Fallout's Doomsday 2.1 for Darkest Hour

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Fallout's Doomsday
A mod for Darkest Hour

============================================

The spirit of the ancient heroes lives in their deeds, their inspiration, the rousing of our spirits
FzFB4z0.png



Even as they come and go

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As long as humanity lives, there will be heroes and villains, and all those in between, the men in the grey line, hanging on, struggling against the storm.

tyIQMAB.jpg



And there always will be


BtWp3Qf.png



After all...
War. War Never Changes...

==================================
Current Team Members:
Arcangelus
Slaughter
Messenger



NEW, IMPROVED VERSION FODD 2.3 - DH 1.05 Full (not beta)
This download file is a rar file. Extract this archive into a subfolder of the Mods folder of your Darkest Game installation. It might be a good idea to call that subfolder FODD which is the usual abbreviation for this mod.
FODD 2.3 Full Fix-17 Max Stone(30/12/2017)- Download this if you wish less installation hassle and have bandwidth to use - its an entire functional FODD folder.
https://mega.nz/#!sZshRRoL!9Bs5VvWJjyrMXi6Uddb95QH4Al_8x0rDbJqaLs27HkE
Checksum: UCSR

Changelog for the latest fix and compatibility patch:
Code:
Checksum: UCSR
################################################
# Patch for 1.05 compatibility
################################################
Updated to work with Darkest hour 1.05
Added a few "Gun runners" centric decisions.
Fixed all relevant reported bugs, and a few lingering ones.
Exported "Gaining_control.txt" strings to a config file.
Fixed several typos.
A few things for the New Church, to make them slightly less boring.
A small measure to reduce dead land at the beginning.
Updated a few old texts

################################################
# FIX-17 Max Stone (29/12/2017)
################################################

- New Patch name system. Like Paradox I decided to name patches as to not lose track. The first one is Max Stone, the first pre-generated character of the original Fallout.

FODD_ID_Numbers.txt:
- Cleaned up Sword's old notes, they can now be acessed in the file Sword_FODD_ID_Numbers_Notes.txt (I keep them there so I can always have a version wherever I need it). This allows me to get rid of stuff like the FODD Asia notes and keep things generally cleaner and niftier.
- Updated TAGS with the following new tags:
    - MTN (Calgary Confederation)
    - MOR (New Canaan)
    - MAD (Mayan Empire)
    - U30 (Navarro)
- Updated National Provinces with new entries:
    - Calgary Confederation
    - Mayan Empire
    - Navarro
    - Reavers
    - New Canaan
- Updated National Provinces with updated entries.


Fallout's Doomsday Reference.xls: Updated reference files with stats for all divisions and brigades. Remember, green is not necessarily good and red is not necessarily bad. Report any discrepancy. This is not much important for players right now, but it gives me a decent overlook of the system at a glance, and has already given me a ton of ideas for the future combat and tech revamp.


#db:
- misc.txt:
    - Updated mod to the latest patch 1.05
    - New changes meant to alter duration of battles. Combat was happening too fast even between huge armies, battles were over in the matter of hours or a day or two at best. Thing is, the wastes are big and the involved troop numbers are way smaller than in WWI or WWII, they're also less far mobile. Now combat (especially big battles) happen longer, with big battles lasting for days, which now allows more strategic manuever to affect the battles. Still testing, this is meant to receive feedback until I get it right.
# Land vs. Land - Org dmg - Increasing this will increase ORG damage land unit takes in battle with other land units [multiplier]
    0.045 #0.039 #0.6
...
# Land vs. Land - Str dmg - Increasing this will increase STR damage land unit takes in battle with other land units [multiplier]
    0.0175 #0.1
...
# Land vs. Land - Org dmg in Urban provinces [(0.0 = no Org dmg) to (1.0 = no effect)] - Increasing this will increase ORG damage land unit takes in battle with other land units in Urban provinces. Applied as to both sides [multiplier]
  0.5 #0.6 #1.0


