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Well, IIRC, the SKIF icons Fatherland uses are mostly converted from regular SKIF rather than are made from scratch. You can take the АД icons, compare them with regular SKIF and change a few numbers here and there.
 
As far as icons are concerned the procedure would be to take an existing icon and open it in photoshop, Gimp or whatever you're using and change it. All you need to change is For Skif, just take the latest model and change the number. Also for Germany,the Skif team made several styles so it should be easy to craft a full set just by mixing styles. Also the original fatherland package contains SKIF icons you can pillage, modify and renumber
For mod 33 style it's easier to create something completely new because the background is solid. Here's what the 2 styles look like for 1951 infantry
model07qi2.png

Here's a link to a template I made to add a flag to a generic Skif icon.
Add flag to Generic Skif

As far as land tech tree is concerned I feel that the original fatherland team had some great ideas for extension of the blitzkrieg tree and guerrilla warfare and koenig12 had some ideas of his own for his iron curtain mod, some of which I find useful. The land tree is my current project. Will combine these two ideas with one of my own, which is that after World War 2, the US Firepower doctrine essentially merged with the Grand Battle Doctrine (UK, France, Japan, etc) into a "Mechanized Firepower" Doctrine, and the Asian bloc adopted a "lite" version of this which had more of an infantry emphasis. The Guerrilla War doctrines would not be used by anybody in the game except for maybe Communist Vietnam or Communist China if either was released as a puppet.
 
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Here's an update on a few matters:
1) I'll be going on vacation starting in 2 days so I will be quiescent for about a week
2) Land doctrines are almost done. I know what I want to do but haven't done it. Don't expect anything for a while due to #1
3) to FernandoTorres--I noticed your post in another thread about maximum number of models. That is helpful information. It affects aircraft carrier plans.
4) Fortunately the Vanilla is so incorrect as to the starting dates of the models that I do not have to add any new models. All I have to do is reset the starting dates:
Paradox:
Model 6 United States class 1944
Model 7 Forrestal class 1945
Model 8 Kittyhawk Class 1947
Model 9 Enterprise Class (nuclear) 1948
Reality:
United States Class --cancelled and never built, but will keep in as hypothetical 1945 class in case the war rages late. This actually was designed to be a nuclear strike force carrier and did NOT have an angled flight deck. It does not appear as an actually researched technology in ANY of Paradox's supplied scenarios.
Forrestal class-Keel laid late 1951 completed 1955 will set starting year to 1952, corresponding with Fatherland original design. Will probably also use its stats, replacing vanilla. This was considerably larger than WW2 models and was the first to actually use an angled flight deck.
Kitty Hawk Class--Keel laid late 1956 actually commissioned 1961. Will set starting year to 1957 as per original Fatherland design and probably use Fatherland stats. This was larger than the Forrestal class
Enterprise class--came slightly after the Kitty Hawk Class.
Will make into a secret weapon with a start year of 1957 or 1958, not 1948.

The Nimitz (second generation nuclear carrier) class came after the Enterprise class but there is no room for another model right now and it was beyond the historical era. Would probably add in a future release but not now.

While I'm gone please post links to any graphics projects you might be able to do in my absence, technical information about models, especially naval technology (will probably do naval tech after completing land doctrines), suggestions or any other helpful information.
 
Here's the preview on the land doctrine tree.

It is grafted onto the existing tree and provided for progression to one of 5 modern trees:
1) Mobile Firepower--the US doctrine tree stressing air mobility, high tech equipment and massive firepower
2) Mass Assault--the Warsaw Pact doctrines
3) Rapid Domination--the hypothetical Germany victorious doctrines and in real life the doctrines of the Israeli Army
4) Modern Infantry--extension of the Grand Battle Plan--suitable for countries with low IC and difficult terrain--provides a little more defensive bang for the buck.
5) Guerrilla Warfare--melding of militia power, terrain and night warfare
-------------------
Countries on the Grand Battle Plan can theoretically go to any of the trees except that if they want Guerrilla Warfare they must be on the infiltration branch. Countries on the US Firepower tree can go to Mobile Firepower, Mass assault or Rapid Domination. Countries on the Human Wave tree can go to either Mass Assault or Guerrilla Warfare. Countries on the Blitzkrieg tree are stuck with progression to Rapid Domination.
Credit goes to:
1) General Grant and the original Fatherland team. A majority of the postwar doctrines are from this.
2) Koenig12 from Mod33. Used some general ideas.
3) Luxor from the Compendium Mod. The ideas about specialized terrain warfare were just too good to be left out.
4) Extension of the Grand Battle Plan was my idea
--------------
In the Fatherland scenario, countries will be in most cases locked into a doctrine tree already.
----
Next step: Naval ships and doctrines.
 

