What nations do you plan on adding? This is assuming you guys will ever get to that.
But either way, great work!
But either way, great work!
Sword, you're aliveHello everyone. I've updated the first post. Slaughter has my email address to contact me when you need that done. Sorry for any delays. Ideally, I'd like his forum account to take over ownership of this mighty thread.
I'm glad people are still interested in this mod. I'm going to install the latest version soon and see what you've all been up to.
Ciao,
Sword
What nations do you plan on adding? This is assuming you guys will ever get to that.
But either way, great work!
Hello everyone. I've updated the first post. Slaughter has my email address to contact me when you need that done. Sorry for any delays. Ideally, I'd like his forum account to take over ownership of this mighty thread.
I'm glad people are still interested in this mod. I'm going to install the latest version soon and see what you've all been up to.
Ciao,
Sword
Sword, you're alive
Happy to see you are still around, even if just in spirit.
On a not related note: I'm considering giving the island province "Kiska" (7299) to Dead Islands. It's just so disconnected from everything else that being rebel controlled it's unlikely, and the AI seems to ignore it anyway. Thoughts?
Ok,
i've got the game running but i encounter some bugs and things i'd love to see a patch for.
1. WBOS/NCR and i think some others GIVE access to Glow instead of receiving it in the RadAway Event.
2. Manitou get overrun repeadetly in Home Provinces from the Marauders.
3. FUSA get fucked up EVERY game from Junckers/DC, needs balancing i think.
4. Empty Wasteland Provinces stay empty as not all Provinces change to Marauders (even in lategame) -> so you have black places on the Map, not nice, especially when you want to get the events for combining those regions.
5. X-Marks the Spot Alpha and Beta: Godmachine nearly always comes into game but i have never had just ONE game where the Vault 07 (i think it is) activated on itself.
6. Starting Units stay "stationary" all game? especially for FUSA its not nice.
Unfortunately, it's not working as intended. As Wastelands has out-of-map provinces, it seems that some rebels are spawned out of the map as well. I'm not sure about it, but it did cause a constant crash in my test savegame. I haven't test it with no out-of-map provinces.4. I think Arcangelus already has the solution to this: After a certain date (say, 2247-2248?) make all Wasteland provinces go into rebel control. I need to talk to him about this.
Polar_Station_Zeta.txt: Fixed transport plane (was null model 4. Now model 3 "Zeppelin Transports Mk II")
Gaining_control.txt: Now Sacramento is covered by the Gainig control events.
"Control of New york" event now triggers almost inmediatly
There were a few events related with non-wastes provinces. Namely:
Vault City: provinces 6104 (60323) and 6190 (60387)
Gecko: 6103 (60323)
Enclave: 548(60004), 550(60005), 6704 (Gore Bay, 60769), 6868 (Kenai, 60922)
Junkers: 614 (60043), 2686 (60161), 6377 (60562), 6378 (60563)
Former USA: 596 (60031), 598 (60032), 600 (60033), 601(60034), 604(60035), 606(60036), 607(60037), 608(60038), 609(60039), 610(60040), 618 (60046), 632 (60054), 2688 (60163), 2719 (60187), 6330 (60518), 6332 (60520), 6333 (60521), 6375 (60560), 6376 (60561), 6379 (60564), 6380(60565), 6381(60566)
Added: 6142 (Battle mountain), 784 (Bend), 670 (Atlanta), 2718 (Linchburg), 6468 (Pulaski), 6474 (Beckley). Event ID used: 60031-60036
Event regarding provinces 6142 and 786 now sleep their counterparts.
Maybe: add 'La Palma' (4286)
Broken Hills.txt: Fused events 14046 and 14047 (Unite with Battle Mountain)
Pioneer_Alliance.txt: Fused events 18009 and 18010 (Integrate Eugene into Alliance)
General.txt: Added missing core to 'Louisiana United' event
Event 'Southcentral US United' could trigger multiple times for the same faction
Fixed description of event 'Massachusetts, Connecticut and Rhode Island United'
Now DK has tech blocked since release. Most of them anyway (Former_USA and Dark_Cathedral)
PRK.ai: Removed some redundant commands
Arcangelus said:Add to the list of thinks to fix: Sentry bot units. Currently, they are not only better than the next model 'cyborg' but virtually invulnerable as well. What do I mean? What happens when a unit in the range of 100-200 vulnerability fights against another with 35? The machines are superior... but not that superior.
