Hearts of Iron IV

Hearts of Iron IV

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UTTNH: Fighting Forces Expanded
   
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2 Mar, 2023 @ 2:18pm
22 Jan @ 10:23am
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UTTNH: Fighting Forces Expanded

Description
Adds new units and equipment to the Ultimate Tech Tree: New Horizons mod, with a focus on exploring the changes brought on by the early Cold War. A number of technologies have also been changed to provide broader bonuses, i.e. the Marine techs now improve mechanized marines and amphibious tanks.

The stats of units and equipment are very much a work in progress, and I would certainly appreciate feedback regarding them.

Changed Units/Equipment:
Light Mechanized: Mechanized infantry has been renamed, and now indicates only infantry mounted in early armored vehicles or in APCs.
Commandos: Now a support unit, rather than frontline; this better reflects their actual role, IMO, and it was very difficult to find a use for them as a line unit in game.
Airmobile: Amphibious attack stat improved.
Attack & Utility Helicopters: Now have ground equipment stats in addition to air stats, meaning using them in your divisions will have significant benefits.
Drop Tanks: Now available for medium and large aircraft.
Light Infantry: Forest and desert infantry have been consolidating into a single unit type, which can be specialized via the appropriate techs.


New Equipment:
Armored Support Vehicles: The AFV equivalent to support equipment; it represents not one type of vehicle, but a variety of miscellaneous ones.
Light Anti-Tank Weapons: Starting with anti-tank rifles and ultimately progressing to ATGMs, these weapons are less powerful than larger AT systems, but cheap and easier to maneuver in rough terrain. Have their own units, but can also be provided to regular infantry and cavalry units if desired (note that doing so without the stockpiles to supply these units can cause trouble).
Amphibious Modern Armor: Didn't this used to exist in the main mod? Maybe I'm going crazy, but its avalible now to give your marine units a little more punch.
Modern Flame Tanks: A modern tank with a flame thrower. What's not to love?


New Frontline Units:
Medium Mechanized: Infantry mounted in infantry fighting vehicles, rather than APCs. Much higher soft attack than light mechanized. Later versions also provide respectable hard attack and piercing.
Heavy Mechanized: Infantry mounted in infantry fight vehicles based on MBT chassis; they share the attack stats of medium mechanized, but offer a massive increase in armor, and modest boosts to breakthrough and defense.
Marine Air Assault: While the helicopter is an excellent platform for amphibious assaults, mounting dedicated marine troops in them can result in an extremely capable unit.
Mountain Cavalry: Cavalry troops trained to fight in mountains. The Soviets formed several divisions of these historically, but found them too weak to use against the Germans. Maybe they can find greater success on secondary fronts?
Light Anti-Tank: Troops (infantry, motorized infantry, or cavalry) armed with light anti-tank weapons. On their own, only really effective against armored cars and maybe light tanks, but cheaper than full power AT weapons, and better in rough terrain. Also comes in a support version.


New Support Units:
Combat Engineering Vehicles: Similar to engineers, but the availability of armored engineering vehicles makes them particularly effective on the attack.
Armored Ambulances: Similar to field hospitals, but armored vehicles allow the injured to be recovered even under fire, inspiring confidence in the troops.
Armored Recovery Vehicles: Similar to maintenance units, but the use of armored vehicles means damaged tanks can be recovered or repaired mid-battle, preventing your offensives from slowing down.
Command Vehicles: Similar to signals units, but the use of armored vehicles allow commanders to command from near the heart of the battle, without loosing touch with units near the edge.
Armored Cavalry Squadron: A recon unit that mixes MBTs and mechanized infantry, providing a massive increase in firepower over earlier recon units, but also a broader variety of tools for reconnaissance itself.
Armored Cavalry Regiment: A massive recon unit mixing MBTs, mechanized infantry, and helicopters. A considerable boost to a division's fighting ability in addition to recon.
Engineer Battalion: A larger engineering support unit with larger bonuses, but less cost efficient.


New Technologies:
Army/Corps Level Support: These techs represent support units above the division level with army-wide bonuses. However, they add a support equipment requirement to many divisions, representing the supplies used by these off-map units.
Amphibious Equipment for Mechanized Forces: Although not as effective as dedicated amphibious vehicles, our regular mechanized troops can get some use out of amphibious equipment, though it may come with a cost. NOTE: This is a proof of concept for more future techs with variable benefits and drawbacks.
Thermobaric and HESH technologies, building on the above as techs with different possible results.


Future Plans:
Refine the stats of existing units/equipment.
New technologies offering significant trade offs, based on weapon systems which saw adoption by only a few nations, but were widely used by those countries
Add mechanized designer
Compatibility versions with UTTNH Expanded and the Extended Tankslots and AFVs submods.
Rocketry tech expansion.
Doctrine Expansion.
(Maybe) Battalion sized versions of more support companies, possibly even regiment sized versions.


Compatibility:
Additional Tank Slots + Gun Upgrade for UTTNH
KX
Industrial Expansion (Requires submod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2950523501)
UTTNH: Expanded (Requires submod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3099406033)

Additionally, there are several things I would like to add to or improve about the mod, but which are entirely beyond my ability. I do not have the artistic skills to make non-NATO style icons for units, nor images for equipment. If someone else can provide some, I would be very happy to incorporate them into the mod, and provide credit for them.
Similarly, figuring out why the texticons (the small unit symbols denoting battalions, visible when one mouses over a division) won't show up has proven to be beyond my ability. If anyone can figure out how to get those working, I will be forever grateful.
Popular Discussions View All (1)
1
2 Mar, 2023 @ 7:34pm
The Units icons looks the same please fix
CommanderAP
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.