Hearts of Iron IV

Hearts of Iron IV

Vanilla Navy Rework
1,460 Comments
Aventurine 13 hours ago 
ok ty!
MrPunk  [author] 19 hours ago 
@Aventurine
only for feet with over 65 ships
Aventurine Nov 4 @ 11:48am 
oh, thank you! And that goes for any fleet size? No lower limit? Thats really cool for RP, thanks!
MrPunk  [author] Nov 3 @ 7:07pm 
@Aventurine
every doubling in relative size gives 50% positioning penalty, capped to 300%
Aventurine Nov 3 @ 2:33pm 
i know that the doomstack penalty starts at 65, but when and how does the "larger fleet" debuff kick in? If i took 6 carriers 6 bbs and screens, and encountered an enemy doomstack, the enemy fleet could be far larger while being under the doomstack penalty, so when do you benefit from the smaller fleet size?
MrPunk  [author] Nov 1 @ 8:24pm 
@Silver Crescent
are you going to be this serious about a fictional ship? I really don't want to continue this discussion, Alicorn is future technology, of course it needs more men to maintain nuclear reactors and railguns in 1936
Silver Crescent Nov 1 @ 7:55pm 
MrPunk, that still makes this one of the only ships in your mod to factor them in. Battleship and other vessels crews appear to match manpower to their rough crew sizes until late game ships which may get a little inflated. I also have never known a navy to do this "maintenance team" you refer to. Most use civilian contract specialists with the equipment if high level repairs are needed, the crews are able to do almost all maintenance themselves. If you mean something like people on shore duty that also doesnt make sense cause those personnel would support every ship in the navy, not class specific. Even for class specific equipment they would be supporting every ship of that class, not one ship specifically. No ship with a crew of 300 is going to have 20000 personnel specifically dedicated to it. That is practically an entire IRL Naval base worth of manpower, including civilians and storekeepers/instructors, devoted to a single vessel.
MrPunk  [author] Oct 30 @ 6:14pm 
@@Silver Crescent
maintenance team are a group of people repairing and maintaining the ship on land, not the rotation shift
Silver Crescent Oct 30 @ 5:32pm 
MrPunk, that makes some sense... but generally on IRL subs that would put the total manpower at 600 cause you have two crews which serve as both functions and swap out on a rotation. Also your battleships dont have 25k manpower, they have around 1.5-5k manpower which is what battleships had IRL for their crews, not counting all the shore support stuff they needed.

