Hearts of Iron IV

Hearts of Iron IV

Their Finest Bruh (TFB)
Viser 211-220 af 307 forekomster
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Opdatering: 2. dec. 2022 kl. 0:27

- Italian Starting Stability increased by 10% to prevent strikes and draft dodging Day 1 against Ethiopia
- Removed Hungarian Trade Deal with Germany
- Added a new background for plane icons on the map to help differentiate plane types at a glance (Color changes possible)
- Sub Torpedo 2 Bonus to torpedo hit chance reduced from 1% to .5%
- Sub Torpedo 3 Bonus to torpedo hit chance reduced from 1.5% to 1%
- Sub Torpedo 4 Bonus to torpedo hit chance reduced from 2% to 1.5%
- Sub Torpedo 4 Torpedo Attack reduced from 16 to 14


Changes from Vanilla for patch 12.6 that required Code Changes in the Mod and weren't already either in the game or ignored:
- Hungarian 'Invite Foreign Investors' Spirit now grants 10% Research Speed
- Hungary 'Institute for Industrial Techniques' no longer requires both focuses above it
- Czechoslovakia has had 2 focuses reduced from 70 to 35 days, and their focuses grant more army XP
- Raj 'Lions of the Great War' now grants 30 Army XP
- Raj 'British Army Support' now grants 30 Army XP up from 20
- Romania received a new focus that reduces experiences soldier losses by 10%
- Civilian Oversight now set as the default law (technically Vanilla set it to Military Governor)
- 'Non Strategic Materials' Modules for Aircraft now will reduce the aircraft IC cost by 7.5%
- 'Imperial Associates Autonomy' level now can be spymaster
- Two new one-use war support decisions added, which simulate the effects of radio and film industry propaganda

Brazil Changes spearheaded by Zeno:
Political Branch Changes
- Consumer Goods Advisor is now locked to Democratic path
- Curtail Coffee Branch now grants 10% construction speed and 20% civ constructions speed instead of 20% construction speed
- Appease Oligarch branch now has an additional focus granting 2 civs and 10% construction speed
Army Branch Changes
- Focuses re-aligned to provide a choice of special forces or mech/motorized
Industry Branch Changes
- Added an additional focus to grant 200 rubber after Brazil and US are both in the Allies

SAF Military Branch Changes spearheaded by Zeno:
- Made a more deliberate split between Tank and Infantry SAF Builds

Shout out to Zeno and Co for the refresh to Brazil and South Africa.

Opdatering: 22. nov. 2022 kl. 21:46

checksum 8765:

- Starting Navies are once again grouped into a single port
- Starting Air is once again grouped into a single airfield
- Karl Gerat Wonder Weapon returns as a tier 3 Railway Gun for Germany
- HS132 Wonder Weapon for Germany returns as a new CAS module for late game small airframes
- Light Tank Turret 1 Steel cost 5 -> 3
- Light Tank Turret 2 IC cost 1 -> 5
- Bugfixed a conversion define increasing the base IC cost of a tank and ship during conversion to 90% instead of the intended 20% from pre BBA

Define Changes:
- AIR_DEPLOYMENT_DAYS = 2 -> 1 -- Days to deploy one air wing
- AIR_WING_FLIGHT_SPEED_MULT = 0.02 -> .2 -- Global speed multiplier for airplanes (affects aircraft transferring to another base, making it much faster now)
- HIT_PROFILE_SPEED_FACTOR = 2 -> 1.5 -- factors speed value when determining it profile (Vis * HIT_PROFILE_MULT * Ship Hit Profile Mult)
- HIT_PROFILE_SPEED_BASE = 20 -> 15 -- Base value added to hitprofile speed calculation
- CONVOY_EFFICIENCY_REGAIN_AFTER_DAYS = 4 -> 3 -- Convoy starts regaining it's efficiency after X days without any convoys being sink.
- CONVOY_SINKING_SPILLOVER = 0.5 -> 0.1 -- Damaged convoys roll for if they sink in the end of combat by accumulating the damage. This scales that chance.
- CONVOY_HIT_PROFILE = 100 -> 90 -- convoys has this constant hit profile
- COORDINATION_EFFECT_ON_CONVOY_RAID_EFFICIENCY = 1.5 -> 1.0 -- coordination will increase the number of areas you can cover in convoy raid
- CONVOY_DEFENSE_MAX_CONVOY_TO_SHIP_RATIO = 30 -> 40 -- each ship in convoy defense mission can at most cover this many convoys without losing efficiency

