• 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.

mikey1871

Colonel
21 Badges
Apr 23, 2003
1.188
94
Visit site
  • Europa Universalis III Complete
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • 500k Club
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III
  • Ancient Space
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
  • Arsenal of Democracy
Hi, first off thanks again for the 1.3 version. i have been playing as West BOS. The year is 2259 for me. last save is Jan 18 2259. I've conquered everything south of me. I've taken new reno and i'm 85% gotten Robot Nation conquered. I keep getting CTD's ever since i hit jan 22 2259.

I've included the savedebug.txt and the crash report. well i was gonna attach the .dmp file, but the forum wont let me do that. hope you can figure out why i get ctd's in january 2259.

please help. I'd love to finish this game. I've also installed the "fix-3 rar".
 
Last edited:

Arcangelus

Major
9 Badges
Apr 8, 2012
753
36
  • Darkest Hour
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Crusader Kings II: The Old Gods
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Victoria 3 Sign Up
Hi, first off thanks again for the 1.3 version. i have been playing as West BOS. The year is 2259 for me. last save is Jan 18 2259. I've conquered everything south of me. I've taken new reno and i'm 85% gotten Robot Nation conquered. I keep getting CTD's ever since i hit jan 22 2259.

I've included the savedebug.txt

please help. I'd love to finish this game. I've also installed the "fix-3 rar".
It's the machine revenge :p
Now seriously: The savedebug says nothing useful. If I had to make a guess, I would say that you developed the tech 'powered scouts'. Due to a oversight that has lasted several years now, the model unlocked by that tech doesn't exist. At all. If I'm correct, the are only 2 way to continue:
1.You can edit your savegame (with notepadd++ or similar) At the very begging of the file, it says "saved = aaa" (where aaa is tag of the faction with which you saved). With that, look for "Tag = aaa" until you see something like this:
Code:
country = {
	tag = aaa
Now look for paratrooper. The line should look something like this:
Code:
paratrooper = { 4 9 2 1 6 }
Erase the 9.
2. You can wait for the next patch. I'm only missing 3 descriptions. The problem being that I suck at making descriptions, so it may take a few days.
 

SweetHalcyHS

Colonel
1 Badges
Dec 12, 2012
800
10
  • Warlock 2: The Exiled
I wasn't talking about the HQ unit, but the technology 'Field Command'. If you were also talking about the tech... That one is new.
I've never seen that before, as a increment to the attack of the HQ unit is (As far as I can tell anyway) only useful with few available units and/or heavy use of HQ (as in, many of your units are HQs). As I tend to use medium to big armies to DOW other factions, I see it as a inferior choice over 'central command'. I would like to hear (read) your side with more detail.

I haven't yet played on the new map, but at least on the previous one, there was never enough manpower, and between the manpower needed for garrisons/rebel control, the penalty from growing pains, and the piling losses from constantly waging war, I never managed to scrape up any sizable numerical superiority until the end game. So due to zeppelins being not exactly very useful mid-game due to all the large stacks the enemies use, local superiority+HQ overruns+cleanup was pretty much the bread and butter of my strategies, and the additional HQ firepower was worth more than any minor boni that I didn't have nearly enough other troops to make it worth it. After all, the HQs need to be able to hold the province once they actually get there.

As to why I didn't use the other mobile units, from what I remember them they were too crappy because of their upgrades. Probably didn't have enough research slots or the upgrades were too far apart. And of course, that they are horribly manpower inefficient in comparison.

As I said, it's all based on one thing- the lack of manpower.
 
Last edited:

mikey1871

Colonel
21 Badges
Apr 23, 2003
1.188
94
Visit site
  • Europa Universalis III Complete
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • 500k Club
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III
  • Ancient Space
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
  • Arsenal of Democracy
Hi again. ok so i looked at the entire "eug" file for 18th of january in the "saved Games" folder. I couldn't find either of those items you mentioned... especially the line about the paratroopers.