Naval ships are done. The navy is the most technologically complex of all the services. There were two major developments that revolutionized naval warfare in the postwar period--the anti-ship missile and nuclear propulsion. The anti-ship missile is what REALLY made the battleship obsolete, because missile technology meant that the weight of the ship no longer determined maximum firepower or effective range and it became more economical to build large numbers of cruisers.

The 10-model limit affects things. This limit is bridged by
1) making the last two heavy cruisers show up as battlecruiser models. In real life NOBODY built any battlecruiser after the 1941 Alaska class.
2) Upgraded brigades are used. As far as I know (correct me if I'm wrong), naval brigades is an Armageddon only feature. If so it would be impossible to make it compatible with non-Armageddon systems.

I've ADDED
-nuclear light carriers
-nuclear light cruisers
-nuclear transports
-nuclear depth bombs (one of the reasons for the test ban treaty was the USSR's belief that this would stop the US from testing these)
-a deep diving submarine (only as a nuclear model--conventional model would have required fuel cell technology for extended submerged use)
-missile technology implemented by both model and brigade upgrades
-helicopters and Harrier Jump Jets as a light carrier attachment
-a battleship modernization upgrade

I've DELETED (from original Fatherland)
-destroyer diversification into escorts, frigates and fleet destroyers. The ability to choose and upgrade the brigades makes this unnecessary, and the concept of defending convoys is implemented in both the basic game and this mod as convoy defense efficiency. Also it was implemented (in original Fatherland) by reducing the number of light cruisers available. Original Fatherland mixed and matched ship types, which would result in some strange effects on an Armageddon system. Also,I view the light cruiser class, with a nuclear model, as an essential ship, along with a nuclear light carrier, as an escort for nuclear carriers. Otherwise carriers must be escorted by non-nuclear ships, or the great power must do a certain amount of intervention to preserve overseas naval bases. It would be especially important for the USA in this mod.
-the second nuclear fleet carrier (aka Nimitz class as it was out of the time period)
-one model of transport range upgrade--instead of two upgrades for range there is only one--upgrading the range from 3000 to 4500 km. There is however a nuclear transport available (read about the nuclear commercial ship Savannah) for unlimited range.

There is another way to bridge the 10-model limit but it would interfere with graphics.

I've CHANGED
-some model unit stats for more realism
-some unit costs
-amphibious assault vehicles have no firepower--they only increase ship defense, and increase the likelihood of the ship surviving to get the troops ashore.
-all nuclear ships have 25000 km range
-ADVANCED killer sub is a nuclear ship. In real life the idea of killer subs was not extensively developed. However, with rocket launched munitions (ASROC) armed with tactical nuclear warheads they become awesome. These were actually developed!!!

I will of course tie this in with secret weapons technology for tactical nuclear weapons when I get to secret weapons. My philosophy on secret weapons is to develop them as I go along with other areas.

NUCLEAR SUBS are ALL researched from the SECRET WEAPONS page.

CREDITS go to the original Fatherland team and the Compendium mod for some ideas--I especially liked their idea of diversification and additional "pseudo-models" through upgraded brigades.
 
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Excellent progress on the tech-tree refreshing!

And the best thing is that all this is going to be accessible from the 1936 scenario, wich is simply brillant! :)
 
Delex said:
I will join in here. The mod as it was did sux.

*Oppose non-official creator veto to stop Delex*


Don't want/need you in. But since its now Nomonhan's mod I simply recomandhim to not really cares about you, since all I see you ever did regarding my/any other mod was to complain, harshly criticise and annoye people.

Sorry.
 
General_Grant said:
*Oppose non-official creator veto to stop Delex*


Don't want/need you in. But since its now Nomonhan's mod I simply recomandhim to not really cares about you, since all I see you ever did regarding my/any other mod was to complain, harshly criticise and annoye people.

