Hearts of Iron IV

Hearts of Iron IV

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Carrier Naval Bomber Upgrades
My carrier naval bomber never seem to upgrade from the original crappy planes that are initially loaded on them. Is there any choice other than deleting the old air wings and replacing them with newly produced planes? I lose all XP doing this. My carrier fighters seem to upgrade themselves pretty well. Am I doing something wrong?
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Showing 1-13 of 13 comments
Riggex Mar 25 @ 11:42am 
Do your old and new NAV's have the same primary weapon types on them?

For instance, if your NAV 1's only have torp's on their design, but your NAV 2's have Torps + MG's / Cannons or whatever, then your NAV 2's are capable of performing different mission types than your NAV 1's, so they're not really directly compatible.

I have noticed this issue when trying to design historical CAS. Like my Typhoon with cannons & CAS weapons would not replace my Hectors with only only CAS weapons, because the cannons enabled my Typhoons to do air missions that the hectors could not.
BBA and it's consequences have been a disaster for the human race.
This is an issue due to having different missions the new plane can perform compared to the old plane, the biggest culprit for this happening is due to adding/removing bomb locks from a plane design.
Last edited by HappySack; Mar 25 @ 3:03pm
Originally posted by HappySack:
This is a bug due to having different missions the new plane can perform compared to the old plane, the biggest culprit for this happening is due to adding/removing bomb locks from a plane design.



just have outdated fighters able to be replaced by fighter bombers, etc, and use the averaged stats, like how it already does with partly upgraded wings (hey wow), the planes without bombs won't help with CAS, or technically partake with 0 damage hits, but still fill out the wing for air attack/defense until more upgraded frames come in

like why is that not possible, PDX, you went with the most annoying possible option save for not being able to upgrade wings at all

and if you want to keep the fighter bombers away from the fighters specifically, you can already selectively allow air models if you so wish for each and every air wing(needs an en masse option)
Bored Peon Mar 25 @ 8:05pm 
I used to make a bunch of specialized carrier planes for my carriers.
Then one of the other veterans said it was kinda pointless.
Ever since I just make a carrier plane with torpedo in first slot and HMG in the second slot and used the default diving bird equipment tag.

That eliminated all the mission conflicts the conversion issues and other stuff.
Originally posted by Bored Peon:
used the default diving bird equipment tag.
this is the most crucial step
Bored Peon Mar 25 @ 10:14pm 
Originally posted by Big REDACTED Marty:
Originally posted by Bored Peon:
used the default diving bird equipment tag.
this is the most crucial step
You do not have to, but it is a complete pain in the ass using multiple tags for carriers.
Mostly because the carriers come off the drydock with the default tag.
So that means you have to delete all the empty wings and add new wings or change the tags on them all.

I tried doing:
1 fighter air superiority
1 fighter interception
1 air recon
3 naval bombers
There was no real way to see if any of that even made a difference, which you would think it would. You can see such a difference in land combat though.

It was a complete pain to set up for each carrier, then the AI kept resetting their missions each time the fleet docked for repairs. Then I got to thinking there is no way to even tell if those roles are being done when the AI uses auto-CAG duty.

TLDR: The game mechanics simply do not support multiple carrier wing types well enough. Just stack naval bombers and it is one less micromanagement headache.
Originally posted by Bored Peon:

TLDR:
you can pick the air comp of your carriers in advance while they build, i don't think you can choose icons, but you can choose all of your "type" of plane by clicking on the plane icon in the production tab
Originally posted by Big REDACTED Marty:
Originally posted by Bored Peon:

TLDR:
you can pick the air comp of your carriers in advance while they build, i don't think you can choose icons, but you can choose all of your "type" of plane by clicking on the plane icon in the production tab
Yeah that is the problem, you cannot preselect equipment tags.
Then as I said, not even sure mixed wing types even make a difference.
Originally posted by Bored Peon:
Originally posted by Big REDACTED Marty:
you can pick the air comp of your carriers in advance while they build, i don't think you can choose icons, but you can choose all of your "type" of plane by clicking on the plane icon in the production tab
Yeah that is the problem, you cannot preselect equipment tags.
Then as I said, not even sure mixed wing types even make a difference.
i'm not sure what you mean here

you can select how many nav bombers, fighters, cas for your carriers before they launch

it doesn't matter the tag, as long as the carrier planes you are making are the type you choose for the wing comp

adding guns to a nav bomber wont make it not a nav bomber, you get me? the carrier interface will still let you put "nav bombers" on your carrier in advance so you don't have to mess with the air ui
Originally posted by Big REDACTED Marty:
Originally posted by Bored Peon:
Yeah that is the problem, you cannot preselect equipment tags.
Then as I said, not even sure mixed wing types even make a difference.
i'm not sure what you mean here

you can select how many nav bombers, fighters, cas for your carriers before they launch

it doesn't matter the tag, as long as the carrier planes you are making are the type you choose for the wing comp
Those default choices use the default equipment tag, with no option to select the equipment tag.

Originally posted by Big REDACTED Marty:
adding guns to a nav bomber wont make it not a nav bomber, you get me? the carrier interface will still let you put "nav bombers" on your carrier in advance so you don't have to mess with the air ui
It is more for designing one multipurpose plane for a carrier. Having a HMG allows it the air superiority and interception role, while using a turret does not add the mission options.
Last edited by Bored Peon; Mar 26 @ 1:50pm
Originally posted by Bored Peon:
snip
i just tested this

yeah if you change the tag it just makes empty wings, how wonderful

PDX please give us the ability to specify tag for carrier wings in advance of construction

perfect fodder for the next micro patch
Originally posted by Big REDACTED Marty:
Originally posted by Bored Peon:
snip
i just tested this

yeah if you change the tag it just makes empty wings, how wonderful

PDX please give us the ability to specify tag for carrier wings in advance of construction

perfect fodder for the next micro patch
It makes empty wings because those choices you make for number of wings all use the default equipment tag. Hence my original comment:
Originally posted by Bored Peon:
Ever since I just make a carrier plane with torpedo in first slot and HMG in the second slot and used the default diving bird equipment tag.

That eliminated all the mission conflicts the conversion issues and other stuff.
Allowing you to change that default tag would make things easier.

I mean I like the whole concept of having a carrier with fighter, CAS, and naval bombers to assist in naval invasions on harder targets, but lets face it, the 40-60 planes aint doing @#$% all if the AI has hundreds of planes in the air region. Then of course you got the other double edged sword that is your naval guns and planes do most the work the Marines do not earn @#$% for xp invading and you may get a few % of naval invader earned.

I think that is what I like about HOI IV, if your units are too good you penalize yourself.
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Date Posted: Mar 25 @ 7:41am
Posts: 13