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fizy45

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Darkest Hour Gameplay Improvement Mod

-Upgrade Limit and Reinforce adusjments

-Focusing on spesific areas of Resarch

-Making old divisions as reserve putting them into depots(tanks planes etc)-planned

Hi everyone today I want to present to you my gameplay improvement mod which aims to change the characteristics of the gameplay and make it more realistic. Actually I share my ideas at the 1.3 patch post but then said hey why not make this as a mod. Feel free to share your opinions and add your own mini mods as you wish and lets make this superb game more realistic.

--------------​

What is upgrade limit and Reinforce adusjments , why I am making it ?

I know its aganist the game structure we are playing for years but isnt it odd to use a tank division we built in 1938 for years and years and its always new and powerful.I mean upgrade upgrade and upgrade so our light tanks all becoming tiger tanks or m48.Same thing applies for the planes too build a plane in 1936 and when I reach 1945 that plane becomes jet fighter...woow how the hell that was happened.If you play for a longer period(AAR mod or New World Order) then this problem becomes more disturbing produce a plane 1914 ugrade it over and over again so your barely flying 1914 planes becomes superb ww2 fighters then continue until you discover jet technology and they become jet fighters.Isnt this wrong ?

Units should be upgraded of course upgrading them all over and over again is not an good idea its just killing the realism of the game also making game more Ic oriented.So I decide to make this mod and with it producing new tanks planes and investing in seleceted areas of resarch will have massive impact on gameplay.

Note:Stopping upgrade is posibble with clicking not upgrade button but this mod will make it automatic for specfic units.

In game reinforcing tanks planes are really fast and this is wrong too I build a tank brigade in 300 days but if I lose %50 of it I only need to put 5 ic to reinforcents so it becomes full again.You may say that it replenishes its crew but what about units lost in battle ? It should cost same amount of Ic and take lot of time to make it %100 strong again.

Example:

You are fighting aganist Soviets your armies at the gates of stalingrad thousands of kilomaters far from the industrial areas but you can still able to reinforce your divisions just like they are in Germany.How can a nation can easyly reinforce every soldier every tank every plane which is lost on battle like this ?In some battles countries lost their entire divisions in long engaments(even they are not surrounded)but this is not included in game too.

--------------​

What is focusing areas of research,why I am making it?

Let me explain it with an example.
Play as Germany until 1944.France and Soviet Union destroyed you have a massive and very strong land army with huge IC. Then all you need to do is to wait for the carriers building time so you take them and invade UK and USA with it but hey those countries are investing in naval technology for years what happened to their knowledge of sea warfare how can I keep up with them so easy just searching naval doctrines fast makes me powerful as them? It is not realistic...

Also they keep bombing you with strategic bombers taking off from UK but hey I have jet fighters all flying around France how can they defeat my fighters so easily with their 1942 fighters they have numerical superiority ok but what about my technological advance ?

--------------​

Making old divisions as reserve putting them into depots

Also if its possible I would like to add a feature which will let us put our old division into depots as reserve and activate it with mobilization events at the time of war. Land air naval units will be removed from the reserves after specific time of course because they go too old and obsolete when that happens countries can have a chance to sold old scrap them.

--------------​

Status

Status

I tested the upgrade limits and managed to stop it for the First medium tank USA (M2 Lee to M3) also it worked for Soviets as well the upgrade didn't happened and also the upgrade area in the production tab showed zero points just like there was no upgrade needed but again it was just a test and I still don't know if it works fully.

So lets discuss this idea can it be made for any unit ,developers any ideas ?

Some units should be allowed to be upgraded for example units using same chassis planes using same designs will be still able to be upgraded but what are those?There are lots of people around here who have huge knowledge about the weapons of ww1 and ww2 so I expect them to share their ideas.

As I said feel free to share your opinions lets discuss this ideas and together we can make this game more realistic and add new features. If the community likes this idea then we can create a list for upgradable and non upgradable units and we apply it to game.

Sorry for my English Thanks to Faulty for the text...
 
Last edited:

BeardedHoplite

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You can upgrade the tanks and aeroplanes because you're just taking the crews out of them, putting them in a new, upgraded tank/airplane and training them on it.
It'd be cool to be able to use the mothballed units to create cheaper, but obviously outdated divisions out of them. There's really no point for an upgrade limit.
 

fizy45

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You can upgrade the tanks and aeroplanes because you're just taking the crews out of them, putting them in a new, upgraded tank/airplane and training them on it.
It'd be cool to be able to use the mothballed units to create cheaper, but obviously outdated divisions out of them. There's really no point for an upgrade limit.

