Hearts of Iron IV

Hearts of Iron IV

AI naval build fix
51 Comments
zwizu. Apr 26 @ 11:56am 
the files can be recovered from the workshop download, indeed.
im sure the original creator can find them there
Riekopo Dec 2, 2024 @ 6:04pm 
Can the mod files just be recovered from someone's download?
14th Apostle  [author] Nov 24, 2024 @ 3:19pm 
OK bad news my old SSD crashed with all my old mod data. It looks like its totally fubar and not recoverable. IF/when I get beck into HOI4 Ill have to rebuild the whole mod and update it for the new DLCs.
Riekopo Nov 15, 2024 @ 8:49pm 
new DLC/update released.
Riekopo Oct 23, 2024 @ 2:53pm 
Big Germany update/DLC coming soon.
Cuban Dictator Sep 2, 2024 @ 9:32am 
Something that I've noticed lately is that the AI has very weird priorities in building fleets. For example, some AI prioritizes building ONLY battlecruisers, and the German AI refuses to build any capital ships outside of heavy cruisers, even with over 100 dockyards to work with.
Hector_Goobert Mar 21, 2024 @ 7:03am 
Can you make this mod r56 compatible?
Turret Limit, Henry Dec 23, 2023 @ 5:07pm 
WHat a based mod, i played a lot of HOI3, and its a damn shame just how moronic the Hoi4 naval AI is, most likely because HOI4 does not have overstacking penalties for fleets, so doomstacking becomes the meta in Hoi4, while in Hoi3 the AI actually builds seperate fleets.
14th Apostle  [author] Nov 20, 2023 @ 1:27pm 
I don't have HOI 4 installed atm...I will have to reinstall and check to see if they messed with the tables after I can get the new DLC around the start of December hopefully.
Riekopo Oct 11, 2023 @ 3:12pm 
need update for new AAT DLC?
Riekopo Feb 5, 2023 @ 8:29am 
Does this need an update?
Riekopo Jan 28, 2023 @ 12:57pm 
Does it need an update?
Domnu Alexutz Dec 10, 2022 @ 2:37am 
When update ?
Riekopo Dec 6, 2022 @ 7:40pm 
Is this compatible with KubiG's mod "Improved AI Research"?
Riekopo Oct 8, 2022 @ 5:20pm 
Think the mod needs a minor update again.
14th Apostle  [author] Sep 28, 2022 @ 9:45am 
It is kind of dynamic, based on my tests the AI will build differently (I think it is chance based on what they construct based on the priority listed in the code) however for a truly dynamic ai the current implementation is very rare and when it is there it can act bonkers. I had to nullify the mine response mechanics as it would mass cancel most of the ships being built to make a few minesweepers.

The response mechanics for the ai are simple coding in the game, a more complicated one could be made but it is not worth the time investment for me. Otherwise the dynamic nature is limited to a small set of response mechanics for a few majors.

For the most part the AI will try to build up to a ratio of ships. Destroy to many of one group the ai will try to compensate by building up that group to the desired ratio.

For the best experience of naval warfare a mod to increase dockyard output is recommended.
Riekopo Sep 27, 2022 @ 2:44pm 
Question about the vanilla game, is the AI fleet building strategy dynamic at all? Or is it completely static and set in stone? Because if it's static and can't change based on circumstances that's really bad.
Bayhaqi Sep 27, 2022 @ 1:43pm 
Nice mod :steamthumbsup:
14th Apostle  [author] Sep 27, 2022 @ 10:39am 
Updated for 1.12.x, Enjoy :steamhappy:
14th Apostle  [author] Sep 27, 2022 @ 9:46am 
Mod is outdated atm, I need to rewrite it.
dr.nonsons5 Jan 30, 2022 @ 10:30am 
update pls :steamhappy::steamhappy::steamthumbsup::steamthis:
14th Apostle  [author] Jan 8, 2022 @ 1:12pm 
At the moment Paradox gave up on capitols according to their code. You get the starter ships and that is it. Building capitols for the ai in vanilla are in the deep negatives. Instead Paradox opted for player meta strategies of destroyers, some cruisers, and subs. It is up to individual modders to fix this which is sad since it was introduced in the man the guns dlc.
Riekopo Jan 8, 2022 @ 6:12am 
It seems to me like the AI simply doesn't understand that Capital ships are expensive, require a timebuild plan (not just immediate need), and need priority in resources/Dockyards (it often places them on the bottom and cancels them the moment it "feels" it no longer wants that 1 extra ship even if it's 90% finished).

