Hearts of Iron IV

Hearts of Iron IV

MTG Expanded (Not Updated since v1.11.1)
 This topic has been pinned, so it's probably important
RyansPlace  [developer] 11 Jun, 2020 @ 10:20am
Suggestions Thread: Help improve this mod.
Post your suggestions here.
Last edited by RyansPlace; 11 Jun, 2020 @ 10:20am
< >
Showing 1-15 of 108 comments
RyansPlace  [developer] 11 Jun, 2020 @ 11:20am 
Originally posted by Enigmatic:
Few suggestions, specifically for subs:

Modules -
Acoustic Decoy - Creates sound that mimics the acoustic signature of the submarine by ejecting a calcium hydride pellet from the rear of the vessel that dissolved in seawater. Great for spoofing homing torpedoes and other sonar equipped vessels. Takes up the rearmost module, reduces submarine detection.

High-Test Peroxide Drive - An experimental, air-independent, drive designed and developed by the Kreigsmarine for use in conjunction with a conventional diesel engine to increase a submarine's speed and endurance underwater but came too late to enter the war. R&D was continued extensively by the Royal Navy but was dropped when nuclear reactors became readily available. Increases submarine range and reduces detection.

Hulls -
Coastal Submarine Hull 1922-45- Extremely limited module spaces and range but very cheap production costs compared to the normal hulls.

@Enigmatic - Good suggestions. Lets look at them:

Acoustic Decoy - The German Bold (kobold) decoy that essentially creates a false U-boat signature. That's a good idea. The problem is, the only option currently available for assigning stats to it is sub visibility. This mod already has five or six module types that impact this stat. If I am able to find a way to import commanders stats to modules, that would open more options to add defensive stats or inhibit an attacker's stats. Then your Bold Decoy module would definitely be added. I'm making a note of this.

High-Test Peroxide Drive (HTP) - Installed in Type XVII submarines of the Kriegsmarine. Only three were built between 1943 and 1944. This increased speed (30+ knots submerged) and endurance (sub visibility) at the expense to range this technology offers is very similar to the air-independent power (AIP) module stats already in this mod. When looking at HTP, I couldn't find an effective way to substantially differentiate it from AIP. They're just too similar given the limited stat options available.

Coastal Submarine Hull 1922-1945 - In a way, this is already in the mod. The hull downgrade modules comes in two tiers for submarines (three tiers for surface vessels). The downgrade modules trade away range, armor and reliability stats to gain increased speed (due to the reduced mass) and a much lower production cost. With these modules, you can convert any hull with an armor slot to a coastal defense ship. ...as I write this, I just recalled that you have to wait to unlock either the 1940 cruiser submarine II or the 1945 Submarine V (which require a substantial effort) to get access to the submarine hull downgrade modules. So there's definitely a niche for a cheap 1922 submarine coastal defense sub-tech. Ok, you convinced me. I have to add coastal defense subs. Low range and cheap to build with one fixed torpedo slot. For icons, will likely call it submarine I SSCD (SS Coastal Defense) unless someone has a historic name to offer? The vanilla game doesn't give example icons for coastal defense ships.
Last edited by RyansPlace; 11 Jun, 2020 @ 12:22pm
Kaede 13 Jun, 2020 @ 4:22am 
i have a idea can you add a destroyer Leader model wich has More Range and slots than a normal destroyer that would be a nice add to the game
Xindet 13 Jun, 2020 @ 12:35pm 
thje british had the idea of making a ship out of pykrete a mixture of ice and wood.
Just saying :D
Dankuser 14 Jun, 2020 @ 11:21am 
perhaps a sloop/DE engine that could be applied to DD hulls to make them into DDs/corvettes. The hull would have a low speed but a low cost.
Dankuser 14 Jun, 2020 @ 11:33am 
Originally posted by TheGermanOtaku:
i have a idea can you add a destroyer Leader model wich has More Range and slots than a normal destroyer that would be a nice add to the game

perhaps like 1 more slot
RyansPlace  [developer] 14 Jun, 2020 @ 12:47pm 
Originally posted by Dankuser:
perhaps a sloop/DE engine that could be applied to DD hulls to make them into DDs/corvettes. The hull would have a low speed but a low cost.

That's an idea. The issue is I haven't found a way to remove module slots with a module. So it would become a derpy destroyer rather than a smaller vette style ship.

Originally posted by Dankuser:
Originally posted by TheGermanOtaku:
i have a idea can you add a destroyer Leader model wich has More Range and slots than a normal destroyer that would be a nice add to the game

perhaps like 1 more slot

There's a torpedo cruiser that pretty much does the same thing. This mod's reserved for unique modules and hulls.
Arctos 16 Jun, 2020 @ 12:45pm 
more technologies and a bigger navy technology tree
Stoker182 18 Jun, 2020 @ 12:32pm 
Two minor points regarding the german translation:

1. )
Torpedo V: translation missing.
Prospal:
Moderner Torpedoausstoß II
Aktiviert: 6x533mm Torpedowerfer

2. )
Anechoic Hull is translatated as: Basis-Schleich-U-boot-Hülle which literally means: Base-submarine-sneak-mantle.

