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Yeah Sword, keep it up. I dont even wanna hear u say ur thinking of quitting ;) :D

You dare to mention the thought in public?! You sir have planted the seeds of betrayal by your nefarious act! You are facing the deathcl... Um, firing sq... I mean court marshall for this! :p
 
If it's any consolation, I've been having a lot of time spent sitting in airports with nothing to do but map modding. So we shall have a sexy new map soon.
 
Well I am way out of touch with Terranova forum as I prepare to go overseas. Is this being co-ordinated there? Last I checked, Jex was going to do a major update.

I'd love to see a new map but bear in mind, it takes a lot of work to update province IDs, etc.

Anyway, I have tried to fix the bug but I can't find it. It happens on 9th of Jan every time. Here are the event files. Maybe someone could help me out?
http://www.gamefront.com/files/20508649/Dark_Cathedral.txt
http://www.gamefront.com/files/20508650/Former_USA.txt

Cheers,
Sword
 
Hurrah! Hurrah!
Bring on 2.0!

Oh, dear, got a bit over-excited. Great work, looking forward.
 
At a conservative estimate, when can we expect release?
 
As requested. I am building the installer right now. Will upload it tonight.

- Sword

DARKEST HOUR CONVERSION
=======================

NEW CONTENT
===========
* Added another player welcome event to explain starting locked units.
* Added a Former USA event to penalise players who disband the units that will defect to Dark Cathedral when the civil war happens.

UPDATED CONTENT
===============
* Updated the Credit list.
* Renamed Tomb Raider (replacement for Jungle Rat) as Jungle Rat. I think the previous name is a bit obscure, though I like the reference to Lara Croft.
* Updated RCC AI file with tweaks and I made them more hostile to FUSA.
* Renamed president of NROM.
* Merged the mod's text files from config folder with the files from Darkest Hour. Numerous changes. I added text to cover other languages in cases where it was blank. In other cases, I left the original DH text in place and just updated the customised mod text for english. The net result is that if the game is set to another language different from English, at least some kind of text will show up. This means the mod could be played in non english languages, though not very well as the text would often be wrong.
* Now that you don't need to have an urban province terrain type to show a custom province picture, I put the Abbey in The New Church back to forest terrain.
* Added minimum IC settings using new DH options in \db\misc.txt file. Minimum IC even without resources is 10% of total, and minimum IC is 2 IC even with negative free IC.
* Added the icon for Escort fighters back into \gfx\interface\auxiliary.bmp. The copied this to auxiliarybig.bmp used by FODD as the display for brigades in the unit detail window.
* Included new skins done by Vesimir for NCR and Default.
* I got rid of barbarians and far away land and removed the annexation events that used to ensure unit stats were upgraded.
* Elitech submitted new political slider scheme and revised sliders for all nations which I implemented with some revisions.

BUG FIXES
=========
* The event that states your have re-entered the Glow for a second time would continue to fire though you would not receive the discovery events more than once. I added a trigger condition to the re-entry event to prevent multiple firing.
* Added the missing picture for province control event.
* Removed unsupported intel_diff triggers from Vault City events regarding intelligence reports on Ghoul conference.
* Corrected many issues in the minister files due to the detailed DH error log posted by MartinBG.
* Replaced the % sign with the full word in some text entries in event_text.csv file.
* Deleted all nations not in the mod from unitnames.csv file.
* Added the missing unit names for Vault 10 to all unit and army name files.
* Corrected many bugs like missing equals signs in event files. Undoubtedly the cause of mod crashes.
* Also found bugs in the text string files.
* Gave core and ownership on Fort Resolution province to Warriors of Ice as they start with it controlled anyway.
* Found and fixed some more personality issues in minister files.
* Shifted East BoS humanity slider two points towards inhumane. They are meant to be harsh.
* Reworked the triggers for the Warriors of Ice AI swap events to work correctly. Now, they should become more aggressive in the cold months of each year.
* Added trigger conditions to the Mutant Army event chain to buy slaves from the Huns. Relations needs to be -100 or better and The Huns must exist!
* Lonelylurker reported a bug with NCR Border Guards not returned as intended in the Western Caravan Trail event chain. I changed the return event so the unit goes to force pool. This means they will return even if NCR provinces have been captured. I checked the rest of those events and they are fine.
* Added the missing rivers back in. Thanks Gukan.
* Found that the Dark Cathedral event Two Faces of Darkness had no dates and would never fire! Fixed.
* Found a logic error with the relationship between two FUS events: Lure of Darkness and Hope is a Diamond. Fixed.