db/ai:
- ALB_2248.ai: Caesar's Legion now more aggressive towards New Canaan.
- AST.ai: Under-Nation a bit more agressive towards New Canaan
- BHU.ai: White-Legs now more aggressive towards New Canaan.
- CAL_2245.ai, CAL_2247.ai, CAL_2249.ai (NCR): NCR is now set to combat vs Necropolis (TUR). Current ratings are 10, 20 and 30.
- CAL_2249.ai: NCR will now try to coup New Canaan after 2249.
- ENG_2247.ai, ENG_2249.ai: Enclave now far more aggressive towards Calgary Confederation.
- GER_2245.ai, GER_2247.ai, GER.2249.ai (Vault City): Agression towards Mutant Army (SOV) diminished from 45 points to 40 points in all files. This is planned in order to lessen the chance on nonsensical war declarations against a Mutant Army that does not border Vault City at all.
    - Agression towards Calgary Confederation (MTN) added. Now its 5-15-30.
- GER.2249.ai (Vault City): Agression towards The Huns (NOR) increased (was 40, now 50).
- HON.ai (Mexican Raiders):
    - Changed target level of Province 2707 # Monclova. Was 100, now 80. This may account for the strange situation of the Mexican Raiders parking most of their army in their capital, far from the front-lines, while their army is being obliterated by a inferior foe.
    - combat = {MAD = 50} #new addition, to make Mexican Raiders fight the Mayan Empire. No need for the reverse, Mayan Empire AI is quite good already.
    - target {    7376 = 60 #Mayan Capital and 7377 = 40 #Mayan Important defense point}. Makes Mexican Raiders more aggressive against Mayan Empire.
    - Slightly increased aggressivity towards New Church and Texas Reformed
- ITA.2246.ai and ITA.2249.ai (Brotherhood of Steel AI): Changed Kurtz's Camp (ARM) diplom combat from 60 and 90 to 10. Hope this puts a stop to nonsensical wars against Kurtz, while still keeping Kurtz a possible foe if the Brotherhood ever borders him.
- MOR.ai: Made New Canaan more aggressive towards White-Legs and Under-Nation.
- NOR.ai: The Huns are now more aggressive towards New Canaan and the Calgary Confederation.
- TUR.ai: Necropolis set to fight NCR at 5 combat. This should ensure very rare declarations of war, and mostly at a weakened NCR.

}

db/events:
- End_Game.txt: Changed a few PSZ entries to account for correct province names.
- Polar_Station_Zeta: Changed a few province entries and such, otherwise not modified (that I remember)

db/tech:
    aircraft_tech.txt: Gatling Laser Turrets (id 4490) no longer requires itself (and becomes thus unresearchable), now it requires brigade attachment tech (armor_tech.txt) Gatling Lasers and Heavy lasers (2540) instead.

scenario/2245
- Former_USA.inc: Took out some weird lines on the code, nothing else.
- Harlequins.inc: Fixed Harlequins capital, was Lafayette, is now New Orleans as it should be. I swear I already fixed this once.


Frequently Asked Questions:
FODD Frequently Asked Questions (FAQ):

1. Fallout? Wot's that?
A:
Someone was born under a rock or something. Fallout is a kick-ass classic Post-Apocalyptic Computer RPG series created by Interplay in the nineties. The original Fallout, released in 1997, and its sequel, Fallout 2, are some of the greatest classics of the genre. It pretty much defined Western RPGs - awesome non-linear turn-based games with great writting, setting, lore and humour.
The world of Fallout is a alternate timeline diverging after WWII, showing the future as seen by the 50s, where pulp-physics rules (giant radioactive bugs galore!), ray-guns, AIs, nuclear power and technological doorhickeys made of bulky valves and vacuum tubes are common, and 50s Americana and Cold War Paranoia never ended... then the world was set afire in nuclear war, and humanity is rebuilding from the ashes.

2. Hearts of Iron? Darkest Hour?
A:
Hearts of Iron is a series of Grand Strategy Games by Paradox Interactive, covering the period of World War II (and sometimes, the early Cold War). There are many games in this series (currently four). Darkest Hour is a stand-alone expansion built by fans with Paradox's help around the code of Hearts of Iron 2's Europa Engine, enhanced, improved and modernized, making it comparable even to the newest Grand Strategy Games. The HOI community is well-know for making great classic mods, like Fallout's Doomsday to Darkest Hour (hey, their words, not mine!), Kaiserreich, Modern Day Scenario, etc.

3. FODD? Fallout's Doomsday for Darkest Hour?
A.
[Intelligence] FODD is Falout's Doomsday for Darkest Hour. It is a Fallout mod for the game Darkest Hour. It is a classic project that exists from back in the days of Hearts of Iron 2 and the Doomsday expansion, it is now compatible with the Darkest Hour stand-alone fan-expansion. It was created by Doomtrader, and had many people help develop it. The project is over ten-years old and thanks to the Darkest Hour expansion, more modern and fresh than ever.

