Hearts of Iron IV

Hearts of Iron IV

Their Finest Bruh (TFB)
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Update: Mar 8, 2023 @ 10:20pm

Patch 25 - checksum c1d1

- Added a new 1942 tech for Sonar 4
- Light Cruiser Battery 1/2/3/4 Light Attack changed from 4/8/12/16 to 3/6/9/12
- Ship Radar 4 Hit Chance Bonus decreased from 10% to 7.5% to bring it in line with the other radar
- Soviet Heavy Tank Designer Okmo Armor boost 5% -> 10%
- Soviet Heavy Tank Designer Okmo IC Cost boost -5% -> -10%
- Spirit of the Pacific Factory Output debuff on the allies has been removed
- Australia has a new decision that they can take if they don't annex New Zeeland (because it is a player) that will Core Papau and give them a buff granting +5% production efficiency, cap, retention, and output
- Japan Short Term Industry buff changed from taking away 2 civs to give a mill every month, and instead granting them 10% output and production stats but a 20% construction speed debuff.
- States now have 50 building slots at a maximum, with all state categories having their base amount increased by 20% (IE instead of a Metropolis granting 22 slots they now grant 26, etc.)
- Supply Hub Build Speed is now affected by the level of infrastructure in that state like factories

Speed:
- Gas Engine speed bonus 15% -> 10%
- Recon base Speed boost on all terrain for horse/mot/tank/ac from 5/8/10/12 to 4/6/8/10
- Recon Speed Boost per additional research now grants 1.5% instead of 2% for every level
- INFRASTRUCTURE_MOVEMENT_SPEED_IMPACT = -0.01 -> -0.03 -- speed penalty per infrastructure below maximum.

Supply:
- COOLDOWN_DAYS_AFTER_MOVING_SUPPLY_CAPITAL = 30 -> 3 -- cooldown for moving supply again after last move
- DAYS_TO_START_GIVING_SUPPLY_AFTER_MOVING_SUPPLY_CAPITAL = 7 -> 3 -- the country will start gaining supply after this many days moving its capital
- DAYS_TO_START_GIVING_FULL_SUPPLY_AFTER_MOVING_SUPPLY_CAPITAL = 21 -> 10 -- the country will reach max supply after this many days moving its capital

Tank:
- The Lowe Heavy Tank has been removed
- IS3 Chassis has been removed, with the IS being able to mount a heavy turret 3
- To replace the lost armor, there is a 1945 research for the IS3 to upgrade that chassis
- Medium Howitzer 1 now also costs 2 Tungsten
- Medium Howitzer 2 now also costs 3 Tungsten
- Medium Howitzer 3 now also costs 4 Tungsten
- Medium Howitzer 2 Soft Attack 44 -> 38
- Medium Howitzer 2 Hard Attack 20 -> 18
- Medium Howitzer 3 Soft Attack 50 -> 46
- Medium Howitzer 3 Hard Attack 26 -> 22

Bugfixes:
- Greece's National Leader no longer will set the country to 0 Stability since we don't have the greece tree in the game
- Fixed a bug in the Japanese Air Propaganda which instead of removing the bonus after the propaganda ended was instead granting it again.

Naval AA:
- SHIP_TO_FLEET_ANTI_AIR_RATIO = 0.25 -> 0.2 -- total sum of fleet's anti air will be multiplied with this ratio and added to calculations anti-air of individual ships while air damage reduction
- ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE = 0.25 -> 0.58 -- received air damage is calculated using following: 1 - ( (ship_anti_air + fleet_anti_air * SHIP_TO_FLEET_ANTI_AIR_RATIO )^ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE ) * ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE
- ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE = 0.25 -> 0.02

TL:DR on Naval AA, back in October we reset some of our defines to Vanilla that were going to be identical between the mod and vanilla. This put us in a spot where we wanted to be for Naval AA Damage reduction. However for 1.12.5 in October we missed that Paradox modified those defines, buffing naval aa in a way we were not anticipating. These changes are to nerf Naval AA and to make it more linear and make every bit of added AA worth its IC cost rather than plateau so quickly. This will also nerf fleets that have only a very tiny amount of AA by bringing them more in line with what you would expect.

For example, before these changes the starting UK fleet at ~180 Fleet AA had ~50% damage reduction from naval bombers, but after these changes they will have about 17%. Likewise for a fleet of any size with only 10 total AA across the entire fleet, a ship in that fleet without AA will now have 3% damage reduction instead of a monstrous 25% with live values.

