Hearts of Iron IV

Hearts of Iron IV

Their Finest Bruh (TFB)
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Opdatering: 6. juli 2023 kl. 22:35

Checksum a09f

- Shaposhnikov is now safe from the Purge
- Siam now uses the same Propaganda as Manchu
- The Navy Explainer will now only pop up for majors on game start
- Removed the second non historical event warning from the host tool
- CAS has been Added to the No Father Spirit
- Modified the Admiral GUI to include information about your Capital:Screen ratio and providing the amount of screens you need for your capitals to make math easier.

- NNavy.GUN_HIT_PROFILES = { -- hit profiles for guns if target hit profile is lower the gun will have lower accuracy (AKA Bigger gun number = less accurate)
65.0 -> 90, -- big guns
145.0, -- torpedos
55.0 -- small guns
}
- 75% Heavy Gun Hit Chance Factor added to Screening Efficiency Bonus

Shifting the Sortie Efficiency for carriers into making sure you have both good capital and small screens helps prevent stacking them with BB's without properly screening.
- Capital Screening Bonus Sortie Efficiency 30 -> 15
- Screening Bonus Sortie Efficiency 0 -> 40
- BASE_CARRIER_SORTIE_EFFICIENCY .5 -> .25 -- factor of planes that can sortie by default from a carrier

Carriers are a bit strong now, so they are being nerfed a bit to bring their damage in line. They are now an important part of many fleets but no longer alpha strike fleets off the map.
- CARRIER_HOURS_DELAY_AFTER_EACH_COMBAT = 2 -> 8 -- how often carrier planes do battle inside naval combat
- NAVAL_STRIKE_CARRIER_MULTIPLIER = 3.0 -> 1.0 -- damage bonus when planes are in naval combat where their carrier is present (and can thus sortie faster and more effectively)

Wanted to lower some of the debuffs for fleets that have a larger number of smaller ships versus a screen-less navy
- SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 0.5 -> 0.25 -- screening efficiency (screen to capital ratio) at 0% positioning
- AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 0.7 -> 0.3 -- AA penalty at 0% positioning

- NNavy.BASE_GUN_COOLDOWNS = { -- number of hours for a gun to be ready after shooting
1.0 -> 2.0, -- big guns
3.0 -> 2.0, -- torpedoes
1.0, -- small guns
}

Opdatering: 24. juni 2023 kl. 7:11

NNavy.LEADER_EXPERIENCE_SCALE = 1 -> 0.25
NNavy.EXPERIENCE_FACTOR_NON_CARRIER_GAIN = 0.04 -> 0.02 -- Xp gain by non-carrier ships in the combat
NNavy.TRAINING_EXPERIENCE_FACTOR = 0.3 -> 0.15 -- Amount of exp each ship gain every 24h while training (before modifiers)
NNavy.BASE_GUN_COOLDOWNS = { -- number of hours for a gun to be ready after shooting
1.0, -- big guns
4.0 -> 3.0, -- torpedoes
1.0, -- small guns
}

NNavy.GUN_HIT_PROFILES = { -- hit profiles for guns if target ih profile is lower the gun will have lower accuracy
65.0, -- big guns
150.0 -> 145.0, -- torpedos
55.0 -- small guns
}
This means Torpedos are now more accurate

NNavy.HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR = 0.4 -> 0.3 -- if one side has more ships than the other that side will get this penalty for each +100% ship ratio it has
NNavy.MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO = 0.8 -> 0.6 -- maximum penalty to get from larger fleets

Battleship Armor HP Multiplier .05/.1/.15 -> .15/.2/.25

Light Cruiser guns no longer grant 10% HP
Heavy Cruisers no longer grant 2.5% Visibility, and instead if is being added to the base Cruiser Hull.

This means Light Cruisers and Heavy Cruisers will both have 17.5 Visibility. This also fixes a bug where the 42 hulls that had 2 turrets were increasing the visibility of Heavy Cruisers to 20 since they had 2 turrets therefore making them very weak

Fixed a bug where Decisive Battle Expert Tier Advisors gave 60% attack instead of 6% attack
Fixed a bug where Italy could annex Bulgaria is a player Yugoslavia took Bulgaria
Modified the conditions for which Mexico and Annex an AI Brazil