3. Why are Necropolis and Hub still around as nations?
A:
FODD is not exactly the Fallout timeline you know. Its the same world, but some things went a bit different. In this universe, Necropolis was never destroyed by the Master's Army (bad end), instead it survived and became a center of pre-war engineering and discovery (good end), and a more idependently-minded Hub resisted annexation by the NCR... for now.

4. What are some nations? I never saw them before!
A:
Those nations exist in parts of the map we never saw in Fallout games, or lack information at the time. These are original content that tries to stick as close to canon as possible.

5. FUSA? What the hell is that? I never saw it in Fallout 3 and 4!
A
: See previous question. FUSA is a remnant of the American Government, created by survivors of the pre-war instructures and led by the Legislative branch of government and the military. Think of it as the USA's equivalent of the Eastern Roman Empire, big and strong, but hanging by a thread. Its original content from since the alpha, and one of the big players.

6. How do I start conquering land? Its all black but I can't move there!
A:
You can't... yet. Wasteland terrain is passable but not conquerable. To conquer said land, one must wait before it is occupied by marauders. Marauders spawn a few months in the game, giving the player a few months to build up, think, strategize and research before embarking to claim land.

7. What the hell is a Marauder?
A:
Bandits, raiders, dangerous monsters, feral ghouls, degenerates and general People Nobody Likes. The sort of douches you run in the average Fallout random encounter, then try to kill you and take your stuff. You have to kill them and take THEIR stuff before they kill you and take your stuff, or others will kill them and take their stuff for themselves. But let them take Wasteland before you kill them, as you can't take it. Sometimes huge bands of marauders stick together, turning into deadly armies capable of fighting the great powers of the wasteland, even.

8. Why Marauders kick my ass?
A:
Many factors. Terrain, Time of the Day (time your attacks right), sheer numbers, your military sucks, etc. Marauders need to be strong, at least early on, so they can take Wastelands territory and not get insta-killed by four bordering nations attacking them at once. Build armies, research technologies, get the best leaders you can leading your troops, get all the force-multipliers you can, etc.

9. What are those "The Savage Wasteland" events?
A:
These are events warning about the first marauder spawns.

10. Game suddenly stopped in 2 July of 2245!
A:
Don't worry. What's happening is the BIG marauder spawn. Marauders will spawn all over the map now. It will take some time, because spawing and keeping so many marauders around uses a lot of CPU power. Go drink some water, maybe fix something tasty to eat, it will be very slow for a while until July the 9th. We have tried, but so far we cannot get rid of this, its a game programming issue. It will get better as we add more nations. It is not as slow as it used to be, through, but those with old computers better keep it in mind.

11. After all those marauders spawned, my game slowed down.
A:
Same problem - too many marauders in too big a map going around, moving and fighting. Keep playing and wait a bit, they will get killed off in a few years, althrough some big hold-outs might remain for a while. Kill them and take their land and stuff. In a few years, the problem will be solved. Only solution for this is to fill the map with more nations. We're working on it, and it has gotten better, thanks to Arcangelus.

12. The map seems empty.
A: Yes. We used to have a far-smaller map, but recently we adopted the E3 map (thanks @mumia! Thanks @Keynes 2.0!). So we got a pretty much a HUGE increase in space. We need to make more nations, and we have many we're making. If you want to help, PM me, we're always glad for help!

13. I feel some nations lacking. Like, where's the Brotherhood in Washington D.C?
A:
FODD is a creation from the early 2000s, way before we even knew much about Project Van Buren, much less Fallout 3. So, many things from the newer games are yet missing. We are adding nations as we can, in the correct places and correct time. Some of those don't exist yet, at least not in the 2245 scenario.

14. What are Player traits?
A: In case you don't wanna get THE SURPRISE and joy of discovery, here are they:
Player Trait Effects
Ambitious
Transporty Capacity modifier +20%. Transport Capacity for occupied provinces modifier +10%. Belligerence +10 (causes events increasing belligerence).
Cautious Organization and Toughness for land units: +4. Defence modifier for land units: +8. -1 speed for land units. +2% to chance for combat events Tactical Withdrawal and Delay.
Wise Organization: -3. Morale: -3. Research modifier +5.
Warlike All units: 10% construction bonus. Organization and Morale for all units: +1. Research modifier -10.
Secretive Better intelligence information for us. Worse intelligence information for enemy. Siddent +2 (through recurring events).
Alluring Bonus for relation with 5 random countries: +50. Supplies: -5.


