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Zupanicarr

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Its done, even if I'm not 100% happy with how marauders spread yet. If people complain I can do a hotfix.
Gonna put it for upload in a bit, gotta run a errand. Sorry for delay.
Praise the Slaughter!
 

Slaughter

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Sorry for delay - internet problems, then finding the right cloud storage to upload.

This download is a complete download - it has my entire FODD folder, essentially. People were really demanding for this due to easy install and alright, done. I think I will stick with smaller downloads for next versions now that people have the big one. Let's just hope mediafire really has no bandwidth limit.

EDIT: OUTDATED FILES, LATEST ONES IN THE LATESTS PAGES FOR NOW! (sorry, I'm not the OP of the topic)

Changelog:
- Fixed Dead Islands blast door and Glow province-related bugs. Should work now. (HOTFIX 2 INCLUDED)
- The patch with fixed adj-defs is included. Now rivers actually affect combat, missing only Central American ones because they're causing game-breaking bugs for some reason. Thanks, Toryn!
- Fixed Night of the Living Dead, zombies now pop up in the right provinces. Beware that they now come in larger amounts, explanation bellow.
- Marauders return - The wastelands are now teeming with scum and filth once again! Land is not free any-more, now you will have to fight and sweat for territory again! Due to larger map, there are waaaaaaay more marauders in-game. I mean it. So be warned. Please do some feedback if you think any nation is expanding oddly.
- Partisans return. Now you will need to garrison units in taken lands or they will take down your transport capacity and even revolt. They are also a bit boosted, or so I hope. A extra boost is planned in the future, especially if a certain idea can be made workable...
- Changed traits: Wise has -5% org and morale penalty. I think its more balanced because in the long run a Wise nation can essentially into-space with proper tech and win battles with their epic units with the latest doctrines and all sort of epic secret tech. Give your opinion in the forums.
- Minor AI changes - Some AIs are now configured to target a few islands near them. Mainly the ones near coasts - New Arroyo, Manitou Tribes, Canada, Texas, Shi Empire etc. A AI overhaul aimed at making the AI more aware of the new provinces is planned for the future.
- Kenai given to Enclave.
- Broken Hills Human Militia unit is not locked any more. This is because I found out all Broken Hills units started locked, and this was slowing down their expansion baddly because the AI didn't know how to cope with it (I did it by spamming Irregulars). This also means that its not unlocked by event as well.
- "Provo joins Broken Hills" event now changed to be "Battle Mountain joins Broken Hills" because the new map correctly shows how distant Broken Hills and Provo are. Also, there are future plans for the Provo region...
- Gore Bay in the Great Lakes given to the Enclave for ominous reasons. Classified for reasons of national security, citizen.

Praise the Slaughter!

Not yet, play first, praise later!
 
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Teep

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So are the marauders spawned by the 'Wastelands are aflame' and the various mutant events the only way the lands will change hands? If so it seems like the Fairbanks garrison will run out of supplies and die by attrition before one can connect it to the rest of the Enclave territories. I have played until 2246 thus far so I may be wrong but vast numbers of provinces are still wasteland after the aforementioned event.

Also, thanks for the update, is one of my favourite mods for this game.
 

Saephil

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Playing that version, I am getting a consistent crash at 23:00, 30th of June 2245. Any idea what may be causing it? The game just freezes up and doesn't respond, I have to end it via task manager.
 

Teep

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Playing that version, I am getting a consistent crash at 23:00, 30th of June 2245. Any idea what may be causing it? The game just freezes up and doesn't respond, I have to end it via task manager.
Wait. It is the Wastelands are aflame event that spawns most of the marauders that are added in this version, it took about 3-4 minutes to resolve on my computer which is a bit of a pain but compared to the wait times in some other games I have played it is not too bad.
 

Slaughter

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So are the marauders spawned by the 'Wastelands are aflame' and the various mutant events the only way the lands will change hands? If so it seems like the Fairbanks garrison will run out of supplies and die by attrition before one can connect it to the rest of the Enclave territories. I have played until 2246 thus far so I may be wrong but vast numbers of provinces are still wasteland after the aforementioned event.