Below is a graph charting the Damage Reduction from Naval Bombers a fleet gets for a ship in that fleet that has no AA on it. The top blue line are the current live values, the yellow values are what we expected them to be had Paradox not changed naval AA, and Red is what the new curve is going to look like.

https://i.imgur.com/A9H8il8.png - 0 AA
https://i.imgur.com/2bbZ2im.png - 10AA
https://i.imgur.com/ofQuoS9.png - 20AA
https://i.imgur.com/yHPxqD2.png - 30AA

Update: Mar 3, 2023 @ 10:52pm

Patch 24 - checksum 5b41
Defines:
INFRASTRUCTURE_RESOURCE_BONUS = 0.04 -> .06 -- multiplicative resource bonus for each level of (non damaged) infrastructure
BASE_FACTORY_SPEED = 3.5 -> 3 -- Base factory speed multiplier (how much hoi3 style IC each factory gives) [this is a revert to what it used to be]

Piercing Changes TL:DR is there is another step of armor, and you gain less damage from partial piercing.
PIERCING_THRESHOLDS = { -- Our piercing / their armor must be this value to deal damage fraction equal to the index in the array below [higher number = higher penetration]. If armor is 0, 1.00 will be returned.
1.00,
0.75,
0.50,
0.00, --there isn't much point setting this higher than 0
},
to
(1.0,0.8,0.6,0.4,0.0)
PIERCING_THRESHOLD_DAMAGE_VALUES = { -- 0 armor will always receive maximum damage (so add overmatching at your own peril). the system expects at least 2 values, with no upper limit.
1.00,
0.80,
0.65,
0.50,
},
to
(1.0,0.7,0.5,0.3,0.1)


- Fixed a crash caused by swapping between dispersed and concentrated Industry
- Added an auto annex scripted peace deal to Portugal and Ethiopia
- Added a multi choice scripted Peace Deal for China capping, including options to have China annex everything, Japan annex everything, have them split it, or go to a normal peace conference.
-Cast armor moved from being a 1940 to a 1938 tech

Update: Feb 26, 2023 @ 9:56am

Hotfix Patch - e06c

Fix for Germany Fate of Czechs not giving proper Czech tanks

Update: Feb 26, 2023 @ 12:26am

Patch 23 - Checksum 81fe

Defines:
INFRASTRUCTURE_RESOURCE_BONUS = 0.03 -> .04 -- multiplicative resource bonus for each level of (non damaged) infrastructure
INFRA_MAX_CONSTRUCTION_COST_EFFECT = 0.5 -> 1 -- Building in a state with higher infrastructure will reduce the cost of shared buildings.
BASE_FACTORY_SPEED = 3 -> 3.5 -- Base factory speed multiplier (how much hoi3 style IC each factory gives).
BASE_FACTORY_SPEED_NAV = 2 -> 2.5 -- Base factory speed multiplier (how much hoi3 style IC each factory gives).

Building Costs:
- Steel Refineries 8k -> 12k
- Rubber and Oil Refineries 10k -> 12k

Research Changes:
- Infantry and dockyard Factory bonuses between concentrated and dispersed have been removed
- Easy Maintenance Module moved to 1939 Maintenance Company Research
- Cast Armor Plating moved to the 1940 Industry Techs
- Construction/dispersed/concentrated tech cost now 2.5 cost
- Concentrated industry has 15% building slots
- Concentrated 4 and 5 tech now give 12.5% output
- Dispersed 1 and 5 now get 5% efficiency base

Unit Changes:
Submarine Hull 1 IC Cost 220 -> 260
Submarine Hull 2 IC Cost 250 -> 300
Submarine Hull 3 IC Cost 320 -> 380
Submarine Hull 4 IC Cost 450 -> 530
Destroyer Hull 1 IC Cost 400 -> 450
Destroyer Hull 2 IC Cost 500 -> 550
Destroyer Hull 3 IC Cost 550 -> 600
Destroyer Hull 4 IC Cost 600 -> 650
Cruiser Hull 1 IC Cost 1800 -> 2000
Cruiser Hull 2 IC Cost 1900 -> 2100
Cruiser Hull 3 IC Cost 2000 -> 2200
Cruiser Hull 4 IC Cost 2100 -> 2300

Advanced Special Forces path now grants an extra 5 org, 100% HP, 5% soft Attack and Defense.
Polish Resources Focus increased from 24 steel to 200 steel and 12 aluminum to 100

Bugfix for French Terrain Bonus
Bugfix for Axis version of Pacific Spirit
Possible bugfix for jetcas not correctly reinforcing
Fix for Linux and Mac users causing desyncs and preventing them from annexing non-ai nations
Italy can do Greek Triumph if Greece is annexed because they didn't join the allies

Update: Feb 18, 2023 @ 9:37am

Patch 22 - Checksum 584a

Fix Localisation issues for Spain & Brazil
Siam and Manchu forced to go to war with Japan when they declare

