• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

alekseevic

Captain
28 Badges
Aug 25, 2009
340
11
  • Cities in Motion
  • Iron Cross
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Darkest Hour
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Arsenal of Democracy
  • Crusader Kings II: Holy Fury
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Age of Wonders III
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
Nice mod! but btw is this mod in someway compatible with Events Cheat Mod? i want to know how to use new things like Air Refueling, Helicopter, etc. Also want to test a lot of new stuff since its really a first time i know this mod.

It's been a while I don't play All in One, but IIRC air refueling is an attachment that increases an air unit range. Helicopters are proper divisions with an enormous movemement speed, like double MOT. You'll unlock them only in late-game when you cannot make any use of them, expect if the cold war becomes hot event is triggered. But at that stage the game always became, at least for me, very unstable.
I don't know about the Events Cheat Mod, sorry.

EDIT: by the way, you should really give this mod a try, IMO it's the best mod so far. It doesn't dramatically change vanilla mechanics, but it nevertheless adds a lot of nice things.
 

Giang Trung

Private
Feb 28, 2019
10
0
hoi 2 DH 2.0.png
hoi 2 DH 3.0.png
I think someone should add an event so Japan can join the axis. I defeated the Soviet Union within a year and are invading Africa, but USA and Japan are in a separate war. (USA does not join the allies) and don't care about the rest of the world that's pretty weird @@
 

Paflagon

Second Lieutenant
28 Badges
Oct 2, 2016
101
16
  • Darkest Hour
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis III: Collection
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Arsenal of Democracy
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Europa Universalis IV
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Victoria 2: A House Divided
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Rome Gold
  • March of the Eagles
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II
I had such a situation.
Japan started the war against the USSR on June 22, 1941, Germany on June 19, after several years the USSR was destroyed in its place, Siberia appeared, headed by the resurrected Kolchak.
Germany captured almost all of Asia, Africa, but then began to weaken sharply due to the lack of manpower. German forces did not attack Gibraltar, which lasted more than 15 years. As a result, after several atomic bombings during which almost all the large cities of Europe suffered, the British went on the offensive and destroyed the Reich and then the United States dropped another atomic bomb (in Seoul), as a result, in 1959, Japan surrendered and I became a puppet of the United States.
Now I have a government of leftist radicals.
1955
G1vXGsc.png

1956
NAskQFl.png

1957
raafmRV.png

1959
zqW5h0N.png
 

dannyboy2016

Lt. General
143 Badges
Nov 22, 2002
1.386
35
  • Lead and Gold
  • For The Glory
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Impire
  • Europa Universalis III Complete
  • Iron Cross
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Call to arms event
  • Legio
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Penumbra - Black Plague
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Hearts of Iron IV: No Step Back
  • Commander: Conquest of the Americas
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Ancient Space
  • Darkest Hour
  • Deus Vult
  • East India Company
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
Hi. I worked on the Cold War Tech Tree Extension Project back in the day. I'm fiddling with the tech tree a little bit. Right now the biggest glaring problem is that the air refueling brigade doesn't work. So, I'm going to get to that. The other stuff is mostly techs lacking component names, the occasional tech unlocking out of sequence, etc. I'd like to beef up a couple of the secret weapons. I never research light fighters or rocket interceptors, for instance. Maybe they should give some blueprints for later air techs? Anyway if you notice any glaring problems let me know.
 

DN AIDIT 66

Corporal
Sep 23, 2017
35
0
T
It's been a while I don't play All in One, but IIRC air refueling is an attachment that increases an air unit range. Helicopters are proper divisions with an enormous movemement speed, like double MOT. You'll unlock them only in late-game when you cannot make any use of them, expect if the cold war becomes hot event is triggered. But at that stage the game always became, at least for me, very unstable.
I don't know about the Events Cheat Mod, sorry.

EDIT: by the way, you should really give this mod a try, IMO it's the best mod so far. It doesn't dramatically change vanilla mechanics, but it nevertheless adds a lot of nice things.

Thanks for the input. Btw how to trigger Cold War properly?
 

