Hearts of Iron IV

Hearts of Iron IV

Kaiserreich Naval Rework
418 Comments
asqwerty3342 Nov 17 @ 7:49am 
I've come across an issue where ships that are spawned by focuses or events don't spawn. I turned off rework and they spawned as normal.
MrPunk  [author] Nov 9 @ 4:16am 
@fedcba
unable to reproduce, can't help you
fedcba Nov 8 @ 11:05pm 
It works when loading an existing save, but crashes when confirming the introduction event for a new game.
MrPunk  [author] Nov 2 @ 11:14pm 
@fedcba
problem on your side
fedcba Nov 2 @ 11:04pm 
It crashes when confirming the introduction event?
jamesdemaio Oct 30 @ 10:59pm 
i was in observation mode lol with debug turned on nothing shows up even when im in vanilla =( i can see what the ai is doing in ai mode in console but when i hover over the naval xp i dont see anything about the values you were talking about lol i think my game is bugged or something. I did get the ai to actually load one of my designs though now. Thank you for that my friend
MrPunk  [author] Oct 30 @ 9:38pm 
@jamesdemaio
observation mode
jamesdemaio Oct 30 @ 9:27pm 
@jamesdemaio
game level
- type aiview in console, hover on navy xp to see what role does ai want
- make sure ai has xp


when i do this nothing comes up when i hover over the naval xp tab
MrPunk  [author] Oct 30 @ 7:48pm 
@jamesdemaio
that means your template is not active. check trigger in your ai equipment files and add more priorities to it. if you change the name of role, you also need to change it in ai strategy files
jamesdemaio Oct 30 @ 7:14pm 
Thanks for the reply. If I am able to get something working you are getting all the credit. Is there anything I need to make so that the AI will call the new designs? Like scripted triggers, scripted affects, and on actions? And the ai requires xp to create the new templates? Some templates show up automatically ones that i did not make.
MrPunk  [author] Oct 30 @ 6:59pm 
@jamesdemaio
game level
- type aiview in console, hover on navy xp to see what role does ai want
- make sure ai has xp

coding level
- check if your mod has dependency so that it won't get overwritten by base mod
- check error.log for bugs
jamesdemaio Oct 30 @ 5:27pm 
I love this mod man. Im trying to do something similar with millenium dawn. I want to drastically improve the templates avalible for the ai to choose from. I cant seem to figure it out. You seem like you have a really good understanding of how the ai works in choosing new designs to use. Basically whato i have been doing is creating ai equipmento files for ships, for example ill make a eaely mid and late ai equipment design for germany. ill drop it into the ai euipement file. I test to see if they will use the template. What i do is go into observe mode select debug and type in research all so that they unlock all the tech needed for the designs. I than let the game run for a bit and then view their templates.They never use my designs. The only files ive been messing with are the ai equipment and strat files. Any guidancoe would be appreciated :steamhappy:
MrPunk  [author] Oct 30 @ 5:08am 
@The_Fritz_X
don't use other AI mods
The_Fritz_X Oct 30 @ 4:48am 
can you change an issue where the AI does not build ships, only convoys? Whenever I play as DU or Schleicher Germany I end up stomping on the UOB navy really fast because I actually build up my fleet and refit my ships with AI while they basically sit around doing nothing after 37 in terms of warship and submarine production. Same thing goes for every single other nation in the game mind you, please fix so I can have an actual challenge.
Laphi Oct 11 @ 4:52pm 
Amazing mod, though I would recommend to anyone playing to use an extra research slot mod solely dedicated to this rework's modules - not a criticism of the mod, just an observation that might help your playthrough if you're playing a nation like German East Asia that can fall behind on other techs while keeping up with all the new Naval stuff.
pepsiman Oct 11 @ 12:20am 
Egyptian naval names are all missing :(
ᛝ The Hearth ᛝ Oct 6 @ 2:28am 
Hey there, just wanting to thank you for keeping this updated unlike most other tech submods. Can't play without it <3
reynoldsjwoodcock Sep 24 @ 3:17am 
Mr Punk - found the gremlin, and removed it. Surgically. Thank you for your help, and thank you again for your efforts in making an essential mod.

For others' reference - the clash was the Army Inisignia mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2056031140
MrPunk  [author] Sep 24 @ 2:47am 
@reynoldsjwoodcock
gfx/army_icons
remove this folder will remove every insignia in that mod, so make your choice wisely
reynoldsjwoodcock Sep 24 @ 2:37am 
Mr Punk - what part of the files/code are clashing here? It might be a simple case of removing something on my end
MrPunk  [author] Sep 23 @ 5:10pm 
@reynoldsjwoodcock
mod conflict
reynoldsjwoodcock Sep 23 @ 12:57pm 
Mr Punk - the genius, the legend

Do you have an idea of what might be causing a glitch where the (excellently designed) Naval Classification system is badly bugged? https://imgur.com/a/3YD89ge

