Hearts of Iron IV

Hearts of Iron IV

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465.153 MB
12 Nov, 2022 @ 7:13am
31 Jul, 2024 @ 2:29pm
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Description
Outdated. Subscribe to "ActionHOI Light" for now if you wanna play in 1.15
I will update this eventually, but its still WIP



1.14
(Im working on updating to 1.15)

Are you sick and tired of nothing moving anymore in current vanilla?
Are your games screeching to a halt in 1942?
Would you rather pull out your toenails than to ever use battleplans?
Are you getting bugged by all the bugs and illogical nonsense?


Well I have just the mod for you!

Key Features:
-Lots of Performance improvements.
-Completely overhauled the combat system in order to be more dynamic.

More movement. Less WW1-Simulator. Detailed explanation below.*
-The Battleplanning AI should yield much better results now.
-Game speed redesign
(removed speed 1 + 2. What was speed 3 and 4 is now speed 1 and 2. Higher levels are even faster. Game doesnt auto-pause on lag, but still slows down to avoid input lag and desyncs. Speed 5 should be multiplayer-compatible now.)

Version 1.0


More features:
-Loading Screen Tips to make the game more accessible to less experienced players.
-Concentrated makes sense now
-Refineries are better (and give oil)
-China surrenders earlier. (At 20% instead of 5%)
-AI Manchu rushes factories and coring China.
Manchu is now the optimal puppet to inherit China. Restores Qing Empire.
-Removed Aussa from the game
-All Air Wings are size 200 now. (Spyplanes size 50. Carrier Wings untouched.)
-Spy Reminder Event + Sound
-Fixed the many broken things about Anti Air. Support AA is not broken OP anymore. Including a lot of AA in your Divisions should be better now. SPAA is 1 combat width again, benefits from AA tech, and is really good now. Which is necessary, because...
-Air Support deals way more damage to divisions, both by CAS and TAC
-Rockets come earlier and have a lot more range
-Stratbombers are nerfed if BBA is off. If BBA is on, they are untouched.
-USA can't join the war early and gets rid of isolationism later.
-Equipment Conversion Tech now also gives Ship refit and repair speed
-It is now possible to invade Gibraltar from the west.

-Fixed many small annoyances (for example Tooltip Delay, Airwing deployment delay, Army Toolbar misclicks, Vichy border, strange factions ... and many more)
-Popups don't appear centered
-No more confusing Equipment names
-Newspaper sound is no earrape anymore
-Better Artworks for Reichskommissariates

My HOI-Discord, where this mod will be primarily played:
https://discord.gg/6TVGmBG





*Combat system changes explained in detail:

Damage:
-Restored the pre-NSB system of how damage is dealt. (Each division will now fight against one other division. This means that big divisions are good again. Stop spamming sh*tties!) This is by far the most important change to the combat system.
-Coordination stat is meaningless now because of that.
(it was already meaningless before, but I digress)
-Reduced the penalty for not fitting the combat width exactly.

Battleplan AI:
-Divisions will now always railroad to the front. No need to spam CTRL-B anymore.
-Told the AI to focus on following the arrow instead of attacking to the side. This should result in more encirclements, better AI micro, more movement on the frontline, and even the possibility to play the game without microing at all if you wish to do so!
-Told the AI to walk into more empty territory. Still does not reliably do that, but it is better than in vanilla. We're getting there.

Fuel:
-Removed the doubling of fuel consumption during combat.
-Increased division fuel stockpile size from 4 to 6 days of driving around or fighting.

Supply:
-Reduced speed penalties for low supply. (Low organization and low fuel already give a penalty, both are caused by low supply)
-Nullified the attrition from low supply because attrition never affects manpower anyways. (Equipment should not turn to dust because there is nothing to eat. Attrition can never affect manpower anyways in HOI. Tanks exploding from lack of food makes no sense at all.)

Speed:
-Nullified the speed penalty from enemy air superiority.
-Nullified the speed penalty from being in combat.
{This change is not final. It might result in an unintended amount of overruns. Work in progress.}

Recon & Tactics:
-Having higher recon than the opponent now gives a much higher chance of picking the counter tactic.
(This makes having recon support companies essential, and even gives armored cars a reason to exist.)
-{Future update: After the test game, I may increase the effect of all tactics, which effectively would make recon even more important.}

Air:
-Nullified the waiting time after having deployed a new air wing before it will accept orders.

-Reduced the CAS damage penalty at night from 90% to 50%. (This is what i described above as air support doing way more damage now)
On average, this should result in 36% more CAS/TAC damage.
(Several reasons for this:
  1. I felt like CAS didnt do enough damage.
  2. Due to how the day/night cycle works, some airzones will have 2 night sorties and 1 day sortie, and some the other way round. For example CAS deals less damage in eastern france than in western france. This change will lessen this effect.
  3. I changed Anti-Air to be more important, and this change incentivizes making lots of Anti-Air.
  4. Land units get 50% damage reduction at night, so CAS should receive the same.)

Anti-Air:
-<placeholder for describing the AA changes. will be added later. i ran out of time>

Entrenchment:
-{No change for now, but I have some ideas on rebalancing entrenchment in a future update}




Credits:
-Mousetick (for having made the artwork for the new loading screen textbox)
-<placeholder> for the <Merrigold?> Font in the new loading screen textbox
-The unknown author of "Faction ideology Matters". May his steam workshop rest in peace. F.
-<placeholder> for having made the artworks for the Reichskommisar Faces.
-JamesTheSpot for laying the groundwork of the performance optimization process on which I iterated on.
-Pinterest's Old School Nerd for the steam workshop artwork.
-<placeholder> for coming up with the genius AI code for division limiting on which I iterated on.
-MaxVexis for coming up with the original code for the new main menu, that I modified to make it look decent in any resolution.
-GP17 for the thumbnail
-Everything else was made by myself (Rikai).
52 Comments
Amine Alkaline 21 Nov, 2024 @ 1:49am 
@Rikai
Anytime pal, as soon as you are up tod ate with 1.15 and re-release the mod, DM me and ill give it a shoutout
If you need any help modding, tell me
Rikai  [author] 17 Sep, 2024 @ 4:57am 
Yea I thought the same. Reuploading as new mod and then advertise it. Would be hella helpful of you to give it a shoutout :MM_beat:
Amine Alkaline 17 Sep, 2024 @ 3:24am 
to be honest go for it, when you are done cretaing it, repupload it as a new mod and ill give it a shoutout
Rikai  [author] 17 Sep, 2024 @ 2:53am 
Btw I never expected my mod to be popular. Maybe I should actually update it and give it a proper description text!
Amine Alkaline 17 Sep, 2024 @ 2:04am 
Nice!
accidental encirclements for the win
Rikai  [author] 17 Sep, 2024 @ 2:04am 
Yes, the AI will do more "accidental" encirclements, but the AI is still fundamentally incapable of wanting to do it. The mod will still result in it doing it more, but more as a side effect.
Amine Alkaline 17 Sep, 2024 @ 1:49am 
does the battleplanning changes make the ai do more encirclements?? Swell mod by the way
Swisher 9 Sep, 2024 @ 11:49am 
I agree to these terms
Rikai  [author] 9 Sep, 2024 @ 2:17am 
And Aussa
Rikai  [author] 9 Sep, 2024 @ 2:16am 
If I add Aussa, I will make you play El Salvador for the rest of time