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Thread: Fallout's Doomsday 2.0 for Darkest Hour

  1. #501
    Thanks for a new update Sword. Everything works just fine,only when i play like 2-3hours game crashes randomly.

    But that happens on normal HOI as well.

    But i would like to ask about the aicraft carrier in-game?
    I was playing as Enclave,Shi,NCR and i never got the event with Aircraft carrier...supposedly there should be one right?

    I couldnt even find it in event folder.

    Any hint?
    You can fight against stupidity but you cannot win.

  2. #502
    Paladin General SwordOfJustice's Avatar
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    @Smitzer
    There is no way to get a Lost Carrier yet. It was meant to be included in expanding the mod into the Pacific.

    @TXTwilight
    LOL

    @JRHINDO and ^_AC_^
    Thanks!

    ===============
    I am working on patch 2.0.6 right now. Now that I've decided to take a step back from the mod, modding seems more enjoyable again! hehe

    Below is a list of what is done so far.

    I am waiting to hear back from Vladimir about the small icons. If he doesn't reply soon, I'll do it myself using the existing unit counters. I will have to shrink them a bit to make the smaller icons.

    Idea
    I am wondering if anyone is interested in helping this mod by joining a "micro modding" team. The aim would be to set very small goals, like creating 1-2 events per time period. That's kind of how I see my involvement from now on, as well as responding to forum posts, co-ordination if needed, and helping the1sean.

    If we have a few people doing that, we would be able to keep releasing new versions of the mod as these small tasks can add up. I would think the time period should be monthly.

    Anyway, post here if anyone is interested.

    Release 2.0.6 so far
    * Zoomooz detected that changing GDE is not cumulative. You must set the desired level. Amended Industry techs Advanced Armor and New Era Power Armor accordingly.
    * I forgot to change the conditions to fire some precursor events to the end game war. They would fire even if the end game war starts early. Fixed.
    * Changed the trigger for an early final war to be 140 VPs instead of 120.
    * Tripled Stockpile limits multiplier for supplies and oil in \db\misc.txt. There are many events in the mod that depend on high levels of supplies to trigger, so the previous value is too low for small nations like the Reservation.
    * Updated some minor content in the McKane event pool regarding the dates in the mod.
    * Adding a picture called hoping_for_a_hero reported as missing from the End Game event The North Star is Shining.
    * I updated several attachment pictures and also implemented several custom national attachment pictures. The new pictures for machineguns, motorbikes and 75mm artillery should suit FODD nations better.
    * Now that DH allows province pictures even for non urban provinces, I'm reverting several provinces to their original types: Navarro Base (hills), Vault City (mountain), Unimak Island (hills).
    * Updated the rebel spawn events so that some now happen in waves with a descriptive event for the player to know what each spawning is about. More spawnings could be added by splitting the main spawn event into smaller groups. Removed hour = x from event timings as it is not recommended to use it. Found and fixed some bugs in the Marauder spawn events. Some random spawn events remain.
    * Added commands to transfer of control to REB for each specified province. This can't be done to the random province spawns. This ensures the province goes to Rebel control so nations can then occupy and pacifiy it. We could add every Wasteland province explicitly to the Marauder spawn events to ensure every province is taken over and therefore able to be pacified.
    * Updated some scenario nation descriptions to remove references to Hub Reckoning calendar. Also removed a slightly insulting comment in scenario description text for New Republic of Mexico.
    * Added a batch file to remove the now obsolete 1936 scenario files from the mod installation.
    Enter the Wastelands - Fallout's Doomsday Mod for Darkest Hour
    Link: Paradox Forum Thread
    Link: FODD on MODDB website

  3. #503
    Ok well...atleast someting to look for...
    SInce the Navy is lesser importance in this game i was only curios.

    Your new update sounds great...but i manged to play game as NCR to the end and i must say the alliences get pretty messed up...

    Arroyo was against Polar Zeta...Enclave was gone before the war...really enclave need some boost they should be a majer,strong,dangerous power and yet they always yield before some savages from arroyo :-)

    I mean the game is great to play the first years but when u get to the ending its usually higher MP wins...not IC since i had IC but no manpower...but it seems that other nations always have enough manpower in one province to build 70battalions!

    Of course you stomp them anyway its just little weird.
    Air power is pretty well done...but bassicaly its productive to build V-birds or Zeppelins only simple because of their range.Once you start building there usually no power to stop you...air fights are almost non-existant for me.

    Anyway your mod is a great deal of fun...and i am excited for more.
    Thank you Sword.
    You can fight against stupidity but you cannot win.

  4. #504
    Senior Paladin Vladimir Pavlov's Avatar
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    I am waiting to hear back from Vladimir about the small icons. If he doesn't reply soon, I'll do it myself using the existing unit counters. I will have to shrink them a bit to make the smaller icons.
    Check your mail, buddy


    By the way, this version of FoDD is no longer for Doomsday, but rather for Darkest Hour, so, perhaps, it should be renamed FoDH

    Also, Sword, what's up with the policy sliders? Currently East BoS starts as Fundamentalist Oligarchy...



    -added-

    Trying to change Den's slaving raid to be decisions, rather than events.
    Mostly successfully, but don't understand, how to prohibit player from using them constantly (i.e. how to make sure that decision can only be fired not more often than once in 180 days)
    Any suggestions?
    Last edited by Vladimir Pavlov; 26-09-2011 at 21:25.
    Proud Developer of Fallout Mod for Doomsday and Darkest Hour.
    Topic on paradoxplaza

  5. #505
    Slight problem for me gentlemen, the only option i have when i right-click on an enemy territory with my land-based units is Support attack

  6. #506
    Hej Slaveni! JRHINDO's Avatar
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    get latest hotfix or just right click + shift...

