Hearts of Iron IV

Hearts of Iron IV

Their Finest Bruh (TFB)
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Update: Dec 10, 2022 @ 11:39pm

checksum: 855f
MISSION_COMMAND_POWER_COSTS AIR_SUPPLY= .25 -> .1 -- command power cost per plane to create a mission

Update: Dec 10, 2022 @ 11:17pm

Patch Notes checksum e470

- Banzai Charge tactic will no longer trigger on Naval Invasion
- Italian and German focus trees had some icons updates
- GIE_DIVISION_ATTACK_BONUS_AGAINST_OCCUPIER = .1 -> .05 -- Attack bonus factor against whoever occupies your core territory.
- GIE_DIVISION_DEFENSE_BONUS_AGAINST_OCCUPIER = .1 -> .05 -- Attack bonus factor against whoever occupies your core territory.
- GIE_DIVISION_ATTACK_BONUS_ON_CORE = .1 -> .05 -- Attack bonus factor when fighting on cores.
- GIE_DIVISION_DEFENSE_BONUS_ON_CORE = .1 -> .05 -- Defense bonus factor when fighting on cores.
- NAVAL_STRIKE_DAMAGE_TO_STR = 1.5 -> 1.25 -- Balancing value to convert damage ( naval_strike_attack * hits ) to Strength reduction.
- NAVAL_STRIKE_CARRIER_MULTIPLIER = 3.0 -> 2.0 -- damage bonus when planes are in naval combat where their carrier is present (and can thus sortie faster and more effectively)
- Added new Focus icons and Idea Icons for Brazil thanks to work from Marco
- Added new Focus icons for Netherlands thanks to work from Marco
- Updated the Modifier icons we have pulled in from the 'Modifier Icons' Mod
- Changed the display of the USA focuses for drafting new legislation to show the 210 days and how far in progress you are

Update: Dec 4, 2022 @ 10:04pm

BBA Patch 10 - checksum 5687

- NAir.NAVAL_STRIKE_CARRIER_MULTIPLIER = 7 -> 3 -- damage bonus when planes are in naval combat where their carrier is present (and can thus sortie faster and more effectively)
- NNavy.HIT_PROFILE_SPEED_FACTOR = 1.5 -> 1 -- factors speed value when determining it profile (Vis * HIT_PROFILE_MULT * Ship Hit Profile Mult)
- NNavy.HIT_PROFILE_SPEED_BASE = 15 -> 5 -- Base value added to hitprofile speed calulation
- RAJ Burma Rail focus reduced to 35 days
- Manchukuo now has access to Kamikazes as small Manchukuo
- Leon Kennedy is now a US Spy
- Slight tweaks to the Netherlands tree to hide ahistorical paths and also to fix some focuses that had unusual thresholds for threat
- Germany can no longer deny the Netherlands request for a cruiser via their focus
- Netherlands lost 1 sub research bonus
- slight change to VP's in southern Ukraine


The above naval changes should reduce the strength of carrier bombers, which is also being exacerbated by fighter aircraft not intercepting carrier bombers for some reason.

I have also created a submod that contains the air designer in them so people can continue to play with it or use it as a template to make it better.

The full TFB Mod suite(TM) is now
1) TFB (Main mod) https://steamcommunity.com/sharedfiles/filedetails/?id=2559317737
2) TFB Plane Designer (Will be somewhat kept up to date) https://steamcommunity.com/sharedfiles/filedetails/?id=2897704040
3) TEB (Experimental submod) https://steamcommunity.com/sharedfiles/filedetails/?id=2854106417
4) TFB NSB (A mod that will permanently stay on No Step Back) https://steamcommunity.com/sharedfiles/filedetails/?id=2897741370
5) TFB BTFB (A mod that will permanently stay on the final patch before NSB which is before the supply and tank changes occurred) https://steamcommunity.com/sharedfiles/filedetails/?id=2897713839

