Hearts of Iron IV

ActionHOI Light
24 Comments
Ultra 15 Jun @ 4:58pm 
imma kiss ur forehead
Rikai  [author] 20 Apr @ 2:18am 
Could you give a reason why that would be beneficial to the game?
David 19 Apr @ 5:05pm 
Thank you, can I recommend you increase the xp gain multipier for training units in the field and during combat?
Rikai  [author] 18 Apr @ 1:28pm 
well, then certainly, i can remove the main menu changes in "Light"
David 18 Apr @ 7:45am 
I want to use your mod and a mod that adds a wheel you can spin to choose your path in KaiserreduX. But they conflict since the wheel is a main menu mod.
Rikai  [author] 18 Apr @ 3:55am 
I could do that, as it would certainly increase compatibility with other mods. Is that the reason why you ask or did you have other concerns about it?
David 17 Apr @ 5:34pm 
Would you consider making the main menu the vanilla version?
David 9 Apr @ 8:07am 
Ok cool, thank you for fixing it!
Rikai  [author] 9 Apr @ 4:20am 
Ah damn, good to know. I released that for a private game to test it out for bugs. Thank you for reporting. I rolled it back to previous version.
David 8 Apr @ 6:50pm 
Your newest update broke KaiserreduX. Now, the AI can click a decision to leave their faction, and the world descends into chaos.
David 6 Apr @ 4:01am 
The industry tech is all good. I really like your mod!
Rikai  [author] 5 Apr @ 12:29am 
Please especially check the industry tech tree. This is what i assume to be most easily broken.
Rikai  [author] 5 Apr @ 12:28am 
That is great to hear! Thank you. This is valuable feedback.
David 4 Apr @ 8:03am 
I haven't done an in-depth check to see if every single thing works but nothing seems to be broken.
Rikai  [author] 2 Apr @ 11:31pm 
Probably yes. You'd need to test it out. I made the "Light" version of this mod to be as compatible with other mods as i can make possible. So there is a chance that it might work out of the box. If there are issues, please let me know. It is quite easy to make a compatibility patch as long as the other mod doesnt change wildly.
David 2 Apr @ 5:34pm 
This looks really great! I'm assuming for it to work with KaiserreduX there would need to be a compatibility patch?
Rikai  [author] 2 Mar @ 8:19am 
Thank you for your praise and for reminding me that this exists. :D
I work on this on/off and recently I didnt work on it. We can talk if you have any suggestions. I will add you in Friends.
Rikai  [author] 2 Mar @ 8:18am 
There are no focustree changes in this mod :MM_beat:
Nolazc 2 Mar @ 5:15am 
Holy shit, it seems perfect, I'll pray it works with Magna Europa (about to try it).

However, I do think you should keep the focus tree changes either compatible or separate. Case someone wants to play this combined with another mod.

Also, width system can be not so nerfed if you go by realistic combat width.

Like, there was a mod which made formations such as artillery not impact it at all, which is realistic as they would be in the rear of the infantry. Could lead to artillery spams but it wouldn't be that far from real ww2 combat. (Say the US had reserve formations of artillery attached to divisions at an offensive need basis. And the Germans had similar ones when it came to armoured artillery and also jagdpanzers, and post 1944 armour. So certain divisions being spammed with support units would not be unrealistic because HOI4 doesn't allow attachable support formations.)
Rikai  [author] 22 Jan @ 8:51am 
Yes but only for Manchukuo. No other nation affected. So you should see absoltuely no change in AI behavior (except for frontline micro)
MostMischievous. 22 Jan @ 6:33am 
I've a question. Does this mod change whether the AI is more/less likely to do certain focuses?
Rikai  [author] 19 Jan @ 11:47am 
I updated the mod for more features but somehow steam wont let me change the description anymore :MMNotGood:
Rikai  [author] 11 Jan @ 5:08am 
Thank you <3
I will re-release this when it hits a more "final" form
MostMischievous. 11 Jan @ 4:52am 
I've not tried this, but it sounds like a wonderful mod. Good job!