Fallout's Doomsday 2.5.1.2 for Darkest Hour (latest release: 22-04-2023)

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Alright. Just as a forewarning though, I do modify the initial start of the EBoS for the regiment of honor to start at full strength given the massive amounts of manpower needed to reinforce it to full strength, which the EBoS doesn't have and won't have for a while. You'd be lucky to get that much before the marauders spawn. The other change is that I change the the social techs to utilize the settlers tree rather than the settlers tree, which does influence the manpower costs and gains.

Anyway, without further ado, the insights themselves.

Starting out, the EBoS is pretty badly going army-wise. One unit is understrength, yet advanced and the other is locked until 2246. Any expansion needs a desperate increase in the amount of troops you have, and fast whilst getting the regiment of honor back to full strength. This is much easier said than done, with a measly four manpower in reserves at the start you'll only have an extra four battalions by the time comes to start expanding. And resource-wise, you aren't going to have enough to run the large amount of IC you start with for a while. Best get buckled in to conserving resources while keeping the max available IC at peak (For the TC capacity)

Of course, those are basically the only bad things about the start. In regards to tech teams, in my opinion are just plain better than the enclave's. This is mostly from a combination of specialties that synergise very well (Ryzeck, in particular, letting you get power armoured marines about 4! years early (Provided a data center is fully built)) and the relatively high skills of them. Ad to the fact, with tech team takeovers, some of the neighbors (Reavers) have decent teams to fill holes that your existing teams won't cover. And expansion-wise, there's a lot of land you can easily and comfortably reach, if you don't mind kicking the previous owners out. The reavers are a prime example, plenty of IC and resources that happen to be very poorly defended. You just have to wait for the non-aggression pact to expire (Which gives you about two years to prepare for it.)

Still, while the opportunities for expansion are good, your initial ability to capitalize on them isn't. The best gains are from Nebraska-iowa, which is easily secured once the event is able to fire (With a foray into Milwaukee). Going for much more than that overstretches what little forces you have, and the mutant army is more likely to take Wisconsin anyway.

With the limited amount of manpower available, and the large borders you have to safeguard, you need to be able to finish wars quickly or stop any attacks in your vulnerable fronts. There's no sense trying to put a battalion on every border province when they'd be better served taking part in the offensive.

Going towards the east is the best course of action, giving you a lot of IC, resources and manpower. The only problem in the way is the junkers. Typically, the DC 'wins' via the junkers annexing the FUSA (Should make a separate event incase a third party wins, meaning that the DC doesn't get a benefit for someone else doing the heavy lifting :p ) and they'll typically be the large, nasty thing holding all that territory (And given how much irregulars they can pump out, smacking them down is a lot easier while they're still just building.). Though the zombie apocalypse can be the one holding it all, which'll only happen if they attack the junkers while the FUSA is still around. If that happens, sailing in is a lot smoother as the zombies typically lack the same manpower and troop quality the junkers have at the same time. After taking the pair of them out, the DC is the next target. Thankfully they've been kneecapped so they'll usually only hold a sizable portion of the northeast if you're lucky. If you aren't, they'll have eastern canada as well and that means you have one hell of a slog to go through just to annex them, and a whole lot of land that you can't assimilate as cores.

Still, once the NE is under heel, taking the SE helps solidify it, and it's a lot easier going down there too, with only spiders and the manitou tribes. After that, you basically have a third of the old US, and a very sizable portion of it's industry. Not to mention any manpower problems will basically disappear with the amount now available.

Traitwise, Alluring happens to be the best trait available simply because it keeps anyone from attacking you due to high relationship values, the added supply consumption being relatively minor (And completely negligible once the eastern seaboard is under your control) . Warlike and wise are equally second, anything that helps the brotherhood in it's strength (Research) or it's vital asset (Military) is good. The rest are either average at best. Cautious slows your forces down when you need them to be fast in the early game, Ambitious raises your belligerence (And you don't need the help with that.) and you won't have the funds to use secretive to your best advantage (And given you need to go large? The dissent penalty is something you ought to avoid.)