I'm gonna inclose the offending eug here. if you get a chance, maybe you can find the line you mentioned for me and maybe u could remove the bad character. I simply do not know what i'm looking for in the file :(

ok WTF?????????? why doesn't the stupid damn crap on this forum know how to use or rather upload the fucking files in the fucking game?? This is twice i've tried to upload a damn game file and paradox's stupid bullshit forum can't handle the damn file type!!!

god damn irritating piece of paradox bull shite!!! so i guess that game is fucked cause idiotic paradox forum is too antiquated to upload a damn file type.......ERRRRRRRRRRRRRRR
 

mikey1871

Colonel
21 Badges
Apr 23, 2003
1.188
94
Visit site
  • Europa Universalis III Complete
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • 500k Club
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III
  • Ancient Space
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
  • Arsenal of Democracy
ok so played a brand new game, played as west bos. Whenever the marauders start to fill in the black areas the game freezes for a bit, like 30 seconds. then game play is splotchy until all the marauders are removed from play. THat normally takes a good bit of time with all the new provinces in the mod.

But the lag might be cause in the last game when the marauders do spawn they spawn in massive numbers, like fives tens fifteens and even up to thirty at once in one province all over the board.

Now i didn't change my difficulty levels for the game. all i changed was i maxed out the scenario length.

i do use the name cheat codes, energy, rare, metal etc and i use nofog. that's how i play the game.

but the incessant lag is pretty horrible. any suggestions would be great :p
 

Arcangelus

Major
9 Badges
Apr 8, 2012
753
36
  • Darkest Hour
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Crusader Kings II: The Old Gods
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Victoria 3 Sign Up
I haven't yet played on the new map, but at least on the previous one, there was never enough manpower, and between the manpower needed for garrisons/rebel control, the penalty from growing pains, and the piling losses from constantly waging war, I never managed to scrape up any sizable numerical superiority until the end game. So due to zeppelins being not exactly very useful mid-game due to all the large stacks the enemies use, local superiority+HQ overruns+cleanup was pretty much the bread and butter of my strategies, and the additional HQ firepower was worth more than any minor boni that I didn't have nearly enough other troops to make it worth it. After all, the HQs need to be able to hold the province once they actually get there.

As to why I didn't use the other mobile units, from what I remember them they were too crappy because of their upgrades. Probably didn't have enough research slots or the upgrades were too far apart. And of course, that they are horribly manpower inefficient in comparison.

As I said, it's all based on one thing- the lack of manpower.
I see. I tend to play faction that don't need manpower that badly(or at all), but your point makes sense. I've never been in that position, so I wasn't aware that a HQ rush is viable.
However, I think that its less so in the current (bigger) map. It's still mostly useless once you manage to get some numbers, but your point stands.

Mikey1871: The 'upload attachment' of the forum as always been 'temperamental'. If you put it in a winrar or similar, it should work. However, I advise against its use.
The lag is produced by the large amount of marauders. However, as the mod needs it to properly secede provinces, it's a necessary evil.

Now, good news. New patch: http://www.mediafire.com/download/gcf6w3azf8s5utj/FIX-4.rar
With some luck, it may even fix that broken save-game of yours.
Changelog:
Code:
FODD 2.1 TRIAL 6 Hotfix 4

Changelog:

Config/event_text.csv:
- Fixed descriptions of the Brotherhood Bunker Networks events for New Reno, Pioneer Alliance and Den.
- Fixed typo in ACE Medical Computer decision.
- Small addition to the "Geckos everywhere" event text.
- Added lines for new event chain for the robots.

db/misc.txt

Nerfed nationalism:
- Nationalism starting value is now 35 (was 40)
- # Nationalism per MP (added to stating value)
changed to 1.5 from the previous 2.0

- Combat Modifier: Land/Air/Naval Exceeding Max Command Limit Mod
Increated to 0.6 (was 0.5)

db/events/End_Game
- Event "Rumours from the North" was showing up after the Chosen One's reveal because it was made to appear in 2256 if Warmonger was not triggered. Now it appears in year = 2256 month = april.

db/events/Rebels.txt
- Some marauders were weakened to prevent nations from being overrun by marauders, some areas got increased marauder presence

db/events/West_BoS
- Event "Start of the Game: Code of the Brotherhood" now includes a extra bonus to the Brotherhood:
command = { type = intelligence which = them value = -10 }
This gives the brotherhood a 10% bonus against enemy spies. A clear advantage of brotherhood isolationism would be the near impossibility of infiltrating spies disguised as initiates into their ranks. The few, very very very very rare recruits (probably all of them exceptional individuals) would be thoroughly tested and well-know by the Brotherhood's well established network of covert agents.

