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MartinBG

Darkest Hour Developer
2 Badges
Nov 16, 2007
5.658
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1.03 UPDATE
April 15th 2013

Here's the third release candidate of patch 1.03 for Darkest Hour. We're working with Paradox to make this version of the patch official, but as this takes time to coordinate the release with all selling partners we decided to release it here for the most impatient players.

General notes
1. Saved games from 1.0, 1.01, 1.01.1 and 1.02 versions of Darkest Hour are NOT COMPATIBLE with this patch!
2. The patch will turn the censored German only boxed version of the game into fully functional all-language version.
3. Most mods designed for 1.02 or older versions will need an update before being compatible with 1.03. There's a modding guide to help in the process at the second post.
4. If you find any bugs please report them at the Bug Reports sub-forum, using [1.03] as a thread name prefix.
5. 1.02 (and older), 1.03 RC1 and RC2 versions are no longer supported, so if you use those and find a problem please make sure it is reproducible with the latest 1.03 version before reporting it.


Install notes

1. Make sure you have a clean (unmodified) installation of Darkest Hour. The patch is tested with all official Darkest Hour releases (boxed German version, 1.0, 1.01, 1.02), but it should work with all previous beta versions too.
2. Download the patch: Darkest Hour Patch 1.03.exe 158 MB (165 726 918 bytes) Mirror1 Mirror2
3. Start the patch installer program (Darkest Hour Patch 1.03.exe) and follow the instructions.
4. When proper installed you should have these check-sums:
BYGX - Darkest Hour Full
XBGL - Darkest Hour Light
FYTK - No mods (Darkest Hour Core)

5. You can also install the Official Graphic Pack: Check this thread for more information.


Installation notes - Steam users
EDIT [1.2014] This is not necessary to do anymore as Steam installs 1.03 by default.

1. Make sure you have unmodified version of the game. Re-install if needed.
2. Create a new folder on place that is not protected by Windows (Vista, 7) - "C:\Games\Darkest Hour" is a good location
3. Copy ALL Darkest Hour game files and folders from your Steam install into the folder created on step (2). If you did it right you should have Darkest Hour.exe into "C:\Games\Darkest Hour" folder
4. Install the patch to the folder created on step (2)
5. Go to the folder created on step (2) and start the game using "Darkest Hour Launcher.exe". Optionally you can make a short-cut to this file on your Desktop
6. Check if you have correct checksums (see above)

Don't forget to check-out 1.03 Dev. Diaries too!

Here's the complete change log (too big to post directly its contents here): View attachment Changelog.zip




****************************

Here's a list with Engine and DB changes between 1.03 RC2 and 1.03 final:

View attachment DH 1.03 RC2 - 1.03 Final DB Changelog.txt
View attachment DH 1.03 RC2 - 1.03 Final Engine Changelog.txt


*****************************
OLD 1.03 VERSIONS - DO NOT USE!
I'm leaving temporary the links to 1.03 RC1 and RC2 in case someone really needs those.

1.03 RC1 - OBSOLETED, DO NOT USE!
Darkest Hour Unified Patch 1.03 RC1.exe 156 MB (164 566 079 bytes) Mirror1 Mirror2

Expected check-sums:
OPKI - Darkest Hour Full
QOXD - Darkest Hour Light
YLKC - No mods (Darkest Hour Core)


1.03 RC2 - OBSOLETED, DO NOT USE!
Install over 1.03 RC1!
View attachment Darkest Hour Unified Patch 1.03 RC2.exe
View attachment Darkest Hour 1.03 RC2 changelog.txt

Expected check-sums:
ONHK - Darkest Hour Full
ZJUB - Darkest Hour Light
HGGA - No mods (Darkest Hour Core)

OLD 1.03 VERSIONS - DO NOT USE!
 