Also, thanks for the update, is one of my favourite mods for this game.

Actually, partisans appear in wasteland provinces and take them. Weird, Fairbanks didn't that problem in my game.
Actually, that event ins't supposed to make all land go to marauders like in the previous versions, marauders are supposed to go everywhere and all that.

Playing that version, I am getting a consistent crash at 23:00, 30th of June 2245. Any idea what may be causing it? The game just freezes up and doesn't respond, I have to end it via task manager.


Wastelands are Aflame event, which spawns the big marauder swarm across the wasteland. Did you try waiting for a while? I think five minutes or ten does it. No idea why that event does that, maybe DH simply can't take the strain of spawning so many units in so many places at once. If waiting doesn't work, send me a savedebug and I will take a look at it.

I did the first version that was quite buggy since often caused NCR to switch sides even in the middle of the final war.

Odd, never saw that bug actually.
 

Arcangelus

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Slaughter, you forgot to remove the backup folders. And the 1936 related files in the scenario folder. And remove_1936.bat. And the folder gaining_control in db/events, that is currently redundant and not used. There is also an extra 2245.eug on the top folder.

Also, you never changed the file sidear_bg.bmp in gfx\interface with the one from DH vanilla (it allows to see the custom bars for the different factions.)
Looking at the code of 'Wastelands are Aflame', I kinda understand the slowdown. In fact, I didn't know that DH allows so many lines of code per command. Using several smaller events triggered in succession (or after a day delay) should make it go faster.

I'll actually play it at some point in the weekend, or when I have time.
 

Slaughter

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Slaughter, you forgot to remove the backup folders. And the 1936 related files in the scenario folder. And remove_1936.bat. And the folder gaining_control in db/events, that is currently redundant and not used. There is also an extra 2245.eug on the top folder.

Also, you never changed the file sidear_bg.bmp in gfx\interface with the one from DH vanilla (it allows to see the custom bars for the different factions.)
Looking at the code of 'Wastelands are Aflame', I kinda understand the slowdown. In fact, I didn't know that DH allows so many lines of code per command. Using several smaller events triggered in succession (or after a day delay) should make it go faster.

I'll actually play it at some point in the weekend, or when I have time.

Hey Arcangelus! Nice to see you back!

Yeah, I'm forgetful sort. Will do.
Do we have custom bars for the different factions? My mind is kinda sleepy atm.
I have no idea why the extra 2245.inc file is about, it was always there in my folder, I never had the courage to touch for some reasons. I blame the Enclave.

Ah, so its not a issue of being too many marauders on-map (because it seems bizarre to my head), but too many lines of code? Aaaah, didn't know that, still lotsa stuff I don't know, don't have that experience, thank you very much! Will get started on a hotfix tomorrow, then, really don't like that slowdown.
 
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Saephil

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Another weird thing I have noticed: When fighting marauders, I do not get a "Your units are under attack" message, even when I have set it to popup & pause. Kinda annoying, since as it is, the only time I am informed of a battle at all is when it has already been lost.

Here's hoping this isn't another incredibly obvious thing I've missed :unsure:
 

Arcangelus

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Hey Arcangelus! Nice to see you back!
I never truly left. I simply stopped posting cause my personal version was too divergent from the semi-official one and I lost track of what was officially added and what wasn't. For instance, the techs that I use are in a shortened fashion (Ex: In the tech 'Terrain Ambush', instead of type = urban_attack for each unit, I use 'type = urban_attack which = land' ) to allow me to see what they actually do instead of relying on code knowledge.

Do we have custom bars for the different factions? My mind is kinda sleepy atm.
Technically, yes. For most of them. However, you need to replace the file that I mentioned as the one currently there goes above them. Sword mentioned it at some point and I made the change, but I guess it was never officially changed.