Polar_Station_Zeta.txt: Fixed transport plane (was null model 4. Now model 3 "Zeppelin Transports Mk II")

Gaining_control.txt: Now Sacramento is covered by the Gaining control events
	"Control of New york" event now triggers almost immediately
	There were a few events related with non-wastes provinces. Namely:
		Vault City: provinces 6104 (60323) and 6190 (60387)
		Gecko: 6103 (60323)
		Enclave: 548(60004), 550(60005), 6704 (Gore Bay, 60769), 6868 (Kenai, 60922)
		Junkers: 614 (60043), 2686 (60161), 6377 (60562), 6378 (60563)
		Former USA: 596 (60031), 598 (60032), 600 (60033), 601(60034), 604(60035), 606(60036), 607(60037), 608(60038), 609(60039), 610(60040), 618 (60046), 632 (60054), 2688 (60163), 2719 (60187), 6330 (60518), 6332 (60520), 6333 (60521), 6375 (60560), 6376 (60561), 6379 (60564), 6380(60565), 6381(60566)
	Added: 6142 (Battle mountain), 784 (Bend), 670 (Atlanta), 2718 (Linchburg), 6468 (Pulaski), 6474 (Beckley), 4286 (La Palma). Event ID used: 60031-60037
	Event regarding provinces 6142 and 786 now sleep their counterparts.
	Removed event related with 7299 (Kiska, 60944). Too remote. Given to Dead islands instead.

Broken Hills.txt: Fused events 14046 and 14047 (Unite with Battle Mountain)
Pioneer_Alliance.txt: Fused events 18009 and 18010 (Integrate Eugene into Alliance)
General.txt: Added missing core to 'Louisiana United' event
	Fixed: Events 'Southcentral US United', 'Northwest US United', 'Midwest US United' could trigger multiple times for the same faction
	Fixed description of event 'Massachusetts, Connecticut and Rhode Island United'
	Partially revamped vault chain.

Refeshing_techs.txt: Modified event to grant acces to The Glow. I think that now works as intended. Testing pending.
Dead_Islands.txt: Extended timeline of the chain. The disease stops happening around 2260 (too weak to have any effect by then)
	Minor clean-up

Robot_nation.txt: Finally fixed event 'Digital Epiphany'. Now it can actually trigger (That took a while)
	Added a decision to get better transport ships.
	Added decision around the idea of machine efficiency.

Divisions:
	garrison: Changed suppresion values of robot models (Now 3-4-5). I still think is too low when compared to biological models.
	mechanized: Sentry Bot Unit now has a vulnerability of 155 instead of 55. Softness reduced in 5 points (now 50)
	paratrooper: Added missing model 9 (powered scouts). Balance pending.

Dead_islands.inc: Now they have 7299. Their capital is now 3558 (Attu island)
Now DK has tech blocked since release. Most of it anyway (Former_USA and Dark_Cathedral)
Also modified wasteland and far_away lands. Edited scenario file.

PRK.ai: Removed some redundant commands
tech_names.csv: Changed names of tech 4190 (Now basic fighter) and 4200 (Now Improved Fighter)
unit_names.csv: Changed name of models of fighters. Now it's scrap, basic, improved, new era.

Models:
	ill_div_0_4.bmp didn't have the correct depth. While I can fix it, the image is too ugly to bother. I changed it with something else instead.
	ill_div_18_6.bmp, ill_div_18_7.bmp and ill_div_USA_0_4.bmp had wrong size. Not enough for a crash, but distorted the image.
	Changed a couple of other images that I didn't like.

Tech: 'Superior Tankbots' (9300) and 'Pacifier Robots' (9230) no longer block each other.
 

JRHINDO

Hej Slaveni!
97 Badges
Feb 24, 2007
5.072
40
gh.ffshrine.org
  • Naval War: Arctic Circle
  • Impire
  • Iron Cross
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Lead and Gold
  • Leviathan: Warships
  • The Kings Crusade
  • Lost Empire - Immortals
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Supreme Ruler: Cold War
  • Starvoid
  • Island Bound
  • Darkest Hour
  • Arsenal of Democracy
  • Cities in Motion
  • Cities in Motion 2
  • 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
  • A Game of Dwarves
  • Dungeonland
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
Read over the changelog that you upped the marauders, specifically between factions so they dont murder each other too early. But watch out with that, marauders can cross borders into factions and annihilate them faster than other factions when the factions have their early troops which can be super weak.
I have only tested the mod for a few minutes just to see the cool new map.
 

