Hearts of Iron IV

Hearts of Iron IV

(OUTDATED) Extended Rework Mod (v0.50b) - ALPHA
436 Comments
Elouda  [author] 18 Mar, 2019 @ 2:40pm 
NRM2 is available here; https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1687056790

This will form the basis of an eventual ERM2, with a much more 'step by step' approach rather than the one and done approach I tried with the last few attempts of updating this
Axe99 17 Feb, 2019 @ 1:08pm 
This is great news - best of luck with it Elouda :).
Elouda  [author] 17 Feb, 2019 @ 4:51am 
I will be doing something after MTG is out (and the inevitable post-release patch is out), but uncertain of what scope that will take. Most likely something akin to an updated NRM is most likely as a first step.
jimark 8 Feb, 2019 @ 9:52am 
Mod is broken, but it looks pretty darn cool, would you consider updating it?
aaaaa142 12 Jan, 2019 @ 6:30am 
why no update?
babanin97 7 Jan, 2019 @ 8:54am 
Когда обновят ?? :metromask:
Papa Joe 17 Jun, 2018 @ 5:19pm 
This mod is outstanding.
Papa Joe 17 Jun, 2018 @ 5:18pm 
Once updated, possible to use this mod in WWII Simulation mod?
Punished River 20 May, 2018 @ 12:32pm 
YEET
spawnof2000 14 Mar, 2018 @ 11:14am 
that makes me happy
Bakara 12 Mar, 2018 @ 7:04am 
this is great news!
Axe99 12 Mar, 2018 @ 2:29am 
This be good news :)
Punished River 12 Mar, 2018 @ 12:49am 
H Y P E
Elouda  [author] 11 Mar, 2018 @ 10:21pm 
@spawnof2000 Yes.
spawnof2000 10 Mar, 2018 @ 1:26pm 
so now waking the tiger is realeased, any chance we could see a continuation?
Axe99 2 Feb, 2018 @ 4:01pm 
:)
Elouda  [author] 2 Feb, 2018 @ 2:15pm 
Waiting for Waking the Tiger to see if this will be continued.
Cookiez 26 Jan, 2018 @ 7:01pm 
Dead mod? @Elouda
Punished River 17 Oct, 2017 @ 5:38am 
Still looking forward!
spawnof2000 9 Sep, 2017 @ 8:43am 
want!
Axe99 27 Aug, 2017 @ 3:38am 
Slow and steady is the way - you'll still move 10-20 times faster than me :). Best of luck with continued development :)
Elouda  [author] 27 Aug, 2017 @ 2:17am 
Back to working on this, apologies for the delay. Variety of reasons got in the way, and I honestly burnt myself out trying to get it done as fast as possible, so when I had time to work on it again I really couldn't find the motivation.

Will be updating what I have for 1.4.2, then continuing where I left off (vehicle/tank trees). Not going to give an ETA right now. Will post updates on here weekly if I can.
Cookiez 23 Aug, 2017 @ 9:57am 
Well still, any new updates?
Cookiez 23 Jul, 2017 @ 12:54pm 
Any new updates?
Wedged 9 Jul, 2017 @ 3:40pm 
I'm perfectly able to help with any descriptions needed for the extended rework mod, if needed at all.
KagaKaiNi 30 Jun, 2017 @ 10:55pm 
Updated
22 Sep, 2016 @ 3:21pm