DN AIDIT 66

Corporal
Sep 23, 2017
35
0
Also, i've been wondering if there's an events where i could give the whole mainland China to Manchukuo had i play Japan and conquer all of them and also the Warlords (excluding Xinjiang, Mongolia, and Tibet)? Making RoC-Nanjing is kinda boring tbh and they also only spam Militia units.
 

dannyboy2016

Lt. General
143 Badges
Nov 22, 2002
1.386
35
  • Lead and Gold
  • For The Glory
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Impire
  • Europa Universalis III Complete
  • Iron Cross
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Call to arms event
  • Legio
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Penumbra - Black Plague
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Hearts of Iron IV: No Step Back
  • Commander: Conquest of the Americas
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Ancient Space
  • Darkest Hour
  • Deus Vult
  • East India Company
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
Hey I'd like to keep you guys up to date with what I'm doing with the tech tree and get some input.

##########
#Fixed #
##########

# Changes to Secret Weapons Techs
Racing Pigeons now require carrier pigeons
Mobile Sam System now makes 1963 Self propelled AA obsolete

# Changes to Naval Techs
Torpedo 57 now requires Torpedo 54

# Changes to Land Doctrine Techs
New modern Warfare Land Doctrine now required for Jihad, Democratic, Socialist, and Fatherland doctrines
Jihad, Democratic, Socialist, and Fatherland land doctrine trees now mutually exclusive
Airland Battle 85 now requires the last tech in the Jihad,Democratic, Socialist, or Fatherland land doctrine trees

# Changes to Industry Techs
Synthetic Oil Plant 1990 now requires Synthetic Oil Plant 1980
Synthetic Oil Plant 1990's reduction in Land and Naval unit fuel consumption tweaked to prevent units with negative consumption
Beyond 20th Century Construction now has more fitting tech components (was just skill 1 artillery with no named components)
Modern vehicle assembly line now requires early automated manufacturing techniques

# Changes to Air Doctrine Techs
Naval Bomber All weather role doctrine no longer requires concentrated firepower 1914

##########
To Do #
##########

Name components for Special Forces Focus land Doctrine tech
Fix refueling aircraft brigades so they add to range rather than cap it

#############
Gripes/bugs #
#############

Some weirdness with 1944 and 1947 BB tech
When building MEC and MOT they are refered to as infantry rather than mechanized/motorized infantry
The 11, 8, and 7 models of Light cruisers are all available simultaneously
Don't really see the point in Lightweight Fighter and rocket interceptor trees
Late game tank destroyer, Self Propelled Artillery, Self Propelled Anti Air, and Light armor brigades are slower than MBTs/MOT/MEC
ASW Brigades are only available for conventional Destroyers but have new models decades after the last DD model
Late Game Large ASW Destroyer has an infantry skif style icon
Large ASW Destroyer and Missile Corvette can use no brigades
Futuristic MBT starts with -1 defense vulnerability
Tula sucks as a medical research team for the USSR
Late game Carriers with Close-in Weapon system brigades plus other brigades can have a negative air vulnerability rating

##########

Now I have some ideas and would like you guys' input.
1. Add a Soviet tech team for medical science research. I'm thinking First Moscow State Medical University. They'd be skill 4 and have components for medical science, nuclear physics, and chemistry. Maybe additional components for training, math, or management. I want a better researcher than Tula for hospital and medicine techs but i don't want to go overboard.
They should only be unlocked if you decline to focus on heavy industry during the 2nd 5 year plan.
2. Change the max speed cap for the last tank destroyer, Sp Art, Ap AA, light armor techs to 25. So they can keep up with tanks (but not Mech or Mot)
3. Adjust the lightweight fighter tech to give blueprints for interceptor 44, multirole 45, and escort fighter 45 techs
4. Adjust rocket interceptor 43 tech to give blueprints for turbojet interceptor 47 and turbojet fighter 48 techs
5. Add a 1985 HQ model with airland battle tech. The final HQ model would be as fast as air assault divisions
6. Make the D Day landing tactics naval doctrine a requirement for Airland Battle Doctrine (both affect Max Amphibious size)
7. I'd like to add ASW brigades to more ships. What should have them though?
8. The new ship types in the mod are very limited in what kind of brigades they can take. How should I revise them?

For quick reference: Ship Types new to the Cold War Tech Tree project
Frigate - ASW focused screening unit. Can use only Naval helicopters brigade.
Guided missile Destroyer - Capital Ship with excellent ASW and Anti Air capabilities. Can use only Close-in Weapon system and Naval Helicopter brigades.
Large ASW Ship - screening unit with excellent ASW capabilities and solid stats overall. Can not take brigades
ASW Corvette - screening unit with middling stats. Can only take naval helicopter brigades
Missile Corvette - screening unit with better sea attack values but worse ASW values than the ASW Corvette. can not take brigades

Thanks for you help. Let me know your thoughts.