Arcangelus

Major
9 Badges
Apr 8, 2012
753
36
  • Darkest Hour
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Crusader Kings II: The Old Gods
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Victoria 3 Sign Up
To be honest, I didn't test that. Not all the changes are mine, several are from Slaughter.
And a change that I forgot to add: Around 2250, there should be a new surge of marauders. Not as big as the first one, but big still. I didn't test how bad that can be either, but it 'should' be harmless when compared with the first wave. Please, let me know if it effectively removes the black-spots on the wastes.
 

mikey1871

Colonel
21 Badges
Apr 23, 2003
1.188
94
Visit site
  • Europa Universalis III Complete
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • 500k Club
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III
  • Ancient Space
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
  • Arsenal of Democracy
cool, i'll try the new patch after i get done with the game i'm presently working on.

yeah, i kinda figured that the marauders had to come "enmass". it just had to be dealt with... the lag i mean. It did disapear once most of the marauders were taken out by the other groups. once the marauders were gone to game settled down and it worked like it should on "very fast" speed.

ONE THING though... somehow the little button, used to be right above the zoom buttons on the left side of the game, the button used to show all the troop movements for the game. PLEASE put that back in the mod. It's very very handy to be able to see all of my troops move when i'm attacking on a front. Now i'm kinda blind. I can only see what one group is doing. I rarely attack with one group.

But i REALLY like the mod. :D i've been waiting for it to be upgraded for DH 1.3 for a very long time.

FODD is much better than Kaiserreich. No detriment to Kaiserreich intended. I just love this one better :p
 

unmerged(810587)

Recruit
1 Badges
Sep 26, 2013
2
0
  • Darkest Hour
I have noticed a big problem with this fantastic mod and I can't play beacause of this. When I arrived at the First of July of 2245 (the first year), every day at 23:00 o' clock the game starting to hang for a while (30 seconds or so) ...beacause of this problem the game, since this date, is almost unplayable, if someone could help me I would be grateful.
Sorry for my English (if there are any mistakes).
 

Teep

Warden of the Cinque Ports
110 Badges
Oct 19, 2008
1.173
39
  • Hearts of Iron Anthology
  • Victoria: Revolutions
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Heir to the Throne
  • Divine Wind
  • Victoria 2
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis: Rome
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: No Step Back
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Reapers Due
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV
  • Tyranny: Archon Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Dharma
  • BATTLETECH
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
I have noticed a big problem with this fantastic mod and I can't play beacause of this. When I arrived at the First of July of 2245 (the first year), every day at 23:00 o' clock the game starting to hang for a while (30 seconds or so) ...beacause of this problem the game, since this date, is almost unplayable, if someone could help me I would be grateful.
Sorry for my English (if there are any mistakes).
This is deliberate, this will occur from July 1 to 10 of 2245 to spawn the raiders who will occupy the wastelands and allow for expansion into the wastes.
 

hwasser

Recruit
1 Badges
Jan 4, 2014
5
1
  • Darkest Hour
Blää.. this mod is way too easy. When I played as Ceasar Legion on "very hard" and "furious" aggression I attacked NCR, they teamed up with Shi-empire, and I crushed them both without any problem. At 2250 I had most of south west America and had 150 IC already, and now it's not fun to play because it isn't a challange any more :(
 

mikey1871

Colonel
21 Badges
Apr 23, 2003
1.188
94
Visit site
  • Europa Universalis III Complete
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • 500k Club
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III
  • Ancient Space
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
  • Arsenal of Democracy
ok so you still need to finish fixing the wasteland "Black" provinces. Fix 4 didn't do anything in that respect and being able to capture a province is one of the keys to the game being worth-while.

You also need someone who understands AI's to look through this mod and remove all the extraneous bull crap.There wasn't any lag before when sword made it. now there is and this mod wont be finished until the lag is gone.

It's extremely disconcerting to a player if they are happily playing along and then they loose important stuff because the damn mod lags too much too often and they get killed because their command wasn't acted upon by the game before the damn AI's command. Players aren't gonna tolerate that.

And yes, i do have to reply to the twit yacking about their supposed game on fast ad furious as Caesars Legion.... NCR always are weak. I regularly have played as west bos and killed everything on the west coast of the continent, including taking all of mexico and cental america. FINNISH the damn game then brag that you won it on the hardest setting.

Which, incidentally, I have YET to have the stability of this mod work long enough to finnish a damn game!!!

Please continue to work on the mod and maybe you need a new alpha tester for the mod. hint :)
 

Arcangelus

Major
9 Badges
Apr 8, 2012
753
36
  • Darkest Hour
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Crusader Kings II: The Old Gods
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Victoria 3 Sign Up
I can't decide if I should give a serious answer or a sarcastic one. Your post it's hard to read with a neutral voice. I'll try anyway:
ok so you still need to finish fixing the wasteland "Black" provinces. Fix 4 didn't do anything in that respect and being able to capture a province is one of the keys to the game being worth-while.
The fix would only work from 2250 onwards. If after the end of that year there are still black strips, then I failed. If that is the case, then there still is one final (more ugly and cheap) alternative; but I need confirmation.

You also need someone who understands AI's to look through this mod and remove all the extraneous bull crap.There wasn't any lag before when sword made it. now there is and this mod wont be finished until the lag is gone.
The lag has no relation with the AI. AFAIK, it's related with the large number of rebels (marauders) needed to make the mod work. There is little that I can do in this regard.
We do need an AI guy, but for a different reason. Namely, making the other faction dangerous.

It's extremely disconcerting to a player if they are happily playing along and then they loose important stuff because the damn mod lags too much too often and they get killed because their command wasn't acted upon by the game before the damn AI's command. Players aren't gonna tolerate that.
I'll assume that you are also incapable of pausing the game every once in a while. Or use paused messages. Or not play at "very fast" speed. Just saying.
Besides, I'm yet to experience a non-constant lag after all the marauders stop spawning. And my computer is anything but hight-end. Could you name and/or detail the instances where the lag suddenly spikes?

Which, incidentally, I have YET to have the stability of this mod work long enough to finnish a damn game!!!
And I'm yet to finish a single DH full game. However, both cases are due to sheer boredom rather than random crashes. All known CTD were fixed with FIX-4, so if you are experiencing one I need either the how, why an/or when. That, or a savegame to work with. And don't use Paradox attachment: it's a headache, and rarely works as intended.

Please continue to work on the mod and maybe you need a new alpha tester for the mod. hint :)
Alpha Testers? And here me thinking that all the regular players were beta testers. :p
 

Teep

Warden of the Cinque Ports
110 Badges
Oct 19, 2008
1.173
39
  • Hearts of Iron Anthology
  • Victoria: Revolutions
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Heir to the Throne
  • Divine Wind
  • Victoria 2
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis: Rome
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: No Step Back
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Reapers Due
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV
  • Tyranny: Archon Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Dharma
  • BATTLETECH
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
There is a version where we need only one folder or we need to install folowing 7 step?
If you mean the instructions on the front page, they are wrong. To install I would do the following (I am unsure if hotfix 4 contains hotfix 3 or not so I am being safe):

1. Download the FODD.rar from the first link on the first page, hotfix 3 from the second link on the first page and hotfix 4 from post 2486.
2. Find your Darkest hour mod folder, should be something like (Steam/steamapps/common/)Darkest Hour A Hearts of Iron Game/Mods.
3. Extract the FODD.rar to that folder, then hotfix 3, then hotfix 4, saying yes to file replacements.
4. Run the mod from by the DH launcher after picking the mod from the dropdown menu.
 

mikey1871

Colonel
21 Badges
Apr 23, 2003
1.188
94
Visit site
  • Europa Universalis III Complete
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • 500k Club
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III
  • Ancient Space
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
  • Arsenal of Democracy
Hi Arcangelus, thanks for replying. yes i was angry when i wrote that diatribe and i will give you a good answer to the replies that you gave. I'm somewhere in 2252 right now and their still are black spots/wastelands that havent been opened up by the marauders. I will send you a complete listing of them after i play today.

once most of the marauders are killed off the game settles down and it is enjoyable, unless it ctd's on me again.

BUT this reply is to ask you if you could please please please put back into the game the button named "SHOW ARROWS" shortcut key is *. Now i think it's gone cause this mod is more based on kaiserreichs mod than on DH full game, the DH full game has the "Show arrows" button and kaiserreich does not.

thanks again for replying to that mean-worded reply #2496 :) and thanks for calling me a beta tester. it can be great fun :p