• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

MKSheppard

Captain
2 Badges
Dec 3, 2002
357
0
www.alternatewars.com
  • Hearts of Iron III
  • 500k Club
A namechange and a public release

Ok, the first version of TankMod v4 is up, and since I've changed
sooo much of the tech tree (not just armor), i've renamed it to
TechMod v4. :p

Get it here:

http://mywebpages.comcast.net/rcrierie/wargames/HOI/TechModv4.zip

1.13 MB in size.



*********

Note to Lightfantastic:
Don't even bother to look at it in this early release state :p

You'll only hurt your head and cause sleepless nights banging away at the keyboard, trying to discover what I changed. Just sit back and let me document it for you, and THEN you can put it into carrier mod...OK?

*********

Stuff that's added/changed in v4:

Too numerous to list at the moment, I know you're all tired of seeing my sneek peeks and want to put your hot little hands
on it, so here are the basics:

Elite units have had their base org stats reduced by 10%
from 60 to 50.

The Russians lose Winter Warfare Experience, due to their poor
performance in the Finnish Winter War, as pointed out by
many others.

The 120mm armed tanks have been split into two types:

120mm A (which only needs the 120+mm howitzer, to represent the JS-2 and JS-3, which were armed with a modified 122mm
howitzer that had poorer performance than the D-10T 100mm gun.)

120mm T (which needs the 120mm tank gun) to represent units
armed with a purpose built 120mm tank gun, like the german
128mm KwK 44 L/55.

Supply increases have been implemented: meaning as you
increase the firepower of your units through technology and
new equipment, your supply needs will go up too (not my idea,
but I implemented it)

I redid the Armored Tech Tree, creating one that is more
realistic to research, along with a Redone Naval Tech tree
that simulates the fact that the world's navies had LOTS
of great war ships, and some (the Soviet Navy in particular)
had really old dreadnoughts that were built in 1909 :eek:

The New Units in the game:

'44 Infantry
'44 Cavalry
'44 Motorized
'44 Mechanized

(they have the firepower of normal divisions, but need less manpower and have an org of only 20)

Early GW Tank;;;;;;;;;;x
Late GW Tank;;;;;;;;;;x
.30 Cal Tankette;;;;;;;;;;x
.50 Cal Tankette;;;;;;;;;;x
Multi-turreted (20mm MT);;;;;;;;;;x
Multi-turreted (30mm MT);;;;;;;;;;x
Multi-turreted (40mm MT);;;;;;;;;;x

Improved Flying Bomb

Adv. Jet Fighter
Basic Supersonic Fighter
Supersonic Bomber

MODEL_18_0;Dreadnought (12-Inch);;;;;;;;;;x
MODEL_18_1;Great War BB (12-Inch);;;;;;;;;;x
MODEL_18_2;Great War BB (14-Inch);;;;;;;;;;x
MODEL_18_3;Battlecruiser;;;;;;;;;;x
MODEL_18_4;Basic BB (12-Inch);;;;;;;;;;x
MODEL_18_5;Basic BB (14-Inch);;;;;;;;;;x
MODEL_18_6;Basic BB (15-Inch);;;;;;;;;;x
MODEL_18_7;Basic BB (16-Inch);;;;;;;;;;x
MODEL_18_8;Pocket BB;;;;;;;;;;x
MODEL_18_9;Improved BB (14-Inch);;;;;;;;;;x
MODEL_18_10;Improved BB (15-Inch);;;;;;;;;;x
MODEL_18_11;Improved BB (16-Inch);;;;;;;;;;x
MODEL_18_12;Advanced BB (14-Inch);;;;;;;;;;x
MODEL_18_13;Advanced BB (15-Inch);;;;;;;;;;x
MODEL_18_14;Advanced BB (16-Inch);;;;;;;;;;x
MODEL_18_15;Advanced BB (18-Inch);;;;;;;;;;x
MODEL_18_16;Nuclear BB (14-Inch);;;;;;;;;;x
MODEL_18_17;Nuclear BB (15-Inch);;;;;;;;;;x
MODEL_18_18;Nuclear BB (16-Inch);;;;;;;;;;x
MODEL_18_19;Nuclear BB (18-Inch);;;;;;;;;;x
MODEL_19_0;Pre-GW Cruiser;;;;;;;;;;x
MODEL_19_1;Great War Cruiser;;;;;;;;;;x
MODEL_19_2;Basic Cruiser;;;;;;;;;;x
MODEL_19_3;Improved Cruiser;;;;;;;;;;x
MODEL_19_4;Advanced Cruiser;;;;;;;;;;x
MODEL_19_5;Nuclear Cruiser;;;;;;;;;;x
MODEL_20_0;Pre-GW DD;;;;;;;;;;x
MODEL_20_1;Great War DD;;;;;;;;;;x
MODEL_20_2;Basic DD;;;;;;;;;;x
MODEL_20_3;Escort DD;;;;;;;;;;x
MODEL_20_4;Improved DD;;;;;;;;;;x
MODEL_20_5;Advanced DD;;;;;;;;;;x
MODEL_20_6;Nuclear DD;;;;;;;;;;x
 

unmerged(14667)

Captain
Feb 12, 2003
419
0
Visit site
*********
Note to Lightfantastic:
Don't even bother to look at it in this early release state

You'll only hurt your head and cause sleepless nights banging away at the keyboard, trying to discover what I changed. Just sit back and let me document it for you, and THEN you can put it into carrier mod...OK?
**********

I think I'll go and take a vacation this weekend..... yeah.