Ah, so its not a issue of being too many marauders on-map (because it seems bizarre to my head), but too many lines of code? Aaaah, didn't know that, still lotsa stuff I don't know, don't have that experience, thank you very much! Will get started on a hotfix tomorrow, then, really don't like that slowdown.
I made a quick test, and at 100 lines of code I have no problem. At 200 lines, it takes around 3 seconds to resume. At 300 lines, it takes about a minute to load. I took the liberty of modifying the original by dividing the original 'Wasteland are aflame' in 9 parts, the last of which trigger on July 9th at 0:00, and moved the notification event to July 5th (maybe July 9th would be more appropriated?). Here is the modified file:
http://www.mediafire.com/view/zle94qll984vqbi/Rebels.txt
Not as fast as I would like, but it doesn't crash the game nor freeze it for over a minute or 2 per day. After July 9th, all goes smooth.
 

Slaughter

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I never truly left. I simply stopped posting cause my personal version was too divergent from the semi-official one and I lost track of what was officially added and what wasn't. For instance, the techs that I use are in a shortened fashion (Ex: In the tech 'Terrain Ambush', instead of type = urban_attack for each unit, I use 'type = urban_attack which = land' ) to allow me to see what they actually do instead of relying on code knowledge.

Hmmm... I see.

technically, yes. For most of them. However, you need to replace the file that I mentioned as the one currently there goes above them. Sword mentioned it at some point and I made the change, but I guess it was never officially changed.

I'm gonna take a look at it, sure. I'm way greener than both you and Sword on HOI2 modding, through, I didn't even perceive the bars. Derp.

I made a quick test, and at 100 lines of code I have no problem. At 200 lines, it takes around 3 seconds to resume. At 300 lines, it takes about a minute to load. I took the liberty of modifying the original by dividing the original 'Wasteland are aflame' in 9 parts, the last of which trigger on July 9th at 0:00, and moved the notification event to July 5th (maybe July 9th would be more appropriated?). Here is the modified file:
http://www.mediafire.com/view/zle94q...qbi/Rebels.txt
Not as fast as I would like, but it doesn't crash the game nor freeze it for over a minute or 2 per day. After July 9th, all goes smooth.

AWESOME! Going to include in my original post! Thank you, Arcangelus! That slowdown was really bugging me for a while, didn't know the code could't handle too many lines. Gotta remember it in the future. Can I send you a PM if I have further problems with things I don't get?

Now I only have to do some games and take more looks at raider spread patterns before I can finally stomp out the last areas which remain wasteland for a time they sshould't remain.

I plan to release one or two hotfixes for this version and then work on a content release, which shall be definitive 2.1. This latest release was more of a fix patch like the others (added marauders back in).
 

Arcangelus

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AWESOME! Going to include in my original post! Thank you, Arcangelus! That slowdown was really bugging me for a while, didn't know the code could't handle too many lines. Gotta remember it in the future. Can I send you a PM if I have further problems with things I don't get?
By my guest (yes)

Now I only have to do some games and take more looks at raider spread patterns before I can finally stomp out the last areas which remain wasteland for a time they sshould't remain.

I plan to release one or two hotfixes for this version and then work on a content release, which shall be definitive 2.1. This latest release was more of a fix patch like the others (added marauders back in).
A comment on that. The amount of rebels does slow down the game a little, at all hours, until their number is reduced. Also, they can be quite a threat if your faction doesn't have aircraft of some kind, as they tend to form group of 40 or so units (enough to stomp some factions, if they had an actual AI) that you need to crush by attrition.
By the change-log, I assume that the revolt risk of conquered land is intentional. Considering the amount of troops that you need to reduce it to 0, I consider that either the suppression of the garrison and/or police units needs to be increased or the revolt risk reduced a bit (we are talking about 60-70% here, and over 3 garrison+police per province)

Right now, I'm trying to update the "[placeholder state] United" events in general.txt. 9 done, no idea how many to go. Should I go by the spirit of the event (the places that matter) or by complete control? I'm going with the former, but changing it's easy enough.(One line instead of several)
About hotfixes... look for a "(" in the dead_island.txt file. You'll know what I mean when you see it.
 

