Hearts of Iron IV

Hearts of Iron IV

Equestria at War: New Technology
311 Comments
kelpy  [author] 22 Jul @ 9:19am 
No worries as long as the issues are fixed
SolidSpaceDisk 22 Jul @ 7:05am 
I personally fixed the infantry equipment locally and forgot to bug report it lol
kelpy  [author] 21 Jul @ 4:38pm 
No problem 👍
the hot dog strangler 21 Jul @ 4:34pm 
Thank you very much for fixing that so fast, awesome mod author.
Red_Demon 21 Jul @ 2:34pm 
UpDaTe WhEn
kelpy  [author] 21 Jul @ 1:41pm 
Yep pretty much
Red_Demon 21 Jul @ 1:39pm 
so its more of a personnel/fan mod?
kelpy  [author] 21 Jul @ 1:38pm 
They probably do, but I'm not actually in the EaW community so I wouldn't know. I kinda just made this mod and dipped.
Red_Demon 21 Jul @ 1:35pm 
Tbh do they even tell you guys/submodders when updates/changes are made?
kelpy  [author] 21 Jul @ 1:34pm 
I might crash out ngl but I'll look into getting the mod updated to the newest version
Red_Demon 21 Jul @ 1:29pm 
EAW updated I think yall should test the mod as the newer techs dont works unless its just the other mods I am using
kelpy  [author] 21 Jul @ 1:11pm 
Very odd. If that fixed it, then there should theoretically be the same issue in the base mod as amphibious mechanized aren't defined in the MIO file. Hopefully it stays fixed. Thank you for your help.
Valentin_126 21 Jul @ 12:15pm 
Everything seems to be working as normal now.
kelpy  [author] 21 Jul @ 11:35am 
I messed around a bit with the equipment types in the default MIO file. I'm not sure this will fix it, but I found that amphibious mechanized and the infantry AT/AA equipment weren't specified in their respective default MIOs. I added them and also simplified the infantry AT/AA to only be counted as infantry weapons. Let me know if it worked or not.
kelpy  [author] 21 Jul @ 7:28am 
I'll see if I can get a quick fix out for it. I didn't mess with the MIOs, but that's probably the reason why its not working in the first place. IIRC you need to define new techs within an MIO file or something, but I'll find out soon enough.
Valentin_126 20 Jul @ 11:11pm 
The infantry MIO messes up the infantry AT and makes the infantry AT not upgrade when the MIO is upgraded
Valentin_126 20 Jul @ 11:11pm 
Sorry, infantry AT, not AT from the artillery tree.
Valentin_126 20 Jul @ 10:56pm 
Basically, when upgrading your MIO for artillery or motorized, AT and AMTRAC do not get an upgraded variant and instead show up as obsolete, you can't switch it to an up-to-date variant as one is not created.
kelpy  [author] 20 Jul @ 5:02pm 
I genuinely have no clue what issue you all are referring to. I haven't been modding HOI4 for about half a year, however my playtests from back then showed no signs of issues with equipment becoming obsolete on research. Either this is a new bug from an update or an incompatibility that was not addressed in a compatibility patch.
the hot dog strangler 20 Jul @ 3:47pm 
The infantry AT thing is the primary reason I don't use this mod anymore. It happens with AT and Mechs. It's super-duper annoying to have a fully mechanized army with 5000+ mechs in the stockpile, and then all of a sudden... I just can't use any of those mechs anymore? Why?
I try to edit the division to re-select the mechs in the equipment, but it just automatically unchecks it and re-selects the APCs or whatever they are.
Valentin_126 20 Jul @ 11:40am 
The infantry AT isn't the only tech that has this issue of becoming obsolete with no upgraded variant, the AMTRAC has the same issue. I'm guessing there's probably a few others too.
Tiamat 18 Jul @ 4:26pm 
I think the issue with infantry AT becoming obsolete is related to MIOs. IE as Equestria, inf. AT goes obsolete with every MIO perk applied. Changelings, same behavior. In my Abyssinia game, the small arms MIO doesn't apply to inf. AT so I'm not having the issue anymore.
Eternal Daemon 18 Jul @ 3:59pm 
I've encountered a bug where the anti-tank rifles/launchers automatically become obsolete as soon as they are researched. I encountered this bug playing with the expanded tank, & airplane designers and the naval rework mod, with their relevant patches for EaW and & NT.
Siveen 7 Jul @ 5:38am 
I do have Trial of Allegiance. Might wanna remove those Techs if it is enabled.
kelpy  [author] 6 Jul @ 8:21pm 
