Hearts of Iron IV

Hearts of Iron IV

Better Mechanics : Combat
448 Comments
Amine Alkaline  [author] 17 Aug @ 12:47pm 
yea
Tal'Raziid 16 Aug @ 4:29pm 
Is this compatible with KX, and Vanilla Navy Rework?
Amine Alkaline  [author] 12 Aug @ 8:10am 
its not this mod, no ai changes were done
come to discord for a proper bug report
JuanGdo 12 Aug @ 3:46am 
don't know if the cause is this mod but... in every game I have as Germany I see the british sending their entire fleet in a random empty see or keep their ships in port
SamHam 11 Aug @ 12:04pm 
Will this work or fit with MD?
Code  [author] 7 Aug @ 11:16pm 
1) I don't see how one is a problem unless you are playing a minor nation with no industry, then that just answers your question.
2. There is a mod called "1.12 Combat Widths" that I use regularly, works for any version from 1.13 to current day. It uses the old better bigger combat width that was in the versions 1.11 and 1.12. They changed it to the 1.13, so I do agree having a bigger army is a nicer feel, and that mod just fixes it instantly. Only incompatibility problem I've seen is Kaiserredux MP, but that mod is a shitshow anyways in terms of MP compatability.
3. I would hate that, and will fight those changes as much as I feasibly can.

I love your idea of number 2, and I've tried getting that introduced but surprisingly most players like eating --- I mean enjoying Paradox Interactive's fine coding of Hearts of Iron IV.
Tester5142(ua,en) 20 Jul @ 1:23pm 
Some changes to think:
1) Make artillery cheaper, it is a joke that you can have a decent tank with a howitzer at the cost of a howitzer itself. Like make towed arty 50-35% cheaper
2) Combat width, decrease artillery combat widtth, and maybe increase combat width limit to make big armee meter again (and make mobilization usefull)
3) Penalty for miscommand. I mean if you have division from different generals in a single battle it should have some penalty, like 15% stats or division lose any generals buffs (those who are from a diffirent commander)
glythe 26 Jun @ 4:52am 
"Generals and Field Marshals should now level up faster"

- Did you make it so that trait gain is linear?
Bull 5 Jun @ 2:03pm 
unless it's already a part of your mod collection, does doomstacking have bigger penalties now and will the ai adapt to them (kaiserredux just loves conscripting entire cities just to hold a front)
Amine Alkaline  [author] 31 May @ 8:26am 
@abinco987
Goat
I was so sad when your mod was taken down all these years ago
Luckily I had a backup somehow before it went caput
abinco987 29 May @ 6:08pm 
when i saw the desc i was like dafuq i wrote this shit like 4-5 years ago lmao
abinco987 29 May @ 6:07pm 
nice to see someone liked it and revamped it for their own fun
abinco987 29 May @ 6:07pm 
damn i did this mod way back then lol
Amine Alkaline  [author] 28 May @ 3:32am 
@Zeradus
Ultimately removed for balance reasons, will change the desc
АВТОРУ РУКИ ЦЕЛОВАЛ БОЖЕ СПАСИБО ЭТО ГЕНИАЛЬНЫЙ МОД АААА БОООЖЕЕЕ
ЭТОТ МОД ПРОСТО ОХУЕНЕН!!! Я НЕ МОГУ ПЕРЕДАТЬ СЛОВАМИ ТО, НАСКОЛЬКО ЖЕ ОН НЕВЪЕБИЧЕСКИ КРУТ!!!!!!! АААААА
Zeradus 14 May @ 11:58am 
I can't find a reference in the files for the monthly population increase, how much increase in monthly population is there? Is it a set percent increase, flat amount, or does it depend on state region?
Voo 23 Mar @ 1:37pm 
All good now, not sure why, but at first it was doing one division at a time. Might be some mechanic I missed or am unaware of. Thank you for making all your mods!
Voo 23 Mar @ 11:58am 
So I believe its this mod, but right now as i'm fighting the Spanish civil war, my divisions are only sending in 1 at a time while the rest are in reserves. There is more than enough combat width for multiple of my divisions.
SammyGunz 20 Mar @ 5:34am 
nice
Amine Alkaline  [author] 20 Mar @ 3:52am 
Nvm, fixed
Amine Alkaline  [author] 20 Mar @ 3:06am 
@SammyGunz
how please?
SammyGunz 20 Mar @ 1:46am 
this mod breaks strategic bombing
Amine Alkaline  [author] 18 Mar @ 1:04pm 
pu the mod to 1.16
Tal'Raziid 18 Mar @ 1:02pm 
What was the update?
A_Cringe_Weeb 15 Mar @ 10:42pm 
Bug Report: In KX, when enable this mod, Germany's Baku resource right delivery is blocked.
JJ Dutch 8 Mar @ 5:14am 
Also it seems reloading the mods or some update I missed fixed the issue. Thank you for your reply!
JJ Dutch 8 Mar @ 4:08am 
I dont use the MIO mod, or any that should alter MIOs in general, but I will do a better check when I get back home.