Final note: I'm working on top of @DrBob 's holiday update from the 20th of December.
 

alekseevic

Captain
28 Badges
Aug 25, 2009
340
11
  • Cities in Motion
  • Iron Cross
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Darkest Hour
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Arsenal of Democracy
  • Crusader Kings II: Holy Fury
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Age of Wonders III
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
Hey I'd like to keep you guys up to date with what I'm doing with the tech tree and get some input.
[...]
Firstly, thank you for taking care of it.

My two cents:
3. Adjust the lightweight fighter tech to give blueprints for interceptor 44, multirole 45, and escort fighter 45 techs
I think that giving blueprints is inconsistent with the game mechanics, lightweight fighter has nothing to share with regular fighters, imo. If you want to somehow link the two trees, lightweight fighter should unlock later regular fighters.
The same applies to rocket int.

7. I'd like to add ASW brigades to more ships. What should have them though?
What about adding to all? If you take a look at https://en.wikipedia.org/wiki/Nimitz-class_aircraft_carrier and https://en.wikipedia.org/wiki/Anti-submarine_warfare_carrier, even CVs and CVLs had or have ASW equipment. I didn't any research about BB and cruisers but I believe that at a certain point ASW became quite widespread.

8. The new ship types in the mod are very limited in what kind of brigades they can take. How should I revise them?
Unlock 'em all :)
I'm not a navy expert, but what I understand from Wikipedia (maybe not the most reliable source, but at least you get a quick grasp) is that at a certain point vessels was thought to deal with any kind of threat in the first place. The focuse was or is: frigates and corvettes for coastal defence, carriers, cruisers and battleships for military projection.

One more thing: IIRC during the 50s, and maybe later as well, there aren't enough resources (metal, oil and rares) to feed all the countries.
 

Giang Trung

Private
Feb 28, 2019
10
0
I just defeated USA and now the fascists have almost dominated the world except for South American nations. I thought there should be one more event to declare victory, rather than waiting until 1991. I have included a copy of my game here @@
upload_2020-1-3_21-57-14.png
 

Attachments

  • Mods.rar
    1 MB · Views: 8

dannyboy2016

Lt. General
143 Badges
Nov 22, 2002
1.386
35
  • Lead and Gold
  • For The Glory
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Impire
  • Europa Universalis III Complete
  • Iron Cross
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Call to arms event
  • Legio
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Penumbra - Black Plague
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Hearts of Iron IV: No Step Back
  • Commander: Conquest of the Americas
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Ancient Space
  • Darkest Hour
  • Deus Vult
  • East India Company
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
Firstly, thank you for taking care of it.

My two cents:

I think that giving blueprints is inconsistent with the game mechanics, lightweight fighter has nothing to share with regular fighters, imo. If you want to somehow link the two trees, lightweight fighter should unlock later regular fighters.
The same applies to rocket int.

Well, there's already a tech or two that give blueprints. For instance, the Greenhouse botany tech gives blueprints for the early biosphere tech.

That being said, I do get your point. I never really got the point of adding lightweight fighters to the mod to begin with, but I don't play low ic minors very often. Maybe there is a need for an equivalent of militia for fighters.

Edit: Most of the later fighter or interceptor models are light fighters. Maybe the tech could give some benefit to all fighters? For example, it could make them slightly cheaper to build. Or it could give a bonus to air attack to represent their superior maneuverability...

What about adding to all? If you take a look at https://en.wikipedia.org/wiki/Nimitz-class_aircraft_carrier and https://en.wikipedia.org/wiki/Anti-submarine_warfare_carrier, even CVs and CVLs had or have ASW equipment. I didn't any research about BB and cruisers but I believe that at a certain point ASW became quite widespread.

Yeah. My inclination is to make ASW brigades available for all ship types. For some reason, this was changed for this mod. I don't get the rational for that.

Unlock 'em all :)
I'm not a navy expert, but what I understand from Wikipedia (maybe not the most reliable source, but at least you get a quick grasp) is that at a certain point vessels was thought to deal with any kind of threat in the first place. The focuse was or is: frigates and corvettes for coastal defence, carriers, cruisers and battleships for military projection.

