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1 & 2) That really makes sense. But I think is strange seeing normal land units... I think probably the cavalry would be changed for air cavalry and infatry for armored infantry... Montain units could be changed by special forces. Motorized could be changed to national guards. And we could change some names of supplies uppgrades... like teletransport technology or fastest air supply. What you think about?
 
Nov 26, 2007
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It's hardcoded, so no.

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

I worked on the Land Doc tree, but it didn't go quite as planned..

fukedupiy0.png


First those USWs, then two paths are completely missing. Damn.

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

As I am doing the land doc tech tree, what you think;

1) Units have organization and damage in such scale as in vanilla.

2) Units have high organization and high damage.

Did u simply use editor to make those techs?

akv7.jpg


Just one suggestion, group them like this (ant make as many as u can, as mod will last for years i assume? so the more techs the better)

and as for 1) and 2) its more complicated than that. It really depends on what u want to get in the end. In vanilla battles are short duration, high intensity, in some mods like Compendium for example (or grand battle mod) unit stats are tweaked in such way that battles last way longer, for days weeks or even months. And its not only about organization and damage, its also about toughness (how much str damage theyll receive) as well as defense but if i m correct can be greatly modified by other values, such as weather or terrain modifiers... Its very complicated, so u need to decide carefully what u want.

And just one more thing, there will always be "infantry" in the future armies. I dont see point of deleting or renaming it. It is backbone of any army in the present, as it will be in the future, it might however change, just as it has changed from WW1 to WW2. For example a basic DIVISION should be infantry, but then u could add some interesting attachments to make it spicy :D something like "urban assault team" and then u have entire tech bunch in land docs that would improve this attachments (and thus infantry its attached to) movement, or urban attack and stuff like that. Anyway making everything mechanized motorized or whatever (100% of your army) would make u spend SHITLOADS of oil, something minor countries cant afford.
 
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Did u simply use editor to make those techs?


Just one suggestion, group them like this (ant make as many as u can, as mod will last for years i assume? so the more techs the better)

and as for 1) and 2) its more complicated than that. It really depends on what u want to get in the end. In vanilla battles are short duration, high intensity, in some mods like Compendium for example (or grand battle mod) unit stats are tweaked in such way that battles last way longer, for days weeks or even months. And its not only about organization and damage, its also about toughness (how much str damage theyll receive) as well as defense but if i m correct can be greatly modified by other values, such as weather or terrain modifiers... Its very complicated, so u need to decide carefully what u want.

And just one more thing, there will always be "infantry" in the future armies. I dont see point of deleting or renaming it. It is backbone of any army in the present, as it will be in the future, it might however change, just as it has changed from WW1 to WW2. For example a basic DIVISION should be infantry, but then u could add some interesting attachments to make it spicy :D something like "urban assault team" and then u have entire tech bunch in land docs that would improve this attachments (and thus infantry its attached to) movement, or urban attack and stuff like that. Anyway making everything mechanized motorized or whatever (100% of your army) would make u spend SHITLOADS of oil, something minor countries cant afford.

Yeh I used editor in a dummy HoI2 :eek:o

Infantry will remain backbone in ANNO 2200, although most industrialized countries use more heavily armored and specialized units in larger scale.

For the organization thing, I thought about MDS2 where units have quite a big morale but also some 40hard/soft attack, making battles last the normal speed but making them more violent.

Thanks for tech suggestions, they are really helpful :)
 

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Model for Naval tree is complete:

navaltechzc3.png


CX = Auxiliary Cruiser
AC = Assault Cruiser
CVB = Battlecarrier
CSS = Subcruiser

Light/Heavy XXXX = Armnament teches, improves attack values
Engine XXXX = improves speed
Shipbuilding XXXX = decreases build time and cost.
Quantity and Quality = well, you know.

This has bugs as you can see but they will be taken care of.

Doctorine and Industry trees will contain LOT more technologies, altho unit trees can't due to the model limit.
 

