Thank you Nomonhan, I'll start working on new localisations to adapt it into my mod. Thanks. Did I mention, thank you? Anyway, thanks.
I haven't done anything YET with the nukes. My comments referred to what are in my plans. I can't do anything about authorization yet until I do the file and due to changes in New Revolters from DDA to AoD the list of countries authorized to use nukes may change. If per chance you want a non-nuclear game, then you can edit out the following line in secret_weapons.txt:Fantastic! Been looking forward to this, and will the AI use nukes?
Although I'll give it a day or two before downloading incase anyone finds any horrible bugs
# Nuclear Waste Bomb
application =
{ id = 7170
name = TECH_APP_SW_17_NAME
desc = TECH_APP_SW_17_DESC
position = { x = 24 y = 168 }
year = 1944
# Basic Nuclear Bomb Construction
component = { id = 7171 name = TECH_CMP_SW_17_1_NAME type = nuclear_engineering difficulty = 8 }
# Basic Detonator
component = { id = 7172 name = TECH_CMP_SW_17_2_NAME type = electronics difficulty = 6 }
# Basic Impact Calculations
component = { id = 7173 name = TECH_CMP_SW_17_3_NAME type = mathematics difficulty = 7 }
# Basic Uranium Handling
component = { id = 7174 name = TECH_CMP_SW_17_4_NAME type = chemistry difficulty = 6 }
# Basic Nuclear Detonation Tests
component = { id = 7175 name = TECH_CMP_SW_17_5_NAME type = nuclear_physics double_time = yes difficulty = 10 }
required = { 5540 }
effects =
{ command = { type = enable_task which = nuke }#remove or comment out
command = { type = abomb_production }
command = { type = max_reactor_size value = 7 }
}
}
Thank you for the bug report. I forgot to put them in the model list. Copy and paste these lines into doomsdaytext.csv.I'm downloading/installing it now, thank you!
I've found a bug, the last thing researched in one of the ship tech trees is named "UNKNOWN STRING WANTED" or something like that, I haven't researched it yet.
MODEL_26_10;Improved Nuclear Air Carrier;Nucléaire Porte-avions II;Migliorare Nucleare portaerei;Mejorado Nuclear portaaviones;Verbesserte Nuklear Flugzeugträgerrumpf;;;;;;X
MODEL_26_11;21st Century Conventional Air Carrier;21 Siècle Conventionnelle Porte-avions;21st Secolo Convenzionale portaerei;21st Siglo Convencional portaaviones;21st Jahrhundert Bieder Flugzeugträgerrumpf;;;;;;X
MODEL_26_12;21st Century Nuclear Air Carrier;21 Siècle Nucléaire Porte-avions;21st Secolo Nucleare portaerei;21st Siglo Nuclear portaaviones;21st Jahrhundert Nuklear Flugzeugträgerrumpf;;;;;;X
Thanks, I hope that fixes it.I haven't done anything YET with the nukes. My comments referred to what are in my plans. I can't do anything about authorization yet until I do the file and due to changes in New Revolters from DDA to AoD the list of countries authorized to use nukes may change. If per chance you want a non-nuclear game, then you can edit out the following line in secret_weapons.txt:
Code:# Nuclear Waste Bomb application = { id = 7170 name = TECH_APP_SW_17_NAME desc = TECH_APP_SW_17_DESC position = { x = 24 y = 168 } year = 1944 # Basic Nuclear Bomb Construction component = { id = 7171 name = TECH_CMP_SW_17_1_NAME type = nuclear_engineering difficulty = 8 } # Basic Detonator component = { id = 7172 name = TECH_CMP_SW_17_2_NAME type = electronics difficulty = 6 } # Basic Impact Calculations component = { id = 7173 name = TECH_CMP_SW_17_3_NAME type = mathematics difficulty = 7 } # Basic Uranium Handling component = { id = 7174 name = TECH_CMP_SW_17_4_NAME type = chemistry difficulty = 6 } # Basic Nuclear Detonation Tests component = { id = 7175 name = TECH_CMP_SW_17_5_NAME type = nuclear_physics double_time = yes difficulty = 10 } required = { 5540 } effects = { command = { type = enable_task which = nuke }#remove or comment out command = { type = abomb_production } command = { type = max_reactor_size value = 7 } } }
Then you'd have to create an event to "enable_task which = nuke".