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Another weird thing I have noticed: When fighting marauders, I do not get a "Your units are under attack" message, even when I have set it to popup & pause. Kinda annoying, since as it is, the only time I am informed of a battle at all is when it has already been lost.

Here's hoping this isn't another incredibly obvious thing I've missed :unsure:

I don't get one too, its weird. I will investigate it.
 

Arcangelus

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I don't get one too, its weird. I will investigate it.
I think is normal. I loaded DH full and, with help of the commands 'revolt' and 'fullcontrol', tried the 3 possible combinations (they spawn attack, they attack from a province, you attack them) and never got a message about the combat itself. I think that the rebels don't count as a nation for this purpose.

On the bright side: I just finished updating the 'States United' events (In general.txt). However, I have 3 questions:
1. What is preferable: Those events triggering once per game, once per faction, or until a human player receive them? Right now, it's the first one.
2. There is an event in that file that initiates a 'Nuka Cola' related chain that seems 'incomplete' to say the least. Currently it does nothing but drain a few resources. Do you have any idea as to what is supposed to do? If no, could you give me an idea as to what it should do? I suck at writing descriptions, but I can write entire chains without issue.
3. How do you feel about adding decisions? A few events would work better as decisions, but as of now the tab would be empty most of the time.

BTW, the event 40224 (Nevada-Utah United) and the event 40229 (Idaho-Wyoming United) need a new description. The former mentions Necropolis (no longer there) and the later mentions factions no longer there. (Mainly Gecko. Vault City and the Huns do have a province in here through it isn't nearly as important as the text suggest)
 
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Slaughter

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Feedback questions: How are factions expanding on your game? Any faction expanding oddly? Any faction that expanded badly before expanding well (Enclave and Broken Hills come to mind)?

I think is normal. I loaded DH full and, with help of the commands 'revolt' and 'fullcontrol', tried the 3 possible combinations (they spawn attack, they attack from a province, you attack them) and never got a message about the combat itself. I think that the rebels don't count as a nation for this purpose.

On the bright side: I just finished updating the 'States United' events (In general.txt). However, I have 3 questions:
1. What is preferable: Those events triggering once per game, once per faction, or until a human player receive them? Right now, it's the first one.
2. There is an event in that file that initiates a 'Nuka Cola' related chain that seems 'incomplete' to say the least. Currently it does nothing but drain a few resources. Do you have any idea as to what is supposed to do? If no, could you give me an idea as to what it should do? I suck at writing descriptions, but I can write entire chains without issue.
3. How do you feel about adding decisions? A few events would work better as decisions, but as of now the tab would be empty most of the time.

BTW, the event 40224 (Nevada-Utah United) and the event 40229 (Idaho-Wyoming United) need a new description. The former mentions Necropolis (no longer there) and the later mentions factions no longer there. (Mainly Gecko. Vault City and the Huns do have a province in here through it isn't nearly as important as the text suggest)

1. I think 2 is preferable due to changing geopolitical situation. I just hope it doesn't cause a heavyload.

2. How odd, I'm going to take a look or ask Sword about it.

3. I'm fairly interested in adding decisions, about time we got them I say. Do you have that googledrive me and messenger set up for new nation design work? We can use it to discuss decisions and events there, too. I got some ideas but I need feedback

Nice to see the States United events brought back on, thank you! Can you do me a favour and annotate which state every province belongs to in case of events that area for two states? Because I fully intend to make every one of the 50 states capable of being unified in the future, so when we start detaching states I can just copy-paste some provinces to a new one.

I will fix those descriptions, sure.

My game is consistently crashing on june 20th 2245

Not here. Is your Darkest Hour updated? I suggest you to look a few posts back and download Arcangelus' fix to marauder slowdown. Also, take a look if you have only one mod folder. If it fails, send me a savedebug.

Is that one ported to 1.3 yet?

Trial version has been 1.3 compatible for quite a while, 1.3 new combat system, casualties report (still WIP, tho) and everything.