I've probably missed or forgotten something, so feel free to point it out if I have.
 
Alright. Just as a forewarning though, I do modify the initial start of the EBoS for the regiment of honor to start at full strength given the massive amounts of manpower needed to reinforce it to full strength, which the EBoS doesn't have and won't have for a while. You'd be lucky to get that much before the marauders spawn. The other change is that I change the the social techs to utilize the settlers tree rather than the settlers tree, which does influence the manpower costs and gains.
I can probably understand the strengthening of the regiment, I believe this may be a hold over from the old map when EBoS was able to use it's strength much more easily as the map more condensed. Which social tree do you change it to? You say settlers twice!


Starting out, the EBoS is pretty badly going army-wise. One unit is understrength, yet advanced and the other is locked until 2246. Any expansion needs a desperate increase in the amount of troops you have, and fast whilst getting the regiment of honor back to full strength. This is much easier said than done, with a measly four manpower in reserves at the start you'll only have an extra four battalions by the time comes to start expanding. And resource-wise, you aren't going to have enough to run the large amount of IC you start with for a while. Best get buckled in to conserving resources while keeping the max available IC at peak (For the TC capacity)
Indeed, to begin with the EBoS is supposed to be less than impressive, especially compared to WBoS. I may re-check their OOB along with some other East coasters as it's been a while since anything has been done with them, to my knowledge.

Of course, those are basically the only bad things about the start. In regards to tech teams, in my opinion are just plain better than the enclave's. This is mostly from a combination of specialties that synergise very well (Ryzeck, in particular, letting you get power armoured marines about 4! years early (Provided a data center is fully built)) and the relatively high skills of them. Ad to the fact, with tech team takeovers, some of the neighbors (Reavers) have decent teams to fill holes that your existing teams won't cover. And expansion-wise, there's a lot of land you can easily and comfortably reach, if you don't mind kicking the previous owners out. The reavers are a prime example, plenty of IC and resources that happen to be very poorly defended. You just have to wait for the non-aggression pact to expire (Which gives you about two years to prepare for it.)
Oh don't worry about the Reavers being so easily dealt with next version. Although not everybody plays with merging tech teams, I can understand what you mean.

Still, while the opportunities for expansion are good, your initial ability to capitalize on them isn't. The best gains are from Nebraska-iowa, which is easily secured once the event is able to fire (With a foray into Milwaukee). Going for much more than that overstretches what little forces you have, and the mutant army is more likely to take Wisconsin anyway.

With the limited amount of manpower available, and the large borders you have to safeguard, you need to be able to finish wars quickly or stop any attacks in your vulnerable fronts. There's no sense trying to put a battalion on every border province when they'd be better served taking part in the offensive.
It's great to hear that's how they play still, Sword wanted it to be much like on Fallout Tactics. The EBoS should be having a major decision whether to spread far and thin, or keep it's power concentrated and possibly lose out on precious resources.

Going towards the east is the best course of action, giving you a lot of IC, resources and manpower. The only problem in the way is the junkers. Typically, the DC 'wins' via the junkers annexing the FUSA (Should make a separate event incase a third party wins, meaning that the DC doesn't get a benefit for someone else doing the heavy lifting :p ) and they'll typically be the large, nasty thing holding all that territory (And given how much irregulars they can pump out, smacking them down is a lot easier while they're still just building.). Though the zombie apocalypse can be the one holding it all, which'll only happen if they attack the junkers while the FUSA is still around. If that happens, sailing in is a lot smoother as the zombies typically lack the same manpower and troop quality the junkers have at the same time. After taking the pair of them out, the DC is the next target. Thankfully they've been kneecapped so they'll usually only hold a sizable portion of the northeast if you're lucky. If you aren't, they'll have eastern canada as well and that means you have one hell of a slog to go through just to annex them, and a whole lot of land that you can't assimilate as cores.
Yes the poor FUSA really takes a kicking at the moment, it does make for overlordship from the Pitt or DC much more likely. As for the third party event, that is a good idea.
Hopefully Archangelus will see this!