I suggest: Schallabsorbtionsbeschichtung -> sound absorbing coat

same for the advanced one : verbesserte Schallabsorbtionsbeschichtung
Last edited by Stoker182; 19 Jun, 2020 @ 2:15am
RyansPlace  [developer] 19 Jun, 2020 @ 7:51am 
Originally posted by Stoker182:
Two minor points regarding the german translation:

1. )
Torpedo V: translation missing.
Prospal:
Moderner Torpedoausstoß II
Aktiviert: 6x533mm Torpedowerfer

2. )
Anechoic Hull is translatated as: Basis-Schleich-U-boot-Hülle which literally means: Base-submarine-sneak-mantle.

I suggest: Schallabsorbtionsbeschichtung -> sound absorbing coat

same for the advanced one : verbesserte Schallabsorbtionsbeschichtung

ClientPozzeidoN incorporated your corrections into today's update. Thanks for the input.
Last edited by RyansPlace; 19 Jun, 2020 @ 7:52am
gordonm897 19 Jul, 2020 @ 2:03am 
You could contact the 1938 - A Very British Civil War REUPLOAD for permission to use the ships they use in their mod.

They have the following ship classes:
Motor Launch
Trawler
Corvette
Sloop

They would be a nice add onto this mod.
Ilchymis 19 Jul, 2020 @ 1:52pm 
I concur with the above comment, albeit in a slightly modified way.

I already use downgraded cruiser hulls as heavy destroyers, and maybe we could get hull downgrades for destroyers (in a new slot, shared with maybe fuel tanks to make longer range escort destroyers) to make Frigates.

Adding a corvette with possible downgrades to make all the Motor Launches and smaller boats. Basically, we'd only need a single new class of hulls to cover the following

Destroyers -> Frigates
Corvette -> Small Boats

This might be a little heavy on the tech tree, so the Corvette hulls might be sub-researchs of the corresponding destroyer hull
RyansPlace  [developer] 20 Jul, 2020 @ 9:15pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2008764610&searchtext=+A+Very+British+Civil+War

I didn't know about this mod until you guys pointed it out. Apparently, it's based on a board game? I'm yet to play it, but did spend a half day snooping through the files. There's a lot of work that went into this mod. I'm quite impressed. The artwork alone is stunning.

I'm hesitant to add downgrades to destroyers as I make great pains not to make changes to vanilla unit files. Additionally, hull downgrades represents the stripping of armor and fuel to save on production costs. Destroyers are already paper thin by nature, so a downgrade would essentially shrink the boat to a frigate, but still have the same number of module slots (I would add it if I could use a module to add/remove other module slots). I haven't thought too deeply on what to do with destroyers yet, but adding a row of frigate subunits could be the way to go.
Last edited by RyansPlace; 20 Jul, 2020 @ 9:17pm
gordonm897 21 Jul, 2020 @ 8:36am 
Yes I agree it is a very well detailed mod especially for one that is still in development.

I also have never been happy with just downgrading the Destroyers to make cheep approx Corvettes and Sloops (it was after the war both were reclassified as Frigates) as I have never felt that this method allowed for the difference in tonnage between both of them and between them and Destroyers and the true cheep quick build design of Corvettes and Sloops which made up most of the escort ships of the allies.

Also I have always felt that the vanilla game ignored small ships like Trawlers and Launches which made up the bulk of of both sides navy's especially the smaller navy's like Norway and Belgium and even the bigger ones like the Royal Naval Patrol Service or as it was known "Harry Tate's Navy" in the form of mine sweepers and submarine chasers converted from Trawlers some times with there whole crew conscripted and were used all around the world.

That was why when I saw your mod and liked what you had done with the vanilla ships and submarines which I was never fully happy with, even after MTGs and saw what the 1938 - A Very British Civil War REUPLOAD had done with the new ships class I felt that between the two mods I had found what I was looking for. Sadly both mods don't seem to work together and the VBCW confines the map to only the British Isles any way and that I lack the skills to mod myself or I would have done this myself.

As I have stated I am sure if you ask them nicely you could use their new ship classes as a starting template for adding in your own designs and ideas.

Here's a link to some sites I have used to get info on ships classes and names thought you might find them helpful for ideas.

https://www.uboat.net/
http://www.german-navy.de/information/index.html
Last edited by gordonm897; 21 Jul, 2020 @ 8:39am
RyansPlace  [developer] 21 Jul, 2020 @ 9:38am 
@gordonm897 - MTGE is structured to alter as few vanilla files as possible partly to ease creation of compatibility patches for the bigger mods. I'd have to look again, but i'm pretty sure it's possible to create a compatibility patch which merges the few common files between the two mods (see the road to '56 compatibility patch in the description). That is assuming there are no equipment of module naming conflicts. Though, that'll likely create a mess of balancing issues. Such a patch should wait until this mod is closer to completion.

Thanks for the links. I'll look into them.
Last edited by RyansPlace; 21 Jul, 2020 @ 9:38am
gordonm897 21 Jul, 2020 @ 11:21am 
Originally posted by RyansPlace:
@gordonm897 - MTGE is structured to alter as few vanilla files as possible partly to ease creation of compatibility patches for the bigger mods. I'd have to look again, but i'm pretty sure it's possible to create a compatibility patch which merges the few common files between the two mods (see the road to '56 compatibility patch in the description). That is assuming there are no equipment of module naming conflicts. Though, that'll likely create a mess of balancing issues. Such a patch should wait until this mod is closer to completion.

Thanks for the links. I'll look into them.


That's Ok. I am using your mod with 56 compatibility patch and so far its great. I hope the links help you with ideas.
< >
Showing 1-15 of 108 comments
Per page: 1530 50