Sorry.
Hey I don't lie. Playing as Germany was way too easy, I could ally anyone (Even Russia), the soviets were no opposition (Although if it was made by the book, than you know there was no Russia), all the events favored me and defeating America was very easy, not to mention that the land on the map was wrongly disputed. The numbers of events were minimum, no one was aggressive to wards me (Well America did send spies but they were easy to kill). And there were also almost no negative events (Tell me if I don't speak the truth?).

I do criticize some mods, but for specific reasons. Fatherland was the only one which was not good overall. Some examples:
-WIF (Good mod, but I don't like reaching a stalemate front with the Soviets)
-MDS (Good mod, just a complicated installation)
-Kaiserreich (Good mod, just Ukraine has is not in control of Besarabia, although they were given the land historically and the Balkans could be repartitioned)
-TRM (Good mod, the same problem as with WIF, because elastic defense is just too effective).
-WW1 (Good mod, could have some AI improvements)
 
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Delex said:
Hey I don't lie. Playing as Germany was way too easy, I could ally anyone (Even Russia), the soviets were no opposition (Although if it was made by the book, than you know there was no Russia), all the events favored me and defeating America was very easy, not to mention that the land on the map was wrongly disputed. The numbers of events were minimum, no one was aggressive to wards me (Well America did send spies but they were easy to kill). And there were also almost no negative events (Tell me if I don't speak the truth?).


You analyze it very coldly. It was a work in progress. The modding team was not big, we were 3 to *really* work on it, with some occasional contributions from others. Nomonhan certainly spendt hours on making tons of events for the Asian nations, a complex set of American election events, Black Guardian spended days on creating an OOB and the 1948 setup, the new tech-tree was very time-consuming and we had to remake all the units to fit the tech tree and timeline.

no one was aggressive to wards me
Germany got lot of revolts in the eastern lands. Not a full scale invasion or a civil war but its far from being 'positive' events.

Don't accuse the 'first' Fatherland to had 'sucked'. We had much more events than Kaiserreich (to take it in exemple) at our first release. And we had to work with a new timeline demanding new ministers, tech trees, unit system, etc. wich only 1914 and MDS had to do. And I can assure you that it took lot of time and efforts to the MDS team to bring it to the level of playability it gets right now.

Contrary to (the excellent) 1914 mod, we had to imagine an entirely new timeline. Yes Fatherland (the book) was an inspiration but how many times I explained (often to you) that it was NOT a perfect in-game remake of the novel. We took many liberties, mostly in Asia, to make the world more interesting, and to diversify the choice of interesting nations available.

Contrary to dozens other mods wich lived only a few months and failed to even release the most basic beta, we did produced something. Unperfect, yes, but it was a work in progress. During that time all you did was to disparage our work.
 
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Seriously, if a MOD is not perfect at the initial stage (name me one who was) then go ahead and help them out and stop critizing them as like they are game developers and selling an unfinnished product.
Do you actually have any idea how time consuming this is?
 
Hey guys,

Everybody cool it!

Delex, if you have anything to contribute you are welcome to do so. Problems you have mentioned will probably require AI file modification.

The original was not perfect but for one thing was one of the few serious attempts to create a technology tree for the postwar period, and it would not be possible for me to do what I'm doing without the tech research of the original team.

Akira, I received the mod with the advice that it was still buggy. The two major things in this mod are the tech tree and the events. The plan is to release the tech tree first. That job is 60% done. It should, if it works as designed, be compatible with the loading of any of the stock scenarios, though it may not be compatible with all savegames. Would you like to help out? One possible area for you is icons for the new units.

If you want you can find the download link for the original work from here:
http://forum.paradoxplaza.com/forum/showthread.php?t=294848
If you want to play the original version I'd recommend commenting out the line referring to the Olympics in events fatherland.txt as follows:
#event = "db\events fatherland\olympics.txt"
I've been advised that it is a major bug. If anyone wants to test the original version to see if it works well without the Olympics, then please feel free to do so and report back.

Good news! The naval doctrine tree is finished!


I actually think there are quite a number of naval doctrine techs but I'm just going to compensate by making them a bit easier to research.