Last edited:
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For modders: how to update a mod from 1.02 to 1.03 beta

First of all, you need to change the file db\misc.txt:
- at line 168 (right before the } ), added 14 new lines
Code:
# Nukes production rate modifier. Higher this is, longer it takes to get a new nuke.
	200.0 #80.0
# Convoy system options for allied (own country and friendly nations controlled land connected provinces) and own (own country controlled and land connected provinces) areas: 
#	0 - Ignore allied areas, work on own areas only. Default (old) behavior
#	1 - Convoys can be to/from own country controlled provinces only, but allied area is used too (so there's only one convoy to allied area per country)
#	2 - Convoys can use allied provinces as start/end destinations as long as the country controls at least one province in the allied area
#	Note 1: Convoys can start from oversea puppet provinces regardless of this setting (required to transport puppet's resources to master's capital)
#	Note 2: Options 1 and 2 work best if "Merge and relocate provincial depots to the best province in the area." option is enabled too.
	2 #0
# Resource convoys can ship back to capital unneeded supplies (and oil) from oversea depots. 
#	-1.0 - Disabled (only oil is shipped back)
#	>= 0.0 - Percentage of the current needs that should be left in the province. 
#	Examples: 0.0 - take all exceeding supplies and oil, 0.5 - leave currently needed + 50% buffer, 1.0 - leave currently needed + 100% buffer etc.
	0.2 # -1.0
At line 387 (after adding the previous new lines), added 6 new lines:
Code:
# Base chance of Land units to avoid hit if no defences left.
	0.9
# Base chance of Air units to avoid hit if no defences left.
	0.9
# Base chance of Naval units to avoid hit if no defences left.
	0.9
At line 401 (after adding the previous new lines), added 6 new lines:
Code:
# Combat bonus per leader skill point - Land commanders.
	0.03 #0.05
# Combat bonus per leader skill point - Air commanders.
	0.02
# Combat bonus per leader skill point - Naval commanders.
	0.02
At line 411 (after adding the previous new lines), added 40 new lines:
Code:
# Land unit - Min inflicted ORG damage - starting value, it is modified before being used.
	1.0 #1.0
# Land unit - Additional inflicted ORG damage (random) for Hard vs Hard or Soft vs Soft units - starting value, it is modified before being used. Don't use fractions!
	2 #2	
# Land unit - Additional inflicted ORG damage (random) for Hard vs Soft units - starting value, it is modified before being used. Don't use fractions!
	4 #4
# Land unit - Min inflicted STR damage - starting value, it is modified before being used.
	1.0 #1.0
# Land unit - Additional inflicted STR damage (random) for Hard vs Hard or Soft vs Soft units - starting value, it is modified before being used. Don't use fractions!
	2 #2
# Land unit - Additional inflicted STR damage (random) for Hard vs Soft units - starting value, it is modified before being used. Don't use fractions!
	1 #1	
# Air unit - Min inflicted ORG damage - starting value, it is modified before being used.
	2.0 #2.0
# Air unit - Additional inflicted ORG damage (random) - starting value, it is modified before being used. Don't use fractions!
	5 #5	
# Air unit - Min inflicted STR damage - starting value, it is modified before being used.
	1.0 #1.0
# Air unit - Additional inflicted STR damage (random) - starting value, it is modified before being used. Don't use fractions!
	2 #2
# Air unit - STR damage modifier vs entrenched Land units (modified by current entrenchment level). Lower THIS to reduce taken STR damage by entrenched Land units.
	2.0 #2.0
# Naval unit - Min inflicted ORG damage - starting value, it is modified before being used.
	3.0 #3.0
# Naval unit - Additional inflicted ORG damage (random) - starting value, it is modified before being used. Don't use fractions!
	6 #6	
# Naval unit - Min inflicted STR damage - starting value, it is modified before being used.
	1.0 #1.0
# Naval unit - Additional inflicted STR damage (random) - starting value, it is modified before being used. Don't use fractions!
	2 #2
At line 449 (after adding the previous new lines), added 6 new lines:
Code:
# Land vs. Land - Org dmg in Urban provinces [(0.0 = no Org dmg) to (1.0 = no effect)] - Increasing this will increase ORG damage land unit takes in battle with other land units in Urban provinces. Applied as to both sides [multiplier]
	0.6 #1.0
# Land vs. Land - Org dmg if Land Fort [(0.0 = no Org dmg) to (1.0 = no effect)] - Increasing this will increase ORG damage land unit takes in battle with other land units if there's Land Fort in the province. Applied as to both sides [multiplier]
	0.5 #1.0
# Land vs. Land - Org dmg if Land Fort - Required Land Fort current size for the above ORG multiplier to trigger [absolute value from 0.01 to 10.0; 10.0+ effectively disables the modifier]
	1.0 #100.0
At line 563 (after adding the previous new lines), added 100 new lines:
Code:
# Fleet positioning  in naval combat - Daytime bonus
	0.4 #0.4
# Fleet positioning  in naval combat - Leader skill modifier per skill point
	0.1 #0.1
# Fleet positioning  in naval combat - Fleet size modifier (per ship)
	-0.02 #-0.02
# Fleet positioning  in naval combat - Fleet composition [Screens vs Capitals ratio; It can be between 0.0 (enough screens) and 1.0 (only capital ships)] modifier 
	-0.5 #-0.5
# Land and Coastal forts damage modifier for every 100 STR points of attacking units, hourly applied.
	0.00021 #0.00042