Perhaps I can fix it myself if you can guide me...
Mr_Melnyk Sep 15 @ 5:54am 
Why I can't convert Weser CV"s for Germany from 1 plane hangar to 3 plane hangars? Cause it's a trash CV, with 20 planes in squadron. And if you try to upgrade it to 60 plane-squadron, game then treats it as an entirely new design, and you are denied the possibility to refit it.
There is also a problem that despite Weser-class CV's being obviously intermediate stop-gap solution, there are 2 more of them in production half-way finished. Either make it possible to refit Weser with more plane hangars, or add a more advanced design for Germany, with 60 or 80 planes, and 1 or 2 in production at the game's start date. Feels frustrating, to be honest.
Spectre Sep 2 @ 9:34pm 
@Doktor_Diesel
You're a gentleman and a scholar. My save works again!
Doktor_Diesel Sep 1 @ 1:36pm 
little advert for myself: I have created an updated version for KR Naval Rework KRTX Compability Patch, if you want to check it out: https://steamcommunity.com/sharedfiles/filedetails/?id=3560451010
MrPunk  [author] Aug 30 @ 7:48pm 
@Lone Tech Wolf
3 conditions for decision to show:
1. early carrier hull
2. at war
3. at least 16 dockyards
Lone Tech Wolf Aug 30 @ 7:41pm 
By any chance, isn't there supposed to be a decision that allows you to convert ocean liners as carriers? I have 2 ocean liners built, but there's no decision that affects Ocean Liners.

For context: I'm playing as the West Indies Federation
Spectre Aug 27 @ 8:31pm 
Does anyone know how I would go about editing files to make this compatible again with Kaiserreich? My save is unplayable and I would really like not to have to start over.
MrPunk  [author] Aug 27 @ 8:16am 
@Doktor_Diesel
sure, why not
Doktor_Diesel Aug 27 @ 7:32am 
Hey I want to integrate a Patch to make KRTX compatible again with Naval Rework, can I use some of your mods Files for my Patch Mod for KRTX?
MrPunk  [author] Aug 26 @ 11:01pm 
@Spectre
I'm afraid not
Spectre Aug 26 @ 9:19pm 
This now crashes my save game. Is there a way I can download the old version of this mod?
Koffeekkii Aug 25 @ 2:45pm 
Hello,

apparently it isnt working with the 'Autobahn nach 56 and Kaiserreich Naval Rework Compatch' anymore after today's update (it was yesterday)


i wasnt sure if i should post this here on 'Autobahn-naval rework' page but i hope i helped, love this mod series
MrPunk  [author] Aug 4 @ 9:33pm 
@Taco
everything with effects spawning ships is broken, and will not get fixed
Taco Aug 4 @ 8:49pm 
Hey, I think this stops the Kingdom of Hawaii from spawning ships via their buy ship decision.
MrPunk  [author] Aug 1 @ 6:57pm 
@Kmtyoaau362
treat it as a real bug when naval rework and official KR mods are the only ones you use
Kmtyoaau362 Aug 1 @ 6:42pm 
I'm trying to use Kaiserreich Naval Rework
it run fine until it opens a pop-up to continue to start the game
and goes error and close
MrPunk  [author] Jul 23 @ 12:11am 
@SmoothOculars
yes, but it's been years since I last played it
SmoothOculars Jul 22 @ 11:42pm 
Are you a fellow warship girls player too :)?
MrPunk  [author] Jul 22 @ 5:02pm 
@801 TTS Airbats
yeah
801 TTS Airbats Jul 22 @ 11:22am 
is the conning tower restriction of the sonar/radar intentional?
MrPunk  [author] Jul 15 @ 6:08am 
@PAnzer
you are welcome. the cap is raised to 6
PAnzer Jul 15 @ 5:24am 
Thanks a lot for making such an awesome mod — I’ve been really enjoying it!

I did have one question though: I’ve noticed the AI sometimes stacks more than four carriers in a fleet. Doesn’t that cause any debuffs in naval combat? Just wondering if that’s actually an issue.
PAnzer Jul 15 @ 3:54am 
@MrPunk :( my fault im sorry
MrPunk  [author] Jul 8 @ 4:36am 
@PAnzer
made it very clear in the intro panel that focus is and will not supported
PAnzer Jul 8 @ 4:23am 
Bug Report: I completed the "Start the Third Circle Plan" focus as Japan, but no aircraft carrier was added to the dockyards!
minseokim094 Jul 4 @ 6:02pm 
Also, Kaiserreich just got a hot fix.
minseokim094 Jul 4 @ 4:30pm 
Ok, in that case, I am going to just unsubscribe and then resubscribe in case if my version of this mod is just old.
MrPunk  [author] Jul 4 @ 6:35am 
@minseokim094
just tested MacArthur Coup, switching to WCA is fine, no bug found
minseokim094 Jul 4 @ 6:11am 
Hey, I tested Kaiserreich, its music mods, and this mod together and it seems that this mod does break the start of the American Civil War? As in, when I click on the option to switch over from say the USA to the syndicalists, I just get a "game over" screen?