Still, once the NE is under heel, taking the SE helps solidify it, and it's a lot easier going down there too, with only spiders and the manitou tribes. After that, you basically have a third of the old US, and a very sizable portion of it's industry. Not to mention any manpower problems will basically disappear with the amount now available.

Traitwise, Alluring happens to be the best trait available simply because it keeps anyone from attacking you due to high relationship values, the added supply consumption being relatively minor (And completely negligible once the eastern seaboard is under your control) . Warlike and wise are equally second, anything that helps the brotherhood in it's strength (Research) or it's vital asset (Military) is good. The rest are either average at best. Cautious slows your forces down when you need them to be fast in the early game, Ambitious raises your belligerence (And you don't need the help with that.) and you won't have the funds to use secretive to your best advantage (And given you need to go large? The dissent penalty is something you ought to avoid.)

I've probably missed or forgotten something, so feel free to point it out if I have.
You raise a good point, the South east of the US definitely needs a few more factions. I have some ideas for it, so hopefully as you say, we will not see any more easy East coast super powers.
The Western powers have it so much harder in comparison.

Speaking of traits, it is my understanding Slaughter may be revisiting those. As you suggest, there are no obvious no brainers especially when compared to Cautious, which is probably one of the worst choices.

Overall, a really good write up. Great stuff Taricus, if you have insights on any more factions please share some more!
 
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

zCICCdK.gif


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 2.1 - Patch 1.04 RC1 Compatible, comes with the latest E3 (1.0) map by Mumia
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. It is theorically a test version, but considering it has been worked on for around one year and throughly combed for bugs, it is unlikely to be inferior in stability to the old 1.02 version.
FODD 2.1 Upload 6
Alternate Link

The mod is generally updated in "Fixes", the latest of which can always be found in this post:
Current Fix: FIX-11, Wasteland hotfix included (Updated: 13/05/2015)
Alternate Link
: http://www.mediafire.com/download/jb3dea8cb4sce8h/FIX-11.rar
Alternate Link 2:
https://www.dropbox.com/s/kog4up0ipg06565/FIX-11.rar?dl=0

How to install a fix: Entract the Fix's patch contents into the FODD folder, overwrite everything the game asks you to. All FIX packs are cumulative, so there's no need to hunt down old ones.

Changelog for the latest fix:
Code:
################################################
# Changelog 11 Arcangelus and Slaughter (07/05/2015)
################################################
Changelog for Fix-11
Checksum: TPSZ

Includes all previous Fixes as always.

Mod updated to patch 1.04 RC1.

unitnames.csv: Replaced "L ARM " with "L ARM", lines 9993 - 10007
country.csv: Changed "Grey" to "gray", "LightGrey" to "lightgray", "UserColor7" to "UserColor6"
revolt.txt: Changed "day = 30" to "day = 29" (all of them)
Misc.txt: Adapted to new version. Many changes pending(adjust of variables)

Mexican_Raiders.txt: Changed deathdate of event 9039 (Re-enter the Guild) to 2275
Vault_City.txt: Changed deathdate of event 4030 (Propose Pact With NCR) to 2275
    Changed deathdate of event 4032 (Propose Guarantee to NCR) to 2275
    day = 30 to day = 29
West_BoS.txt: day = 30 to day = 29 (id 16027)
General.txt: Changed date of event 40406 (Labor day). From August 31(!), to September 6th (the actual date according to USA. May 1st anywhere else but Canada). Changed date of Halloween as well (it was 31 October, now its 29 October).