Opdatering: 20. juni 2023 kl. 21:52

Checksum 8ab1

- All Light Cruiser Guns have their HP Multiplier reduced from .15 to .1
- All Heavy Cruiser guns lose 1 Visibility (3.5 -> 2.5)
- Battleship Armor 1 Armor Value 30 -> 32
- Battleship Armor 2 Armor Value 36 -> 38
- Battleship Armor 3 Armor Value 40 -> 44
- Torpedo crit chance against Battle Cruiser Armor from -0/-.1/-.15 to -0/-.05/-.1
- Torp damage reduction from Battle Cruiser Armor from .1/.15/.2 to 0/.05/.1
- All Heavy Batteries lose 2 Heavy Attack
- Heavy Cruiser Gun Piercing 22/26/32/38 -> 22/28/34/40
- Reduced the Naval Speed boost of all designers and spirits in the game by 5% (unless already at 5%)
- This affects all Naval Designers
- This affects Japan and Manchu Propaganda
- This affects the 'Cruiser Captain' and 'Bold' Admiral Traits
- This affects the Italian 'Esploratori' idea
- This affects the Soviet 'Empire in the Pacfic' Idea
- This does NOT effect Tora Tora Tora
- NAVAL_STRIKE_CARRIER_MULTIPLIER = 2 -> 3 -- damage bonus when planes are in naval combat where their carrier is present (and can thus sortie faster and more effectively)
- Fire Control AA Multiplier 0/0.05/0.1/0.15 to 0/0.03/0.06/0.09
- DISRUPTION_FACTOR_CARRIER = 10 -> 15.0 -- multiplier on disruption damage to scale its effects on carrier vs carrier planes
- ANTI_AIR_TARGETING = 0.4 -- how good ships are at hitting aircraft
- Navy Chief Decisive Battle Attack Factor 5/10/15% to 3/6/10%
- Navy Chief Maneuvering Speed Factor 5/10/15% to 3/6/9%
- Navy Chief Air Defense AA Factor 8/15/20% to 5/10/15%
- Navy High Command Capital Ships Attack Factor 10/15/20% to 5/10/15%
- Navy High Command Screens Attack Factor 10/15/20% to 5/10/15%

Opdatering: 12. juni 2023 kl. 23:49

Naval Changes:
- Destroyer Visibility 10 -> 12.5
- Light Gun Hit Profile 60 -> 55
- Destroyer HP 25/40/50/60 -> 20/30/40/50
- Destroyer Engine Speed Bonus .2/.25/.3/.35 -> .1/.15/.2/.25
- Cruiser Hull Base Speed 28/28/30/30 -> 28/29/30/31

Above changes will mean Destroyer EHP will be ~35-40% of what it used to be and be more in line with cruisers and heavy ships

Opdatering: 12. juni 2023 kl. 9:06

- Naval Treaty Limit for Heavy Ships reduced by 450 to account for the cheaper Heavy Battleship turrets (they all got made 150 cheaper so a 3 turret BB lost 450 IC)
- If Nationalist Spain is AI then Republican Spain gets the disbanded army debuff again to help in the Singleplayer games, likewise with trains and trucks
- Red Guard and SS Unit Templates got some buffs to their HQ Company which increases HP, Org, Reinforce rate, Initiative, Breakthrough, soft attack, and hard attack, and lowers supply consumption. Nothing major but enough to make people actually work to use them instead of ignoring them

Opdatering: 10. juni 2023 kl. 3:57

Patch Notes - checksum c5c7

Non Navy Changes:
- Tweaked Localization and new Player Info, as well as adding an option to hide the soviet 'Dance of the Marshals' Decisions
- Fixed a bug where the focus order in the Raj military tree was wrong
- Fixed a bug where canadian doctrine for navy wasn't working
- Added a fix to prevent DEI from capping when the Netherlands dies
- UK now gets the Faroe Islands when doing Operation Fork
- Greenland, Iceland, and the Faroe Islands now grant 80% compliance when occupied by the USA and UK.

Reduced Intel Changes:
- Max Naval Intel gained by Spies 40 -> 30

- Free Trade Civilian Intel to Others 30 -> 15
- Free Trade Naval Intel to Others 15 -> 10
- Export Focus Civilian Intel to Others 20 -> 10
- Export Focus Naval Intel to Others 10 -> 6
- Limited Exports Civilian Intel to Others 10 -> 5
- Limited Exports Naval Intel to Others 5 -> 3

- Democratic Civilian Intel to Others 20 -> 10
- Democratic Navy Intel to Others 20 -> 10
- Communist Civilian Intel to Others 10 -> 7.5
- Communist Navy Intel to Others 12.5 -> 7.5
- Fascist Civilian Intel to Others 15 -> 10
- Fascist Army Intel to Others 10 -> 5
- Fascist Navy Intel to Others 10 -> 5
- Fascist Air Force Intel to Others 10 -> 5
- Non Aligned Civilian Intel to Others 20 -> 10
- Non Aligned Navy Intel to Others 20 -> 10



