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Im only talking about a multi-brigade system ala Hoi3, everything else is fine - plus only after Cold War were smaller units considered; big nations - big teams :)

sadly though I dont think its happening.. Think a thread by AoD team themselves earlier mentioned not yet being able to do it on this engine..:(

Although another option would simply to start making them an automated unit bonus ie. aft a typical upgrade (twd art) all divisions that typically use it would automatically get a + so stats (AB, Aircav, Inf etc)
 
PLEASE don't think about switching from divisions to brigades (a la HoI3).

It's just fine as it is...
No HOI3 concepts unless they can work on HOI2/AOD. Presently working on aircraft tree. Plan to use "Generation 3, 4, 5" concept after the Paradox models.
 
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Any idea when this will be ready?
 
nomonhan is known for his unbelievably detailed and original tech tree (seriously dude Hoi2 Tech Tree extension is prob one of the best mods out there!:D), & with some porting of techs from the previous mod we should be not too far of in the distance.
The scope of the mod is sizable (which is Fn great!) and cramming the screen with tech trees shouldnt be much of a problem. Having enough techs to keep the player occupied through the decades is the only problem I can envision. Need to keep the research dense and realistic. 1964 Mod is having the same thoughts. I think sharing some tech tree's could be a worthwhile approach..

What is the current time frame of the mod btw? 33-2013? :)
 
It will likely take 2 weeks to a month for the tech tree to be ready. I've not decided whether to fix the nuclear ship fuel consumption issue by a separate ship class or by assigning a negative number to fuel consumption in the nuclear attachment.

There is the answer btw...:wacko:
 
Yes, I would appreciate some extended tech tree (although I would use it for 21st century techs). I could do this myself, but this would save me a lot of time. I only need the tech tree with the extended "slots". And that's basically just the db/tech files, since I will edit the localisation anyway.
 
I'd definately play it, but you realize that the "modern" area doesn't really fit into the HoI2 engine that well.

As has been mentioned, brigades take on a more important and independent role. Pretty much any armed confrontation between the superpowers should result in a nuclear armageddon. The Space Race would be ENCREDIBLY hard to mod but not impossible...

Diplomacy and proxy wars would become the focus of the game post-1945. And I'm not sure you have enough ability there to mod it at all appropriately (or even in a fun way).

- MVSN
 
I'd definately play it, but you realize that the "modern" area doesn't really fit into the HoI2 engine that well.

As has been mentioned, brigades take on a more important and independent role. Pretty much any armed confrontation between the superpowers should result in a nuclear armageddon. The Space Race would be ENCREDIBLY hard to mod but not impossible...

Diplomacy and proxy wars would become the focus of the game post-1945. And I'm not sure you have enough ability there to mod it at all appropriately (or even in a fun way).

- MVSN

If you are talking about my mod, I have solved some of these issues.
First of all, I got the rights to use whatever I want from Modern Day Scenario. This includes an event which allows nukes IF your country is nearly defeated OR an enemy country uses them.
Of course some things need compromising.
 
Preliminary air techs. This is the first use of the wider screen idea of Killerrabbit.
techs_air.png

Comments on the air:
-the F-117 and B-2 planes are NOT on this tree but will be secret weapons. However the "Generation 5" planes have stealth technology.
-escorts were gradually phased out in the latter 20th century. During the Vietnam war era, the escort concept gave way the air-defense suppression fighter which was designed to take out missile defenses prior to the main mission. Late model planes are designed for improved survivability and therefore no need for any kind of escort. Also the escort would limit the range of an intercontinental bomber. So the last two "escorts" are "electronic countermeasures upgrade/tail guns" which are incorporated into the aircraft body. Tail guns were used on the Soviet Tu-22M Backfire bomber.
-the "Mach 3" concept has been done away with except for the Mach 3 intercontinental bomber (the B-70 project). Defense planners realized that high speed would not evade a missile defense and that in fact missile and electronics improvements mattered more. Most planes designed after 1970 had a top speed of about Mach 2 or less.

To answer one question
Proxy wars are done in the Cold War era through Spanish Civil war type intervention events. If one side is losing in an extended war then additional intervention events can be triggered. I did this for the Korean War.

For specific offers of help, please contact me by PM

Re: cooperation with 1964 and broken star mods. They both start with a tree based on a later time--1964 starts with 1945 as a base whereas the Broken Star Mod starts in the Vietnam War Era. On the other hand mine is designed as a straightforward extension of the WW2 tree. I haven't seen any other mods with a similar concept. However, I'd welcome future cooperation.
 
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Is there going to be new Civilian/Industry tech too?

Another question, are the techs going to have a year requirement thing like in Vanilla AoD, or can they be researched any time without penalty like in Mod 34?
 
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I'll do military techs first, then industrial, then doctrines and secret weapons. I will enforce historical year--you don't want stealth fighters and nuclear submarines in 1940. However the historical year penalty can actually be undone or reduced by editing the misc.txt file. Just set the historical date penalty to zero and the years will still be displayed but you can research ahead of time with no penalty.
 
I'll do military techs first, then industrial, then doctrines and secret weapons. I will enforce historical year--you don't want stealth fighters and nuclear submarines in 1940. However the historical year penalty can actually be undone or reduced by editing the misc.txt file. Just set the historical date penalty to zero and the years will still be displayed but you can research ahead of time with no penalty.

But I do want those things early. :(
 
Naval is next.
Plans:
1) Nuclear ships will be separate models. The concept of nuclear propulsion attachments will be abandoned. The argument that nuclear propulsion uses up an attachment (and shouldn't) is decisive.
2) Submarines will be redefined as capital subs and noncapital subs. Therefore the Japanese heavy subs will be the first 2 capital subs. Some of the nuclear subs will go in as normal subs while the missile subs will be considered capital subs. This is in response to reports that nuclear subs are considered capital ships by the game engine.