LEGACY VERSIONS:
FOR DARKEST HOUR 1.03 (contains an older E3 map, aparently version 0.9):
FODD 2.1 Upload 6
Alternate Link

Cumulative FIX-10


Installation Instructions:
1) Certify your game copy has the latest 1.03 patch (not 1.02 or 1.04 RC1). One recommendation is to have multiple copies of the game, or to revert a 1.04 copy to 1.03 through steam, then take it out of the steam folder and download it again, then update to 1.03 patch.

2) Put the FODD folder on your modfolder. Make sure it does not contain stuff from the FIX-11, or strange things might happen.

3) Extract the contents of the FIX-10 on your FODD folder, overwrite everything you are asked to. All the FIXES are cumulative, so there's no need to seek out older FIXES.

Code:
###########################
# Changelog FIX-10 (01/03/2015)
###########################

Changelog for Fix-10

Includes all previous Fixes as always.

db/units: Rebalances all divisions and brigades of the game. Emphasis on air bombardment vs land units, air vs ground combat and regular/scout/merc/heavy vehicle vs irregular/scum merc/light vehicle units. Sea units and naval combat were also rebalanced all across. Further feedback necessary.

db/province.csv: Change to province resources, in order to curb the rampant amount of resources since the last E3 map upgrade.

scenario/2245: Numerous changes and additions of provinces with resources.

Both province and scenario files radically re-alter resource balance to bring it more in line with the older, correct versions from before the E3 map update. Almost all nations affected (and mostly nerfed) but key ones include: NCR, Caesar's Legion, New Church, Robot Nation, FUSA, Junkers, RCC, WBOS, EBOS, Mutant Army, amongst others.


FOR DARKEST HOUR 1.02 (No E3 map):

Last version for Darkest Hour 1.02: 2.0.11 Note that patches are cumulative and contain all previous patch contents.
Release Date: 07/07/2011
Patch Date: 29/12/2013
Compatibility: Darkest Hour 1.02
Supported Game Mode: Single player and Multiplayer

Darkest Hour Patch 1.02
http://www.gamefront.com/files/23489812/Darkest_Hour_Patch_1.02.exe

2.0.11 Download Location
This ModDB site holds the current 2.0.11 patch plus the main FODD 2.0 installer, as well as the mod movie and music files.
http://www.moddb.com/mods/fallouts-doomsday-for-darkest-hour

FODD 2.0.11 Hot Fixes
Overwrite existing files, of course.

Hot fix A
https://www.4shared.com/office/2rUY_04pba/Redding.html
Put this in your mod events folder.

Hot Fix B
http://www.4shared.com/file/uuaMe4Aaba/Remove_1936.html
Put in this in your FODD mod folder. This is an update for the Remove_1936 batch file so it works properly. This isn't crucial but it's frees up a little disk space and I had fun making this batch file so it's there to use if you want.

More downloads
Improved music pack: http://www.gamefront.com/files/21027150/FODD_Music_A.rar

Installation Instructions for 2.0.11
1. The version of Darkest Hour you need is 1.02.
2. Reinstall Darkest Hour fresh if you've already used the 1.03 beta patch.
3. Then apply the 1.02 patch.
3. Download the FODD 2.0 installer file. Run it, and browse to or type in the folder location where you installed Darkest Hour.
4. The installer will install the required files into a subfolder in that location.
5. All Darkest Hours mods are stored in their own individually named folders inside the \mods subfolder. Once you install the mod, you'll see a FODD folder inside there.
6. Download the latest FODD patch. This is a rar archive file so you'll need a program like winrar to open it. Extract the files over the top of the FODD folder.
7. When you start Darkest Hour, you get a game launch screen. It has some settings, and in the bottom right is a drop down box where you can choose to play with installed mods.

NOTE: If you don't see the FODD subfolder inside the Mods folder, the installer program has accidentally put the folder somewhere else. You can find that and manually cut and paste the FODD folder and all its contents to the correct place.