Admiral Fleet Limit Cap:
- For those who played Horst, we are implementing a similar system to their Naval Fleet Cap
- For those who aren't aware, Horst has a mechanic that limits the size of a fleet an admiral can command at one time. Each ship in the fleet has a certain value, and if you exceed that value under an admiral your fleet will lose damage. This is intended to help prevent death stacking of fleets, and hopefully means that you won't lose your entire fleet if you look away for one second since both your and the enemy fleet will not be your full fleet.
- Add a new player decision to show the Navy Pop-Up

- Naval Module Research once again has a year to research it, and is not all a 1936 tech. This was felt to be a reasonable change to help encourage more refitting, and with the change to cap fleets you have the ability to have a older and newer fleet without refitting, so you would get crushed by the deathstack due to having some older ships
- Naval Admiral Cap Checks Weekly before war starts, and then Daily after Germany, the UK, or the US are at war.


General Changes:
- SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CAPITALS 4 -> 3 -- this screen ratio to num capital/carriers is needed for full screening beyond screen line
- BASE_NAVAL_EQUIPMENT_CONVERSION_IC_COST_FACTOR = 0.2 -> 0.1 -- Fraction of the hull industry cost which is always included in the refitting cost
- BASE_CARRIER_SORTIE_EFFICIENCY = 0.75 -> 0.5 -- factor of planes that can sortie by default from a carrier
- HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR = 0.35 -> 0.4 -- if one side has more ships than the other that side will get this penalty for each +100% ship ratio it has
- BASE_JOIN_COMBAT_HOURS = 8 -> 24 -- the taskforces that wants to join existing combats will wait for at least this amount
- MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO = 0.75 -> 0.8 -- maximum penalty to get from larger fleets
- DAMAGE_PENALTY_ON_MINIMUM_POSITIONING = 0.6 -> 0.75 -- damage penalty at 0% positioning
- MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS = 0.25 -> 0.50 -- the accumulated penalty from new ships will be clamped to this value
- POSITIONING_PENALTY_HOURLY_DECAY_FOR_NEWLY_JOINED_SHIPS = 0.05 -> 0.02 -- the accumulated penalty from new ships will decay hourly by this value
- Bonus from Capital Screening for Sortie Effeciency 10 -> 30%


The rest of the Navy Changes can be found here in the full patch notes (It was too long to post in steam):
https://pastebin.com/ttqZ8hNW

Opdatering: 3. juni 2023 kl. 0:36

Checksum: 4233

-Ethiopian local supply reduced to 250% and will only last 6 months after Italy goes to war with UK
-UK given 6 extra light infantry divisions in starting OOB
-RAJ given 4 extra district garrisons and now start with full equipment in starting OOB

Opdatering: 31. maj 2023 kl. 9:35

Checksum: 3061

-Level 2 Fortresses added to fortify Egypt focus, removed 2 levels of Pillboxes
-Fuel Capacity modifier from Logistic skill removed, fuel drums buffed to add 200 fuel capacity
-Heavy arty attack bonus to forts 100% => 60%
-Heavy arty attack bonus to metropolis 60% => 50%
-Assault Gun attack modifiers standardized:
Towns 5%
Urban 20%
Metropolis 40%
Fort 60%
-Italian East Africa removed with Italy getting compliance, guns, and a local supply modifier in the area if they want to fight there

Opdatering: 19. maj 2023 kl. 1:03

Patch Notes:

- Bugfixed some soviet events from Vanilla
- Vanilla fixed Belgium Congo flipping to Germany so I brought in their version of the fix and deleted mine
- The bonuses from the German tank Advisor Upgrades now no longer require you to re-apply the designer to get the bonus
- Soviet Slacken Infantry and Slacken Armor bonuses now apply instantly without requiring you to re-apply the designer to get the bonus
- Removed the 5% armor boost from the upgraded Porshe as it made Tigers unpiercable in 41 by anything else in the game


Fortress Update:
- "So the fortress change is coming in the next patch, these are forts that are pretty much unbombable, and take little damage from combat. Going to be used to represent historical major fortifications. Right now it's just the Maginot and Atlantic Wall but will also be used for other stuff in the future. Not buildable except for Japan if they are losing the Pacific War to represent their cave fortifications like they had on Iwo Jima for example."
- Fortresses have identical combat stats to forts
- Renamed the regular forts to 'Pillboxes' to better differentiate them
- Removed the State Modifier applied to Coastal France from the Atlantic Wall Decisions
- Swapped 5 of the Maginot Line forts to being Fortresses
- Swapped 2 of the Atlantic Wall Decision Coastal forts to being Coastal Fortresses

Opdatering: 18. maj 2023 kl. 23:28