Update: Dec 4, 2022 @ 5:52pm

- Planes can now train
- Fire control is a 1936 Research
- NDefines.NAir.NAVAL_STRIKE_CARRIER_MULTIPLIER = 10 -> 7 -- damage bonus when planes are in naval combat where their carrier is present (and can thus sortie faster and more effectively)

Update: Dec 3, 2022 @ 9:09pm

Checksum - 5687

The Air Designer has been removed, reverting to pre BBA Aircraft. This doesn't guarantee everything is 1:1 as many of the core mechanics such as interception in multiple air zones still exist, but IC and damage values should be closer to what they were. Its possible something is missed and may need a patch to be checked.

Additional Changes:
- Naval guns and shells now are all 1936 Researches again
- Planes will no longer move quickly between air bases
- Port Supply increased from 5 -> 15 (Bugfix from Vanilla)
- Port Supply per level increased from 3 -> 5 (Bugfix from Vanilla)
- Minimum planes needed to paradrop reduced from 25 to 10
- V2 Rockets should work again
- NNavy.COMBAT_DAMAGE_RANDOMNESS = 0.25 -> 0.2 -- random factor in damage. So if max damage is fe. 10 and randomness is 20% then damage will be between 8-10.
- Polish Motorized buff reduced from 300% to 100%
- German 'Speer' now grants an additional 5% max efficiency
- Swiss Banks grants an additional -1% consumer goods

Naval reversions to the pre-BBA style can be expected in the next week

Update: Dec 2, 2022 @ 12:27am

- Italian Starting Stability increased by 10% to prevent strikes and draft dodging Day 1 against Ethiopia
- Removed Hungarian Trade Deal with Germany
- Added a new background for plane icons on the map to help differentiate plane types at a glance (Color changes possible)
- Sub Torpedo 2 Bonus to torpedo hit chance reduced from 1% to .5%
- Sub Torpedo 3 Bonus to torpedo hit chance reduced from 1.5% to 1%
- Sub Torpedo 4 Bonus to torpedo hit chance reduced from 2% to 1.5%
- Sub Torpedo 4 Torpedo Attack reduced from 16 to 14


Changes from Vanilla for patch 12.6 that required Code Changes in the Mod and weren't already either in the game or ignored:
- Hungarian 'Invite Foreign Investors' Spirit now grants 10% Research Speed
- Hungary 'Institute for Industrial Techniques' no longer requires both focuses above it
- Czechoslovakia has had 2 focuses reduced from 70 to 35 days, and their focuses grant more army XP
- Raj 'Lions of the Great War' now grants 30 Army XP
- Raj 'British Army Support' now grants 30 Army XP up from 20
- Romania received a new focus that reduces experiences soldier losses by 10%
- Civilian Oversight now set as the default law (technically Vanilla set it to Military Governor)
- 'Non Strategic Materials' Modules for Aircraft now will reduce the aircraft IC cost by 7.5%
- 'Imperial Associates Autonomy' level now can be spymaster
- Two new one-use war support decisions added, which simulate the effects of radio and film industry propaganda

Brazil Changes spearheaded by Zeno:
Political Branch Changes
- Consumer Goods Advisor is now locked to Democratic path
- Curtail Coffee Branch now grants 10% construction speed and 20% civ constructions speed instead of 20% construction speed
- Appease Oligarch branch now has an additional focus granting 2 civs and 10% construction speed
Army Branch Changes
- Focuses re-aligned to provide a choice of special forces or mech/motorized
Industry Branch Changes
- Added an additional focus to grant 200 rubber after Brazil and US are both in the Allies

SAF Military Branch Changes spearheaded by Zeno:
- Made a more deliberate split between Tank and Infantry SAF Builds

Shout out to Zeno and Co for the refresh to Brazil and South Africa.