NOTE: You could copy the entire Darkest Hour game folder somewhere else. Then have one copy for the mod, patched with 1.02, and have one copy to run Darkest Hour with the latest 1.04 patch. You will need to make an additional desktop shortcut that points to the Darkest Hour.exe file to launch the additional installation. You'll have to research on the internet how to do that yourself, this aint a Windows training service. :)

NOTE: The installation location for STEAM based games is different to non STEAM based games. I believe the above will still work. If you run Windows Vista or even Windows 7, you need to be mindful that you need permissions to the folders where you install the game.

*** Run the Remove_1936.bat file inside the mod folder. This deletes the heretical 1936 obsolete scenario. ***

Extract the latest patch archive file into the \mods\FODD folder, overwriting existing files. You have to install the hotfixes as noted above.

Regards, and take care!
The Fallout Doomsday's for Darkest Hour Team
 
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Alright, and for the first bug of the thread, I've been having issues with provinces flipping back to the wastelands after my troops have taken them.
 
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Slaughter

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You complete me

No homo, man, no homo!
The Team accepts tribute in gold, cattle, nubile females and chocolates, I'm told.

Alright, and for the first bug of the thread, I've been having issues with provinces flipping back to the wastelands after my troops have taken them.

Do you attack the marauders right after they pop out? Because the AI often does this, which is why sometimes you can see a province quickly go from marauder control back to wasteland control - probably because of Anti-Partisan action.

Besides, any wasteland provinces will eventually be turned into marauder land, starting from 2246 to 2249. This pretty much fixed those horrible wastelands in the middle of the map and such.
 

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No, I typically wait a few months in game to let the marauders occupy more territory, then move onto the unoccupied provinces. The territory takes some time to flip back to wastelands but it inevitably does, usually while my forces are still on them.
 

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No, I typically wait a few months in game to let the marauders occupy more territory, then move onto the unoccupied provinces. The territory takes some time to flip back to wastelands but it inevitably does, usually while my forces are still on them.

Really odd.

I will take a look.
 

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Would it be possible to have a list of Frequently asked questions? Either on the original post or somewhere on this first page of comments?

I can't think of anything at the moment, but I'm sure I will :p
 

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I think I have found the problem:

Code:
# Enable return of occupied provinces, owned by non-enemy countries. If the province is owned by neutral country, it will be returned only when not in a war zone. 0 - Disabled, 1 - Check every day, 2 - Check every other day and so on.
    6 #0

Testing in a sec
Setting was 6, so it took some time but it happened.

Would it be possible to have a list of Frequently asked questions? Either on the original post or somewhere on this first page of comments?

I can't think of anything at the moment, but I'm sure I will :p

That's a pretty good idea.
 

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Alright, here's how to fix the "Marauder provinces returned to Wasteland" bug:

1) For those who already downloaded FIX-11: Download the attached misc.zip. Extract the misc.txt inside it on your FODD/db file, overwrite the previous misc.txt.

2) If you have not downloaded FIX-11, you can now download it without worry - I have just made a new upload, hotfix included.

3) Find the FODD/db folder, open your misc.txt, and find line 252:

From:

Code:
# Enable return of occupied provinces, owned by non-enemy countries. If the province is owned by neutral country, it will be returned only when not in a war zone. 0 - Disabled, 1 - Check every day, 2 - Check every other day and so on.
6 #0

Change to:

Code:
# Enable return of occupied provinces, owned by non-enemy countries. If the province is owned by neutral country, it will be returned only when not in a war zone. 0 - Disabled, 1 - Check every day, 2 - Check every other day and so on.
0 #0

This will resolve the problem. AFAIK, you need to restart your game. New checksum is TPSZ. A pity really, I began a nice Manitou tribes game to test this problem.

Sorry for the inconvenience folks, this one got me by surprise. Last thing I waited for was such an odd bug, easily solvable however. I would've fixed it yesterday, but slept early.

On better news, an alternate link to the hotfixed FIX-11 has been uploaded, for those of you who can't use Mega.
 

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Arcangelus

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Sword, I think you forgot to erase some of your backups. There is an extra scenario forder in the db folder.
 

Arcangelus

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Its not him, its me.

Dunno why there's a scenario folder there, probably some copy-pasta bungle.
Lol. I wrote that in automatic. I need to be more careful.
On a side note, the link for both "Hot-fix" are invalid. And you could put the 1.02 legacy version on a spoiler tag, to avoid misunderstandings.
 

mikey1871

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just wanted to say a big THANK YOU BOTH to Slaughter and Arcangelus for finding the time to put up their new thread for Fallout!!!