And I think these are issues that can't be fixed by modders. Paradox needs to do it.
14th Apostle  [author] Jan 7, 2022 @ 8:42am 
I have it set to build them at a fixed ratio rather then as a response. If you enable the response mechanic it leads to a very erratic build queue canceling heavies in favor of a minesweeper. I tested for some time and sided with the idea of just allowing them to build a fixed amount of sweepers/layers.
Riekopo Jan 7, 2022 @ 1:00am 
Is it me or is the AI building Minesweepers even when it doesn't need them?
14th Apostle  [author] Jan 5, 2022 @ 5:54pm 
I believe it is a ratio like 200 screens to 50 capitols. However with the ai ability to cancel prior to 25% complete the production queue is very finicky.
Riekopo Jan 5, 2022 @ 11:16am 
I don't understand the ratio numbers really. Are they supposed to represent percentages?
Riekopo Jan 1, 2022 @ 6:52pm 
Can you show me how to alter the ratios? Would like to mess around with it.
14th Apostle  [author] Dec 31, 2021 @ 11:57pm 
This is not Road to 56 compatible. If I have time, I try to make a Rt56 version once they update since they are using vanilla values for the most part and I use that mod.
Riekopo Dec 31, 2021 @ 5:32pm 
If we're going by history for Germany, the ratio of Submarines to other ships should be much higher. Germany built around 1100 Submarines during WW2. They barely built anything else.

https://en.wikipedia.org/wiki/List_of_Kriegsmarine_ships#Destroyers_and_torpedo_boats
Riekopo Dec 29, 2021 @ 5:54pm 
Is this RT56 compatible?
14th Apostle  [author] Dec 27, 2021 @ 11:34pm 
The priority for subs for Germany is set to 500, 200 for screens, and 50 or less for everything else.
Riekopo Dec 27, 2021 @ 6:07am 
Can you post the AI naval build ratios in the description?

I am observing Germany on Historical mode and it's already March 10 1940. They have 33 Dockyards. Only a few are building a single Submarine. The Germans have only 6 Submarines and 29 were sunk. So they had 35 total. Compared to real life where Germany started the war with 57 Submarines. So it seems to me that AI Germany is still not building Submarines like it should be.
jmsmorezzi Dec 26, 2021 @ 10:53pm 
Something paradox should have in vanilla
Roger1 Dec 23, 2021 @ 6:58pm 
Good mod thanks man
14th Apostle  [author] Dec 23, 2021 @ 5:20am 
@Riekopo No, but expert AI already fixes this.
Riekopo Dec 23, 2021 @ 3:04am 
Would this be compatible with Expert AI 4.0?
Bloodman123726 Dec 21, 2021 @ 10:13am 
Essential mod, thank you
14th Apostle  [author] Dec 21, 2021 @ 3:13am 
@Ascari "Naval AI Production" by KingStance will add in the canceled heavies at 25% via an AI decision as well as add buffs to AI to make it more competitive.

https://steamcommunity.com/sharedfiles/filedetails/?id=2506845603
Ascari Dec 20, 2021 @ 6:47am 
Ah sorry did not read the description correctly.
@wesleyjackson81484, yes these can be found in the zzz_generic.txt ideas file in common/ideas. You can change all values there
14th Apostle  [author] Dec 20, 2021 @ 6:46am 
@WesleyJackson81484 --"After the Naval Race (1.7+)" will remove the naval treaty and add a bunch of ships to majors and some minors through an event.
wesleyjackson81484 Dec 20, 2021 @ 6:39am 
has there been any mods made that allow charges to the navy treaty
14th Apostle  [author] Dec 20, 2021 @ 2:49am 
Unfortunately the AI is hard-coded when it comes to deleting ships under 25% completed. What I was able to alter was the desire to build and maintain heavies under role_ratios. The AI should try to build heavies in the future but it will prioritize the 4 to 1 screen ratio first.
Ascari Dec 19, 2021 @ 11:37pm 
I see France immediately deleting the Dunkerque and Richelieu class battleships. from it's build queue. Is the mod working as intended?
14th Apostle  [author] Dec 19, 2021 @ 5:02pm 
@Kagrenax --Yes it will work fine, I use that one myself.
Kagrenax Dec 19, 2021 @ 4:00pm 
Cool looking mod, I was planning to make something like this for myself but it looks like you saved me the effort. I assume this will work well with Historical Naval Production (doubles base dockyard output). If so I might actually have fun fighting the AI navies for once.
14th Apostle  [author] Dec 19, 2021 @ 9:00am 
@Seek Truth from Facts I would not use this and expert AI. That mod already covers this from the look of it but they did not add in the desire to build super heavies (honestly a really minor oversight to an impressive mod). Also AI paths are the same for each country from the look of it, instead of country based it looks like they went with doctrine based.

This is a much smaller mod I made as a response to a frustrated poster on the forums.
Flux Dec 19, 2021 @ 8:34am 
Yay for ships!