Opdatering: 14. nov. 2022 kl. 23:06

checksum b56b

Patch Notes:
- German 'Heavy Water' Decision now only grants 1 100% bonus instead of 2
- UK 'Tizard Mission' Focus now also grants the USA 15% Nuclear Research Speed
- Removed some Mines that were accidentally weren't removed from starting ships with the Naval Update
- Removed all remaining pre-BBA Aircraft that nations one sometimes start with
- Floating Harbor Steel cost 1 -> 10
- Floating Harbor IC Cost 400 -> 500
- Fixed an issue where Tank Icons weren't showing correctly in the division designer

Torpedo's:
- Re-implemented the extra torpedo module
- Torpedo Port Strike Naval Attack 10 -> 5
- Torpedo Port Strike Naval Spotting 8 -> 4
- Torpedo Port Strike Agility Debuff -15 -> -20
- Extra Torpedo Port Strike Naval Attack 6 -> 3
- Extra Torpedo Port Strike Naval Spotting 2 -> 1
- Extra Torpedo Port Strike Agility Debuff -15 -> -20


Navy Steel Cost Changes:
- Light Battery 1 5 -> 0
- Light Battery 2 5 -> 1
- Light Battery 3 8 -> 2
- Light Battery 4 10 -> 3

- Dual Purpose Light Battery 1 5 -> 1
- Dual Purpose Light Battery 2 5 -> 2
- Dual Purpose Light Battery 3 8 -> 3
- Dual Purpose Light Battery 4 1 -> 4

- Heavy Battery 1 10 -> 5
- Heavy Battery 2 15 -> 10
- Heavy Battery 3 20 -> 15
- Heavy Battery 4 25 -> 20

- Medium Battery 1 10 -> 2
- Medium Battery 2 15 -> 4
- Medium Battery 3 20 -> 6
- Medium Battery 4 25 -> 8

- Light Medium Battery 1 10 -> 2
- Light Medium Battery 2 15 -> 4
- Light Medium Battery 3 20 -> 6
- Light Medium Battery 4 25 -> 8

- Medium Dual Purpose Battery 20 -> 2

- Secondaries 1 10 -> 0
- Secondaries 2 15 -> 1

- Dual Purpose Secondaries 1 10 -> 0
- Dual Purpose Secondaries 2 10 -> 1
- Dual Purpose Secondaries 3 10 -> 2
- Dual Purpose Secondaries 4 10 -> 3

- AA 1 4 -> 0
- AA 2 6 -> 0
- AA 3 8 -> 0
- AA 4 10 -> 0

Navy Chromium Cost Changes:
- Heavy Battery 1 5 -> 0
- Heavy Battery 2 5 -> 0
- Heavy Battery 3 5 -> 0
- Heavy Battery 4 5 -> 0

Other Navy Changes:
- Super Heavy Battery Heavy Attack 27 -> 30

Opdatering: 12. nov. 2022 kl. 9:54

checksum f447

Hotfix with some changes for Port Strike Issues.

1) Extra Torpedo Module has been removed
2) Torpedo module IC cost increased from 2 to 4
3) Defines Changes:

BASE_STRATEGIC_BOMBING_HIT_SHIP_CHANCE = 0.02 -> 0.01 -- Chance to hit a ship in port when it is bombed.
PORT_STRIKES_DELAY_MULTIPLIER = 2 -> 4 -- multiplies HOURS_DELAY_AFTER_EACH_COMBAT (4 in vanilla, 2 in the mod) if port strikes
COMBAT_MAX_WINGS_AT_ONCE_PORT_STRIKE = 10000 -> 10

Issue related to port strikes is this bug Paradox fixed:
- The port strike air mission will no longer prevent all but one airwing from dealing damage per port.

Opdatering: 11. nov. 2022 kl. 0:12

Checksum: 4ab6

Navy Changes:
- TL:DR Naval Damage up

Naval Define Changes:
- COMBAT_BASE_HIT_CHANCE = 0.07 -> 0.1 (Vanilla is 0.1) -- base chance for hit
- COMBAT_DAMAGE_RANDOMNESS = 0.3 -> 0.25 (Vanilla is 0.5) -- random factor in damage. So if max damage is fe. 10 and randomness is 30% then damage will be between 7-10.

