Hearts of Iron IV

Hearts of Iron IV Dev Tracker




04 May

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MathyM said: I am once again asking if a pre-order bonus song pack would be possible :)
We are not currently planning on releasing those for purchase, as they should be exclusive to those who pre ordred the respective DLC.  
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Nikodemonek said: Woah, this bundle is perfect! Who came up with making a community bundle? They should get a raise :)
Well hello there, that would be me ^^  
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Generals!

The people have spoken and the results are IN!

Your votes have been cast and counted, and the top picks of the community are;

  • No Step Back
  • Axis Armor Pack
  • Sabaton Soundtrack


These three will now be put together into what will be called the Player's Choice Barbarossa Bundle!

Thanks so much for all your votes once again :)

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03 May

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FocusedHope said: So as I understand detection, it's not symmetric. If UK had radar and France didn't (have either radar or other sources of detection), then UK's fighters would shoot France's NAVs but France's NAVs wouldn't shoot back at UK's fighters.

Yeah, after rereading your post, I realized what you were actually saying. My bad for not paying attention. And yeah, plenty of RADAR on both sides of the Channel.

(For ship detection as much as plane detection. The first test I ran, I forgot to set up the RADAR. The fleets just kept sailing the Chan... Read more
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vermicious knid said: Have you tried basing the two planes on land and recreating the experiment? I'm betting the land-based CV NAV fires the guns.

Yes. There's no problem from land. I'm specifically looking at carrier fights. The planes seem to behave normally when on manually selected missions whether from land or carrier. i.e. telling the CV NAVs to naval strike a sea zone  
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FocusedHope said: Did France actually have 50% detection in the English Channel?

I made sure to put detection there.

But for the record, in naval combats with carriers, fighters shooting at each other get plenty of kills. And I want you to note that the Fulmars are getting kills against the CV NAVs. Combat is happening. It's not like the planes just can't see each other. It's just that the CV NAVs don't seem to fire their guns.  

02 May

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Synicus said: Does this mean that the cannon on the Zero does not work being the second module/machine guns first?

No. Adding extra guns just adds firepower. It seems like the problem only comes up when you have a non-fighter module in the first slot (torpedoes, radio guided bomb, etc.).  
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bitmode said: As mentioned above, the selected mission should not stop the planes from dealing air damage. FWIW, non-BBA CV NAV do have air attack and I observe them dealing the expected air attack damage in a test battle.

I will do some more testing just to make sure I'm not screwing something up, but it's good to hear that I'm not taking crazy pills and missed something in an update.

But to give you an idea of what I'm talking about, this CV NAV...

{ "lightbox_close": "Close", "lightbox_next": "Next", "lightbox_previous"... Read more

01 May

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I've been fooling around with carrier aircraft again, and I wanted to make sure I'm not missing something.

1) When based on a carrier, an aircraft with the first module being a fighter module (HMGs or whatever), the plane is now a CV fighter and can only perform carrier fighter missions when in naval combat on carrier. Even if it has a second or third module with torpedoes, during naval combat on a carrier, it should only act like a fighter. It can't multi-role in naval combat and shoot down enemy planes and bomb ships.

2) When based on a carrier, an aircraft with the first module being a torpedo, the plane is now a CV NAV and can only perform carrier NAV missions when in naval combat on a carrier. It doesn't matter if you mount HMGs on the wing modules, the plane will only try to sink ships in naval combat.

3) When specifically ordered to perform missions away from the carrier, planes can perform whatever mi... Read more

23 Apr

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marcelo r. r. said: A breakdown of nuke research in a large research tree would be a begin. With only 3 research to achiev full nuke power, any country could just do 3 steal blueprint against USA.

But since nuke production is tied to the presence of nuclear reactors, and since nuclear reactors are really expensive to build and take up factory slots, getting any kind of meaningful production of nuclear bombs is a bit more than just grabbing some blueprints.

When you get those techs also matters. Sure, if I get nuclear reactors in 1950, I'm clo... Read more

22 Apr

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Dead One's Blood said: This list is generally good, but I found an error:


This advice only applies during peacetime*, since if you're at war and you're on total mob you can click the "women in the workforce" button and regain the 3% recruitable pop.

*Japan and Bulgaria, the two countries that can get total mob pre-war, have focus(es) or decision(s) to make up fore the manpower loss (not fully, but it's more than enough).
Thank you for catching this, Il go over and reword a few areas to incorporate that and a few other issues I n... Read more

20 Apr

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marcelo r. r. said: The latest patch changed accident losses variables for ??? another nerf for the sake of the nerf?

IF u guys don't know , the AI ping-pong bombing is still around, so we have to maintain some "permanent" air superiority missions in crucial zones, otherwise,(remembering also we don't have any alerts when a bombing starting), we have to permanent to keep eye on "indirect" signals of being bombed like construction qeue. Also when is too late, the bombing debuff on warscore.

Here a file to test it In Caribbean Sea,
USA keep trying to contest, i have to defend it becaus...
Read more

19 Apr

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billcorr said: As of 16 April 2023, Here are the suggestions that have garnered the most votes (from the HoI4 suggestion forum):
Maybe I should start posting suggestions there....  

17 Apr

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bitmode said: As for the burger grill comparison: Steam also allows you to sell the game on your competing PDX store without taking a cut while still providing their infrastructure for downloads, DRM etc.
ahhh,,, you might wanna guess again about them not taking a cut.  

16 Apr

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Cavalry said: Well if cheaper planes is CAS vs TAC then it is like that a long time.

It means also generally cheaper planes even if you are just using smaller air frames.

That plane isn't bad, but the armor module has no impact on whether it dies from AA guns. So, from the perspective of losses to AA guns, it's wasted weight and cost.

Now, most planes don't operate in a vacuum. You have to consider survivability from air threats as well as AA threats. But if I'm running a set up where my CAS aren't interacting with enemy fighters very oft... Read more
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Umbosch said: The german generalstaff has say that was the biggest problem and why they lost. They can't move not one unit at day without attack from the sky

Yeah, I've read this, too.

For the fighting in France in 1944, the inability to move supplies or reinforcements by day without them getting bombed or strafed was a real problem.  
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Reman said: At some point it got buffed so the '36 tech support AA gave almost the max 75% CAS damage reduction, and can shoot down planes by the dozens. It's completely absurd. The devs just... never bothered to look at it again for some reason.

Whether it was balanced badly before the air designer, I think now that aircraft costs are much higher and we can design planes with more armor, AA guns needs to be rebalanced in light of the changes we see in aircraft these days.

The balance causes ground attack design to favor cheaper planes (since you c... Read more
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GeneralisimoAR said: lets say that you are outnumbered in air, and the nemy send tons of mission logistical strikes.

This is the biggest disadvantage to losing control of the skies. It's harder to keep your logistics alive without your own air power.

...
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12 Apr

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Hello Generals!

Operation c*ckpit has arrived! With an additional change to the Anschluss focus in Germany and a message from our Game Designer C0rax explaining the intent behind recent balancing! Below that, as usual, you will find a set of patch notes that is now live. Feel free to give us feedback on these planned changes in this thread, or in our Discord!


The Intent Behind it
The initial intent of hitprofile changes in the naval rebalance started with 1.12.0 was to reduce the effect of speed, this is now complete with the halving of the effect of speed on the calculation.

- decreased HIT_PROFILE... Read more

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I'll go ahead and close this. :)