It's impossible to achieve full historicity and realism in HOI
but we should try
but we should try
International DH-Multiplayer Discord!
https://discord.gg/sP7rHmg
Join us! )
######################################################################
It's Old DH-Light Multiplayer Realism Mod
New topic with
Nick's WW2 Multiplayer Realism Mod for DH-Full
here:
https://forum.paradoxplaza.com/forum/index.php?threads/nicks-ww2-multiplayer-realism-mod.1229617/
########################################################################
########################################################################
________________________________________________________________________
12/2017
Started work for transfer my DH-Light Mod on DH-Full. It will take about 2 years of titanic work.
But it will be the greatest masterpiece with a lot of new improvements
Tech transfer to DH-Full have finished:
__________________________________________________________________
10/12/2017
The most historical/realistic Mod in Hoi-2/3/4/5 Universe updated to 1.05 patch !
https://yadi.sk/d/MMYUtlF13QUBRq
("Скачать" button)
Check summ PNFA , for Darkest Hour v1.05.
Made in English and Russian languages.
____________________________________________________________________________
09/14/2017
The most historical/realistic Mod in Hoi-2/3/4/5 Universe makes a new ambitious steps towards maximum of realism!
Download DH-Light Multiplayer Realism Mod v4.21 here:
https://yadi.sk/d/DQ6BVXPd3MvSca ("Скачать" button)
Check summ FFGV , for Darkest Hour v.1.04.
Made in English and Russian languages.
Short list of new improvements:
1. TOTAL rebalance of population, MP and IC! All countries (and their provinces) got very accurate/realistic population and IC
(excluding Latin America, it will be done later).
2. New, realistic concept of basic MP and MP growth! Realistic basic MP for all important countries.
3. Realistic location and amount of resources (Energy/Metal/Rares) in Asian provinces (from India to Phillipines).
4. Fundamentally new, much more realistic concept of american lend-lease to UK and to USSR!
5. More advanced concept of warships Armor (Sea Defense).
Now Sea Defense for all warships in Game depends not only from thickness of main armor,
but it also depends from armor's angle and from the bevel of armored deck.
6. More advanced concept of warship Attack. Now Sea Attack depends not only from weight of salvo per minute,
but also Armour Penetration and mass of Bursting Charge taken into account too.
7. Total, more accurate/historical rebalance of AntiAir, Range and Fuel Consumption for all ships.
8. New, much more realistic concept of Organisation of aircraft carriers!
Now basic Organisation of aircraft carriers depends from a lot of important factors:
armored flying deck, size, AntiAir power, radar, number of fighters, number of spare aircraft.
Now Game have 14 (!) unique historical types of air carriers with individual characteristics.
Also there are 17 (!) unique historical types of WW2-battleships with individual characteristics.
9. New event The Tizard Mission and accordingly two additional new radar-AntiAir technologies:
Radar Targeting and Variable Time Fuzes.
10. New technology line - Aircraft Engines and Engine Assembly Line technology.
11. Fundamentally new, much more realistic concept of Division technologies!
Now "weapon" tech teams research Weapon only! Division types (Division's Staff) researched by Generals or by General Headquarters!
12. A large number of other improvements and new events.
(excluding Latin America, it will be done later).
2. New, realistic concept of basic MP and MP growth! Realistic basic MP for all important countries.
3. Realistic location and amount of resources (Energy/Metal/Rares) in Asian provinces (from India to Phillipines).
4. Fundamentally new, much more realistic concept of american lend-lease to UK and to USSR!
5. More advanced concept of warships Armor (Sea Defense).
Now Sea Defense for all warships in Game depends not only from thickness of main armor,
but it also depends from armor's angle and from the bevel of armored deck.
6. More advanced concept of warship Attack. Now Sea Attack depends not only from weight of salvo per minute,
but also Armour Penetration and mass of Bursting Charge taken into account too.
7. Total, more accurate/historical rebalance of AntiAir, Range and Fuel Consumption for all ships.
8. New, much more realistic concept of Organisation of aircraft carriers!
Now basic Organisation of aircraft carriers depends from a lot of important factors:
armored flying deck, size, AntiAir power, radar, number of fighters, number of spare aircraft.
Now Game have 14 (!) unique historical types of air carriers with individual characteristics.