Yes this upgrade thing works like this but why upgrading them takes less ic and time then shouldnt it took same amount of Ic and time to upgrade it.What about our old units if it happens like that why they dissepear which country dumps out its units only because that they are 1 year old ?

For example

1938 tank takes 300 days to build and costs 20 Ic when you upgrade it takes less time and 7-10 ic but if I want to build a new brigade with same tanks it still takes 300 days and 20 ic this is odd..

Also reinforcing tanks planes are really fast and this is wrong too I build a tank brigade in 300 days it costs 20 ic but if I lose %50 of it I only need to put 5 ic to reinforcents so it becomes full again in just couple of months.You may say that it replenishes its crew but what about units lost in battle ?

When I demobilise I lost %50 strength of my tank and plane divisons wuups which country dumps its tanks and planes like this come on they only reduces the numbers of their infantry.

Think from this aspect...
 
Last edited:

OneAussieMan777

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I agree with you on a lot of points and understand what you're saying, BUT! The thing is you aren't 'rebuilding' the entire plane/ship/tank. You're only retro fitting it. In layman's terms it's like have a 1982 VW Golf and putting a 2012 motor in it. This is just an extreme example but you avoid building an entirely new unit by just replacing the essentials. Same with the Navy and most of the land units. I do agree about the planes though. Plausible to upgrade up to WW II from WW I aircraft by modifying the frames and engine but impossible to become jet fighters they should definately be sold off or mothballed.
 

novapaddy

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I fully support you in your work.
You need to be careful though, as the game is balanced in such a way that WW2 happens historically.
By tinkering with build times and upgrades (or not allowed), you may totally change the game balance.

I've always hated the long build times, and I've always wanted to keep my light tanks, and not allow them upgrade to something bigger... as light tanks should remain light tanks, and are very useful in some areas.

In my mod, the US is defeated simply because of the long build times. I did shorten the build times... BUT, soon realised I was going to totally change the game balance, and it would cause me a nightmare of extra work to try to balance it again. So I put the original times back.

Just be careful out there!:D
 

Epaminondas

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The thing is you aren't 'rebuilding' the entire plane/ship/tank. You're only retro fitting it. In layman's terms it's like have a 1982 VW Golf and putting a 2012 motor in it.

I'm afraid it's a tempting but not an apt analogy, AussieMan.

For an aircraft 'putting a 2012 motor in it' involves a lot more than it does in revving up your VeeWee. The new motor isn't going to have the same weight and dimensions as the old one, so you're going to need new engine mounts and cowlings at the least. But they're going to change the centre of gravity and the aircraft's flight characteristics, so to get it flying as it needs to you're going to have make compensating adjustments to the airframe - like lengthening the fuselage, enlarging the tailplane, maybe even changing the wing geometry. That all costs weight, as will the probable repositioning and enlarging of fuel tanks that will be required to maintain the original range with the heavier airframe and thirstier engine. Then you're going to have to look at serviceability and access to the new engines in an arrangement that was meant for the old ones, and that will often mean further rejigging. Pretty soon your newly up-engined old aircraft isn't performing as well as the original your trying to replace. That's why, in practice, most new models of, say, the Spitfire or Me 109 weren't just engine or armament upgrades but actual new models designed as such from the ground up but using as old parts wherever possible.

As far as ships go, think about how you'd actually go about dropping a new engine through the 3 inch armour deck of a 40,000 tons battleship.
 

OneAussieMan777

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I'm afraid it's a tempting but not an apt analogy, AussieMan.

For an aircraft 'putting a 2012 motor in it' involves a lot more than it does in revving up your VeeWee. The new motor isn't going to have the same weight and dimensions as the old one, so you're going to need new engine mounts and cowlings at the least. But they're going to change the centre of gravity and the aircraft's flight characteristics.

As far as ships go, think about how you'd actually go about dropping a new engine through the 3 inch armour deck of a 40,000 tons battleship.