Maybe that, or the fact that we are talking about the mod being remade would answer your question
One Groggy Ostheim 30 Jun, 2017 @ 6:45pm 
Does this mos still work with the current 1.4.1?
Punished River 27 Jun, 2017 @ 11:17am 
Excellent! If you need a hand with some of the descriptions, as I guess there will be a lot, I'm more than happy to lend a hand adding some filler content and flavour text, I'd be really glad to lend a hand, at least until Friday.
Elouda  [author] 27 Jun, 2017 @ 10:29am 
I'm not sure if those will stay there or not, but its something I was testing. It is possible they will stay for the 'core' version, and ill put up a submod to replace them with other art if I can come up with something presentable (or find someone to help). This is also what I've planned for the production screen - the default will be the single column one shown in the screenshot, with a submod to switch to a dual column one if preferred.
Punished River 27 Jun, 2017 @ 9:43am 
While I'm not a fan of NATO emblems, as I've no idea which is which, but this is everything I'd hoped for and more!
Elouda  [author] 27 Jun, 2017 @ 4:43am 
Also, apologies for some of the very butchered hybrid NATO/Neihorster symbols in that organization tab, a lot of them are very work in progress, and a lot are also just things I had to adapt symbols to since I couldn't find a proper one for them. In particular, Naval Infantry (far left) just got the anchor to distinguish them from the NATO marines (1 column to the right), and Recon Tankettes/Tanks (bottom right) for a wierd hybrid recon cav with tank symbol because I couldn't find anything else (where Mech Recon is already taking up the obvious one, slightly to their left).
The ones without symbols right now are paradrop testing, glider infantry, and helicopter recon.
Elouda  [author] 27 Jun, 2017 @ 4:37am 
As a general summary;
-Infantry is more or less complete (barring some of the more esoteric 'late' things like airmobile which need the air tree to be done for helo techs)
-Infantry and support unit organization (basically the old support tab + the marine/mountain/para lines from the infantry tab) are complete
-Vehicles (non-tank) are complete barring armoured cars and mechanized variants
-Tanks and variants are fully planned, but not implemented yet
-Artillery is almost completely planned out (need to do a little fiddling with numbers for various horse/truck/tractor towed batteries and numbers), no implementation yet (this should be fairly fast, since a lot of the old ERM tree will be used)
-Air/Naval not started yet (air will reuse old ERM tree with some extensions, naval is going to be redone)
-Artwork is....in a very mixed state. The sheer number of new techs means I'm either going to have to recycle a LOT of art, or try to find some help with this.
Axe99 27 Jun, 2017 @ 4:36am 
Looking mighty fine indeed, looking forward to the release :).
Elouda  [author] 27 Jun, 2017 @ 4:28am 
Hey guys, sorry for no update on the weekend, ended up getting less done than I had hoped due to real life getting in the way (midsummersday celebrations over here didnt help), and I really don't have enough to put up a workshop page just yet. Hopefully by the coming weekend this will be rectified (and yes, this does mean the release estimate is also about half a week behind the earlier one). In the interrim though, thought I'd post the following;
New Production Screen https://i.gyazo.com/175b6aef3ff4eef843311ae723b53ad4.jpg
Expanded Province Slots https://i.gyazo.com/b5cb677e3bb6fc82eeb23c7b95778746.jpg
Combat & Special Unit Organization Techtree https://i.gyazo.com/08d08e8685811ed0d63d91097f239ec8.jpg
Axe99 21 Jun, 2017 @ 2:46pm 
Great to hear Elouda :).
KagaKaiNi 21 Jun, 2017 @ 2:15pm 
Awesome can't wait! If I new how to mod I'd love to help although really interested in starting an Ace Combat mod myself to be honest, but I can't wait to see the page! :D
Punished River 21 Jun, 2017 @ 1:25pm 
Awesome! That's great to hear, looking forward to your new inventive takes on the tech trees.
Elouda  [author] 21 Jun, 2017 @ 12:46pm 
Short update, Infantry stuff is about 80% complete, work on Support, Artillery & Armour getting started. A little behind what I had planned, but currently looking at a release around the end of the month, for an early version with no AI adjustments.

I will be putting up a new workshop page for ERM2 this weekend with some screenshots of new stuff. Will post link and details here when I do so.
Axe99 15 Jun, 2017 @ 3:53pm 
Haha, 1.4 was only released less than 48 hours ago, I'd say it'll take a little more time than that :). Elouda's very quick though, so all being well we won't be waiting long :).
Cookiez 15 Jun, 2017 @ 10:05am 
It's been a few weeks :p
Cheesus 31 May, 2017 @ 12:26pm 
alright. thanks. I hope to see this again. this mod was awsome
Elouda  [author] 30 May, 2017 @ 8:26am 
Yeah, sorry, but it would be a fair bit of work, and given that it looks like 1.4 will be coming in a few weeks, I'd rather focus on working towards ERM2.
Should have some initial stuff to show next week, such as new armour and infantry equipment tech trees.
KagaKaiNi 30 May, 2017 @ 5:20am 
Cheesus, this version has been left aisde for such a long time, it wouldn't be worth the work required to be honest.
Cheesus 29 May, 2017 @ 9:18pm 
while I know a new version is in the works, is there a way to get this version to work with 1.3.3? I really want to play this mod again.
kevensmhith 25 May, 2017 @ 10:09pm 
could u use guns trucks, realistic air mission and small arms and uniforms mods to put into this 1
spawnof2000 25 May, 2017 @ 4:45pm 
awesome looking forward to it, keep us updated pls
Axe99 25 May, 2017 @ 2:58pm 
Great to hear Elouda, looking forward to it :).
KagaKaiNi 25 May, 2017 @ 9:31am 
That's awesome! If there's anyway I can help please do let me know. Espically when it comes to the naval stuff. (I'm only a beginner coder, but great at drafting ides, helping with balance etc).

One thing I'd like to see is the late model Mogami and Oyodo as well as Ise. It could for all intensive-purpose be a carrier with small plane space but given it's own (relatively low, but high for a carrier) Naval Targeting etc. :)
Elouda  [author] 25 May, 2017 @ 9:06am 
Thanks for the support guys. There will be reworked naval stuff, also much more extensive infantry/artillery/armour changes than in ERM, with a lot more 'interconnectivity' (if you've played CORE for HoI2/AoD, youll know what I mean). Also looking at some pretty major economy reworks including a way to stop the exponential growth in industry. Will put a thread up here once we get closer to 1.4 release and share some more details.
Punished River 25 May, 2017 @ 6:17am 
So great! What made this so awesom ewas the range of tech choice and the variations of loadout one could go through in deciding how best to arm your armoured and air forces. So looking forward to more.