Update: Nov 22, 2022 @ 9:46pm

checksum 8765:

- Starting Navies are once again grouped into a single port
- Starting Air is once again grouped into a single airfield
- Karl Gerat Wonder Weapon returns as a tier 3 Railway Gun for Germany
- HS132 Wonder Weapon for Germany returns as a new CAS module for late game small airframes
- Light Tank Turret 1 Steel cost 5 -> 3
- Light Tank Turret 2 IC cost 1 -> 5
- Bugfixed a conversion define increasing the base IC cost of a tank and ship during conversion to 90% instead of the intended 20% from pre BBA

Define Changes:
- AIR_DEPLOYMENT_DAYS = 2 -> 1 -- Days to deploy one air wing
- AIR_WING_FLIGHT_SPEED_MULT = 0.02 -> .2 -- Global speed multiplier for airplanes (affects aircraft transferring to another base, making it much faster now)
- HIT_PROFILE_SPEED_FACTOR = 2 -> 1.5 -- factors speed value when determining it profile (Vis * HIT_PROFILE_MULT * Ship Hit Profile Mult)
- HIT_PROFILE_SPEED_BASE = 20 -> 15 -- Base value added to hitprofile speed calculation
- CONVOY_EFFICIENCY_REGAIN_AFTER_DAYS = 4 -> 3 -- Convoy starts regaining it's efficiency after X days without any convoys being sink.
- CONVOY_SINKING_SPILLOVER = 0.5 -> 0.1 -- Damaged convoys roll for if they sink in the end of combat by accumulating the damage. This scales that chance.
- CONVOY_HIT_PROFILE = 100 -> 90 -- convoys has this constant hit profile
- COORDINATION_EFFECT_ON_CONVOY_RAID_EFFICIENCY = 1.5 -> 1.0 -- coordination will increase the number of areas you can cover in convoy raid
- CONVOY_DEFENSE_MAX_CONVOY_TO_SHIP_RATIO = 30 -> 40 -- each ship in convoy defense mission can at most cover this many convoys without losing efficiency

Update: Nov 14, 2022 @ 11:06pm

checksum b56b

Patch Notes:
- German 'Heavy Water' Decision now only grants 1 100% bonus instead of 2
- UK 'Tizard Mission' Focus now also grants the USA 15% Nuclear Research Speed
- Removed some Mines that were accidentally weren't removed from starting ships with the Naval Update
- Removed all remaining pre-BBA Aircraft that nations one sometimes start with
- Floating Harbor Steel cost 1 -> 10
- Floating Harbor IC Cost 400 -> 500
- Fixed an issue where Tank Icons weren't showing correctly in the division designer

Torpedo's:
- Re-implemented the extra torpedo module
- Torpedo Port Strike Naval Attack 10 -> 5
- Torpedo Port Strike Naval Spotting 8 -> 4
- Torpedo Port Strike Agility Debuff -15 -> -20
- Extra Torpedo Port Strike Naval Attack 6 -> 3
- Extra Torpedo Port Strike Naval Spotting 2 -> 1
- Extra Torpedo Port Strike Agility Debuff -15 -> -20


Navy Steel Cost Changes:
- Light Battery 1 5 -> 0
- Light Battery 2 5 -> 1
- Light Battery 3 8 -> 2
- Light Battery 4 10 -> 3

- Dual Purpose Light Battery 1 5 -> 1
- Dual Purpose Light Battery 2 5 -> 2
- Dual Purpose Light Battery 3 8 -> 3
- Dual Purpose Light Battery 4 1 -> 4

- Heavy Battery 1 10 -> 5
- Heavy Battery 2 15 -> 10
- Heavy Battery 3 20 -> 15
- Heavy Battery 4 25 -> 20

- Medium Battery 1 10 -> 2
- Medium Battery 2 15 -> 4
- Medium Battery 3 20 -> 6
- Medium Battery 4 25 -> 8

- Light Medium Battery 1 10 -> 2
- Light Medium Battery 2 15 -> 4
- Light Medium Battery 3 20 -> 6
- Light Medium Battery 4 25 -> 8