You do good work but SLOW DOWN GOSH DARNIT!!!!!
:p
Patrick
 

unmerged(14667)

Captain
Feb 12, 2003
419
0
Visit site
I guess I should send you Semper Fi and my list of ideas for carriers. PM with your Email.
Patrick
"If you can't beat 'em, join 'em."
 

MKSheppard

Captain
2 Badges
Dec 3, 2002
357
0
www.alternatewars.com
  • Hearts of Iron III
  • 500k Club
Update for TechMod v4:

http://mywebpages.comcast.net/rcrierie/wargames/HOI/Update4_1b.zip
Updates TechMod v4 to v4.1b (79 kb)

Fixes Germany's 1936 OOB to include the technology for KMS Bismarck, 11 inch, 15 inch and 16 inch naval guns, MG-34,
75mm and 150mm infantry guns (they had them in 1936,
and Bismarck was laid down 1. July 1936)

Corrects ship building times to realistic times (based on data
from www.warships1.com)
 
Last edited:

SEMPER FI

First Lieutenant
66 Badges
Jan 24, 2003
209
51
Visit site
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Victoria 2: Heart of Darkness
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Knights of Honor
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2
MKSheppard

This is another last minute idea, but you mod at Warp Factor 9.9. An additional ship class should be the “Light Cruiser.” Since there is already light cruiser modified ships in the scenarios, there might as well be an actual ship model to depict them. Of course this would entail some work. Besides developing the light cruiser model, this would also entail changing the scenarios to incorporate the light cruisers. Some initial thoughts are:
1. PW Light Cruiser (CL)
2. Basic CL
3. Improved CL
4. Improved Anti Aircraft Light Cruiser (CLAA)
5. Advanced CL
6. Advanced CLAA

I’m currently reviewing the combat values for the other surface combatants besides CVs (Ligthsfantastic is putting the finishing touches on the CV mod) to determine accuracy. In a couple of days I can send you what I have along with the suggestions for the Light Cruiser models.
 

unmerged(15537)

Private
Mar 13, 2003
10
0
Visit site
A thought about about AA and tank night fighting.

In Normandy, the British and Commonwealth Armies used two main aids in night fighting.

The first, and easiest, was to have the 40mm Light Ack Ack Bofors fire a burst of tracer every 10 seconds.

The other, and oddest way, was to use "Artificial Moonlight".

"Artificial Moonlight" was basically a Channel Defence Light mounted on a Valentine chassis, and when aimed above the horizon at low clouds over the target provided a light haze for the advancing troops to use to easily identify enemy positions.


Ted
 

MKSheppard

Captain
2 Badges
Dec 3, 2002
357
0
www.alternatewars.com
  • Hearts of Iron III
  • 500k Club
Originally posted by Ekiqa

The other, and oddest way, was to use "Artificial Moonlight".

"Artificial Moonlight" was basically a Channel Defence Light mounted on a Valentine chassis, and when aimed above the horizon at low clouds over the target provided a light haze for the advancing troops to use to easily identify enemy positions.
Ted

That's not odd. The Germans did that during the night of 22. June
when they kicked off Barbarossa by using searchlights to light the
way for their troops by using the same effect.

Later, during the Berlin Operation, the Russians did this too, but
with over 200~ searchlights taken from the Moscow Defence Area.
 

SEMPER FI

First Lieutenant
66 Badges
Jan 24, 2003
209
51
Visit site
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Victoria 2: Heart of Darkness
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Knights of Honor
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2
MKSheppard

In your latest mod did you inlcude the airbone operations fix by increasing the transport weight of the paratrooper and modding the transport plane's transportcapabiltiy?
 

MKSheppard

Captain
2 Badges
Dec 3, 2002
357
0
www.alternatewars.com
  • Hearts of Iron III
  • 500k Club
Re: MKSheppard

Originally posted by SEMPER FI
In your latest mod did you inlcude the airbone operations fix by increasing the transport weight of the paratrooper and modding the transport plane's transportcapabiltiy?

Yeah, there's a bug though, I think. If you try to load more than
one paratroop unit at a time onto a transport plane, that seems
to invalidate transport weight...
 

SEMPER FI

First Lieutenant
66 Badges
Jan 24, 2003
209
51
Visit site
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Victoria 2: Heart of Darkness
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Knights of Honor
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2
MKSheppard

Until the bug is worked out you can always lower the transportcapability value of the transport planes to .2. This would require at least 5 x transport planes to conduct an airborne operation.
 