- ANTI_AIR_TARGETTING_TO_CHANCE = 0.1 -> 0.2 (Vanilla is 0.2) -- Balancing value to convert averaged equipment stats (anti_air_targetting and naval_strike_agility) to probability chances of airplane being hit by navies AA.
- ANTI_AIR_ATTACK_TO_AMOUNT = 0.005 -> 0.01 (Vanilla is 0.01) -- Balancing value to convert equipment stat anti_air_attack to the random % value of airplanes being hit.
- SUPREMACY_PER_SHIP_BASE = 20 -> 5 (Vanilla is 0)
- SHIP_TO_FLEET_ANTI_AIR_RATIO = 0.1 -> 0.2 (Vanilla is 0.2) -- total sum of fleet's anti air will be multiplied with this ratio and added to calculations anti-air of individual ships while air damage reduction

- MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION = 0.15 -> 0.05 (Vanilla is 0) -- will clamp the bonus that you get from detection
- HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR = 0.5 -> 0.35 (Vanilla is 0.25) -- if one side has more ships than the other that side will get this penalty for each +100% ship ratio it has
- MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO = 0.8 -> .75 (Vanilla is 0.75) -- maximum penalty to get from larger fleets
- DAMAGE_PENALTY_ON_MINIMUM_POSITIONING = 0.8 -> .6 (Vanilla is 0.5) -- damage penalty at 0% positioning
- SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 0.33 -> 0.45 (Vanilla is 0.5) -- screening efficiency (screen to capital ratio) at 0% positioning
Naval Balance Changes:
- All Naval Doctrine that granted more than 5 org to a ship hull has been reduced to 5 (affects all branches)
- Submarine base org 40 -> 30
- Destroyer base org 40 -> 35
- Battleship base org 40 -> 50
- Battlecruiser base org 40 -> 50

- Medium Battery 1 Heavy Attack 8 -> 10
- Medium Battery 2 Heavy Attack 9 -> 15
- Medium Battery 3 Heavy Attack 10 -> 20
- Medium Battery 4 Heavy Attack 11 -> 25

- Light Medium Battery 1 Light Attack 4 -> 6
- Light Medium Battery 3 Piercing 5.5 -> 5
- Light Medium Battery 2 Light Attack 5 -> 10
- Light Medium Battery 3 Light Attack 6 -> 14
- Light Medium Battery 3 Piercing 8 -> 9
- Light Medium Battery 4 Light Attack 8 -> 18
- Light Medium Battery 4 Piercing 9 -> 11

- Dual Purpose Light Battery 4 Light Attack increased from 2.5 to 3
- Dual Purpose Medium Battery 1 Light Attack increased from 7.5 to 8
- Ship Secondaries 2 Light Attack increased from 4 to 5
- Dual Purpose Secondaries 5 Light Attack increased from 4.5 to 5

- Heavy Battery 1 Heavy Attack 12 -> 14
- Heavy Battery 2 Heavy Attack 14 -> 18
- Heavy Battery 3 Heavy Attack 15 -> 22
- Heavy Battery 4 Heavy Attack 16 -> 26
- Super Heavy Battery 1 Heavy Attack 18 -> 27
- Super Heavy Battery 1 Piercing 50 -> 45

- Ship AA 1 Air Attack 1.5 -> 2.5
- Ship AA 1 no longer multiplies ship Air Attack or multiply ship IC cost
- Ship AA 2 Air Attack 2 -> 3.5
- Ship AA 2 IC 120 -> 110
- Ship AA 2 no longer multiplies ship Air Attack or multiply ship IC cost
- Ship AA 3 Air Attack 3 -> 4.5
- Ship AA 3 IC 150 -> 140
- Ship AA 3 no longer multiplies ship Air Attack or multiply ship IC cost
- Ship AA 4 Air Attack 4 -> 5.5
- Ship AA 3 IC 190 -> 170
- Ship AA 4 no longer multiplies ship Air Attack or multiply ship IC cost

- Heavy Engine 3 IC 2600 -> 2800
- Heavy Engine 4 IC 3000 -> 3200
- Pre Dreadnaught IC 3000 -> 2600
- Battleship 1 IC 3300 -> 2800
- Battleship 2 IC 3400 -> 3000
- Battleship 3 IC 3500 -> 3200
- Battleship 4 IC 3600 -> 3400

