Hearts of Iron IV

Hearts of Iron IV

MTG Expanded Improved Lite
21 Comments
TY 14 Feb @ 5:01am 
Update pls
Soul_XP 5 Dec, 2024 @ 9:48pm 
Hey, you updating this?

Just asking is all.
SteahmChip 3 Oct, 2024 @ 10:53pm 
I like that youi ncluded extensive instructions to migrate the mods to the local drive from its subscription form.

You might wish to include a copy of a portion "before" and "after: of some of the files edited to get a better visualization of the changes required in those files from what they were before.

especially the mod load order and how to set it up and what the file contents look like and as far as a load order emphasizing how the lines should look to get "mod A" to overwrite "mod B"

The result should be posted as a guide!
Diabeetus  [author] 13 Sep, 2024 @ 7:49am 
@Torres, this mod should let you do pretty much that, at least by avenue of refitting to the next hull level. You can refit from one hull year to the next. Was just playing with a friend with it, and upgraded my early subs to '36s.
Torres 13 Sep, 2024 @ 12:38am 
What I mean is that there's a point in which it doesn't matter how good of a crew you got, at some point next level tech rolls out and they just utterly destroy your subs.

Mainly because for some reason there's no way to take those expert submariners and just send them into a new type of sub (with a tiny penalty hit as they get used to a new type of boat).

We're forced to scrap old submarines along with their crew and just make the new ones do training exercises or send them to war at green level of training.

I just don't get it I was hoping there was a mod that allowed for all ships of all kinds to be refitted to even the newer models to avoid this or some sort of mod that allows you save the experience of your men, even in battleships, and export it into a newer model as you would "reassing the crew to a new vessel".
Diabeetus  [author] 12 Sep, 2024 @ 2:03pm 
Not sure what you mean about rolling the sonar. But I can certainly double check the scripts to see if I missed an entry or 2. But you should be able to upgrade just about everything between tiers, if only by 1 step at a time. The original mod allowed upgrading all the way on the whole line, which we opted against for balance. It wouldn't make sense to be able to upgrade a 1922 destroyer straight to a 1944 hull design, and it posed too much of a player advantage. But a 1922 destroyer to 1936, then later from a 1936 to 1939, etc makes more sense, and less exploitable. Should work the same with subs, but I'll double check on this.
Torres 12 Sep, 2024 @ 7:34am 
Could you add the ability to refit all subs into newer models? even at 3 times the cost? because it's a pain in the ass to get a proper trainer crew and they're all in type VII 1936/39 subs and now comes rolling the sonar and they're all dead...
Diabeetus  [author] 6 Sep, 2024 @ 2:12pm 
@tetsumeko13, sorry, the previous comments were actually for @Soul_XP. Lol. However, good news for you too. After my last cleaning up in the mod, I have successfully gotten it to load on top of road to 56. Unfortunately, the way mod load ordering works, it'll require you to copy this mod as a local mod, and edit the descriptor files to add road to 56 as a dependency. Pretty easy, and I'll write how when I'm home from work later.
Diabeetus  [author] 2 Sep, 2024 @ 11:41am 
@Tetsumeko13 check the update. Additional sonars, and additional airplane launcher, and super heavy 2.
Diabeetus  [author] 1 Sep, 2024 @ 12:50pm 
Incidentally, we are discussing contacting the road to 56 to include their extended era tech to allow for extended play. This would be limited to naval tech, as opposed to other things 56 touches, like focii, events, decisions, and the other techs. If that were to happen, and our mod gets loaded after 56 and overwrites 56s naval tech, it may work quite well. Or adjustments can likely be made to facilitate that. But RN, I'm just looking to fix, stabilize, and flesh out what's already there, while trying to keep balanced.
Diabeetus  [author] 1 Sep, 2024 @ 12:41pm 
Probably not. With the way I'm understanding mods work. One mod will completely over write files of identical names from vanilla or previously loaded mods. So if road to 56 modifies the ship hulls, modules, ship editor, or tech tree, then there will be conflict. Road to 56 is another excellent mod, which I'm sure does modify naval, to extend the techs out to 56. You might can try adjusting the mod load order in your playlist and have 56 load first, and then have this load over it, but at best you'd end up losing 56s naval tech in favor of this.
Tetsuoda てつおだ 1 Sep, 2024 @ 12:23pm 
works with road to 56?
Diabeetus  [author] 1 Sep, 2024 @ 11:48am 
That being said. Discussed additional tiers of super battleships with the other players, and they see little point. Even as a major power, you only ever really end up building a small handful of them, and they're already powerful enough. About the sonar and float catapults. In the excellent original mod, our only complaint was the OP nature of many of the ship modules, which the AI never used, or really countered. We'd have to make a gentleman's agreement not to use them. So I didn't implement them here. That being said, additional sonars sound appealing, and balancable. Float launchers will probably be reimplemented as expansion to the existing airplane launchers.
Diabeetus  [author] 1 Sep, 2024 @ 11:41am 
Well, things are moving pretty quickly. I've been trying to accomplish at least 1 thing a day, which has likely the slightly annoying side effects of pushing frequent updates. But as I said, primarily, this if for me and a few friends to be able to use MTG expanded improved again for our gaming. And the public is just welcome to come along. It provides some additional testing, and maybe more ideas, like yours.
Soul_XP 1 Sep, 2024 @ 10:11am 
Take your time, no rush.