Also there are 17 (!) unique historical types of WW2-battleships with individual characteristics.
9. New event The Tizard Mission and accordingly two additional new radar-AntiAir technologies:
Radar Targeting and Variable Time Fuzes.
10. New technology line - Aircraft Engines and Engine Assembly Line technology.
11. Fundamentally new, much more realistic concept of Division technologies!
Now "weapon" tech teams research Weapon only! Division types (Division's Staff) researched by Generals or by General Headquarters!
12. A large number of other improvements and new events.
############################################################################
############################################################################
04/13/2016
The most historical/realistic mod in Hoi-2/3/4/5 universe has been updated to 1.04 patch
Download DH-Light Multiplayer Realism Mod v4.18 here:
https://yadi.sk/d/ZTxu-F6aqwFEC
Check summ RWHG
Made in English and Russian languages.
New!!!
Two powerful breakthrough on the way to historicity/realism in HOI !
1. Characteristics and classification of ships has reached its top!
Now ships have different Hit Points (STR) and ORG, that depends on their armor.
Cruisers: 80-100 HP
Battlecruisers: 105-120 HP
Battleships: 120-135 HP
Sub/DD: 100 HP (because 3 in one unit = 33 HP * 3)
Start your HOI and look at Yamato. If it have 100 STR, I'm sorry, but it's not Yamato, it's fake
My Yamato have 160 STR and it's real YAMATO, he-he.
New HP-conception already has been tested in two big multiplayer games and it's cool!
And, of cause, all the other warship characteristics in my mod much more correct (historical) than even in the "World Of Warships" game.
2. Historical world oil consumption/production!
Oil is the blood of war and must be implemented in game historically!
New realistic world oil model incorporated:
1) Realistic civilian oil consumption for all countries.
2) Realistic civilian war-time oil consumptionin for key countries.
3) Historical world crude oil production for all countries.
4) Concessions! It's no matter how much oil have your land, it's matter who is owner of your oil - you or anglo-saxon robbers
5) Old unrealistic "energy_to_oil" mechanics is switched off. Only ENG and GER have synthetic fuel plants. Only GER can historically build new synthetic fuel plants.
6) GER and ITA historically produce some alcohol fuel (from supplies).
All calculations made according to 1930-40 technologies of oil refining.
2 droplets of game oil = 200 tonns of cruide oil = 1 droplet + 1 droplet = 1 (100 tonns of fuel oil) + 1 (40 tonns of light fuel)
1 droplet of game oil = OR 100 tonns of crude oil, OR 100 tonns of fuel oil (ship's fuel oil), OR 40 tonns of light fuel (gasoline/diesel for Land and Air units).
Fuel consumption of each warship calculated very accurately (for 60% of Max possible speed).
Fuel consumption calculating of land units based on Polish and French companies of Wehrmacht and on the amount of vehicles in divisions.
And over hundred other improvements of multiplayer balance and historicity, including correctly made old USA and Japan infantry division of "squared" formation (over 100 STR), correct cavalry units made as cavalry corps with two cavalry divisions in one unit (6700+6700=13400 man = unit with 100 STR) and so on.
############################################################################
############################################################################
2013-2015
Now I want to present my DH-Light Multiplayer Realism Mod for 1936 scenario
New!!! In 3.11 version added 01.01.1938- multiplayer scenario!
Download here:
https://yadi.sk/d/7yAJGVwTpMjMF
(3.17 version, 2016)
Only for Darkest Hour 1.03 version!
Made in English and Russian languages.
Very high historical quality of OOB, Navy classification and characteristics, tech teams, leaders and so on.
______________________________________________________________________________________
______________________________________________________________________________________
You have two variants - excellent russian or terrible english. Sorry, but I decided to choose the second variant
Why DH-Light??! DH-Full is better! It has more original features! All around playing in DH-Full!
Yes, I agree, DH-Full is more improved. And there are only one reason to play in DH-Light for me, but very important reason for such crazy orthodox gamers like me
This reason is – MAP.
I play only DH-Light because I don’t like modern maps with big number of small provinces. I like when provinces are bigger than unit icons and I can see this provinces under units
I like when there are no such microscopical provinces like “Dubrovnik”, “Danzig”, “Znojmo” and much other and I like when there are no so terrible boxes on map like Malta an other islands.
