Hearts of Iron IV

Hearts of Iron IV

Tiberium Alert [Public Alpha]
bug reports/ feedback
let me first say that i really think that this mod has potential. however at this point in time i cant really enjoy it this is mostly because of the alpha jank.

so let me just give the devs some feedback:
1. the constuction icons all look the same this makes it really hard to see at a glance what is what.
2. you get both spec op equipment 1,2 and 3 from the get go as the GDI but they all have the same stats
3. you cant see unit and equipment stats the normal way.
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Showing 1-12 of 12 comments
Wurt [BY]  [developer] 10 Jun @ 10:06am 
will be fixed, thanks for report
IQgaming 11 Jun @ 8:00am 
np man
Пару багов, не знаю влияет ли на игровой процесс или нет. При подходе к Сараево за ГСБ прилетают Скринны. И появляется суперивент ИНОПЛАНЕТЯНЕ? То есть Сараево не захвачен, а Босния полностью не взята, фокус прожать нельзя и они прилетают. ПОСЛЕ того как взял Сараево и Боснию и прожал фокус, суперивент ИНОПЛАНЕТЯНЕ? и прочие события повторяется и новые фокусы не доступны(Может их нет, я не знаю). В итоге у меня дублируется Суперивент и небольшое количество событий связанных с прибытием скриннов.

A couple of bugs, I don't know if it affects the gameplay or not. Screens arrive on the approach to Sarajevo for GDI. And there are super-intelligent ALIENS? That is, Sarajevo has not been captured, and Bosnia has not been taken, the focus cannot be squeezed and they arrive. AFTER taking Sarajevo and Bosnia and burning through the focus, are the super-agent ALIENS? and other events are repeated and new tricks are not available (Maybe there are none, I do not know). As a result, I have duplicated a Superevent and a small number of events related to screens.
Last edited by Red fox200; 14 Jun @ 2:13pm
Revan117 14 Jun @ 7:40pm 
I think autonomy increasing for puppets/dominions/colonies needs to be hugely lowered as it continually grows for both NOD and GDI as time increases which seems to cause imbalances as well as going against lore.

Additionally I think the AI for GDI needs to have its ability to "guarantee" other nations removed because this currently prevents NOD from taking over its core territories in eastern Europe prior to the war breaking out which causes large issues.
Maybe let GDI and Nod start with a crappy navy, or a focus to give us exp so we can build a navy.
Moshiach 21 Jun @ 6:53am 
Somehow i got two alien invasions. First one was after some time. And secound one because of focus.
Ikaruga 21 Jun @ 6:02pm 
I played as Europe, and many descriptions on national focuses are missing, and have no effect.
Something seems to be wrong with the trade and I think navy is intentionally missing but naval invasions still work I just can't remember how to do them without naval superiority but one of my friends knows a way.
Narvoss 21 Jun @ 11:44pm 
After the Alien Offensive Focus, I am constantly getting 3 reports of the "Fall of Shanghai."

Event ID = news.450
A few things I have noticed:
-Red Zone 5 has flag RZ-3
-Red Zone 3 has flag RZ-2
-Red Zone 2 has flag RZ-5
-Sudanese Yellow Zone has flag YZ-2 instead of the YZ-6 of other african Yellow Zones

-Germany seems to still have a claim of Poznan
-Zaolzie seems to be contested between the Polish and Czech Yellow zones

-Chinese Republic has cores on all People's Army of China states except 3 (Not sure if intentional):
-Jiangsu (598)
-Anhui (606)
-Henan (607)
-Pentagon's state is called State_976 and conidering it's importance it should be called something.

Suggestions: War Propaganda(including the different types of mitigation methods) and Improved Worker Conditions decisions could be brought back, even if reworked, in order to be able to stabilize.
A few more things I think are unintentional I have noticed:
-Like with the Chinese Republic missing cores on People's Army of China provinces, it is also true the other way around. Qingdao (743), Guangzhou (592), Hong Kong (326) and Macau (729) are non-cores. Even though Liaotung and Dalian (716 and 745) start as owned by GDI, but are also cores of Chinese Republic, are also not cores of People's Army.

GDI focus Yellow Zones Police Forces Should load Order of Battle for Seattle Safe Zone, but the country does not exist, since Seattle is occupied by the Steel Talons currently.
With the same focus, YS-7 is also useless, since it gets taken over by nod with no contest whatsoever via one of their focuses(Buenos Aires Revolt).
What I would suggest for this is if GDI completed the focus boosting the police force before nod does the revolt, then instead of the whole zone falling, only Buenos Aires switches owner (though cores wouldn't be affected).
The same could also be used for the African Safe Zones as well, where GDI could be given an option to prevent a complete takeover for a partial one, if acted fast enough.
This, combined with the fact that it is basically impossible to gain enough intel on NOD to know what they are doing could lead to it being a sort of race on who can secure what.
Hi. Me again. I have a few ideas on the armored forces front.
My largest gripe is the fact that you are going from Mammoth Mk. I (spelled Mk.1 and should be I) to Predator, and not the Mk.III What I would suggest is to move the Mammoths over to their own branch like you did with the MLRSs, and replace the Mk.I with the old medium tanks.
On the APC side of things, I would replace the Amphibious APC with the 1st Tib war APC and move the Amphibious to a side branch of it, and give it combat bonuses to river crossings and the such, as the amphibious trucks and tanks get in base HOI 4.
The case of the Mammoth Mk.II and Mastodon...
Look. I am one of those guys who tries to forget CnC4 actually exists, but since you integrated it, I will try to work with you to make it work.
The mastodon could be replaced with the Mammoth Mk. IV, as it would represent the Mammoth tank evolution better.

https://cnc.fandom.com/wiki/Mammoth_tank_(Tiberian_Twilight)

GDI walker-tech should be a separate branch from the mainline tanks, with the classic Wolverines, Titans and Juggernaut as baseline, leading to the more modern stuff.
Walkers should be expensive to produce, but keep manpower requirements to a minimum, so that they would be perfect for something like the Steel Talons, whom could suffer from an extremely low manpower pool, but could get themselves plenty of production capabilities.
Yes, it would take a bit of a rework on the Steel Talon end, but it would make it a bit more lore accurate.
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