PLAYBALANCE
===========
* Two Industrial techs improve ground defence efficiency: Advanced Armor and New Era Power Armor. The values were too high at +10% and +15% respectively. They are now both +5%.
* Now allow Robots to research the first two Attachments techs: Basic Defense Towers, Improved Defense Towers based on feedback from Myrth.
* Now allow Robots to gain the Secret tech Vault Locations by adding Espionage as an alternative pre-requisite to Extensive Wastelands Trade. Amended the corresponding Secret tech activation event to match.
* Now allow Robots to research Industry tech Advanced Armor. Myrth's arguments made sense.
* Now allow Robots to research Industry tech Improved Medicine.
* Now allow Robot infantry to wield Machineguns attachment.
* Increased reinforcement time from 0.65 to 0.75.
* Increased TC occupied province load from 0.5 to 1.0.
* Increased TC load from undeployed brigades from 0.1 to 0.25.
* Used new DH misc.txt settings for nationalism and revolt risk. MP will add revolt risk.
* Improved monthly nationalism reduction from 0.004 to 0.01.
* Allowed non owned provinces which are cores for an ally to be sold or transferred to that ally.
* Set desired provincial stockpiles for oil and supplies to 30 days' worth instead of 7.
* Set the maximum resource depot size to 60000. I need to experiment if this affects the global pool.
* Set the maximum supplies/fusion cells depot size to 40000. I need to experiment if this affects the global pool.
* Set maximum manpower to 2000.
* Set land, air and naval unit supply usage modifiers for not moving vs in combat to 0.9 and 1.1 respectively.
* Set land, air and naval unit fusion cell usage modifier for being in combat to 1.1.
* Reviewed Messenger stats for naval units and reworked some of them. For example, reduced speed on transports to match Fallout setting.
* Reworked naval transports in particular you can now convert them to convoy transport points.
* Set convoy transport stats as follows: cost = 5, buildtime = 65, manpower = 0.5, size = 5.
* Set naval transport to convoy transport conversion ratio to 5.
* Made Attachments tech Scrap Machineguns prerequisite for Sea Power tech Early Motorboats.
* Made Attachments tech Scrap Heavy Weapons prerequisite for Sea Power tech Basic Motorboats.
* Made Attachments tech Scrap Heavy Weapons prerequisite for Sea Power tech Basic Motorboats.
* Set convoy escort stats as follows: cost = 8, buildtime = 200, manpower = 1.0, size = 10.
* Set DD to convoy escorts conversion ratio to 12.
* Enabled production line edits.
* Assigned a 25% gearing bonus loss for each level of upgrade for units and brigades in the production line.
* Set ratio for IC to target IC for influence nation to affect sliders at 3x.
* Added -3 relationship hit for cancelling a trade deal.
* Enabled force puppets to join their master's alliance.
* Masters also become masters of their puppet's puppets.
* Enabled manually making claims in game with +5 belligerence for each non owned, non national province.
* Disabled neutrals to join Allies or Axis when opposing alliance declares war on them.
* Changed naval command limits to 24/12/8/4 for naval leader ranks.
* Convoy protection fear factor is now 1.0 up from 0.8.
* Used default Darkest Hour values for damage to province buildings from air attack.
* Set minister bonus to units and attachments to sum any unit or attachment bonus to the minister bonus.
* Added 0.5 multiplier bonus to AA from each radar level as per notes in misc.txt. In other words, radar will make AA more deadly.
* Implemented a 50% night penalty for AA.
* Allowed single province and region targeting for naval and air units.
* Changed the FUSA Rebuild FUS Industries event to only restore the industrial efficiency which was lost in the Call up the National Guard event. It previously increased the overall efficiency over that amount.
* Made the FUSA Lure of Darkness event spawn two random rebellions instead of one.
* Added a relations hit to FUSA event Heavy Slaver Raids if they break the secret deal with Caesar.
* Increased the relations penalty with FUSA if Caesar calls on the Junkers to ally with them.
* Reduced the time cycle to 60 days on the Caesar's Legion event Call on the Junkers.
* Improved the SA and HA of Giant Spider units to 8 and 2 respectively.
* Added 10 rare materials to Kansas City province and increased its VP to 5.
* Increased infrastructure in Topeka and Springfield provinces to 40% for Kansas Free State.
* Gave Industry techs 5230 Batteries and 5240 Basic Power Production to Kansas Free State. They are so weak and need help to balance their starting economy.
* Changed the starting domestic slider of Professional Army for Kansas Free State from 10 to 9. This gives some value to them choosing Improve Our Military option in event Smoothskins All Around.
* Changed the Improve Our Military option in event Smoothskins All Around for Kansas Free State to give a blueprint for Early Garrison instead of Ghoul Professionals which they already start with anyway.
* Raised energy in Topeka province to 13 for Kansas Free State and raised its VP to 5.
* Gave 5 metal in Springfield province for Kansas Free State and raised its VP to 5.
* Made Kansas City a core for Kansas Free State.
* Increased Vault City's starting stockpiles and manpower pool.