Also, I don’t like too long and boring games, I like hard and fast games. It’s easy axiom: “More provinces – longer game”.
For example, I heard that Big multiplayer game (10-14 players) on HOI3-map, takes about 3 real hours for 3 war-time weeks.
The Big multiplayer game on DH-Light map in our HOI2-community takes 3 real hours for 4 war-time month!
Of course I prefer variant with more “fast” map in multiplayer – it allows to play more mp-games per year and correspondingly more games = more fun.
So, my mod is for such crazy orthodox gamers like me, who like old orthodox map.
And another reason - tech tree. It is axiom - any universal thing worse than specialized thing.
DH Light use specially 2WW tech tree. DH Full forced to use universal tech tree for both 1WW and 2WW. So DH Light tech tree is better for 2WW scenarios, it have not much excess techs from 1WW but have much techs for 2WW.
What does it mean “Multiplayer Mod”?
It means 2 main factors: good MP balance and no “human vs AI wars” before 01.09.1939.
1.MP balance.
Last 3 years I play only multiplayer. Because it’s 100 times more interesting than single.
And if you have mp-experience you know that it is impossible to play good Big mp-games and have much fun if you will use standard single mods for it. Because standard single mods have standard single balance and absolutely have not mp-balance.
It means that Axis will loose 90% games in Big (10-14 players) game. Yes it’s historically, but it is not good for fun. For good fun both sides must have equal chances to win. By this reason all big mp-communities needs to use own mp-mods with more good mp-balance (and every MP-community sure that only their MP-mod is the best .
So, what is the main problem in mp-balance?
Our mp-community have a big experience more then 30 Big mp-games and by our mind the main mp-balance problem is:
USA economic in 1941 is much times stronger then Japan economic in 1941.
Yes it’s absolutely realistic but by this reason Axis can never win.
There are 2 ways to fix it for good mp-balance. Nerf USA or boost Japan. We prefer don’t nerf USA but we boost Japan (and M-cuo) very much. These 2 human-playable countries in our mp-balance are very strong, they are unreal monsters, it’s absolutely unhistorical, but instead, we have excellent balance for the Big mp-game and Axis have equal chances to win.
Also SKA and middle East have a little more resources. This is necessary for Axis.
Allies's economic victory is not so pleasant as а true military victory
2. “No human vs AI wars” conception.
When 10-14 gamers gather together, they do it to have fun by fighting against human intellect! There are absolutely no any interest to kill AI Ethiopia, AI Spain and AI China in mp-game. If you want to kill AI – you can do it in single
When there are no AI-wars in peace time (1936-1939) – game runs faster! It is very important factor for fun!
It is not good when 12 players needs to endure a low game speed and pauses, while Japan and Manchuria annex AI-China in 1937-38. (I’m sorry for China, but by our mind in Big mp-game China and France must be AI, otherwise Axis will never win!).
So, my mp-Mod have no Italy-Ethiopia war, Spain Civil war and Japan-China war.
Japan-China war made as 2 annex events in 1938 and in 1940. When I told that eastern Axis in my Mod is very unhistorical and is very strong (for good mp-balance) I mean this. I never seen that HumInt Japan and M-cuo can’t annex AI China, But when Japan build army to win this war (instead military plants) Axis never win. So, annexing of AI-China by events simply simulate standard mp-reality without slow and uninteresting war against AI and make excellent mp-balance.
Since our mp-community had implemented this concept, our mp-games became more faster and more pleasure.
But why your Mod named “Realism” if you use such unhistorical method of game balance?!
Don’t worry. Annexing China by events is the only unhistorical thing in this Mod
I like high historicity in HOI very much and I try to make it better as possible.
I don’t pretend for total realism because it needs a lot of work, but I concentrated my efforts in some of the important aspects of game and made them very deeply and thoroughly. I hope you will like high historicity in results of this work.
But at first I will say which 3 things you can’t find in my Mod:
There are no much new historical events in my Mod. Yes, I like mods with much historical events, but only in single game. It’s like a book of history and it is very good and informative. But much event windows is not good for multiplayer game. But much old events was changed for better historicity or for good mp-balance.