Thank you for the bug report. I forgot to put them in the model list. Copy and paste these lines into doomsdaytext.csv.
Code:MODEL_26_10;Improved Nuclear Air Carrier;Nucléaire Porte-avions II;Migliorare Nucleare portaerei;Mejorado Nuclear portaaviones;Verbesserte Nuklear Flugzeugträgerrumpf;;;;;;X MODEL_26_11;21st Century Conventional Air Carrier;21 Siècle Conventionnelle Porte-avions;21st Secolo Convenzionale portaerei;21st Siglo Convencional portaaviones;21st Jahrhundert Bieder Flugzeugträgerrumpf;;;;;;X MODEL_26_12;21st Century Nuclear Air Carrier;21 Siècle Nucléaire Porte-avions;21st Secolo Nucleare portaerei;21st Siglo Nuclear portaaviones;21st Jahrhundert Nuklear Flugzeugträgerrumpf;;;;;;X
BRIG_MODEL_1_9;Elite Artillery;Artillerie elite;Artiglieria elite;Artillería elite;Elite Artillerie;Elitarny artyleria;;;;;x;
BRIG_MODEL_1_10;Elite Medium Howitzer;Obusier elite;Obice elite;Obús elite;Elite Howitzer;Elite artyleria polowa;;;;;X;
BRIG_MODEL_1_11;Elite Light Howitzer;Obusier léger elite;Obice leggera elite;Obús ligero elite;Elite leichter Howitzer;Elite artyleria polowa;;;;;X;
So now's the time to submit additional bug reports, comments on balancing (are some of the later units over/underpowered?), and ideas for doctrines. Am likely to patch in doctrines previously done for CWTTE for HOI2 but take a look and see if I can modify the effects of the doctrines from max_org and morale gains to improvements in specific units where possible.
I haven't been able to test a lot of the later units because one of the Heavy armor techs breaks my save games, the ones I was able to use were fine.
I think you should remove a lot of the useless techs in Infantry/Armor/Artillery, I don't think there needs to be twenty different Mec/Inf/Marine/Etc units, try removing the named Inf/etc techs like Early, Basic, Elite/etc, and replacing them with 1-3 different techs.
One of the unique features of the tech tree is that it is designed to be an add-on compatible with a basic game. By consolidating the pre-ww2 and ww2 techs I would ruin compatibility with Paradox scenarios. With the changes I've made, all I should need to do is check for any Japanese heavy-sub units and change them. I've made the infantry techs more spaced out--in the later stages they only happen every 10 years, but the more mechanized technologies get updated every 7 years or so. Compare this with WW2 where they get upgraded every TWO years.
I believe the crashes some people have experienced relate to extra models being undefined in the units files. Will check that out.
From the comments I'd say I'll probably do industry and SW next and doctrines last.
Coming up with doctrine techs for 1950-1975 is difficult since most large-scale military doctrine was focused on nuclear warfare. I suppose you could use more specific things like counter-insurgency tactics, jungle/desert warfare, etc. What does the land doctrine tech tree look like in the Arma version of the mod?
US military doctrine from 1976 onward is pretty straightforward:
1976 Active Defense Doctrine
1982 AirLand Battle Doctrine
1996 Network-Centric Operations Doctrine & Rapid Dominance (Shock and Awe) Doctrine
Grand battle plan should presumably lead to some sort of Cold War era defense in depth doctrines, maybe merging with the superior firepower tech tree at the end? C3I, C4I, C5I, etc should be part of all the tech trees (unless Soviet command and control was radically different from the west?).