Hearts of Iron IV

Hearts of Iron IV

HoI4 Expanded 1.5
 This topic has been pinned, so it's probably important
McMantis  [developer] May 27, 2018 @ 10:50pm
Suggestions/Feedback
Let me know your ideas
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Showing 1-11 of 11 comments
seashell Jun 1, 2018 @ 2:01pm 
oh maybe put allied construction project
so i can build on ai occupied territory and not suffer attrition even if the ai is not handing me over the land
seashell Jun 15, 2018 @ 6:46am 
the next 2 things is late game lag and manpower factory slot issues

i am not sure if merging irrelevant countries will help
the thing is that less countries means less lag
a mod called less useless countries exist
other mods just limit the research production of them


for the manpower factory issue
by removing the requirement of being independent
and change control states to controlled by overlord or faction members

so that subjects can form those bigger countries and i can return territory to them

or just let the everyone core all controlled states which will benefit the ai most because they really waste a lot of manpower
seashell Jun 15, 2018 @ 6:47am 
can you teach the ai how to use paratroopers
seashell Jun 15, 2018 @ 6:49am 
lower xp for officer and zmm more levels and traits are pretty nice for making use of the new general trait feature in the dlc

in an vanilla ironman game it took 10~20 years to train up a level 9 general
and find out you couldn't take the things that you really want because you the trait slots on short term small bonuses
McMantis  [developer] Jun 15, 2018 @ 11:09am 
1. Allied Construction: I have not heard back about Allied Construction, but will add it if approved
2. Lag &Manpower: I'll have to see, haven't gotten to late game in 1.5
3. Paratroopers: AI modding is not something I'm familiar with/haven't dared to try. If you know of someone that does know, have them contact me.
4. I haven't actually gotten much playing time (especially wartime) since 1.5, what would be a good level to set xp & traits at
Last edited by McMantis; Jun 15, 2018 @ 11:11am
McMantis  [developer] Jun 15, 2018 @ 11:17am 
I had already increased the vanilla BASE_LEADER_TRAIT_GAIN_XP from 0.5 --> 4, how has it been compared to vanilla
seashell Jun 18, 2018 @ 10:56am 
you still need to give them more trait slot
sometimes you inevitably have to let your generals command mostly infantry early game
but later on when you get armor your high level generals sometimes run out of slots
it sucks to just get a new noob general

oh and doctrine rework
grandbattle plan sucks because the decay of planning bonuses on manual control

superior firepower says manpower is precious
but still it mostly buffs infantry-mot-mech and artillery
which is going to throw your manpower away
other than the universal +20% soft attack in the first tech
and another tech further down
there are almost nothing that helps tanks and self propelled with firepower
and then there's the soft attack nerf from patch 1.5

so in vanilla like it's either mobile warfare if you have industry
or mass assault if you don't

make the industrial land appropriation penalty less bad
some countries simply need all the building slots they can get but can't really take the hit from stability
and i don't see how doing that on occupied territory should also give penalty considering that they are already revolting and sabotaging anyway

i don't know what's the difference between base stability and just stability
but i don't like the fact that i get 0 stability increase after doing improved worker conditions
seashell Jun 18, 2018 @ 11:05am 
and since i was doing australia ironman for the achievements recently
make sure that you can still hire commonwealth air training program after you go independent
even though you can say that you just need to wait until 1944 and research those cas and planes before you go independent

i didn't like the classify aliens being a focus that i must do to get to my 5th reseatch slot
it gives you rather meh things for a -5% stability
and as i said i found out the wartime stability is capped somewhere so spamming improved worker conditions don't pay off

and if only rats of torbruk gets a better template instead of some 24 combat width thing

silent workhorse is also locked behind support the policy of appeasement
but i guess that's just a minor inconvenience
Last edited by seashell; Jun 18, 2018 @ 11:06am
richshifter Jan 2, 2019 @ 3:20am 
This is a great mod. I like what you've done with the division designer - it finally has the detail it needs. I have a couple of suggestions: how about adding Heavy Mortar Battalion and/or Machine-Gun Battalion? Both saw use in WW2.
McMantis  [developer] Feb 1, 2019 @ 2:49pm 
I hadn't planned on it, as I didn't see battalion-sized units of those in my sources. I could make a "heavy weapons/infantry battalion" unit
richshifter Feb 1, 2019 @ 4:47pm 
Fallschirmjager Divisions had a heavy mortar battalion added in the latter years of the war as their role shifted more to elite ground infantry rather than paratroopers. Also British infantry divisions often had a machine-gun battalion with a mixture of Vickers MMG and 4.2in mortars. I reckon 'heavy weapons infantry battalion' would probably cover both quite nicely.
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