It was an extreme example, and ships are often tweaked, tuned and retuned over refitting. To reiterate it was only an example. The best planes of WW I were those the pilots themselves rebuilt from "new" models hence the retro-fitting and the like. Fully agree about the Bf-109's though haha. For tanks it is possible to gain more speed and power through a simplified exhaust system (Check Jay Leno Tankcar) just minor things like this can be done to just about any engine I am fully supportive of this mod but in saying that just getting the point out there that you don't need to try and rebuild units every single upgrade.
 

Epaminondas

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I take your point, Aussie, and any example is going to be open to over-interpretation. I'm certainly not knocking you for putting the issue on the table - just trying to refine the debate - and I think your new post gets us to the nub of it.

The best planes of WWI probably were those individual aircraft tweaked by individual pilots and ground crews, but because they were individual aircraft that's not something that the game can manage. Nor could it be managed in the real world - the performance improvements gained by such tweaking were important but marginal. In both game terms and reality, it was only possible to upgrade (as opposed to 'enhance') the performance of the aircraft stock by introducing new models. And new models take time and industrial capacity to research, design, test, and build.

The same is true for tanks. Again you're right on the money in your assessment that the performance of individual tanks could be improved in the field. In many cases, for both tanks and aircraft, field modifications were so successful that they were standardised in successive production runs. In fact the Germans in particular almost made an art form of producing field modification kits that permitted plug-and-play improvement of units while still in the line. But if you bring your upgrade system down to this level you're going to have dozens - even hundreds - of unit classes, and the game system can't handle that. Neither, I think, could the player - imagine having to visit the upgrade function every few weeks to introduce a new cheap but minor improvement to your units.

Bottom line - we have to sacrifice some elements of reality to get a workable and playable game, and unfortunately incremental improvement is one of those elements.
 

Epaminondas

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It depends what you mean by units, fizy.

If you mean individual units, you can get that information by looking at the bottom panel of the unit display. You'll see a star there and a target. If you click on the target you'll get information on whether that unit is eligible for upgrade or not. If it's eligible and you click on the star that unit will be given priority in the upgrade process.

If you mean what classes of units (e.g. tanks, aircraft, artillery brigades), that depends on the techs that you research. Develop an appropriate tank tech (you can tell if it's appropriate from the tooltip you get when hovering your cursor over it) and a new model tank will become available as an upgrade; develop an appropriate interceptor tech and ... you get the idea.

If you mean in what order your units will be upgraded, then there are two things to be considered. The first is whether you've assigned them priority or not. The second is where they come in the system's own priority list. Somewhere there's a set sequence that determines the order in which different classes of units will be upgraded when more than one is eligible for upgrade. I can't give you reliable details on that, but from observation I reckon the order is related to upgrade cost so that a low-cost class upgrade will be completed before a higher-cost class. From what I can tell, for example, if you have both garrison and infantry units eligible for upgrade (and you haven't prioritised individual units of either class) then the system will use as much of the available IC as it takes to cover all the garrison units before it allocates any to the infantry. There'll be someone out there who knows more about this than me and who might be able to help you further.

Hope that's helpful.
 

Necronomicon9

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I would like to see a mod that exactly says what your unit strength in soldiers/vehicles is and real combat casualties so you can gauge battle sizes and units strength. Kind of like civil war blue and grey. But good idea about the upgrading it would finally fix the mass army always wins issues. A small superb force could finally beat a large force without having to cheat and mess with the techs...Barbarossa
 

unmerged(444403)

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I would like to see a mod that exactly says what your unit strength in soldiers/vehicles is and real combat casualties so you can gauge battle sizes and units strength. Kind of like civil war blue and grey. But good idea about the upgrading it would finally fix the mass army always wins issues. A small superb force could finally beat a large force without having to cheat and mess with the techs...Barbarossa

AOD has that system if i remember correctly (haven't played it in years) showing proper combat casualties i always thought was a cool feature, The issue with smaller forces defeating larger forces due to tech is difficult to implement obviously throughout the entire war the Germans were outnumbered and still performed well however balancing it to give the Soviets (for example) cheaper but inferior units to the Germans or Brits isn't possible i dont think
 

Fernando Torres

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I would like to see a mod that exactly says what your unit strength in soldiers/vehicles is and real combat casualties so you can gauge battle sizes and units strength. Kind of like civil war blue and grey. But good idea about the upgrading it would finally fix the mass army always wins issues. A small superb force could finally beat a large force without having to cheat and mess with the techs...Barbarossa
That will be possible in patch 1.03