Unfortunately, it's not working as intended. As Wastelands has out-of-map provinces, it seems that some rebels are spawned out of the map as well. I'm not sure about it, but it did cause a constant crash in my test savegame. I haven't test it with no out-of-map provinces.
The problem with vault 10 is that it appearance is triggered by the 'tragic' chain, and requires that a human player (not robot nation) to have a unit in that place.
This is my current changelog:
I agree. Just remember to also adjust the tanks/robot units as well, those shouldn't be more vulnerable than normal infantry.How odd. Maybe I committed a mistake somewhere?
I must my find my old spreadsheet with old/new combat values comparisons in order to fix some imbalances I've perceived in the combat system:
- Battles seem too bloody for me (even with a +quality -quantity technosupreme force like the Brotherhood or Enclave), I think I will decrease vulnerabilities a bit across all units. Super Mutants and Enclave should't be getting thousands of causalities in some average dust-up.
Maybe. The problem is that the opposite is not good either. Before the unit revamp, I could bombard to death with 8 bomber Zeppelins anything short of a 30+ doomstack. And I sometimes did anyway.- ground bombardment of enemy units only works if the enemy is defeated and sent running from battle, if done against a standing unit it gets single digit casualties (needs some more Air Vulnerability), which make sense in the early game but not when you're packing the best vertibirds or zeppelins and on the end of the air doctrine.
If Gupka actually needed to nuke that place just to advance instead of just taking advantage of the AI, I'm more willing to believe that it was his fault.- raise stacking penalty because I'm getting annoyed at these pointless last stands done by one-province minors with 40 units inside a single ruins province (I think I saw RCC resist Dark Cathedral for two years that way) with no fortifications (I had Gupka tell me he had to nuke Necropolis because of that even through he was sieging it from every side with a Enclave army). This (and too many units) make warfare in California, Arizona and Nevada become a game of My Doomstack vs Your Doomstack - compare playing in a area with wide terrain, like the Midwest or Canada, where average stack size is 2/4 per division because you have to cover such a wide front, especially if you're playing with ghouls or something. Might help with air bombardments too - A single city containing more than 4000 combatants should HURT when you keep pounding it with endless sky fortress bombs raining from the sky. It will also help against Marauder Doomstacks.
# Combat Modifier: Land Exceeding Max Command Limit Mod
-0.5 #-0.75
I tend to go against 8-10 or better odds myself, so I haven't notice. However, considering time of creation and manpower needed, a pure irregular army is better than a regular one, albeit marginally. I'm not considering supplies needed nor leaders required though, nor space needed to actually use such numbers.- There seems to be a certain imbalance between Regular + Quality vs Irregular + Quantity Armies. Pretty much the only way a elite force can win is by sheer massed firepower or by defeating individual stacks then pounding them from the air while they flee demoralized.
It's always been that way. In fact, I'm not sure when is a good idea to use it. Ever.- Field Command Doctrine seems lame compared to Central Command or its just me?
That's what I want to try. However, I'm thinking on where I can give wastelands a out of map province to make it impossible to annex. Just in case a wild smart-ass appears.It will probably work if all these provinces are given to Far-Away Country instead.
The end war? The think that I wish I had disabled in my current game?Exactly. Maybe a alternate event that makes it pop-up at the start of the End War either way?
Talking about units in place... I notice that sometimes air units get "stuck" in X Marks the Spot Beta if you do a air mission in the region it is at. I saw it happen to the AI before but thought it was just using it to scout or something, then it happened to me and imagine my surprise when I only managed to get it out when one of my troops took a adjacent province.
I through about it. The problem is that there isn't a easy clear way to determine how much land a puppet plus his master control (The one way that I know of also considers normal allies). I can do one or the other, not both at the same time. A compromise of sorts can be archived, but It will miss many possible combinations (what if there are more than 1 puppet? What if the territory was annexed by someone else)and/or would only work for fixed proportions (10/90, 50/50 or the like, not for all of them) and/or make no sense in the actual in-game situation (if I make it tag dependent).Niiiice!