Update: Feb 16, 2023 @ 10:13pm

Patch 21 - checksum c146

- Added a number of new tank models for Brazil, mexico, and mongolia
- Cruisers can no longer use secondaries in the non dedicated Secondaries slot
- Small Gun hit profile 55 -> 60
- Ship Light Medium Battery 1/2/3/4 damage changed from 6/10/14/18 to 4/8/12/16
- Cruiser Engine 1/2/3/4 Speed multiplier changed from .20/.3/.35/.40 to .20/.25/.30/.35
- Light Cruiser Gun speed penalty debuff for guns 2/3/4 changed from -.04/-.05/-.06 to -.05/-.06/-.07
- Starting Mongolian Convoys increased from 50 to 100
- Mongolian Rubber Refinery focus fixed
- New Text added to Research Tab backgrounds thanks to Chezloc
- The localization has been refactored, so submods may have some broken localization
- Fixed a number of console errors

Japan:
- The spirit for the Pacific war that debuffs the allies has been shifted from getting a malice to atttack and defense against EU Axis, to an attack malice against EU axis, and the EU axis getting an attack bonus. This is because of funny paradox math making using defense_bonus_against doesn't really work right
- Japan has been given 3 new paths post China War, and they must do one of them
- Short War lets you go to war in July of 1940, but with some minor debuffs that mean you will need to be aggressive and conquering to take advantage
- Medium War lets you go to war in January of 1941 and is expected to be the default. Japan gets some buffs to help them build up for longer, including industry, military, and intel
- Long war lets you go to war in July of 1941, where Japan gets large industry buffs, military buffs, intel buffs, and some bonus destruction and collaboration

We will be watching the balance of all 3 paths as they roll out. It is advised if you are doing a Big Manchu - Small Japan setup to not take the early war path.

Update: Feb 16, 2023 @ 9:59pm

See above patch

Update: Feb 1, 2023 @ 9:52am

Patch 20 Checksum c62f

Mongolia Focus Tree Rework

Update: Jan 19, 2023 @ 9:39pm

Hotfix Checksum 495b

-Mod Updated for 1.12.8
-Fixed issue with support companies causing divisions to go 1km/h

Update: Jan 16, 2023 @ 12:26am

Patch 19 - checksum 4d9e

Defines Changes:
- BASE_PEACE_TAKE_UNCONTROLLED_STATE_FACTOR = 10 -> 1 -- Base factor for taking state you do not control
- PEACE_SCORE_DISTRIBUTION = { 0.2, 0.2, 0.2, 0.2, 0.2 } -> { 3.0, 3.0, 3.0, 3.0, 3.0 } -- How much of the total peace conference score you get during the first n turns.
-- More explanation of the peace score distribution above:
-- {1.0} would give you all the score on the first turn.
-- {0.5, 0.5, 0.5} would give you 50 % of the total score on each of the first three turns (in this case resulting in receiving 150 % of the total score).
- PEACE_ACTION_MAX_COST = 9999 -> 500 -- Max value for a peace action cost (after all modifiers)
- CAPITAL_CAPITULATE_BONUS_SCORE = 150 -> 300 -- extra bonus when deciding who to capitulate to (applied to capital holder)
- VICTORY_POINT_WORTH_FACTOR_WARSCORE = 0.2 -> 0.5 -- multiplier for each victory points when calculating province worth for warscore

- ACE_WING_SIZE = 50 -> 100 -- size of wing ace bonuses are set up for. if lower more bonus if higher less bonus

- PLAYER_ORDER_PLANNING_DECAY = 0.1 -> 0.125 -- Amount of planning lost due to player manual order

Other Changes:
- Finnish Infantry Equipment now increased the license production speed debuff by 20%
- Armored car turret 3 can no longer be used on Armored Car 1 or 2
- All Suspensions now have a 2 IC cost added to swap to a new chassis

The following are bug fixes that were not working correctly in the code:
- ZIS 30 Gun Platform no longer allows Anti Air or Artillery role
- CV33 Tankette Superstructure no longer allows the Anti Air role
- Multi-Turret 1 no longer allows the Anti Air or Tank Destroyer role
- Multi-Turret 2 no longer allows the Anti Air or Tank Destroyer role
- Multi-Turret 3 no longer allows the Anti Air or Tank Destroyer role
- Light Turret 1, 2, and 3 no longer allows the Anti Air or Tank Destroyer role
- Fixed Light Casemate no longer allows the Anti Air role
- Light Open Superstructure no longer allows the Assault Gun role

- Medium Turret 1, 2, and 3 no longer allows the Anti Air or Tank Destroyer role
- Fixed Medium Casemate no longer allows the Anti Air role
- Fixed Medium Large Casemate no longer allows the Anti Air role
- Medium Open Superstructure no longer allows the Assault Gun role

- Early Heavy Turret no longer allows the Anti Air or Tank Destroyer role
- Heavy Turret 1, 2, and 3 no longer allows the Anti Air or Tank Destroyer role
- Fixed Heavy Open Casemate no longer allows the Assault Gun role

- Modern Turret no longer allows the Anti Air or Tank Destroyer role

- Amphibious Drive no longer allows the Anti Air, Artillery, or Tank Destroyer Role