Here's the basis: As I referred to earlier, the 40-65 time period marked a major revolution in naval warfare, with three inventions changing things forever:
1) the aircraft carrier
2) the ship-to-ship missile
3) nuclear power

In 1946, after satisfactory completion of the existing doctrine trees, the player gets one of the 5 modernization buttons lined up in the middle. The Base Strike tree is the most powerful and there is only one choice available. The other two trees get two choices:
Fleet-In-Being (British and just about everyone else) normally modernizes to "Small Ships Doctrine" fixing its weakness in subs and becoming well balanced. Fleet in being has an alternate path to Modern Sub warfare where the submarine gets priority. This is intended primarily for real Cold War use for countries joining the Warsaw Pact.
Indirect Approach normally modernizes to "Sealane Denial", the actual Warsaw Pact doctrine, emphasizing subs, missiles and heavy cruisers, designed to negate NATO air supremacy. It can also modernize to "Modern Carrier Warfare"
When either Fleet In Being or Indirect Approach gets modified, access is gained to a few technologies previously blocked to it, as well as the postwar doctrines. There is a catch on the postwar doctrines. Depending on the doctrine choice, one either gets to start the carrier tree first or the cruiser tree first. One can later start the other but with about a 10-year delay. All other techs are open to everyone. It should make some good game choices and represent real experience.

Thanks to Srboljub for his advice on max_positioning and min_positioning.
I found that these values are actually pretty high in 1945, and in many cases 100%, so I found it necessary to lower them in the transition events, and am giving the units a combination of small positioning increases, especially in min_positioning (meaning lower quality commanders get better results, except for aircraft carriers), and many more night, snow and rain attack bonuses, especially for the technology requiring "low visibility condition work".
And of course the nuclear subs even get a blizzard attack bonus (who cares what the weather is on the surface if you can stay submerged for months or years at a time?)
 
General_Grant-Those fixed revolts can hardly be called a resistance. Once you knew where they would be, you just needed some garrisons.

shilo-I tried this already, but all my suggestions were denied, with the comment:
a.)Everything is already defined.
b.)This MOD is not made by the book Fatherland, just the idea is.

nomonhan-Here are my suggestions (Reply 1108) http://forum.paradoxplaza.com/forum/showthread.php?p=8340563#post8340563 .
 
General_Grant-Those fixed revolts can hardly be called a resistance. Once you knew where they would be, you just needed some garrisons.

Its still not a positive event.

(Tell me if I don't speak the truth?).

So I tell you, it wasn't entirely true.


shilo-I tried this already, but all my suggestions were denied, with the comment:
a.)Everything is already defined.
b.)This MOD is not made by the book Fatherland, just the idea is.

They were not all denied. Half of them were took. I don't see why you are crying about your suggestions not accepted.

The idea of a 'German Russia' was droped because puppet states represent officially 'free' regimes with its key elements under foreign control, not internal divisions of some nations. An open war against a Russian faction would not really stimulate a guerilla warfare.
 
Delex said:
You are insulting people by writing crying, because you cant even prove it lol. Well without the Reichkomissariat ostland, there is not much that holds the GGR to beat the crap out of USSR.

How many time you insulted me? You are droping bitter comments on everyone, I have yet to see a positive and encouraging comment made by you. You are not in a position to accuse anybody of being insulting. I know you are probably not crying behind your coputer screen, I said you 'cried' because you can't stop complaining your ideas were rejected, wich is mostly false anyway.

As for Germany invading Russia, it would not be hard to script an event giving them hell of a partisan activity, dissent and rebelions.

Just stop being annoying, it doesn't looks like you know how modding is time-consuming and complicated sometimes.
 
General_Grant said:
How many time you insulted me? You are droping bitter comments on everyone, I have yet to see a positive and encouraging comment made by you. You are not in a position to accuse anybody of being insulting. I know you are probably not crying behind your coputer screen, I said you 'cried' because you can't stop complaining your ideas were rejected, wich is mostly false anyway.

As for Germany invading Russia, it would not be hard to script an event giving them hell of a partisan activity, dissent and rebelions.

Just stop being annoying, it doesn't looks like you know how modding is time-consuming and complicated sometimes.
I never insulted anyone. If you think I did, post something it porves it.

For Germany, even if USSR attacks Germany they woundt come far.
 
Delex said:
I never insulted anyone. If you think I did, post something it porves it.

The mod as it was did sux.

This was insulting the hard works of several peoples.

I won't dig in all the threads I know you posted comments on it (the WotG forums come to my mind) but both of us know that shit alway start when you are in a team.

Sorry but thats the truth. Now if you don't have any suggestions that wasn't studied before I suggestion you leave this thread at once.



Sorry if it seems harsh, but I don't want this to derail because of some problematic behavior. :(
 
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