- Medium Dual Purpose Battery 20 -> 2

- Secondaries 1 10 -> 0
- Secondaries 2 15 -> 1

- Dual Purpose Secondaries 1 10 -> 0
- Dual Purpose Secondaries 2 10 -> 1
- Dual Purpose Secondaries 3 10 -> 2
- Dual Purpose Secondaries 4 10 -> 3

- AA 1 4 -> 0
- AA 2 6 -> 0
- AA 3 8 -> 0
- AA 4 10 -> 0

Navy Chromium Cost Changes:
- Heavy Battery 1 5 -> 0
- Heavy Battery 2 5 -> 0
- Heavy Battery 3 5 -> 0
- Heavy Battery 4 5 -> 0

Other Navy Changes:
- Super Heavy Battery Heavy Attack 27 -> 30

Update: Nov 12, 2022 @ 9:54am

checksum f447

Hotfix with some changes for Port Strike Issues.

1) Extra Torpedo Module has been removed
2) Torpedo module IC cost increased from 2 to 4
3) Defines Changes:

BASE_STRATEGIC_BOMBING_HIT_SHIP_CHANCE = 0.02 -> 0.01 -- Chance to hit a ship in port when it is bombed.
PORT_STRIKES_DELAY_MULTIPLIER = 2 -> 4 -- multiplies HOURS_DELAY_AFTER_EACH_COMBAT (4 in vanilla, 2 in the mod) if port strikes
COMBAT_MAX_WINGS_AT_ONCE_PORT_STRIKE = 10000 -> 10

Issue related to port strikes is this bug Paradox fixed:
- The port strike air mission will no longer prevent all but one airwing from dealing damage per port.

Update: Nov 11, 2022 @ 12:12am

Checksum: 4ab6

Navy Changes:
- TL:DR Naval Damage up

Naval Define Changes:
- COMBAT_BASE_HIT_CHANCE = 0.07 -> 0.1 (Vanilla is 0.1) -- base chance for hit
- COMBAT_DAMAGE_RANDOMNESS = 0.3 -> 0.25 (Vanilla is 0.5) -- random factor in damage. So if max damage is fe. 10 and randomness is 30% then damage will be between 7-10.

- ANTI_AIR_TARGETTING_TO_CHANCE = 0.1 -> 0.2 (Vanilla is 0.2) -- Balancing value to convert averaged equipment stats (anti_air_targetting and naval_strike_agility) to probability chances of airplane being hit by navies AA.
- ANTI_AIR_ATTACK_TO_AMOUNT = 0.005 -> 0.01 (Vanilla is 0.01) -- Balancing value to convert equipment stat anti_air_attack to the random % value of airplanes being hit.
- SUPREMACY_PER_SHIP_BASE = 20 -> 5 (Vanilla is 0)
- SHIP_TO_FLEET_ANTI_AIR_RATIO = 0.1 -> 0.2 (Vanilla is 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

- MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION = 0.15 -> 0.05 (Vanilla is 0) -- will clamp the bonus that you get from detection
- HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR = 0.5 -> 0.35 (Vanilla is 0.25) -- if one side has more ships than the other that side will get this penalty for each +100% ship ratio it has
- MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO = 0.8 -> .75 (Vanilla is 0.75) -- maximum penalty to get from larger fleets
- DAMAGE_PENALTY_ON_MINIMUM_POSITIONING = 0.8 -> .6 (Vanilla is 0.5) -- damage penalty at 0% positioning
- SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 0.33 -> 0.45 (Vanilla is 0.5) -- screening efficiency (screen to capital ratio) at 0% positioning
Naval Balance Changes:
- All Naval Doctrine that granted more than 5 org to a ship hull has been reduced to 5 (affects all branches)
- Submarine base org 40 -> 30
- Destroyer base org 40 -> 35
- Battleship base org 40 -> 50
- Battlecruiser base org 40 -> 50