- Battleship Armor 1 Armor 26 -> 30
- Battleship Armor 1 Surface Visibility removed
- Battlecruiser Armor 1 Armor 20 -> 22
- Battlecruiser Armor 1 IC Multiplier .075 -> .1
- Battlecruiser Armor 1 Surface Visibility removed
- Battleship Armor 2 Armor 31 -> 36
- Battleship Armor 2 Surface Visibility removed
- Battlecruiser Armor 2 Armor 25 -> 28
- Battlecruiser Armor 2 IC Multiplier .075 -> .125
- Battlecruiser Armor 2 Surface Visibility removed
- Battleship Armor 3 Surface Visibility removed
- Battlecruiser Armor 3 Armor 30 -> 34
- Battlecruiser Armor 3 IC Multiplier .075 -> .125
- Battlecruiser Armor 3 Surface Visibility removed

- Ship armor research shifted slightly, and it now has the correct starting years
- Many ship modules now have a steel and/or Chromium cost added to them as well as increase in cost for some modules
- Some ship batteries moved to later research

Air Changes:
- Airframe IC cost roughly halved
- Engine IC cost increased significantly for all engines, as well as resource requirements
- Goal is to make refitting more viable
- Focuses that provided Air Bonuses should all have been updated to the new system

Other:
- Soviets losing the winter war will now only cost them 15% war support and stability, down from 30%
- Removed the starting Italian fighters from pre BBA
- Rumor has it the new Naval Patrol mission was causing desyncs so it has been removed for now

Opdatering: 21. okt. 2022 kl. 22:41

Checksum 5cb5 on main version||On Open Beta patch Checksum is ff9b
- Carrier Deck Sizes fixed
- Some console Errors around Engine Graphics are fixed
- Numerous advisor portraits fixed
- France will once again have Mali flip back to Free France when taking West Africa
- Germany, Soviet Union, France, and Poland no longer start with Air Cannons researched

Opdatering: 21. okt. 2022 kl. 10:43

Mod is once again BBA Compatable, Checksum 52ff

- Chang Kai Shek now has the 'True Leader of China' Trait
- China is renamed Republic of China
- Only Advisor Chiefs give XP instead of all of the advisors (like how it is in Vanilla)
- Panzer 4 and other starting tank designs that weren't tanks now have valid starting configurations
- Vine Boom Sound Effect from News Events removed
- 'State of the Pacific' modifier for the Allies now will only start applying the debuff after the Germans are at war with the soviets to prevent it from being used to take Africa
- USA/Japan Island hopping now provides a flat stability/war support loss instead of ticking due to the changes made to war support and stability
- USA debuffs for losing their islands in the pacific now applies to the other axis nations and not just Germany
- Appoint Raeder focus for Germany now shows the correct tooltip
- Fuel for aircraft fixed and put to a reasonable level, scales only with engine level and not with airframe tier
- Interwar Airframe no longer used as the icon for all other airframes
- Transport Planes cost reduced and stats buffed due to the changes to how they work
- Air fuel Techs in the Industry tree are removed
- Fixed a console error complaining every time China tried to do scorched earth related to no one owning tibet
- New Icons added for Aircraft Engines
- Wasteland Nation is once again removed
- Carrier Fleet Designers fixed to grant extra Aircraft Capacity
- Air should be less tanky

TFB's naval code had begun to become unwieldy and the naval meta becoming stale, and combined with the numerous changes Paradox have made to Navy calculations left us at a point to need to do a major overhaul of the Naval System. We decided to kill 2 birds with one stone by reverting the majority of the Naval code to Vanilla, and patch back in the specific things that were most well received about the Navy. As such, there are far too many changes to list. Speed, Damage, Armor, Ship Slots, all of them have lots of updates. Short term expectations are for ships to be somewhat more expensive but also slightly harder to kill.

Key things in Navy we intend to keep:
- Torpedos were in a good spot where they were less accurate than Vanilla but crit harder
- Cruisers are locked to only having 1 medium/light battery on them in the turret slot
- Mines are disabled

Major Changes:
- We are going to being experimenting with having a limit to the number of carriers in a fleet so that way the deathballs aren't quite as aggressive
- Radar, Engine, and Armor is being brought closer to Vanilla balance values for now
- Naval Defines are being reworked
- Nations will have less starting research for Navy completed overall
- Fewer guns for battleships as most of them were unusable anyway
- All the Vanilla Dual Purpose changes are being brought in

For the current patch, everything above is brought in except for the following which will be in in a future patch soon:
- Naval Define Rework (The carrier stacking limit is set to 12 and we shall see how it plays out for now)
- More Attention to ship refitting, making it easier/cheaper
- Regrouping the Navy's into 1 port