Not sure if its the EAW compatibility mod or VNR but the triple turrets arent appearing on the superheavy ship designs images for me, FYI.
MrPunk  [author] Oct 30 @ 5:07pm 
@Silver Crescent
I thought it's a common sense that manpower in hoi4 is crew+maintenance team
Silver Crescent Oct 30 @ 3:41pm 
Why does the Alicorn use 20000 manpower when its cannon crew size is 300?
MrPunk  [author] Oct 18 @ 6:35am 
@1asigi
there is a special project of sub carrier, but it's an airplane launcher.
1asigi Oct 18 @ 6:12am 
Thank you for the quick answer, i found it now. Just have an question. Would it be possible to give subs the ability to carry planes like Carriers with the Subcarrier tech or an advanced verion of it. I know its not historical but it would be really cool.
Love the Mod, it brings needed depth to Navy. Thanks for making it.
MrPunk  [author] Oct 18 @ 5:23am 
@1asigi
it's a sub tech of 1936 submarine
1asigi Oct 18 @ 4:42am 
I cant research Cruiser Submarines as any Nation besides the ones that start with it. Is that intentional or am i missing something?
ButcherPete Oct 16 @ 9:31am 
Thanks, I'll look into the other mods on my playlist
MrPunk  [author] Oct 16 @ 6:52am 
@WAFFEL E100
I don't make new mods anymore
WAFFEL E100 Oct 16 @ 5:17am 
can we get a millenium dawn compatible version of this at some point?
MrPunk  [author] Oct 16 @ 1:29am 
@ButcherPete
it won't, even with rt56. I think maybe you have other mods meddling with naval production ai
ButcherPete Oct 14 @ 10:38am 
The UK AI seems to like spamming battlecruisers, like 25-30 of them by 1944. Although I'm not sure if it's this or RT56.
Marnickhoi4 Oct 13 @ 11:18am 
I really would love to see a version for the great war redux mod
jgrant340 Oct 13 @ 8:45am 
Is it possible for the cruiser hull, at least as the US, to have access to the historical battlecruiser name list? I am trying to make CBs named Alaska, Guam, Hawaii, etc.
WTigerTw Oct 10 @ 6:12pm 
@MrPunk, I think I found the issue. I also used better mechanics:combat, and I found out that in that mod it change the overstacking penalty to 10 in the Define folder, which is the reason.
WTigerTw Oct 10 @ 6:01pm 
@MrPunk, I might need to check if it is other mod that made the change. I did use UTTN compatch and UTTN2 in my play. The reason I mentioned 10 carrier is that in the battle information panel, the carrier overstacking penalty (next to the naval positioning) only shows up when more than 10 carrier on one side join the battle (which I thought should shows up when more than 6 carrier join the battle). And when I tag to other country in very late game (when they have a lot of carriers), I found out that they like to group 10 carriers in a single fleet, so that is why I thought that the overstacking penalty is at 10 instead of 6.
BloodandDeath52 Oct 5 @ 6:43am 
Can someone explain how the first contact ship number system works??? My navy I spent years assembling got decimated piecemeal a carrier at a time because my battleships and most of my carriers and cruisers just refused to join the battle for 36 hours and more. I had 55 ships in my TF, and only 8 were in the initial battle. This repeated 3 times untill finally my singular carrier lasted long enough for the rest of my fleet to enter combat, at which point I won a very pyrric victory. Is this just RNG???
MrPunk  [author] Oct 4 @ 7:08pm 
@Jesus
yes
Jesus Oct 4 @ 8:39am 
So i need rewrite mods file or game's? i just wanna block shg for battleships
Jesus Oct 4 @ 8:31am 
@MrPunk
oh no
ok
MrPunk  [author] Oct 4 @ 8:02am 
@Jesus
super heavy guns are available to all heavy hulls
Jesus Oct 4 @ 7:03am 
Hi.
How can to fix "super heavy gun" at slots of usual heavy hulls
Example: i get "Nagato" with 460 mm guns
Plz Help
MuricaRules Sep 30 @ 3:28pm 
Just wanted to tell you that in SBY the main guns on the Yamato are Shock Cannons, the wave motion gun is mounted in the bow spinally.
Aventurine Sep 30 @ 11:37am 
Also im not sure wether this is a vanilla or mod problem, but the names assigned to ships in the production queue seem to randomly reset, so you just end up with ships named 1,2,3 etc, which is really annoying
Aventurine Sep 30 @ 8:08am 
Ive been thinking about what to do with obsolete ships that cant be refit into carriers, and since historically, they were used for training, could there be a way to designate as a training ship, and either reduce their fuel consumption, or increase the XP gained from them so you could farm XP with them? Coastal defense ships are really just there to be scrapped ,_,
MrPunk  [author] Sep 29 @ 4:37pm 
@WTigerTw
did you have other mods changing this? the cap has always been 6, as well as AI template. the reason why you saw AI having more than 6 carriers may be because those were 2 fleets
WTigerTw Sep 29 @ 2:28pm 
Hi, I want to ask a question about max carrier penalty. I recalled that this mod mentioned that 6 carrier per battle/fleet is the max number, but when I fight with japan, it looks like they can have 10 carrier without penalty, is that a bug or something ? I also noticed that your default AI template favoring using 10 carrier in their fleet ? Is 10 carrier the actual limit instead of 6 ? Since I keep using the 6 carrier tactics, while one time I saw 13 IJN carrier together and the penalty shown is only 8 % (it says only 92% can launch sorties), and my fleet literally got destroyed in no time. If this have been changed, maybe the documentation in the mod need to get updated.
ferdinandzxz Sep 28 @ 5:14pm 
Glad to see them back :D
MrPunk  [author] Sep 28 @ 5:02pm 
@ferdinandzxz
it's never been removed in the first place
ferdinandzxz Sep 28 @ 9:18am 
pls bring back class tags (CV, CVL, CVE, CA, CB, CL, C, etc.) for ship designer
thecrazy13 Sep 24 @ 7:43pm 
Found that for my mods, the only one incompatible with this was the infantry equipment designer
so far https://steamcommunity.com/sharedfiles/filedetails/?id=3431785092 looks to be compatible enough to play
MrPunk  [author] Sep 24 @ 6:08pm 
@thecrazy13
unless there is a compatch, yes
thecrazy13 Sep 24 @ 5:07pm 
Would that include other designer mods like Infantry and Tank designers?
MrPunk  [author] Sep 23 @ 11:59pm 
@thecrazy13
mod conflict, stop using other tech mods
thecrazy13 Sep 23 @ 10:42pm 
For some reason the naval tech on my game is all messed up and a bunch of the techs are layered over top of each other.
WAFFEL E100 Sep 23 @ 9:39am 
does anyone have a TFR compatability patch for this mod somwhere?
MrPunk  [author] Sep 23 @ 9:27am 
@Toyota Supra
there is no clear definition of large cruiser and battlecruiser, here I only take B65 as a large cruiser
Toyota Supra Sep 23 @ 7:58am 
The pocket battleship icon for japan should be usable for BB/BC because it was originally a BC
Aventurine Sep 23 @ 4:23am 
@MrPunk So theres no way to save the navy xp? its pretty expensive when some random upgrades suddenly spike the cost ,_,
Also i cant say often enough how much i love this mod, i had an absolute blast playing japan with like 20 carriers and tons of escort fleets :P
(Oh speaking of: What does "number of ships in first contact" do? Decisive battle doctrine increases it, but dont ships enter contact at the same time?)
MrPunk  [author] Sep 23 @ 2:35am 
@Aventurine
the best way is hitting refit button and checking the cost in variant selection window
Aventurine Sep 23 @ 2:31am 
@MrPunk when refitting a cruiser to a carrier it shows seemingly random carriers in the refit cost, so you never know how expensive it will be. Do you know why that is or how to circumvent it?
MrPunk  [author] Sep 23 @ 1:15am 
@jaguranjiantak
torpedo get 35% penetration bonus at night, if you don't want that to happen, pull your fleet out before screen ship or submarine can fire salvo. the longer the combat, more dangerous it can be