# Max damage Land and Coastal forts could take per hour in combat.
	0.002 #0.01
# Min. Softness for a land division, including added by brigades.
	20.0	#0.0
# Auto-retreat from combat when average ORG for own or controlled units drop below THIS
	5.0 #5.0
# ORG modifier for land units after naval transportation. [ORG = ORG * THIS]
	0.2 #0.5
# Max Land units dig in level.
	30.0 #15.0
# Dig in level increase per day.
	1.5 #1.0
# Breakthrough and Encirclement combat events chance modifiers by average unit speed (sum of the speed of all attacking divisions / attacking divisions count). 
	# Min. average unit speed for chance bonus to be applied (Avrg. Unit Speed - THIS > 0.0):
	10.0 #3.0
	# Maximum chance bonus reached with THIS remaining speed point (Avrg. Unit Speed - Value above <= THIS)
	24.0 #4.0
	# Chance modifier per remaining speed point (higher THIS is, higher the chance bonus will be)
	0.025 #0.1
# Combat events duration in hours.
	8 #8
# Counterattack combat event modifiers
	#Attacker ORG damage
		1.5 #1.5
	#Attacker STR damage
		1.0 #1.0
	#Defender ORG damage
		1.0 #1.0
	#Defender STR damage
		1.25 #1.25
# Assualt combat event modifiers
	#Attacker ORG damage
		1.0 #1.0
	#Attacker STR damage
		1.25 #1.25
	#Defender ORG damage
		1.5 #1.5
	#Defender STR damage
		1.0 #1.0
# Encirclement combat event modifiers
	#Attacker ORG damage
		0.9 #0.9
	#Attacker STR damage
		1.0 #1.0
	#Defender ORG damage
		1.0 #1.0
	#Defender STR damage
		1.75 #1.75
# Ambush combat event modifiers
	#Attacker ORG damage
		0.8 #0.8
	#Attacker STR damage
		0.8 #0.8
	#Defender ORG damage
		1.2 #1.2
	#Defender STR damage
		1.2 #1.2
# Delay combat event modifiers
	#Attacker ORG damage
		1.0 #1.0
	#Attacker STR damage
		1.0 #1.0
	#Defender ORG damage
		1.0 #1.0
	#Defender STR damage
		0.5 #0.5
# Tactical Withdrawal combat event modifiers
	#Attacker ORG damage
		0.75 #0.75
	#Attacker STR damage
		0.5 #0.5
	#Defender ORG damage
		0.25 #0.25
	#Defender STR damage
		0.5 #0.5
# Breakthrough combat event modifiers
	#Attacker ORG damage
		1.0 #1.0
	#Attacker STR damage
		0.8 #0.8
	#Defender ORG damage
		1.5 #1.5
	#Defender STR damage
		1.0 #1.0
# HQ units can take STR damage only during Breakthrough combat event. 1 - Yes, 0 - No
	0 #1
# Combat mode. Note: This setting controls only full names, short names and descriptions of some unit stats.
# 0 - Use old (DH 1.02 and older) mode: Defensiveness, Toughness, Air Defence, Surface Defence, Sea Defence
# 1 - Use new (DH 1.03) mode: Defensive Vulnerability, Offensive Vulnerability, Air Vulnerabilty, Ground Vulnerabilty, Naval Vulnerabilty
	1 #0
At line 792 (after adding the previous new lines), added 2 new lines:
Code:
# Use Attack and Support Attack mission efficiencies as land combat modifiers for attackers. 0 – Disable, 1 - Enable
	1 #0
At line 889 (after adding the previous new lines), added 2 new lines:
Code:
# Tech overview panel style: 0 - use old style; 1 - Use new style (unit and brigade models moved to new panels: "Units" and "Brigades")
	1 #0
At line 897 (after adding the previous new lines), added 10 new lines:
Code:
# On new country release - allow known techs with rocketry component to be given to the new country: 0 - No, 1 - Yes
	0 #0
# On new country release - allow known techs with nuclear_physics component to be given to the new country: 0 - No, 1 - Yes
	0 #0
# On new country release - allow known techs with nuclear_engineering component to be given to the new country: 0 - No, 1 - Yes
	0 #0
# On new country release - allow known secret techs to be given to the new country: 0 - No, 1 - Yes	
	0 #0
# Max tech team skill
	10 #10
Changes the 2 lines 1003-1004 (after adding the previous new line) with the following 3 lines (therefore becoming lines 1003-1004-1005):
Code:
# New DoW rules - disallow DoW between alliance members if alliance leaders have NAP. Disallow DoW to or by puppets (except when already at war with Master).
# 2 - Enabled for all, 1 - Enabled for AI only, 0 - Disabled.
	2 #0
At line 1102 (after adding the previous new lines), added 4 new lines:
Code:
# Enable Retirement Year for ministers (auto-retire ministers once the year is reached in-game); All minister files should have Retirement Year column (before "Ideology"); All years should be absolute (1936 instead of 36):  0 - Disabled, 1 - Enabled
	0 #0
# Enable Retirement Year for leaders (auto-retire leaders once the year is reached in-game); All leader files should have Retirement Year column (after "End Year"); All years should be absolute (1936 instead of 36): 0 - Disabled, 1 - Enabled
	0 #0
At line 1118 (after adding the previous new lines), added 10 new lines:
Code:
# UI - Production panel UI style: 0 - use old style, 1 - switch to the new style (better utilization of the space, required when bigger unit pictures are used)
	1 #0
# UI - Unit pictures size: 0 - use old size (192 x 104 pixels), 1 - enable the use of pictures up to 360 x 160 pixels [NOTE: Requires switch to the new production panel UI style too!]
	0 #0
# UI - Enable pictures instead of icons for naval brigades in the production panel: 0 - use icons for naval brigades, 1 - use pictures for all brigade types
	1 #0
# Set buildings to be buildable only in provinces (from game map view). 0 – Disable, 1 - Enable (Ports, Air Bases, Nuclear Reactors, Rocket Test Sites), 2 - Enable ( 1 +  provincial AA and Radars)
	0 #0
# Unit modifiers statistics page - switch to new style when more then THIS unit types are used per group (land/navy/air)
	15 #15