Also thanks for giving us a new patch for the DH 1.04 RC1 version :p

YOU guys are great!! ALso glad you incorporated the 1.0 version of the E3 map. It was fun working on it.
 

Slaughter

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Started a game today with Manitou Tribes, played two years before coming to Uni.
Expanded nicely, Manitou Tribes are pretty good. Their main limiter is the low energy (and nobody wanted to trade with me), through, so it takes a while until you can just chug out two Irregular divisions at the same time. Also, they suck at making money, so research and diplomacy suffer. The key is to know how to game marauder expansion and get good borders with plentiful resources while cutting the marauders down. I don't remember Manitou actually being that awesome - powerful Irregulars with Traditional Customs, plenty of manpower. I keep chugging out Irregulars but so far I only almost ran out of manpower once - I am currently getting 0.18 manpower, which is like 15 manpower per month!

FUSA got rekt again - started well but once Junkers got in on the war, it was pretty much over. Took around a year or so until they were annexed because they held out in Norfolk, through. I need to booster the FUSA someway, they keep getting killed since the E3 map conversion. I think one or two well-placed locked garrisons might do it while not making the war easier for the human player.

I think there are too many marauders in Florida, Spiders could't even expand so far (and I barely could there), there are like 40-50 marauder units in Florida for some reason. I need to tone it down.
East Coast has been a mess since game start. At the end of the war against FUSA, Zombie Apocalypse spawned and one or two months later, attacked Junkers and RCC - RCC tried to go straight for the heart but lost, Junkers are losing their border with me due to zombie encirclement, Dark Cathedral and RCC are at war since FUSA was annexed. If Junkers lose, RCC is probably toast because of the zombies.

I don't like how expansion is going in the mid-west, I need to add a few more scattered marauders here and there. Too many ugly borders.

Also, Chief Jennifer No-Bull is hilarious to me, for some reason.



Lol. I wrote that in automatic. I need to be more careful.
On a side note, the link for both "Hot-fix" are invalid. And you could put the 1.02 legacy version on a spoiler tag, to avoid misunderstandings.

Yeah I just saw that. I think the Moddb site has it, and its way better to download than Gagfront and its bizarre brazilian-hating policies.
Once I get home I will get some mirrors, and post a legacy 1.03 version as well. I can spoiler it, through.


just wanted to say a big THANK YOU BOTH to Slaughter and Arcangelus for finding the time to put up their new thread for Fallout!!!

Also thanks for giving us a new patch for the DH 1.04 RC1 version :p

YOU guys are great!! ALso glad you incorporated the 1.0 version of the E3 map. It was fun working on it.

Thanks! Play on, and give us any feedback you can!
 
Last edited:

mikey1871

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i can't remember which fix it was but i kinda remember that you said you were gonna nerf the dark cath a bit so that FUSA might have a 20% chance of surviving the dark cath coup.

I think that would be good.

i've been playing almost exclusively as west BOS and west bos is good enough with just modest help.... F12 and keeping the energy, rare, metals up to where one can get extra troops in the early years. once west bos can take NCR and get into the Glow. Then they are pretty much "good-to-go". the enclave up in alaska is still a bit slow on expanding. Seeing as they also are a remnant of the USA. I would think they would have an easier time of taking more maurauder lands than New Arroyo or the other tribes in the northern USA.

Robots seem a little weak also, but i haven't played as them yet.

Yes i like that manitou tribes now can hold their own.

I wouldn't nerf the spiders too much. I've seen most of my west bos games where the spiders broke out and absorbed both the manitou and junkers kinda handily.

RCC does have it's hands full with Dark Cath. but if dark is toned down a bit then the eastern side of the game will be more fun to watch.

Also maybe beefing up the far northern tribes a little bit more, if that's allowable.

The tribes in southern mexico seem to be pretty even against each other. Ceasars's legion just gets free marauder lands mostly.
 

Slaughter

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mikey1871 said:
i can't remember which fix it was but i kinda remember that you said you were gonna nerf the dark cath a bit so that FUSA might have a 20% chance of surviving the dark cath coup.