DOCTRINE CHANGES


Fleet in Being Doctrine Changes:
- Battlefleet Concentration Strike Force Movement Org Loss Bonus reduced from -40% to -20%
- Hunter Killer Groups Convoy Escort Efficiency reduced from 10% to 5%
- Convoy Sailing Convoy Escort Efficiency reduced from 10% to 5%
- Escort Carriers now grants 25% sub detection for carriers instead of 50%
- Escort Carriers Convoy Escort Efficiency reduced from 20% to 15%
- Integrated Convoy Defense now grants 25% sub detection for carriers instead of 50%

Trade Interdiction Doctrine Changes:
- naval_air_operations now grants 10% naval strike targeting factor
- carrier_operations Max Org for carriers increased from 10 to 20
- naval_air_operations now grants 10% naval strike targeting factor
- floating_airfield_ti Max Org for carriers increased from 10 to 20
- floating_airfield_ti sortie efficiency increased from 10% to 20%
- floating_fortress_ti Max Org for carriers increased from 10 to 20
- battlefleet_concentration_ti now grants 10 org to Battleships, Battlecruisers, and Heavy Cruisers instead of 5
- capital_ship_raiders Max Org for carriers increased from 10 to 20
- capital_ship_raiders no longer gives a -10% surface visibility buff to Battleships and Battlecruisers
- raider_patrols no longer gives a -5% surface visibility buff to cruisers
- combined_operations_raiding Max Org for submarines, cruisers, and Battlecruisers increased from 5 to 10

Base Strike Doctrine Changes:
- carrier_battlegroups no longer grants 10% sortie efficiency


Naval XP cost per Doctrine doubled from 50 to 100

Opdatering: 14. okt. 2022 kl. 9:35

Reverted back to pre-BBA Patch due to prolific desync issues caused by the base game in MP


If you would like to play on the Beta for the Next patch which will be BBA compatible, please use this mod, Their Experimental Bruh, or TEB: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2854106417

Opdatering: 4. okt. 2022 kl. 18:04

Checksum: 06a6

Patch notes:
- TFB is now compatible with By Blood Alone, and should be played with that DLC
- New Air Designer implemented
- Naval balance altered
- New Italian Designers
- NO Ethipoian or Swiss changes were imported
- War Support has been changed to the new variant
- Medium Turret 3 is now unlocked with the T44 tank, but can still be put on the T34 tank.
- Panther research cost increased
- Italian Focus to give Romania civs no longer puts them in Dbrojoua sometimes
- Namibia Air Zone named correctly
- Wasteland Nation re-added as sending aircraft over an airzone where a state doesn't belong to anyone would cause the game to crash

Piercing
- Partial Piercing has been implemented like in Vanilla
- AT 1 Piercing decreased from 40 to 25
- AT 2 Piercing decreased from 60 to 40
- AT 3 Piercing decreased from 80 to 55
- AT 4 Piercing decreased from 90 to 70
- AT Squeeze 1 Piercing decreased from 50 to 40
- AT Squeeze 2 Piercing decreased from 80 to 70
- Pack AT 1 Piercing decreased from 40 to 25
- HAT 1 Piercing decreased from 100 to 70
- Raketenwerfer Piercing decreased from 100 to 70
- HAT 2 Piercing decreased from 125 to 100
- Tank gun piercing and armor has not yet been changed, but will in a future patch. Expectation is that piercing for some guns will be nerfed and some buffed with the max armor for some tanks being increased to create a better gradient


NOTE: Expect numerous bugs and broken things related to Air and Navy as we work through fixing all of said bugs. Amerikabomber doesn't work and is known. Might update patch notes list with other known bugs as they come in

Opdatering: 16. sep. 2022 kl. 20:23

checksum 7466

- Mao has been taken out back and shot
- Vine Integrations
- Bug where turning Genghis Khan's Force Ghost into a Advisor would make you unable to remove him and didn't have a picture
- A fix for some technology exploits with the Spy Mission for stealing random stuff has been implemented, swapping out providing a tech with a 10000% research bonus for it.

The following tanks may no longer use Medium Turret 3:
- German P3 and P4
- Commonwealth Cruiser Mk II and Cruiser MK IV
- Japanese Chi-Ro and Chi-Ha,
- French S35
- Italian M11/39
- Generic Basic Medium