That should be all for misc.txt (it should have grown from 950 lines to 1141 lines). :)

A note: these changes are best to be made with a program like WinMerge as the chance for user errors will be lower then by direct edit. It only takes a minute with a program like that.

Most mods would only need the change above. There is also another file that should be changed, but only for the mods that include this file in their files. This file is db\units\modifiers.csv. Most mods don't include this file and read it directly from DHCore, so if they don't include they don't need it.
At line 2, added 1 new line:
Code:
ATT_CLEAR;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;X
At line 10 (after adding the previous new lines), added 1 new line:
Code:
ATT_PLAIN;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;X
At line 21 (after adding the previous new lines), added 1 new line:
Code:
DEF_CLEAR;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;X
At line 29 (after adding the previous new lines), added 1 new line:
Code:
DEF_PLAIN;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;X
At line 37 (after adding the previous new lines), added 1 new line:
Code:
MOV_CLEAR;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;X
At line 45 (after adding the previous new lines), added 1 new line:
Code:
MOV_PLAIN;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;X

And this should be all. :)
 
At last!!! now i can die in peace...
 
nice patch ..well done guys..two questions only... my checksum changes to UOHU after i install the official graphic pack and neat colors...and another silly question...in the battle report (losses) what are the green and what the red numbers?...which is mine losses which of the enemy?...thanks in advance....