* Added a 1 and 2 convoy attack rating for Satellite Uplink naval attachments for small and large ships respectively.
* Changed the relative manpower effect from Land Doctrine tech Respect from -15 to -10.
* Removed the -5 Organization penalty from Land Doctrine tech Disdain and reduced the manpower bonus from +15 to +10.
* Reduced the manpower bonus from Land Doctrine tech Meatgrinder Training from +15 to +10.
* I made the date of most techs in the Explosive series of Attachment techs increase by three years each. This matches the progression with other Attachment lines like Machineguns better.
* Greatly increased the Toughness and Defensiveness boni for player trait event "I am Cautious" to +15 each. Also made the Organization bonus at +5%. The penalty of -1 Speed is a big one and means the nation will find it hard to capture the Wastelands provinces. This trait would suit a nation that is surrounded by enemies where there is little opportunity for early expansion.
* Play testing showed too many successful espionage missions. I have altered many of the settings in misc.txt related to espionage.
* Removed some Fusion Cell production from NROM but boosted their starting stockpiles significantly.
* Added one motorized battalion to NROM.
* Added an event to unlock the four starting Irregulars units for Harlequins when at war.
* Gave Alexandria province to the Harlequins and moved some rare materials and manpower from New Orleans to there.
* Tweaked Caesar's Legion AI settings.
* Tweaked Warriors of Ice AI settings.
* Added -3 dissent to event Beaten Back in Nations.txt event file.
* LonelyLurker mentioned: I've had the 'Conqueror' events up to X-beta getting re-named Vault 10, but they havn't spawned any units or gotten back to me about the further cooperation mentioned in the last event event that did happen. Also their province is still at 1 IC. I checked the event chain but it is fine. Needs further testing. Removed a persistent tag from one event for declaring war against Vault 10. It should only trigger once.
* Medicine tech (within medicine tech tree), the tech picture quote has a typo. Tech 5490. Says "loose it", but it should be "lose it". Fixed.
* Air adhoc adaptation tech (robotics tech tree) picture also has a typo. Tech 9070. Change it to say "that traditional algorithms mostly fail". Fixed.
* Completed review and rebalance of all sea units, making changes to Messenger's values.
* Increased costs of several spy missions in \db\spy_costs.txt while decreasing base success chance. Also decreased maintenance cost of espionage levels. Testing showed difficulties paying for espionage and how brutally it operates given mod AI settings. The latter will need to be adjusted also.
* In \db\misc.txt, I reduced manpower levels for colonies and non national provinces slightly.
* In \db\misc.txt, I set resource maximum stockpiles as five times the desired value, leaving supplies and fusion cells as ten times.
* In \db\misc.txt, I increased desired supplies and fusion cells stockpiles to 60 days' worth.
* Increased days between spy missions from 30 to 60. Increased relationship hit back to -10 as spy missions should now be less frequent.
* For NCR, I decreased defense lobby slider setting from 6 to 4 and added 30 starting manpower pool.
* Added an extra marauder spawn to FUSA event Lure of Darkness.
* Increased dissent reduction in FUSA event Emergency Measures from -3 to -4.
* Removed the unlock event for the Powered Marine FUSA battalion and made it's starting strength 10.
* Reduced Dark Cathedral neutrality in it's AI file from -80 to -60.
* Moved the starting FUS Powered Marine unit which is locked to Baltimore.
* Locked the FUS 149th Fortress Brigade Garrison unit in Washington DC.
* Changed the FUS Lure of Darkness event to spawn rebellions in Washington DC, Baltimore and Richmond. I also made these rebellions a bit stronger overall. With a locked Garrison in Washington and a locked Powered Marine in Baltimore, this is more appropriate.
* Separated the fighters and attack helicopters that Dark Cathedral will inherit in the Former USA civil war. This should mean that the AI will use it's sighters for air defense missions. I also increased the starting strength of these from 50 to 75.
* I greatly reduced the unit damage and disorganisation effects for the initial Dark Cathedral events. These are meant to simulate the internal fighting with loyalists when the civil war erupts and many units defect to the Dark Cathedral.
* I removed the trigger condition from the Dark Cathedral event which spawns garrison mobs in Philadelphia. It used to only spawn if FUS was human controlled. So now it will spawn every time.
* I added some mild unit disorganisation and damage effects to FUS event Lure of Darkness.
 
Great changes. Remember what I said in the other forum: with the new Darkest Hour Engine we can change faction leaders and use ally with faction instead ally with country, so NCR can bring American Unity if FUSA is dead.
 
Hey vota,

Sounds great. I did not implement anything to improve the end game chain. Just ran out of time. I would love it if some interested people experimented with using commands as you mention while I take a break from modding. I'm happy to co-ordinate updates to the mod done by others.

Cheers,
Sword