I wonder if more lvls for sonar and/or for float catapult could be considered in the future as well.
Diabeetus  [author] 31 Aug, 2024 @ 10:04pm 
I think I saw it listed in the hull types. I can try. I'm still learning as I go, and incorporating a few things at a time.
Soul_XP 31 Aug, 2024 @ 3:33pm 
Btw, could you consider adding the Super Hvy BB 2? It's in the base game naval tech, but not in MTG for some reason.
Diabeetus  [author] 30 Aug, 2024 @ 1:05pm 
So far to do. Fix the "other ships" type in the filters at the top of the design selector under build new ship. Fix blueprint broken graphics. Implement the battle carrier, which iirc was a battleship equivalent to the flight deck cruisers in the original mod. Implement escort carriers 2-4 and balance 1 appropriately. Make more balance tweaks. Possibly import the tech tree graphic from lollos if they permit, and a few of their other features.
Diabeetus  [author] 27 Aug, 2024 @ 2:35pm 
In the end, the mod should be stable and playable now. The rest is just tweaks, and adding features.
Diabeetus  [author] 27 Aug, 2024 @ 2:35pm 
Apparently something like flight deck battleships was a thing looking at the original files, though I don't think I've ever built any when playing, and I don't see their respective tech that enables the hulls, yet see the hulls defined. I'm sure sure if I want' to implement those just yet. Part of the issue is I'm trying to use the vanilla interface, and thus tech tree screen, as much as possible for simplicity and laziness sake, and the ship technology icons only have room for 1 sub-technology box. The battleship line already has a tier with the super battleship as its sub-tech, and thus I would not be able to use that one for an additional sub-tech like I did with the cruisers for the flight deck cruisers. So I'd have to get inventive to implement the respective flight deck battleship for that year, or learn how to edit the interface to make the icons big enough for more than 1 sub-tech.
Diabeetus  [author] 27 Aug, 2024 @ 2:35pm 
I think all MTG Expanded Improved hull types have now been implemented. Flight deck cruisers are now sub-technologies of their respective cruisers. They are potent craft, so for balance, you have to research them individually, instead of getting the rest after the first one is researched, upon completing the respective carriers. I may have to adjust their research costs, it's a little quick and dirty. The additional sub hulls are implemented. I did have to comment out some equipment that was throwing errors, I'll have to figure out how to add them back later. All non-vanilla errors popping up, in other words errors generated due to the mod, have been resoled except a visibility one in the decision, which shows an error, but works anyway. I'll have to figure that out later.