- Medium Battery 1 Heavy Attack 8 -> 10
- Medium Battery 2 Heavy Attack 9 -> 15
- Medium Battery 3 Heavy Attack 10 -> 20
- Medium Battery 4 Heavy Attack 11 -> 25

- Light Medium Battery 1 Light Attack 4 -> 6
- Light Medium Battery 3 Piercing 5.5 -> 5
- Light Medium Battery 2 Light Attack 5 -> 10
- Light Medium Battery 3 Light Attack 6 -> 14
- Light Medium Battery 3 Piercing 8 -> 9
- Light Medium Battery 4 Light Attack 8 -> 18
- Light Medium Battery 4 Piercing 9 -> 11

- Dual Purpose Light Battery 4 Light Attack increased from 2.5 to 3
- Dual Purpose Medium Battery 1 Light Attack increased from 7.5 to 8
- Ship Secondaries 2 Light Attack increased from 4 to 5
- Dual Purpose Secondaries 5 Light Attack increased from 4.5 to 5

- Heavy Battery 1 Heavy Attack 12 -> 14
- Heavy Battery 2 Heavy Attack 14 -> 18
- Heavy Battery 3 Heavy Attack 15 -> 22
- Heavy Battery 4 Heavy Attack 16 -> 26
- Super Heavy Battery 1 Heavy Attack 18 -> 27
- Super Heavy Battery 1 Piercing 50 -> 45

- Ship AA 1 Air Attack 1.5 -> 2.5
- Ship AA 1 no longer multiplies ship Air Attack or multiply ship IC cost
- Ship AA 2 Air Attack 2 -> 3.5
- Ship AA 2 IC 120 -> 110
- Ship AA 2 no longer multiplies ship Air Attack or multiply ship IC cost
- Ship AA 3 Air Attack 3 -> 4.5
- Ship AA 3 IC 150 -> 140
- Ship AA 3 no longer multiplies ship Air Attack or multiply ship IC cost
- Ship AA 4 Air Attack 4 -> 5.5
- Ship AA 3 IC 190 -> 170
- Ship AA 4 no longer multiplies ship Air Attack or multiply ship IC cost

- Heavy Engine 3 IC 2600 -> 2800
- Heavy Engine 4 IC 3000 -> 3200
- Pre Dreadnaught IC 3000 -> 2600
- Battleship 1 IC 3300 -> 2800
- Battleship 2 IC 3400 -> 3000
- Battleship 3 IC 3500 -> 3200
- Battleship 4 IC 3600 -> 3400

- Battleship Armor 1 Armor 26 -> 30
- Battleship Armor 1 Surface Visibility removed
- Battlecruiser Armor 1 Armor 20 -> 22
- Battlecruiser Armor 1 IC Multiplier .075 -> .1
- Battlecruiser Armor 1 Surface Visibility removed
- Battleship Armor 2 Armor 31 -> 36
- Battleship Armor 2 Surface Visibility removed
- Battlecruiser Armor 2 Armor 25 -> 28
- Battlecruiser Armor 2 IC Multiplier .075 -> .125
- Battlecruiser Armor 2 Surface Visibility removed
- Battleship Armor 3 Surface Visibility removed
- Battlecruiser Armor 3 Armor 30 -> 34
- Battlecruiser Armor 3 IC Multiplier .075 -> .125
- Battlecruiser Armor 3 Surface Visibility removed

- Ship armor research shifted slightly, and it now has the correct starting years
- Many ship modules now have a steel and/or Chromium cost added to them as well as increase in cost for some modules
- Some ship batteries moved to later research

Air Changes:
- Airframe IC cost roughly halved
- Engine IC cost increased significantly for all engines, as well as resource requirements
- Goal is to make refitting more viable
- Focuses that provided Air Bonuses should all have been updated to the new system

Other:
- Soviets losing the winter war will now only cost them 15% war support and stability, down from 30%
- Removed the starting Italian fighters from pre BBA
- Rumor has it the new Naval Patrol mission was causing desyncs so it has been removed for now