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There is just one word for this... AWESOME!!!!!:eek::cool::eek:
Man, it looks amazing... But well, what you will change in industrial tree? things like motorized industry, droyd industry? And for doctrines... special forces (replacin' kranpfgroop?) and the infatry tree... how it is going?
 

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There is just one word for this... AWESOME!!!!!:eek::cool::eek:
Man, it looks amazing... But well, what you will change in industrial tree? things like motorized industry, droyd industry? And for doctrines... special forces (replacin' kranpfgroop?) and the infatry tree... how it is going?

Industry tree will include many small improvements, like Droid industry (good idea!), and such things as Mass-Cloning and Military-Cloning to increase manpower growth and atrrition modifier.

I restarted Land Doctorine tree, but it will include doctorines for Air-Land cooperation, Urban Assault Doctorine and such.

If you ever played Mod34, it's fantastic industry tree will work as a model for ANNO 2200 industry tree.
 
Nov 26, 2007
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Model for Naval tree is complete:

navaltechzc3.png


CX = Auxiliary Cruiser
AC = Assault Cruiser
CVB = Battlecarrier
CSS = Subcruiser

Light/Heavy XXXX = Armnament teches, improves attack values
Engine XXXX = improves speed
Shipbuilding XXXX = decreases build time and cost.
Quantity and Quality = well, you know.

This has bugs as you can see but they will be taken care of.

Doctorine and Industry trees will contain LOT more technologies, altho unit trees can't due to the model limit.

This looks quite ok, but theres room for some improvement like alignment of techs. As u can see theyre not put very well togather, there are small differences in x and y coordinates. When u group them try to put the spacing between "buttons" 2 or more - if its less than 2 when u click on tech it looks ugly cuz it will overlap tech bellow (if u know what i mean grr english :) ). So on X axis its 2, and on Y axis its 12 - this should allow u to put 5 rows of techs, which means about 115 techs per tech tree and it will look ok.

As for bugs, when u use editor most bugs occur in game folder/config/tech_names when for some reason editor puts double naming for some techs, and also for some reason messes up .exe, so ull have to make techs on dummy HoI2 copy, sux but works. Unknown string thing can be easily fix bu fishing those double names in tech_names, just remember that each tech in tech tree has 2 lines in there, tech name and short tech name, just go through whole thing when ure done with certain tree and ull fix it in 5 mins.

If u need more techs for unit trees u can use the idea i posted few posts back, make entire tech chains that would improve certain units speed over some terrain, night/snow/blizzard attach efficiency etc, if u need help ill give u bunch of ideas.

I cant say im 100% sure about this, BUT, techs that improve certain stat values of units, like hard attack, soft attack, speed, etc. dont work just like that. If u make for example infantry that has 5 hard attack before u research some tech that gives lets say 6 attack, that division will still have 5 ha. The only way to make this work the way u want it to is to have that offmap nation that gets annexed and liberated every month - if u remember in some mods. Im pretty sure it wont work otherwise uninfortunatly.
 

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1) This looks quite ok, but theres room for some improvement like alignment of techs. As u can see theyre not put very well togather, there are small differences in x and y coordinates. When u group them try to put the spacing between "buttons" 2 or more - if its less than 2 when u click on tech it looks ugly cuz it will overlap tech bellow (if u know what i mean grr english :) ). So on X axis its 2, and on Y axis its 12 - this should allow u to put 5 rows of techs, which means about 115 techs per tech tree and it will look ok.

2) As for bugs, when u use editor most bugs occur in game folder/config/tech_names when for some reason editor puts double naming for some techs, and also for some reason messes up .exe, so ull have to make techs on dummy HoI2 copy, sux but works. Unknown string thing can be easily fix bu fishing those double names in tech_names, just remember that each tech in tech tree has 2 lines in there, tech name and short tech name, just go through whole thing when ure done with certain tree and ull fix it in 5 mins.

3)If u need more techs for unit trees u can use the idea i posted few posts back, make entire tech chains that would improve certain units speed over some terrain, night/snow/blizzard attach efficiency etc, if u need help ill give u bunch of ideas.