Not nerf DC, boost FUSA a bit in a way that benefits the AI but not the player (much).
From what I keep seeing, FUSA vs DC is a damn good fight, but FUSA vs DC and Junkers = FUSA loses to a onslaught of Junker irregulars in two, three months, tops.
It used to be more or less 60-40% pre-E3 map, but the map was increased and their number of units stayed the same, so they got a bigger frontline to defend, with the same units.
When I played FUSA with the previous fix, I had to put some units in defensive positions on the Junkers' path, and even then I was almost overrun until I annexed DC. I'm not a pro-player, but the Civil War can be hard.

i've been playing almost exclusively as west BOS and west bos is good enough with just modest help.... F12 and keeping the energy, rare, metals up to where one can get extra troops in the early years. once west bos can take NCR and get into the Glow. Then they are pretty much "good-to-go". the enclave up in alaska is still a bit slow on expanding. Seeing as they also are a remnant of the USA. I would think they would have an easier time of taking more maurauder lands than New Arroyo or the other tribes in the northern USA.

Cheating? Lol, dishonorable.
I once had a WBOS game where I pretty much went isolationist, except I puppeted the Shi for resources, then stayed put researching like hell with the WBOS' bonus + Wise trait. Then the Dictatorship of Man pretty much conquered the world, leaving me almost alone in the Jihad.

Robots seem a little weak also, but i haven't played as them yet.

Robots are a little weak early on, because they lack rares and can't use their full IC.
Once they get plenty of resources, enough IC and research, through, they're scary. You can't even grind them through attrition, they really don't care about manpower.

Yes i like that manitou tribes now can hold their own.

I think they were weaker a few years back, getting annexed by Texas all the time.


I wouldn't nerf the spiders too much. I've seen most of my west bos games where the spiders broke out and absorbed both the manitou and junkers kinda handily.

I'm not gonna nerf Spiders, I'm going to nerf the marauders near the Spiders - I think like 30-40 marauder units spawn near them, that's a bit ridiculous.


RCC does have it's hands full with Dark Cath. but if dark is toned down a bit then the eastern side of the game will be more fun to watch.

I'm betting my money on RCC, but that will depend on what the zombies will do, if they will split and attack both RCC and Junkers, or just press into Junkers.

Also maybe beefing up the far northern tribes a little bit more, if that's allowable.


The tribes in southern mexico seem to be pretty even against each other. Ceasars's legion just gets free marauder lands mostly.

Warriors of Ice look really weak, but its actually the fact all their usual neighbors (Polar Station Zeta, Mutants, RCC, EBOS, Huns) are quite strong, so the AI is cagey and usually only goes on a rampage at the End War. If you can spy them, take a look at their unit numbers. They're pretty much the Spiders of the North, they just hang out in a tougher 'hood. Its similar for Darien.

Tribes in southern Mexico? Don't you mean the american southwest?
If yes, yeah the balance is quite good there. We plan on adding more tribes there in the future, and I plan to have a more expansionist Caesar's Legion going on the warpath before it attempts to conquer NCR, Texas or both.
 

delanonne

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Hey am I the only one having problems with the Fix 11 download on Mega? I have tried more than 6 times and all I end up with is a Fix11 at zero bytes and a Fix11-1 at 4.5 mb and Mega stuck at 99 per cent. The dl for the whole mod 2.1 went fine event though it still says 2.0 and the checksum is mulk I think. Being back in China I cannot use Media. I have not read anyone else here with probs. Is the file really supposed to be 77mb? Maybe another mirror would help but, I am not sure what other dl sites work here.Any feedback would really be appreciated. I have been waiting a long... time for this to be one dl. Wait can't you just make a complete already patched download like the first one?
delanonne
 

Adonnus

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I like the mod, but there is a huge amount of end of day lag (like 30 seconds per day) after the marauder events begin...

Edit: never mind it's gone. But with Caesar's Legion the event picture is from 300. A minor complaint I know.

Also is there any way to stop slave revolts? They are becoming a real nuisance.
 
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ShinyJim

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The key is to know how to game marauder expansion and get good borders with plentiful resources while cutting the marauders down.

Any tips with that? I was burning a lot of manpower and not getting the provinces I wanted.
 

EmperorWillham

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I think I found a bug, I was playing as the FUSA and it would not let me or anyone else take land from the marauders. New Arroyo, can for some reason. And now the Enclave has it, bye bye Arroyo... Oh, and Poler station Zeta was annexed by the Ice Wasteland in less than 1 min. No joke.
 
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