Crazy_Ivan80

General
116 Badges
Oct 25, 2001
2.014
28
Visit site
  • Europa Universalis IV: El Dorado
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Europa Universalis: Rome Collectors Edition
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: No Step Back
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Cities in Motion 2
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • Majesty 2 Collection
Originally posted by MKSheppard
Bah, I can always make a metric mod.....:p

you'd better. Inches mean nothing to the civilised world ;)
 

unmerged(14038)

Sergeant
Jan 24, 2003
54
0
Visit site
possibly serious bug

Shep, Ive tested 4.1.

I wanted to test primarily the tech tree, so I began in 1936, set the research time and cost for Germany in the savegame to 0.3. I found some minor bugs in the tech tree, but I presume those are there because 4.1. is as of yet unfinished (some techs mentioned in this thread aren't in).

When the war began in 1939 (Danzig event), I decided to test out some of your new units. I was astonished to discover that I couldn't order stratbomb missions with pure Intercontinental bomber squadrons, navalbombport missions with pure advanced naval bombers, and even had difficulty ordering tacbomb missions with pure semimodern tacbombers. Sometimes i get 'Game not found' in the mission choice menu, sometimes is'ts as normal, I can order the mission, hear the planes starting sound, but they don't move and the mission description in the unit window on the right doesn't change, it's still 'based in...'. I did not discover this in 'pure' 1.03b, so I presume it has something to do with your mod. I can send you the savegame, so you can check if this is just my bad install or system, or a real bug with the mod.
 

unmerged(14038)

Sergeant
Jan 24, 2003
54
0
Visit site
BTW, I ralized my mistake with the T54's gun. It had the 100mmD10T gun, which was/is barely different from the 100mmD10S gun of the wartime SU100. Just my misconception, sorry. But it still stands that most 'MBT' era tanks were armed with main guns which were greatly improved compared with wartime versions of the same calibre, for example:

M26: 90mmM3 gun (wartime)
M46: 90mmM3A1 gun (postwar)
M48A1: 90mmM36 gun (early MBT)
The 90mmM36 gun has about 30% more effectiveness (penetration) than the 90mmM3 and the 90mmM36.
 

MKSheppard

Captain
2 Badges
Dec 3, 2002
357
0
www.alternatewars.com
  • Hearts of Iron III
  • 500k Club
Re: possibly serious bug

Originally posted by TBR
Shep, Ive tested 4.1.
I wanted to test primarily the tech tree, so I began in 1936, set the research time and cost for Germany in the savegame to 0.3. I found some minor bugs in the tech tree, but I presume those are there because 4.1. is as of yet unfinished (some techs mentioned in this thread aren't in).


Which techs are those?

When the war began in 1939 (Danzig event), I decided to test out some of your new units. I was astonished to discover that I couldn't order stratbomb missions with pure Intercontinental bomber squadrons, navalbombport missions with pure advanced naval bombers, and even had difficulty ordering tacbomb missions with pure semimodern tacbombers. Sometimes i get 'Game not found' in the mission choice menu, sometimes is'ts as normal, I can order the mission, hear the planes starting sound, but they don't move and the mission description in the unit window on the right doesn't change, it's still 'based in...'. I did not discover this in 'pure' 1.03b, so I presume it has something to do with your mod. I can send you the savegame, so you can check if this is just my bad install or system, or a real bug with the mod.

I'll make up a special save game to test it out...I never really
tried out the new fighters...thanks for your help in testing
the tech tree *hugs TBR*
 

MKSheppard

Captain
2 Badges
Dec 3, 2002
357
0
www.alternatewars.com
  • Hearts of Iron III
  • 500k Club
I believe I found the problem. You're playing with Fog of War on?

You can't order specific bombing missions on a province if you
can't see it...I guess I'll have to add Reconnaisance planes
like these:

fw189-1.jpg


To simulate your aerial reconnaisance capabilities growing, allowing
you to see deeper into your enemy's territory...

and of course, satellites for the post-war period :D

[EDIT: It won't work! ARGH]

To fake aerial reconnaisance in a game with fog of war on,
fly some fighters over the target, and while the fighters are over
the target, select the target for the strategic bomber...

(this has become a problem with the B-36A's incredible range)
 
Last edited:

SEMPER FI

First Lieutenant
66 Badges
Jan 24, 2003
209
51
Visit site
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Victoria 2: Heart of Darkness
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Knights of Honor
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2
MKSheppard

Since you are adding starting techs for scenarios, I would suggest the following:
1939 Scenario
1. Germany: Add techs 10004, 10005, 10103-10106. These techs give Germany basic escorts and MR Fighters. Both the Bf110 and He112 were operational at the start of the war.
2. UK: 10001, 10004, 10005, 10101-10106. Same as above. The British Hurricane an Westland Whirland were operational at the start of the war.
3. Other Major Nations had this technology, but I've haven't gotten that far.

Note: Germany had approximately 300+ Bf 110 at the start of the war. To reflect this, I changed all my pre-war fighters to basic escorts, which just about equaled this number. I’m not sure if you want to incorporate this in your mod, but a suggestion.