4)I cant say im 100% sure about this, BUT, techs that improve certain stat values of units, like hard attack, soft attack, speed, etc. dont work just like that. If u make for example infantry that has 5 hard attack before u research some tech that gives lets say 6 attack, that division will still have 5 ha. The only way to make this work the way u want it to is to have that offmap nation that gets annexed and liberated every month - if u remember in some mods. Im pretty sure it wont work otherwise uninfortunatly.

1) Yeh, the Xs and Ys are messed because it's still a model.
Thanks for that suggestion, this is first time I am doing tech tree

2) Yes, my HoI2 folder includes the game, then a testground HoI2 to test the mod, and two editor mods that I re-copy if one gets corrupted by Editor.

3) Ideas are always welcome! The Naval tree was left so small because I ran out of ideas while doing it.

4) Hmmh, true, saw that in Mod33.

@Lord Finnish:
Whats the AX? supposed to be CX?

Anyway looking nice!

Oh, right :eek:o
 
Last edited:

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The Mod looks (and will be) great even if it's at 8%!

My only complaint is that California looks like it has bad facial hair with the three former Mexican Provinces. :p

It's kinda clumsy but this site has a ton of flags and I'm sure you could find a few cool ones if any country doesn't have one. ;)
 

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Hum... I was thinking... That stuff of quantity and quallity should be in naval units? I thought it was a kind of doctrine...

Well, there is really no difference in which one it is in, but if Naval tree gets more teches, the Q-Q can be moved to Doctorine tree.

The Mod looks (and will be) great even if it's at 8%!

My only complaint is that California looks like it has bad facial hair with the three former Mexican Provinces. :p

It's kinda clumsy but this site has a ton of flags and I'm sure you could find a few cool ones if any country doesn't have one. ;)

Yeh I thought about giving California's Mexican provinces back, but I thought it was pretty weird that Bay of California didn't belong to California.

Thanks! That will come useful.
 

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Hey Lord Finish, we are gonna need a definitive unit list and their model number to make the scenarios and country definition stuffs.

On a totally different subject:
MERRY CHRISTMAS '08

Merry Sol Invictus day :D

Yes, we need it.
The unit type list is pretty much finished, but indeed the model list needs to be done.

Regardless of what my signature says, I am taking a few days break since I got some awesome games as x-mas presents :D
 

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Merry Sol Invictus day :D
Regardless of what my signature says, I am taking a few days break since I got some awesome games as x-mas presents :D
Hehehe. I never heard about sol invictus, but I knew that there were an old holiday in Roman Empire that was in 25th december, and they choose this day to put the chrismas, so I went to my preferred informations site: Wikipedia.:D
Oh, and what you got this year? I got fifa 09 and Spore, and they are amazin'!:cool:
 

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Hehehe. I never heard about sol invictus, but I knew that there were an old holiday in Roman Empire that was in 25th december, and they choose this day to put the chrismas, so I went to my preferred informations site: Wikipedia.:D
Oh, and what you got this year? I got fifa 09 and Spore, and they are amazin'!:cool:

Talvisota, a Finnish-Russian game based on Finnish-Russian war of 1939-1940, for instance :cool:
 

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Cleaned the naval tree a bit.

navaltechef3.png


It has name bugs, such as Light Carriers should have differend names.
Last two CVBs should be "Hypercarrier" and SH-HCVB (Super Heavy Hyperbattlecarrier). Those "xxx Battleship" are also bugs in the name file. AND the "modern heavy cruiser" should be "metalstorm" missile cruiser.
I'll have a look at them.

Do you think this is enough for the naval tree, so I can move to another trees?
 
Last edited:

unmerged(118146)

Lt. General
Oct 9, 2008
1.219
0
Oh, you got Icy hell? I never played it, but it looks nice plain' the winter war. Is it 1st person or you are the unit's comandant, like Company of Heroes? I heard bad things about this game, like wrong dates and a lot of annother things that always try to take the fun of the game out.
The tech trees are amazing, and it's enouth for naval tech tree. There are tech 'till '82, that's 20 years of naval programs. Oh, and about that stuff of airships: can't we move normal infantry troops by them, can we?