  7. #507
    Professional Lurker duhsveti's Avatar
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    Having a blast playing this. Great work guys.

  8. #508
    Paladin General SwordOfJustice's Avatar
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    Quote Originally Posted by Augy View Post
    Slight problem for me gentlemen, the only option i have when i right-click on an enemy territory with my land-based units is Support attack
    Reread the first post. Have you got the new exe?

    Cheers,
    Sword
    Enter the Wastelands - Fallout's Doomsday Mod for Darkest Hour
    Link: Paradox Forum Thread
    Link: FODD on MODDB website

  9. #509
    I'm having the same issue with right-clicking and only being allowed to issue Support Attack commands. I did a fresh install with the .exe so I don't think that's the issue.

    I'm using the Steam version of the game, if that matters. I did have to go and move the files into the correct place after installing - a separate "Darkest Hour" folder with Mods subfolder (and FODD withing that) had been created inside the main game folder within SteamApps.

  10. #510
    Paladin General SwordOfJustice's Avatar
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    At the bottom of the first post about the DH beta patch is a link to a new exe file. This is what I mean. You must install that in addition to the DH1.02.b1 patch itself or you will get the 'unable to attack' issue.

    Here is the link to the thread: http://forum.paradoxplaza.com/forum/....b1-(July-14th) Bottom of first post. New exe is inside the rar file.

    Cheers,
    Sword
    Enter the Wastelands - Fallout's Doomsday Mod for Darkest Hour
    Link: Paradox Forum Thread
    Link: FODD on MODDB website

  11. #511

  12. #512
    Fallout Developer (FoDD)

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    OK, quick question.

    Im making a nation. Simple, right? Question is this - im adding units for that nation that they have in the beginning. I read somewhere that u can add attachments to those starting units that the nation didnt or doesnt have researched yet.

    If thats too complicated, here's what i need/want to do - i want to give a tier/lvl 1 scout unit an EMP grenade attachment (while the nation itself doesnt have access to build EMP grenade attachments). Anybody know how I can do that, what line i need to put in? Right now, Im missing the "extra", i have

    landunit = {
    location = 687 # Cape Girardeau
    id = { type = 10039 id = 6 }
    name = "01. Brothers Company"
    division = {
    id = { type = 10039 id = 7 }
    name = "In Tech We Trust"
    type = paratrooper
    model = 1
    extra =
    }
    }

  13. #513
    Paladin General SwordOfJustice's Avatar
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    Quote Originally Posted by Elitech View Post
    OK, quick question.

    Im making a nation. Simple, right? Question is this - im adding units for that nation that they have in the beginning. I read somewhere that u can add attachments to those starting units that the nation didnt or doesnt have researched yet.

    If thats too complicated, here's what i need/want to do - i want to give a tier/lvl 1 scout unit an EMP grenade attachment (while the nation itself doesnt have access to build EMP grenade attachments). Anybody know how I can do that, what line i need to put in? Right now, Im missing the "extra", i have

    landunit = {
    location = 687 # Cape Girardeau
    id = { type = 10039 id = 6 }
    name = "01. Brothers Company"
    division = {
    id = { type = 10039 id = 7 }
    name = "In Tech We Trust"
    type = paratrooper
    model = 1
    extra =
    }
    }
    Here is how:
    Code:
           extra         = artillery 
           brigade_model = 6
    @JRHINDO
    No, it's not! Anyway, it's in techsupport forum. Get the latest beta patch and at the bottom of the first post is a winrar file with the new exe.

    Cheers,
    Sword
    Enter the Wastelands - Fallout's Doomsday Mod for Darkest Hour
    Link: Paradox Forum Thread
    Link: FODD on MODDB website

  14. #514
    Fallout Developer (FoDD)

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    Hvala! = Thanks!

    I take it it was just an example, cause u just gave them a blank_model of artillery

    But i got it now

    Also, Reavers are "almost" done... U might wanna start preparing pictures/graphics for them.
    Last edited by Elitech; 08-10-2011 at 10:29. Reason: adding new content

  15. #515
    Hej Slaveni! JRHINDO's Avatar
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    Quote Originally Posted by SwordOfJustice View Post
    @JRHINDO
    No, it's not! Anyway, it's in techsupport forum. Get the latest beta patch and at the bottom of the first post is a winrar file with the new exe.

    Cheers,
    Sword
    Oh yes sorry, probation is preventing me from accessing tech support... I find this abusive, going send a complaint to someone!

  16. #516
    Senior Paladin Vladimir Pavlov's Avatar
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    Sword, my Huns game always crash in September 2249

    Is it possible to understand the cause?

    I attach save, just in case

    http://www.multiupload.com/9GKDT2ACQ7
    Proud Developer of Fallout Mod for Doomsday and Darkest Hour.
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  17. #517
    is a hotfix for the new DH beta in progress?
    or will this be delayed until the new version?

    great work so far !

  18. #518
    Fallout Developer (FoDD)

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    As far as I know, yes, 2.0.6 of the mod will be using the new exe. But, as i said, thats as far as I know - Sword is working on those main files, im working on a new nation at this moment.

  19. #519
    hase anybody tested if this works with b2?

    edit: ok, missin tech at loading and a crash after some months. I'll wait for the next update
    Last edited by Bodhisattvas; 19-10-2011 at 19:39.

  20. #520
    Lt. General von Sachsen's Avatar
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    Sorry if this has been asked before, but aren't there any tech research problems with the campaign with the 'correct' date? Specifically the since the date is so late and the techs are still calibrated for 1936 or has that been accounted for?
    And the Lord spake, saying, "First shalt thou take out the Holy Pin, then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who being naughty in my sight, shall snuff it." Amen.

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