Hearts of Iron IV

Hearts of Iron IV

[MD] Ebby Tweaks
117 Comments
ebcott  [author] 13 Sep @ 5:15pm 
@EXEshik - havent looked. I'll let you know
EXEshik 13 Sep @ 9:40am 
compatible with director cut?
Deathwing 9 Sep @ 1:27pm 
I haven't played your mod in a while, and now I just did.

Is it possible to play with Recycle It mod ? (as what you have (from your description -if it really works) doesn't convert 100% to my current weapon production line)

Or will it crash my save if it overlaps with your mod ? (as I'm just in 2003)
ebcott  [author] 23 Aug @ 10:22am 
@Zardoz - I don't have that issue and I'm running 30 total mods. The only change to destroyer equipment I've made in this mod is adding values to the "can_convert_from" line which allows ships to convert to another. And it was made to every ship. What other mods are you running?

@Схуяли - I'm unfamiliar with those mods
Zardoz 23 Aug @ 5:42am 
Still blocks destroyers from being deployed for me.
Схуяли 23 Aug @ 5:17am 
compatible with wow md modpack poggers?
SaberRattler 23 Aug @ 4:19am 
Thank you sire!
ebcott  [author] 22 Aug @ 7:28pm 
@Sapsan-san should be?

@SaberRattler ok
Sapsan-san 22 Aug @ 11:36am 
Nice job, bro! This update is compatible with save game?
SaberRattler 20 Aug @ 3:20am 
Sidenote in future updates could you list changes in made per update in changelog?
ebcott  [author] 19 Aug @ 4:28pm 
Also noticing the MD team implemented some of these changes, which is nice. Though, I wish they told me lol. I'll have to update this again soon so its not redundant.
Matrixx 19 Aug @ 3:10pm 
Thnx
ebcott  [author] 18 Aug @ 9:35pm 
Updated for: MD v1.12.X // HOI4 v1.16.X
ebcott  [author] 18 Jul @ 3:07pm 
Probably needs an update. I'll be getting around to it soon.
topgunsss 14 Jun @ 8:48pm 
it needs to be updated becoz ive just tried this mod with just MD and this along side it and no Destroyers is made it says there "not deployable" as long as this mod is active when you remove this mod you can deploy Destroyers
NTLuck 13 Jun @ 6:09pm 
Mod still works but I think it might need to be updated, particularly in regards to the change of production cost of equipment. MD's 1.12 update revamped the cost of equipment and this mod needs to be balanced to it
ethan0835 30 Apr @ 7:08pm 
still work?
FairyNuff 10 Apr @ 1:10am 
Thanks for the great mod dude, and for the frequent updates. Looking forward to starting a fresh game.
ebcott  [author] 9 Apr @ 5:33pm 
New update tweaking raids. Shouldn't affect game saves.
ebcott  [author] 31 Mar @ 1:09pm 
@Emmanuel Macron- what doesn't work?
Mr House 31 Mar @ 8:03am 
doesn't work but thanks again
ebcott  [author] 31 Mar @ 7:57am 
@Emmanuel Macron- if you go to the change notes you should be able to download previous versions
Mr House 31 Mar @ 7:29am 
hey dude do you still have the pre March 30th files for this mod, really want to continue my current playthrough
ebcott  [author] 30 Mar @ 4:05pm 
Updated for: MD v1.11.X // HOI4 v1.16.X || Last Updated on 3/30/2025
car45167 13 Mar @ 5:17am 
Update??
ebcott  [author] 24 Feb @ 3:06pm 
@Zerlegolas what other mods are you using?
Zerlegolas 22 Feb @ 5:19am 
Hey ebcott I´ve found a strange bug. With your tweaks enabled I can´t produce GLCM with Germany. I tried other countrys like China and USA and there was no such problem ^^
angelicfury78 20 Feb @ 6:23am 
This mod is awesome
ebcott  [author] 14 Feb @ 2:37pm 
Just based on checking the MD v1.11.2 patch notes, some things in this mod will need to be updated. Don't think its game breaking but still needs to get updated
car45167 17 Jan @ 5:12am 
Hi i noticed that with your mod activated, the arsenal bird(special project) doesn't show up in planes production.
Physics Props 24 Dec, 2024 @ 6:46am 
game crashes when civil war happens?
ebcott  [author] 1 Dec, 2024 @ 12:01pm 
@NoDMoD - yeah I'll test that out
NoDMoD 1 Dec, 2024 @ 3:04am 
@ebcott
The special forces raids.