There are no beautiful and bright images of units in my mod. Just because I prefer to use standard monochrome icons of units in multiplayer.
And there are no new type of units in my Mod. I don't see the need to create many new historical units in multiplayer (such as the SS-units and other) because it’s much more important to make profitable and playable those units that are already in game. (In original DH-light more then 50% of units are unprofitable and unplayable)
And now – what is good in my Mod.
1. Navy! Ships is my main pride! A huge number of epic unhistorical mistakes in ship classes and ship charasteristics in all HOI games what I have seen, was the main reason compelled me to make it myself and make my own mod with true ships, with really historical classes and stats.
The big text about the correct concept of ship simulation in my mod will be in the next post below it.
2. Aircraft.
Aircraft in my mod is not so total realistic as ships (it’s impossible because true historical Aircraft classification and simulation is more difficult task then Naval classification and simulation) but I made a big work and Aircraft are very historical as possible.
I fixed much epic unhistorical mistakes (like antibomber “Interceptor” bonus), fixed classes, stats and cost of all planes and made very precise historical specialization of all real air tech teams.
3. Land Units.
As I said before, I prefer not make new unit types in game but make all original units profitable and playable. As I said in original DH-light more then 50% of units/brigades are unprofitable and unplayable.
I fixed it. All Land units and brigades in my Mod are balanced by “Cost/Power” coefficient. It’s main factor for profitable and playable of all units and I use this principle for Naval and Aircraft units too.
So I guarantee that 90% of all units in my mod are not only have historical classes and stats, but they are profitable and playable and there are no any imba-units.
All tables with unit stats and “Cost/Power” coefficients you can see in next posts below.
4. I want to have true historical OOBs on 01.01.1936 for all mp-playable countries, but it is big and hard work.
Now my mod have good historicity in USSR and Germany OOBs, in all tank divisions/brigades in the world (do you believe that Mongolia had one own tank brigade? :laugh: ) and in 6 main fleets (Ger, Italy, Jap, UK, USA, Fra) on 01.01.1936.
All other OOB’s are same as in DH-Light, so they are not very correct. It is not easy for me to find right info about other countries OOBs. But when I learn something new I fix mistakes in DH-light OOBs.
So, If you want to play classic multiplayer duel Germany – USSR, my mod is the best for it, because (at this moment) only my mod have true historical RED ARMY on 01.01.1936 and therefore true historical atmosphere.
(My studies of the Soviet OOB’s I writed here:
https://forum.paradoxplaza.com/forum/showthread.php?711186-True-historical-Red-Army-on-01.01.1936)
I have experience more then 20 Germany-USSR MP-duels and I guarantee good mp-balance for this classic duel in my Mod.
5. I used new tech component icons from DH full. So, all Naval and Air tech teams are very exact, and other tech teams have not bad exactness.
6. And much other changes in my mod.
More correct skills for main ministers of USSR and Germany.
Correct and logical CGN-ministers concept for all CGN-ministers.
More true skills of sov generals.
The new historical USSR have -20% IC antibonus in peace time for good multiplayer balance.
True historical Germany bonuses from Austria and Czechoslovakia events.
Some changes in tech years and in tech links. (I didn’t change graphical links between techs, it’s so lasy and hard for me)
Of course much changes in “misc” and “modifiers” files for good gameplay.
Much changes in doctrine’s bonuses.
And much much other what I have forgot now
It was a big job and of course I could make mistakes. Tell me if found, I’ll fix it.
All changes made in Russian and in English. Other languages have old (not correct) tech names, class names, model names and other.
Standart human playable contries for good balance in Big mp-game in MP-Mod are:
Ger, Ita, Spa, Hun, Rom, Jap, Man-cuo against UK, Kan, Astrl, S Afr, USA, Sov, Mong.
Fra and China must be AI in Big MP-game!
I made new tech teams (with new DH Full icons) ONLY for mp-playable countries!
I changed only 1936-1945 units. Later units as 1951-units I don't changed, because 80% mp-games end in 1942.
P.S.
Besides Big mp-games I like to play Germany-USSR duels, so if you have good mp-experience and want to test this duel on my Mod – write me. I like new opponents it’s interesting.
And if any mp-community will want to play this mod in Big MP-game, call me too
Last edited: