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Chazzen01

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I finally got the mod working ( 1.03, using the various bug fixes throughout the last ten pages, and doing the steps on the main page).

A few things I wanted to comment on:

1. I haven't gotten the error with the victory points thing. I haven't had to alt-tab or anything. It just works.

2. It seems to hang for about half a minute when the first day rolls around, but after that it seems fine.

3. I only had one CTD, and that was only because of my incompetence (and me thinking the above was the error described, but it really wasn't) and wasn't able to get back in after alt-tabbing out.

4. The new map is really nice, just seems to be "too much" empty space.

5. There seems to be a problem where every nation (AI and Player) has one "occupied province" that doesn't become yours through the events.

6. The little icons for the different things a tech team specialises in is glitched, and only about half of the picture appears.

That's about it, the "temp fix" works really well, and I don't get super annoying crashes when ever I even attempt to try and play the mod, so...yay!?

Alright, thanks to whoever made the temp fix, it works quite well. -Chazzen
 

Slaughter

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Anyone know how to return the "Claiming province" territory events to normal in the test version? Want to experiment with partisans and revolt risk.

What happens is that if you have a province that you own and it's taken by the rebels, other factions can move in on it and take advantage of it. Lost a war because of that.

Heh, that's harsh. Still, it makes sense when one considers the inherent lawnessness of the Wasteland as well as the fact borders in the wasteland are more of a make-believe thing, enforced with men, guns, forts and crucified people.

But isn't most of the map barren? In other words, little to no resources per provinces, meaning little to no population to keep check of... In most cases anyway. Just provinces with either resources or manpower have any justification to have revolt risk at all (>2% anyway). The amount of RR per manpower point could be increased thought.
BTW, and as far as the last version that I have played, the amount of territory that you get is tied more of how many troops you can move at the beginning (and the general direction that you follow) that anything else. Due to that, increasing revolt risk will damage more the IA than the human player, specially when you are forced to expand with a bare minimum of provinces connecting them to your capital .

Yeah, but think of the barren expanses as the perfect place for raiders, partisans, dissidents and mutants to hide and raid from. Controlling territory in the wastes is hard, a important point in Fallout New Vegas. I think jacking up RR by default would be a good idea, I think I will test in the future. Can revolt risk be controlled someway beyond increasing universal RR? (though misc files I think)

Is there any way to increase RR only for the player through dificulty level modding?

Fighting marauders and rebels IMHO should be a lot common that it is now and tying down territory should recquire a lot more effort, which should lead to more puppets and stuff.


Last time we did a combat re-balance, we made it so tanks were still tougher and more powerful than Power Armour units. The reasons for this being, you can wear all the Power Armour you want, you still aren't going to be carrying the amount of hardware and armour a tank can, heck an APC probably still has a bigger gun and more armour. The main advantage to a Power Armour suit is that you are much better in more difficult terrain such as urban areas than a tank/APC/IFV. Not only that but you are immune to more small arms and are capable of using cover much more easily than your wheeled/tracked counterpart.
To this end, I gave the armoured units higher toughness and defence but they cost more supplies and definitely more fuel. Power Armoured units were slower but much more adaptable, if you wanted to make them anti-armour, you just needed to attach missile launchers whereas tank units didn't really have much to make them more/less good at something. PA units are walking tanks to an extent, however when you want to start using them in lieu of tanks, you are going to be in for a nasty shock when someone crushes you under their tracks or blows your metal coated legs off with a 75mm HE round.
Other mobile units such as buggies are essentially fast infantry units, with less numbers than your standard Regular btn. Sometimes they may represent regulars in jeeps but normally the result is, a fast, high soft damage unit that can't take too much damage back ergo high toughness, low defence.

I think it makes sense, tanks should be tougher in general, and resource hogs compared to Power ARmor, which is why they were substituted for it.

One division type that IMHO would be interesting (but I'm not sure how to represent) are something like NCR's Heavy Troopers: Soldiers using stolen & pillaged (and possibly manufractured?) Power Armor without servos. I can see them as slower, less heavy firepower version of the average PA infantry.

Messenger, why I can't edit files in those docs?
I'm gonna use this weekend to finish the last two Southwest nations I was planning: The Blackfoots and the Daughters of Hecate. Then it will be time to revise while I wait, then we can learn and code.

Oh, good news: I will be havng my monitor back for two weeks or so, starting next week. That means I will be able to play FODD and try to learn some coding. We need to find some instant communication mean, any idea? Gonna see if I can find a offline version of Steam.
 

SwordOfJustice

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Last time we did a combat re-balance, we made it so tanks were still tougher and more powerful than Power Armour units. The reasons for this being, you can wear all the Power Armour you want, you still aren't going to be carrying the amount of hardware and armour a tank can, heck an APC probably still has a bigger gun and more armour. The main advantage to a Power Armour suit is that you are much better in more difficult terrain such as urban areas than a tank/APC/IFV. Not only that but you are immune to more small arms and are capable of using cover much more easily than your wheeled/tracked counterpart.
To this end, I gave the armoured units higher toughness and defence but they cost more supplies and definitely more fuel. Power Armoured units were slower but much more adaptable, if you wanted to make them anti-armour, you just needed to attach missile launchers whereas tank units didn't really have much to make them more/less good at something. PA units are walking tanks to an extent, however when you want to start using them in lieu of tanks, you are going to be in for a nasty shock when someone crushes you under their tracks or blows your metal coated legs off with a 75mm HE round.
Other mobile units such as buggies are essentially fast infantry units, with less numbers than your standard Regular btn. Sometimes they may represent regulars in jeeps but normally the result is, a fast, high soft damage unit that can't take too much damage back ergo high toughness, low defence.

I like the way you think, Messenger. Yeah, agree with all of that.

One thing we should all be clear on: Toughness and Defense don't do much at all in the old combat model of HOI2/DH. The new combat model has made some changes but after reading a detailed post by one of the development team (was it ^AC^?) I'm disappointed that the effect of the vulnerability stat is reset every hour, which totally dilutes the effect they were intending to achieve. The new combat model basically is attempting to reduce the "dogpile" effect of the HOI2 combat mechanics; at least, that's how I understood it when I read that thread.

So assigning Toughness or Defensiveness really does very little. Sadly. One Secret Tech called Combat Implants adds 20 Def and Toughness. What else could I make that tech do to make units more survivable after all? Yet those stats are almost useless if you analyse how combat works. It's all about Soft Attack points generating damage on the enemy.

I haven't totally understood or calculated how much effect Softness has. So the Hard Attack values in the mod are total guesses. In vague terms, when I build those advanced units they seem to perform well so it roughly works out OK I think. I might experiment one day with tripling HA on rocket launchers and see how that pans out in a test game.

@Slaughter Yeah some good thoughts. Anyway, I'll find a way to tone down motorised units.

I'm in favour of experimenting with increased partisan chances. While most provinces will have little resources on the strategic map, we can still understand there to be dangers, roaming bands of animals, raiders, gangs, tribals, etc. Just like in Fallout 1/2 with those random encounters.

Anyway, I plan to add tiny resources all over that new big blank map. :)

Cheers,
Sword
 

Slaughter

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I don't know WTF happened, but Grampy Bone aparently possessed me yesterday and made me write a 10-page Blackfoot tribe nation design doc during the entire afternoon while reading the Blackfoot design docs. Him strong spirit, indeed. Gonna see if I can replicate the feat with the Ciphers and the Daughters of Hecate. If half of what I have thought gets implemented in the Southwest, its going to be a very lively place from now on.

Questions:
1. Can someone please list me all the traits ministers have and all the traits military leaders get as well and what they do?
2. Can anyone give me a opinion about this research specialization list? I'm using as a thematic way of thinking on tech teams and assigning them specialties that make sense. I took all the specialties from the manual, which seems to be a bit outdated, so if it looks different compared to the newer version please tel me.


Tactics (For small-unit leaders, like a warrior chieftain or a low-ranking officer. Think someone like Nagor or Sergeant Stark)
Close Assault
Individual Courage
Training
Tactical Cunning

Strategy (for leaders of armies capable of co-ordinating great armies and groups and making grand strategy. Think Rhombus, Lieutenant, General Lee Oliver or Colonel Autumn)
Combined Arms Focus
Leadership
Military Operations
Military Logistics

Basic Gear and logistics:
Ballistic Weapons
Energy and Advanced Weapons
General Equipment
Mechanics
Technical Efficiency

Biological-Medical Sciences: (Doctors and chemists)
Medicine:
Drugs:
Chemistry

Exact Sciences: (scientists, like Mr. House, The Master, Dr. Presper, etc)
Computing
Electronics
Science
Robotics
Nuclear Engineering

Air Research:
Aeronautics
Fighter Tactics
Bomber Tactics
Piloting

Naval Research:
Naval Engineering
Seamanship
Submarine Tactics

Governance and Industry:
Economics
Law
Industrial Engineering
Salvage
Wasteland Survival
 

messenger

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I don't know WTF happened, but Grampy Bone aparently possessed me yesterday and made me write a 10-page Blackfoot tribe nation design doc during the entire afternoon while reading the Blackfoot design docs. Him strong spirit, indeed. Gonna see if I can replicate the feat with the Ciphers and the Daughters of Hecate. If half of what I have thought gets implemented in the Southwest, its going to be a very lively place from now on.
I will make a couple of empty doc files for you to put it in so we can read and edit it!
If we can find a few good ID's for our nations I can start amping out some scenario files.
Plus we need to find out the damned Province Names and ID's so we can actually work out who goes where, not very good with the province file personally.
 

SwordOfJustice

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Hey guys! I must tell you I love this mod and enjoy it very much, although I just experienced a CTD right now.

It happens on 4th Nov. 2263, even if I load from the autosave of 1st Nov or from a manual save of spring 2263. Where is the bug file where I can check what went wrong?

I had a look at that debug log you sent and sadly, I can't find the issue from that. The last event that fires is an X-files event. Did that fire OK while you were playing?

The debug log shows some general bug fixes I need to do but nothing that would appear to crash the game.

Sorry, mate, I wish I could fix that save game you've obviously spent a lot of time on.

Cheers,
Sword
 

zoli1984

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*Sigh. X-files always worked properly for me. The game crashed even when I removed all events by blanking the events.txt at db folder.

I will try a few tricks to keep my game alive but thanks anyways!

edit: It's weird... playing with Canada it won't crash, however, saving after a few months of Canada and reload with someone else it will do. Maybe the Canadian AI is doing something I don't and it hurts the game?
 
Last edited:

Arcangelus

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*Sigh. X-files always worked properly for me. The game crashed even when I removed all events by blanking the events.txt at db folder.

I will try a few tricks to keep my game alive but thanks anyways!

edit: It's weird... playing with Canada it won't crash, however, saving after a few months of Canada and reload with someone else it will do. Maybe the Canadian AI is doing something I don't and it hurts the game?
Well, sometimes there is a problem related with ships. Basically, a bunch of ships appear out of nowhere (according to the save file, in land provinces: thought you don't see them in game) and give some error messages, however I never had the game stop due to that. The other thing that I have seen is under some circumstances (only one that I know of is selecting units with fullcontroll and using merge) land and air units can combine under a single division, causing a crash the instant that the game tries to do anything with them.
If you want, you can send me the save and maybe I can make it work. Or you can use a cheat command to annex/release Canada and see if that fix it (put claims, acceptall, claim territories, remove claims, release).
 

Slaughter

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lifehole

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I finally got the mod working ( 1.03, using the various bug fixes throughout the last ten pages, and doing the steps on the main page).

A few things I wanted to comment on:

1. I haven't gotten the error with the victory points thing. I haven't had to alt-tab or anything. It just works.

2. It seems to hang for about half a minute when the first day rolls around, but after that it seems fine.

3. I only had one CTD, and that was only because of my incompetence (and me thinking the above was the error described, but it really wasn't) and wasn't able to get back in after alt-tabbing out.

4. The new map is really nice, just seems to be "too much" empty space.

5. There seems to be a problem where every nation (AI and Player) has one "occupied province" that doesn't become yours through the events.

6. The little icons for the different things a tech team specialises in is glitched, and only about half of the picture appears.

That's about it, the "temp fix" works really well, and I don't get super annoying crashes when ever I even attempt to try and play the mod, so...yay!?

Alright, thanks to whoever made the temp fix, it works quite well. -Chazzen

You willing to give a guide on how to accomplish that? Because I love strategy, I love fallout, so I'd like to be as updated on this as possible; but I'm a lazy and dumb when it comes to actually doing that.
 

SwordOfJustice

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Guys, anybody ever thought of converting this nice Power Armor soldier pic from CivIII to FODD?

http://forums.civfanatics.com/showthread.php?t=103330

Thorgrimm used it in his mod, it was quite nice. Also we could finally banish those horrid FOT from the mod.

It's beautiful. Why not have a go, Slaughter? Here is how: http://forum.paradoxplaza.com/forum...L-How-to-convert-Civ3-sprites-to-Darkest-Hour

Update 20/11/2013
I had to do some work from home last weekend. Despite that, I put in some hours of modding.

- Redding event chain is finished and needs testing. Pray there are no bugs. It took me a long time even in the final stage of setting it to sleep events and cross checking the logic. More than a hundred events.
- Next step is to look through the submissions people sent me. I'll start with those new unit images I showed a few pages back. Just a check to see what they are overwriting then implement them. Then the NROM and Mexican Raider stuff. I hope I can untangle it easily. I won't delay the release if it's too hard and will add that in later on.
- Bug fixes. I've uncovered more bugs to be fixed. I don't think there's any serious ones but I'll fix them anyway.
- I still hope to add in a little stuff to make NCR more New Vegas compliant.

Cheers,
Sword
 

Warr

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I'm not sure what I'm doing wrong in the install, but I've not been able to start the game even once with the tech teams showing up.

Not trying to bump it like this, but a friend of mine seems to have the same problem, so I figured it would be wise to bump it, as others might be having the problem too. Did I install something incorrectly?Any suggstions on to where I should look?
 

messenger

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Not trying to bump it like this, but a friend of mine seems to have the same problem, so I figured it would be wise to bump it, as others might be having the problem too. Did I install something incorrectly?Any suggstions on to where I should look?
Might be worth look in the GFX files, see if there is anything there. Other than that, I take it you've tried the classic reinstall?
What version of DH and Fallout mod are you trying to run?
 

Slaughter

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Finally, after seven or so hours of staring at eye-searing magenta pixels and then half a day of fixing pallete, transparency and position of sprite problems, the new and improved Power Armor sprite is READY!

qVxGTxK.png


Linkzors: https://mega.co.nz/#!EB0EkIYa!R34znDaj0yKCgXXcau2UGBXiPMgU_Tf-sFtDcAoa6U4

(ignore the graphics glitches in the interface, its caused by alt-tabing)

Instructions to install are inside the zipped file. Remember to backup your default Power Armor files, because they're going to be overwritten by the new ones.

Destroy your enemies with style!

(talking about the old PA files - I wonder if we could recolour them with the darker, greyscaled dark blue of the Advanced Power ARmor and use them as APA sprites in the future. Tried it a bit, failed through)

Now for some comments in relation to stuff I noticed in my test version playthroughs:


1. I got a crash-to-desktop bug when I put a Powered Scout on a Vertibird and clicked on the Air-Drop mission on the Vertibird.

2. What happened to those events that give a specific bonus to each ideology type?

3. Why the BOS has two propeller plane wings when they don't even got a single propeller plane tech researched? Scavenged? Would't it make more sense for them to have zeppelins and vertibirds instead?

4. IC in general needs a rebalance. Played a Kansas Free State game, ins't quite more powerful than it should be? 17 IC is no little thing, that's more than the NCR. Seems like WBOS, Enclave and NCR and New Church need more IC (NCR having less IC than Vault City is LOL), while Vault City and Kansas Free State could use a lessening.

5. Caesar's Legion declares war on the Glow all the time. How does it even work, I mean, how does one declare war upon A BIG FRIGGIN' RADIACTIVE HOLE IN THE GROUND? "I, Caesar, Son of Mars, henceforth declare as of now that a state of war exists between Caesar's Legion and The Glow." Do they send a fast guy to thrown a piece of paper (or parchment, Caesar's a antiquity nerd after all) down into the hole and run away? FFS Caesar, its THE GLOW! You don't declare wars on radioactive holes in the ground!

6. I've been playing with cowardly/weakling aggression levels lately, because higher level AI IMHO seems too "all-or-nothing" to my taste, leading to ridiculously long wars only ending after one side grinds the other into dust and annexes all their land, rather than limited peace treaties which should exist before the End Game War. I've been seeing plenty of limited peaces as well as status quo peaces, which is good. Caesar's Legion and Zombie Apocalypse, to mention two nations, seem ridiculously unagressive even at normal aggression levels, so I'm experimenting by pumping up their "war" variable. Pumped up the Huns and the Vipers too, they're raiders and they should feel like a threat.

Ok, I did a test and yeah, increasing the "war" variable made the CL more aggressive, and at 2249 it declared war on the NCR, which is still ongoing (through I thought it would go rampaging through the East instead). It apparently worked with Zombie Apocalypse, but for some reason it declares wars to opponents it cannot reach while ignoring Junkers and RCC.

7. Any idea on how to make the Zombies more aggressive to everyone? Seems like it attacks one or two targets at best rather than going Kurtz on everyone around it.

8. Anyone knows how to re-enable marauders in the test version? Kinda weird to go through the wasteland without oposition.

9. Playing with the Enclave seems definitively harder in this new version than in the previous ones I played, where the Enclave had ridiculous IC (I think behind only FUSA), the front-line was much smaller and the AI wans't smart enough to gang on it, which meant that wars were simple go on straight line and annex affairs. Here, you have to be ready to get jumped by your neighbours (they're much more dogpile happy), administer your IC right and research a lot. That said, my main hassle was convoys, you can't trust the AI to set them right or sooner or later you will run out of resources or your troops will run out of supply and then bad things happen.

10. Anyone has any idea as to why the FUSA owns the province of Green Bay north of the EBOS at the start of the game?

11. Its just me or Mexican Raiders are more powerful? In all games I played thus far, the Mexican Raiders always annex NROM, then Darien and then The New Church, which is always hilariously dogpilled by Mexican Raiders, Vipers and Manitou Tribes, in the process becoming one of the strongest, if not THE strongest nation in the game.

12. During one of my games, I saw a occurrence of a AI taking a marauder island: Manitou Tribes took over Vancouver Island after it joined the Jihad. Weird (why it didn't take Georgetown instead?) but interesting. This may be a clue towards making the AI interested in islands and amphibious attacks in the future, which will be specially important once Sword opens up the Pacific and the Caribbean, as well as making Enclave stronger and better.

13. So when I declared war on New Arroyo in my current Enclave game I was, like, all pumped out for bombarding people with my vertibird... then I perceived my vertibird could't do that, because it was a transport vertibird. Enclave starting only with a transporting vertibird feels... weird.

14. Suggestion: What about giving the AI the possibility of choosing a trait as well? I'm thinking give the AI traits a limited choice, so it picks more appropriate traits for the Chosen nation, so, for example, Caesar's Legion AI should choose between Warlike and Ambitious and Gecko AI should choose between Wise and Cautiou.

15. Talking about traits, ins't Secretive a bit unbalanced? You have to spend a lot on Consumer Goods in order to lower enough dissent in order to not keep growing in dissent with every hit of secretive dissent. Seems more apt for a nation with large IC, low consumer goods needs or anti-dissent leaders. I would suggest a smaller dissent hit or bigger spying bonuses.

16. Sliders are weird, Full Militarized is almost only disadvantages, Peace Aims and War Aims are inverted, government types seem to lock sliders a lot because I tend to only change them a few times and then stop.

BTW, I'm getting
 

NikephorosSonar

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Meh. I don't use sprites anyways.
 

SwordOfJustice

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@NikephorosSonar
Meh? Meh?!

"Messenger, take that man to the methane plant; three weeks punishment detail. Yes, the power plant that runs on sh..." :)


@Slaughter
That's awesome mate!

"Please step forward. On behalf of the Brotherhood of Modding Steel, I hereby promote you to Paladin rank, Junior grade. The eye searing magenta pixel foes of the Brotherhood shall never prevail for we face them with unending courage and determination."


SALUTE!

Paladin General Sword
 

SwordOfJustice

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Status Update 25/11/2013
Remember those wonderful new images for units that I showed recently, sent in by Brother Halan? On the weekend I took them and implemented them. I thought it would be a quick job and that I could then do some general bug fixing. However, he had assigned those images to overwrite a lot of the existing ones. Some were early work that I thought should be updated but some I thought should be kept as is as they were quite good and were done by other contributors.

So I went through the lot, reassigning some and allowing others to update the current images.

Here is an example. These are wonderful. Halan had these as New Reno Mercenaries I think, but instead I've made them Redding Irregulars. Aren't they fantastic? I love eye candy.





So it took me a few hours, and that was the whole modding session. Anyway, it's done now. This week, if I have any energy after work, I'll focus on bugfixing and quick test of the Redding chain. Sorry the next version is taking so long.

Just to show you that progress is indeed being made, here are the event pictures from the Unaligned Caravan Guard mercenaries in the Redding Wanamingo event chain. I don't think that I've shared these before, have I? If you choose unaligned, the Death Spades mercenary group with two Wastelands Battalions will answer the call.










And what if you choose to take Redding into the Slave Trade and engage with the powerful Slavers' Guild?












ETA on the next release? I thought it would be done already. Looks like at least another two weeks.

I haven't spent any time on the new map. I'm glad the mod has a momentum of interest and I need to catch up on reading design documents and lots of posts.

I'm thinking of adding a nice surprise in the next version. Plus another one by Christmas. But no promises. We'll see if it happens. ;)

Cheers,
Sword