As for the walking I do agree that maybe 5km/h over 24h is much. But I do not know if you are familiar with Kennedy Marches, but in the Netherlands we have quite a few and I participated in them when I was a bit younger as well, which is basically 80km in 20h (4km/h) or even the more challenging one is 110km in 24h(4.5km/h). I have seen military units (from regular infantry to special forces) participate in them with full pack and gear and usually complete them well ahead of time. These walks usually left plenty of time for small breaks and sleep eludes you when you march like that I know that from experience. So 5 is maybe a high number but I feel 4 is very feasible.
Donk 7 Mar @ 11:45pm 
1.16?
Amine Alkaline  [author] 7 Mar @ 10:37am 
You sure its this one? Because we have an MIO mod

and while i agree with the walk speed, ive never seen a human walk 5km/h for 24hrs straight, especially with equipment on their backs and notwithstanding breaks and sleep
JJ Dutch 7 Mar @ 8:28am 
Average human walking speed is 5km/h plus it is kinda what they trained to do.
But not why I wanted to comment here, it seems this mod adds generic designers(naval, air, tank and weapons) to the new nations from the latest dlc.
Amine Alkaline  [author] 25 Feb @ 5:58am 
@timotheus
Yes! 4km/h seemd historically too fast for infantry (they cant straight up walk 4km/h for 24hrs straight, especially if its accompanied with arty) so yeah
timotheus 24 Feb @ 12:08am 
when you add line arty it drops division speed to 3kmh. intended?
andrea.dlbrt97 11 Feb @ 11:53am 
sorry, I can't deploy my troop, it said to have 110% training percentage. It's a bug or I have to wait more?
Katyushaa 4 Feb @ 7:38am 
The low supply reduction kinda too hard, i hope the supply have llower modifier and the no supply will still the same
Amine Alkaline  [author] 30 Jan @ 6:42am 
some values of this will be overriden by rcs but overhaul yes they should work together fine
✠503º✠-II-BENI 28 Jan @ 5:29pm 
Question, is it compatible with RCS? (Ryifer's Combat System)
Superwilliam 25 Jan @ 2:24am 
If you want to replace it with something how about a separate modifier which decreases at low stability but increases at high stability. For example it will work like combat casualties, where it dosent really take away base war support but still effect your war support.
Amine Alkaline  [author] 31 Dec, 2024 @ 6:29am 
ill remove the extra effects
eoozy 31 Dec, 2024 @ 1:00am 
Good mod but kind of unplayable with Kaiserreich, as in that mod early game its normal to go into very low stability, and you'll have 0% war support as it takes a while to get your stability to a normal amount. Maybe good with vanilla because you dont get as many stability debuffs.
Amine Alkaline  [author] 24 Dec, 2024 @ 8:31am 
@9GB曙光九尾狐

Any suggestiosn to make it better instead of flat out removing it friend? Its always harder to come up with a solution than criticize
9GB曙光九尾狐 23 Dec, 2024 @ 9:52am 
The debuff to war support caused by low stability is highly unreasonable. It is very likely to trap the already rather stupid AI countries in a vicious cycle. During a war, low stability leads to a decrease in war support, and the reduction in war support will further lower the stability. You might have had a good idea in mind, but obviously it doesn't work out that well.
头像是公交车 22 Dec, 2024 @ 5:13am 
Hey author, I used airlift, I noticed that in the original mechanism, as long as the Army unit has 10.7 air attack, it can reduce 75% of the damage from the air, and to achieve this value often only need one anti-aircraft gun support company, this is a very unreasonable mechanism, can you please rebalance in this respect? For example, reduce the damage reduction from the air from 75% to 10% or 20% with total loss of air control and only anti-aircraft guns? Looking forward to your reply
Choo_Choo_Oreo 16 Dec, 2024 @ 4:38pm 
TheGamingNot is a boy kisser fyi
TheGamingNot 16 Dec, 2024 @ 4:36pm 
just go in the defines.lua press control + f then type surrender. eventually youll find what u need
President Tubman 16 Dec, 2024 @ 10:07am 
What line in the defines.lua do I need to edit to change the base surrender limit?
Superwilliam 9 Dec, 2024 @ 9:00am 
Sad
Amine Alkaline  [author] 8 Dec, 2024 @ 8:10am 
yes
Superwilliam 8 Dec, 2024 @ 7:11am 
Hey could i know if you are gonna revert the weekly war support loss for stability or should i jsut delete this amazing mod
Amine Alkaline  [author] 3 Dec, 2024 @ 8:04am 
this mod doesnt add tactics
BobsBurgersistheshit 3 Dec, 2024 @ 5:39am 
I keep encountering this error 'has_tech: invalid tech' in my log. I assume its coming from this mod but i honestly cant confirm. Its the only mod i use that adds modded combat tactics so naturally i came here.