Hey, think it is possible to make State Unification events allow for earning state unification through puppets? So if all or some of the countries that own the needed provinces by default in a given state are my puppets, I should be able to get state unification as well.
I agree. Just remember to also adjust the tanks/robot units as well, those shouldn't be more vulnerable than normal infantry.
Maybe. The problem is that the opposite is not good either. Before the unit revamp, I could bombard to death with 8 bomber Zeppelins anything short of a 30+ doomstack. And I sometimes did anyway.
That reminds me: I need to unlock better transports for robot nation. It's silly that for all that tech, they are forced to use sailboats as naval transports.
If Gupka actually needed to nuke that place just to advance instead of just taking advantage of the AI, I'm more willing to believe that it was his fault.
The point about doomstack remains, thought. What line is it? This one:
I tend to go against 8-10 or better odds myself, so I haven't notice. However, considering time of creation and manpower needed, a pure irregular army is better than a regular one, albeit marginally. I'm not considering supplies needed nor leaders required though, nor space needed to actually use such numbers.
If you go with equal numbers of with slightly less, regular wins.
It's always been that way. In fact, I'm not sure when is a good idea to use it. Ever.
That's what I want to try. However, I'm thinking on where I can give wastelands a out of map province to make it impossible to annex. Just in case a wild smart-ass appears.
The end war? The think that I wish I had disabled in my current game?
I hadn't notice the stuck issue. After realizing that Vault 10 won't appear to a machine nation, I simply annexed them. Not sure what can cause it, that can also be repaired.
I through about it. The problem is that there isn't a easy clear way to determine how much land a puppet plus his master control (The one way that I know of also considers normal allies). I can do one or the other, not both at the same time. A compromise of sorts can be archived, but It will miss many possible combinations (what if there are more than 1 puppet? What if the territory was annexed by someone else)and/or would only work for fixed proportions (10/90, 50/50 or the like, not for all of them) and/or make no sense in the actual in-game situation (if I make it tag dependent).
A wild trough: What about making some of the not upgradeable brigade models into unique ones? For instance, laser weapons are considered MG (anti_air) brigades. However, a Vindicator (the last not laser model) can't be upgraded to a laser one. It would make more sense to gave it it's own brigade type (from one of the multiple not used), don't you agree?
Making some types of tech into their own brigade is a brilliant idea IMHO.
But the rat island group is part of the Alleutians. (at least acording to wikipedia)I just looked up Kiska Island and the Aleutians on google. Kiska is part of the Rat Island chain. It might be odd to call it part of the Aleutians. I can't remember the area and region names around that part of the map.
I'm updating the first post now to add Arcangelus' name to who's working on the mod.
Probably. Big spaces allow the use of flexible offensives (and defenses). But again, as the Huns were one the first factions that I stomped (puppet it) I didn't notice a game-braking issue.Will do.
Talking about tanks... we might need to rebalance vehicle units. With the new map, they're brutally powerful now. The Huns are actually the strongest faction in the mod because they're car-based raiders in the wide Midwest, so they can run circles around everyone.
Maybe the imbalance is actually caused because the new map made the gameworld quite empty, therefore there's too much space because there aren't enough nations? Hun-style tactics don't work in California.
I don't know how the vulnerability system works, beyond the basic concept. What I can guarantee you is that bomber zepelin (the last model anyway) is superior in the crucial task of reducing your enemies to shambles to anything else. 7 of them (in 2 groups) reduced PSZ to shambles once I actually tried (attacked their air-defenses first, then obliterated their infrastructure, some IC damage and finally some ground attack along with a land assault.).Hmmm... perhaps a slight air vulnerability increase, then. Don't forget - techy low-manpower factions have the advantage of air power against quantity-heavy factions, and total airpower is pretty much THE single way to defeat the Spiders once they get momentum.
Good idea (although, I had more manpower that what I could reasonable use. And 4000 effective IC).Exclamation: Yarr!* Present time: Considered optimal for unlawful acquisition of sentients beings' material possessions and the consuming of alcoholic beverages. Disposition: Wind perfect for optimal sail deployment that leads to faster trajectories through the sea. Beware: Tentacled sea mutant animals.
*Done in a electronic voice that's... as my cousin said today "That's not of God's".