I only use a couple of mods, 3 of them I made myself, small fixes and changes, a spy mod and some graphics stuff. Can you try a special forces raid on the other side of the world?
ebcott  [author] 1 Dec, 2024 @ 2:26am 
@NoDMoD - What other mods are you running? Actually, to for me, prep time can vary, I've just mostly done air raids but they all take basically no time at all for them to execute. Are you using the latest version of MD? Here are some of the prep lengths according to the files:

air raids have "days_to_prepare = 30",
cruise missile strike raids have "days_to_prepare = 15",
drone swarm raids have "days_to_prepare = 5" (except one, which has 90)

I also don't seem to see anything related to execution time.
NoDMoD 1 Dec, 2024 @ 1:52am 
@ebcott
Doesn't matter who I play as. Preperation is usually 15 days and execution takes for ever the farther the target is away.
ebcott  [author] 1 Dec, 2024 @ 1:12am 
@NoDMoD - Yeah. Who are you playing as and who are you trying to raid? I'll test it out.
NoDMoD 30 Nov, 2024 @ 10:34pm 
@ebcott
When I start raids that are further away, it can take up to 5 years to be executed.

Do all raids take just 30 days for you?
ebcott  [author] 30 Nov, 2024 @ 9:57pm 
@NoDMoD - could you elaborate? For me, they always take just 30 days
NoDMoD 29 Nov, 2024 @ 9:15pm 
@ebcott
Concerning raids, could you also make them faster? If you conduct raids far away, they can take up to 5+ years, which is ridicolous.
ebcott  [author] 29 Nov, 2024 @ 8:48pm 
I'm also testing out changes with raids, specifically, increasing the success factor of the raid based on radar detection (air agility) value for all applicable raids. Let me know if any of y'all have requests for the next update.
ebcott  [author] 28 Nov, 2024 @ 10:43am 
@NoDMoD - Now that I look at it again, the only changes I've made make the AI less likely to ally with nations of differing ideologies. So the only thing I can think of is that this is making the AI work with nations of the same ideology more often, since they're the only ones really available to them to ally with. So, I've decided to do the following changes:

1. Tone down existing changes that make it nearly impossible for AI to ally with nations of differing ideologies a bit more. Right now its basically impossible.

2. Make it cheaper (PP) to improve relations with nations of same the ideology while making it cost more to improve relations with differing ideologies.

3. Increase 'AI bonus acceptance when being asked about faction is a major of the same ideology' while also increasing 'AI penalty for diplomatic faction actions between nations of different ideologies'

I'll test out these changes.
NoDMoD 27 Nov, 2024 @ 11:01pm 
@ebcott

The spam is not constant, but it can happen that, when you switch government, you get spammed for quite some time with dozens and dozens of requests.
ebcott  [author] 27 Nov, 2024 @ 10:38pm 
@NoDMoD - yes, I can lower it a little if it has become a bit too much
@3foldmusicedm - towards the very bottom
3foldmusicedm 27 Nov, 2024 @ 8:24pm 
load order?
NoDMoD 20 Nov, 2024 @ 8:17pm 
@ebcott

I have no other mods regarding diplamcy or something.
Did you tweak something regarding AI prefering idiology of ther countries?

Just curious, else it's running fine.
ebcott  [author] 20 Nov, 2024 @ 5:23pm 
@NoMoD - I have changed nothing in regards to AI offering Non Aggression Pacts. Is this the only mod you have on?

@Lukas - Gotcha. I'm honestly not 100% sure. The only changes, other than merging changes from MD's and HOI4s update with my files was that I removed nearly all the missile changes. So other than that it should be good. But can't confirm.
NoDMoD 20 Nov, 2024 @ 10:15am 
What did you change in AI diplomacy regading the willingness of offering NAPs?
With this mod I get spammed with non agression pact requests.
LukeAtha1r 20 Nov, 2024 @ 7:05am 
@ebcott i think what he means is if you started a game with v1.11 MD / v1.15 HOI4 before your update, if you can add your mod and continue your save. I also want to know that
ebcott  [author] 19 Nov, 2024 @ 4:30pm 
@stellar walker, I don't know what you mean by that. Existing saves aren't compatible with latest update
Stellar Walker 19 Nov, 2024 @ 8:07am 
can i add this into a save file