One more thing: IIRC during the 50s, and maybe later as well, there aren't enough resources (metal, oil and rares) to feed all the countries.

Yeah, I'm inclined to maximize brigade options for ships.

Vanilla Darkest Hour now has some techs that increase oil and metal production. These have never been added to the Cold War Tech Tree Extension Project. I might add them to the mod.

In terms of energy production, I would like to add a decision to build an atomic reactor if you have the Nuclear power production tech. It'd work like the public works decision. The energy output would be based on your highest level manufacturing tech.
 
Last edited:

alekseevic

Captain
28 Badges
Aug 25, 2009
340
11
  • Cities in Motion
  • Iron Cross
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Darkest Hour
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Arsenal of Democracy
  • Crusader Kings II: Holy Fury
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Age of Wonders III
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
Well, there's already a tech or two that give blueprints. For instance, the Greenhouse botany tech gives blueprints for the early biosphere tech.
True, but I've never got the point of that couple of techs. I always intended the cold war tech tree mod as an expansion rather than an overhaul mod (as the name itself states) and I'd personally love if it sticks to the vanilla main concepts.

That being said, I do get your point. I never really got the point of adding lightweight fighters to the mod to begin with, but I don't play low ic minors very often. Maybe there is a need for an equivalent of militia for fighters.

Edit: Most of the later fighter or interceptor models are light fighters. Maybe the tech could give some benefit to all fighters? For example, it could make them slightly cheaper to build. Or it could give a bonus to air attack to represent their superior maneuverability...

I wasn't aware that later fighters are actually lightweight. The secret weapons lightweight fighter could be a sort of prototype that unlocks later versions. It would be pretty much the same as the practical turboject tech that unlocks later vanilla fighters, but I'm ok with providing some sort of benefits.
I don't play with minors either, but yes, having a "militia fighter", cheap-all around-good for nothing makes sense.
 

dannyboy2016

Lt. General
143 Badges
Nov 22, 2002
1.386
35
  • Lead and Gold
  • For The Glory
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Impire
  • Europa Universalis III Complete
  • Iron Cross
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Call to arms event
  • Legio
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Penumbra - Black Plague
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Hearts of Iron IV: No Step Back
  • Commander: Conquest of the Americas
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Ancient Space
  • Darkest Hour
  • Deus Vult
  • East India Company
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
I have five brigades for ships. I take torpedoes off BB, BC and CA. I take IH off DD and CL.

Whats your rational for the torpedoes/Improved Hull brigade restrictions?

I'm all for Capital ships having 5 brigades (possibly more).
 

dannyboy2016

Lt. General
143 Badges
Nov 22, 2002
1.386
35
  • Lead and Gold
  • For The Glory
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Impire
  • Europa Universalis III Complete
  • Iron Cross
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Call to arms event
  • Legio
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Penumbra - Black Plague
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Hearts of Iron IV: No Step Back
  • Commander: Conquest of the Americas
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Ancient Space
  • Darkest Hour
  • Deus Vult
  • East India Company
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
Quick update. I couldn't get the Refueling Aircraft brigades to work as designed. So now the techs just increase the range of Tactical/Naval/Strategic bombers. Right now each tech gives them an extra 500 range.

I also increased the speed cap of the final models of light armor, medium armor, self propelled artillery, self propelled anti air, and tank destroyer brigades to 25. This way they don't slow down the last model of MBT when attached.
 

DrBob

Captain
10 Badges
Feb 27, 2004
429
126
  • Hearts of Iron Anthology
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Darkest Hour
  • Hearts of Iron III
  • Iron Cross
  • March of the Eagles
  • 500k Club
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
Hey I'd like to keep you guys up to date with what I'm doing with the tech tree and get some input.

##########
#Fixed #
##########

# Changes to Secret Weapons Techs
Racing Pigeons now require carrier pigeons


Thanks for you help. Let me know your thoughts.

Final note: I'm working on top of @DrBob 's holiday update from the 20th of December.

Hi, Wow, looks great, lots of comments, trying to keep up. I would like to add your work to my update, if that is OK, just post your update with my update as ver 1.1a and then I will work off of that for my ver. 1.2 update or you can post a stand alone update.

Oh yeah, I think you should rename "modern pigeons" to "Short range winged radio" :) Cheers!!!! Happy New Year to all!!!!!