(You could make a exclusive event that diminishes manpower required for their sea units to 0, just like Super Mutants diminish their manpower requirements through FEV research, so there is no need to make a exclusive type of robot surface craft)
No idea. I haven't tinkered with that setting. I would start with 0.6 and increase it from there (if necessary).How much penalty you think is optimal?
That seems a nice summary.I agree. It does depend on the game area, too - In California, regulars and ghouls are clearly better unless you're doing early-game rushes on bad terrain (ever fought Kurtz in the early game with a army of Irregulars? One word: Don't), in which case its better to stick with Irregulars, but in the Midwest and beyond, Irregulars and Vehicles are king. Regulars/Scouts/Ghouls complement each other nicely (Regulars are good at offense, Ghouls are good at defense, Scouts are good for a bunch of stuff), Mutants/Irregulars complement each other quite well too (because Irregular Focus tech favours mutants too, and they serve as good snap units when one is low on manpower for muties or needs some cannonfodder to stay on guard while the big guys go kill), but there's AFAIK no reason to make mixed Regular/Irregular forces.
EU3's mercs used manpower at one point? I don't remember that. They were instantaneous to build at some point, but (AFAIK) always manpower-free.One thing I was pondering about recently is mercs units - They seem sorta useless for a low-manpower faction like the Brotherhood of Steel, and if you're using a high-manpower faction that doesn't need instant units pronto, its better to make Irregulars. As it is, they sorta remind me of EU3's mercs before the last patches - fast to recruit but expensive and still consumed your manpower. In the latest patches they only take your gold now, so now its useful to spam mercs if you have enough gold but lack manpower, a common situation in EU3's period, and I would imagine it would be common in the post-apocalyptic wastelands as well. Perhaps they could be manpower-less (or less manpower?) units like robots but require A LOT of resources (supplies/fusion cells) instead?
How may HQ do you use? With the short supply of leaders that most factions have, I'm lucky if I use 5 (normally 3). I would add a overall increase of combat events if the HQ is present (sce_frequency, i think) and supply efficiency for good measure (hq_supply_eff), but making them cheaper and faster to build can also work as an extra. That would represent how a leader present in the battlefield knows the required info faster and can act faster that the central contrapart.Maybe if it made HQs cheaper and HQ attachments cheaper and faster to produce (Elite Squads/Hero Companions, etc)?
revolt = -1 spawns rebels in not national provinces. What I meant with my comment was in the line of 'what if someone just claims the entire map and annex the wastes, then shows up and says that the mod is broke?'. Now that I think about it, making the whole out-of map core of wastelands would also work.What about giving it a very distant on-map province, then when the event triggers, Wasteland is given a out of map province? That's the best thing I could think of, because you're going to use a lot of revolt = -1 commands to do that, right?
I used puppets. The chain is not design with that in mind. Figure out the rest.What's wrong with the End War? Your favorite allies turned on you?
I under the impression that planes are more or less really fast land units that consider all tiles as land. If it follows that logic, then the planes need 'friendly' territory to move into. If that is the case, there is nothing I can do. Otherwise, I'll see what i can do.Try sending a air unit on a mission to a area with a X Marks the Spot, it will (for some reason) stay in the spot like it has a nice comfy air base (it won't even lose str/org!), but it won't ever leave. I used to see BOS Vertibirds parked eternally on Flagstaff from time to time.
Also, one idea I got in my task list (I need to send it to you tomorrow) is that Vault 10 can show up through the search for Lost Vaults. The Tragic Chain is a bit obscure.
under those condition, I might do something. I'll require extensive testing, but I think is possible.Well, I was thinking of puppet-ing the original owner of the province only - So, say, if I want to unify all of California, I don't need to own every province of California, but I can also puppet/liberate the original owner of X province as a alternative (can't, say, have Den be my puppet owning New Reno). For anyone else, its just a question of taking territory from the puppet it should't be holding. Seems too complicated, but idk.
Might seem a weird concern, but growing pains and stuff.