Actually I may have removed that after I made DLCs required for this mod, I have forgotten.
kelpy  [author] 6 Jul @ 8:20pm 
Should be at the bottom of the infantry tab as long as you don't have the one DLC that adds the special forces doctrines
Siveen 6 Jul @ 4:20pm 
dumb question: where's the Advanced Special Forces Training Tech?
The doulaliyi 1 Jul @ 12:26pm 
Wait nevermind, I didnt have the recent DLC gott (Im not going to type that mess)
The doulaliyi 1 Jul @ 12:23pm 
Why can't I see the helicopters? I dont have any other mods.
kelpy  [author] 1 Jul @ 9:24am 
That's good then. I was just erring on the side of caution since I haven't played with that mod.
SolidSpaceDisk 1 Jul @ 9:05am 
better mechanics sp are modular (one file for each module, both in modules and special project folder to avoid conflict) and thus shouldn't conflict with nt
kelpy  [author] 21 Jun @ 7:51pm 
Yes, specifically it modifies existing EAW special projects. You might be able to get away with putting the better mechanics mod before/higher than EAWNT in the load order, though it could still break.
Nebula Swirl 21 Jun @ 10:12am 
does this mod include extra special projects or not? Wondering if it will clash with special projects from mods like "Better mechanics: special projects"
pawelgladys5 19 Jun @ 7:55am 
i have turned off all mods exept eaw and this one and the issue still persists, from what i can tell the problem is that you cant manually set a designer for at guns but you can research them with infantry mios
pawelgladys5 19 Jun @ 6:04am 
researched a new at gun and it has an designer
kelpy  [author] 18 Jun @ 7:44am 
Try restarting the game. You can research and assign MIOs to the Infantry AT Weapons in production, no clue why it would be bugging out and not letting you assign it. Considering your other issue with the war menu, it sounds like something else is breaking and not EAWNT.
pawelgladys5 18 Jun @ 7:39am 
okay the anti tank guns are fucked up, i loaded a save becoause the war menu broke again and it lost its mio? somehow? now i cant assign a designer to the at guns.
was being able to assign it mio a bug in the first place?
kelpy  [author] 18 Jun @ 4:56am 
I will check up on it when I can.
pawelgladys5 18 Jun @ 4:44am 
i cant upgrade anti-tank infantry equipment, when i click the save button on the equipment it gets decommissioned but there isn't an upgraded version
ох это же сколькл исследовать надо будет.... мне нравится
TheThing 14 Jun @ 9:39am 
I love the mod, but after playing with it a little bit I thing there is a few changes that could be made, specifically with the special projects as I've noticed I get (or don't get) certain projects when I think they're intended to be researched. The only other issue I have is that all the tech can feel really overwhelming personally, while I think that it can be a balancing issue there could definitely be a way to gain more research slots or more research speed. All in all, I love the mod and I think it adds some great flavor to the main mod but it could do with some minor tweaks.
kelpy  [author] 13 Jun @ 8:21pm 
I'll finish the mod when paradox announces HOI5 so I don't have to keep updating for dlcs
White man 13 Jun @ 4:07pm 
update ?
kelpy  [author] 13 Jun @ 2:46pm 
You can try and see if changing the load order (loading the TNO gui before and after EAWNT) works, if not then I think that someone would need to make a compatibility patch.
Alex Jay Green 13 Jun @ 2:42pm 
@kelpy Can you fix that? If not, I understand.
kelpy  [author] 12 Jun @ 1:28pm 
@Alex Jay Green Yea thats cause I modified pretty much all of the techtree gui.

@SolidSpaceDisk I'm not sure why its breaking for others then. I won't be able to make a compatibility patch for it, that will have to be up to someone else in the community.
Alex Jay Green 12 Jun @ 8:15am 
With custom GUI work badly (doesn't open).
Check with TNO GUI.
SolidSpaceDisk 12 Jun @ 5:03am 
yeah look at page 2
kelpy  [author] 11 Jun @ 1:51pm 
Are people saying it causes crashes with this mod? I did most of my test runs with EAWNT and AoH enabled, and AoH is only a cosmetic mod, so I don't think they would be incompatible.
SolidSpaceDisk 11 Jun @ 7:26am 
kinda weird report of aresenal of harmony causing crashes, it only replaces gfx. I played with it and didn't have crash.