Not sure about their role. Energy weapons tend to be somewhat stronger than just shooting bullets, but less versatile. No idea how to represent that in game.Good ideas! I just noticed this in my WBOS game. In fact, Energy Weapon attachments come fairly late in the game even for advanced factions, which sounds nonsensical. I gave a quick look at my files and it seems they're quite weird related to each other and energy weapons seem to be... weird MGs, the first energy weapon is worse than MGs on some features. I know that Art brigades boost pretty much all attack/defense values (except air) in general at the expense of supplies, MGs are weaker all-arounders that are better vs air units, Explosives are good against hard units... what would EW role be? I'm thinking ground-combat soft-damage focused with some hard damage (but less than arty and explosives), offensive bonus and costs a decent amount of fusion cells.
(one thing we need to look at attachments more is that they can be tailored to function differently on different terrains, periods of day and climates. So, say, something like MGs should be killers on defense in open ground)
Do you mean that god machine and vault 10 haven't come out 'any' game, or that they always appear? It's not that clear.I would like to enhance my list of things to change:
1. Vault 10 and God Machine have to come out -every- Game. I don't like having rounds with the possibility of a "no faction" province on the map. So either you make the provinces normal and let them being taken over by marauders and then by factions and THEN being taken away again, as soon as the events for the new factions trigger, or you make the faction-events mandatory for every single game, so the "empty" provinces make sense. It would be enough i think, that the events trigger, as soon as some faction tries to take over the provinces.
Too bad that you proposals won't work in a HOI engine. If marauders gets even a single province as owned, you get a CTD. If you put a normal faction to DOW, then there would be no wastes after the first 3 or so months and/or the wastes would annex several factions (if I give them an army).2. I dont like the idea of marauders "happening" to come out of existence in a special event. Imho, they have to be in every province not occupied by a normal "faction", like farmers or bandits i.e. that make use of the land and defend it. Since they belong to the faction marauders, they could have all the provinces in the beginning plus one in europe (so they won't get annexed) and there won't be a need for the event to trigger wastelands aflame and the taking over (which brings my computer with ssd and quadcore 3,5ghz processor and 8 gb ram to a halt every time since the last version!) - i dont know the programming at this stage, but shouldnt it be possible to make them non-aggressive or just aggressive towards provinces which belonged to them, then the size of that factions wouldn't make it that bad...
You shouldn't. The data center do the same that the missile facilities in vanilla: reduce the build time of missiles and bombs (neither of which are used) and improves research time of ROCKETRY ('Advanced Weapons and Armor' in the mod) components. No, I can't change that effect. No without hacking anyway.3. Data centers, do they have any use at all? If yes, please put that in the description, which isn't in there at this time, i don't know, why i should built them.
4. Speaking of Datacenters: do i still get one extra data center when taking over robots, so i cannot built 10 in lategame but only 9 so i have to wait for the takeover of robots? (i think it was when taking over robots, not to sure there.. but happened in the last version with old map of the game. I had often built 10 DC and then had one extra which i couldn't place or delete from my unit-list.
Under what logic? If normal regulars can't be upgraded to powered version, Why should irregulars be able to? While the late-game needs some adjustments, granting powered versions to irregulars (that lacks actual training) is illogical and arbitrary.5. In lategame when even the primitives or low-techies have power-armor worked out, non-powered irregulars are sort of strange imho, as they get to be the regulars of big factions, this should be worked some way around, cause in lategame these factions will get massive problems. Atm shi ,arroyo or manitou are, imho, sort of worthless when entering latestage. It would be nice to give them the possibility to upgrade them to regular powered (and loose their greenings or kung-fu bonuses but change the way here) or let em stay as irregs with the specific bonuses.
I can only work around the limitation of the engine. Besides, I didn't designed the tech tree.6. Tech exclusions and changing faction-politics and ideals: i know it sort of goes around slavery or no slavery, but why isn't there one faction which changes these behaviouristics ingame? I.E. EastBos would not need slaves as soon as they got big enough because theyll get plenty of recruits from the freed provinces.
It's always been that way. In fact, I'm not sure when is a good idea to use it. Ever.
I wasn't talking about the HQ unit, but the technology 'Field Command'. If you were also talking about the tech... That one is new.I'm not sure how much has been changed, but Field HQs had been pretty much the only viable mid-game option of doing encirclements and overruns for a while. They were far from not being viable.
No problem
Slaughter, your inbox is once again full. I uploaded the files in question to drive and mediafire, but inbox limits doesn't allow me to give you the mediafire link. Hope it is the one you asked for.