AI FILES: Changed spy section
-ALB_2248.ai: Fixed repeated instance of tech 5120.
-ARM.ai: Fixed duplicated target 2710. NO-spy
-AUS.ai: Fixed duplicated target 627
-BLR.ai: Fixed duplicated instance of tech 2010.
    Fixed wrong invasion target.
-CAL_2245.ai
-CAL_2247.ai: Fixed duplicated tech (5150)
-CAL_2249.ai: Fixed duplicated tech (5150)
-DEN_2246.ai: Fixed wrong target
-POR.ai: Fixed target section
-ROM.ai
-ROM_slaving.ai
-USA.ai: Fixed target section
    Note to self = make AI for USA to use in the civil war, then change back to normal.
-U53.ai: Fixed military section
- SPA.ai: Fixed invalid spyref

Unit Files:
paratrooper.txt: Fixed the ridiculous air attack of robot scouts, it is now 2.
Edited to allow Police brigade. There was an error in both NCR's and New Church's scenario file, and because as far as I know, scouts could always use police brigades, I changed it so they now can.

- SCENARIO FILES:
Wastelands.inc: New resources in certain resource-devoid areas - Western and Northern Canada, Nevada, Mexico, Central America mainly. This is actually the first round of resource change, later on I intend to
Harlequins.inc: The unit "Mama's Creole Helpers" has an invalid attachment type for their division type (Irregular). It was changed into a machinegun attachment instead.
Enclave.inc:
- Transferred 1 manpower from Navarro to Unalaska Island. This is because it makes no sense that the Enclave's enemies or the Enclave itself get manpower from there - the region is mostly desolate, and the Enclave doesn't get recruits from there as its a purely military base, but from the Oil Rig (formerly) and other outposts (currently).

- Map Files: Updated to latest E3 map version. New Files:

config/worldnames.csv
config/province_names.csv
db/province
map folder

Province.csv:
- Changed many province terrains (+- 32 provinces), mainly in urban areas across the United States, adding ruins. The E3 map terrain is modelled for 1930s-1940s period, not for 130 years in the future in regards to population grown and urban sprawl + nuclear war + almost two centuries. There are also a few more Rad Swamps and Deserts. This is not the end, through, there are plans for more terrain enhancements in Canada (which in FODD is pretty much one huge dark forest) and Central America (which is pretty much jungle and hill, then just jungle), probably mainly urban areas.
- Fixed invalid continent errors from the E3 mod.

Frequently Asked Questions:
None at the moment, will add as people ask.


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
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.



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 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.



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




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.




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.



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.

Cheating is not dishonorable.. it just lets me play more of what i want to play.

Sorry but i hate having to start with mostly nothing. and if i really wanted to cheat i'd figure out how to decrease the build times for my units to 1 day.

But anyways, FUSA is screwed. they have only 4 units that they can use against the DC which has easily 6 units to go run all over the rest of the board.

playing FUSA in the civil war is like fighting with both your hands tied behind your back and your trying to defend against a knife attack.

what you can do is just replace the units you kill off or give to DC when the civil was starts. DC should get their own units, NOT FUSA's stuff. ALso if i'm smart enough to move the airpower from new york state to washington, then i shouldn't loose the damn things when DC steals the territory that the air power Used to be in.

And even if you let FUSA keep all it's units, they would have to annex DC before the junkers DOW'd FUSA because the junkers are way over powered for the 4 territories that they start with.

You already give DC full research anyways. plus they only need 1 darn guy to steal all the FUSA land above DC. FUSA can't get up to save that area. and even if i give FUSA extra resources, all i get is one stupid scout which is too weak to go up against a single DC army even if i wanted to play tag and run around to get the VP's to annex DC.

ALso fusa vs junkers is always gonna be a shitstorm for fusa to win cause junkers have 4 times the military and one-fifth the defensive area to cover.

I will say this... the Airpower actually does something now.

i think i'll go back in and play as DC. that should be very easy. lol

keep doing the great work on this! even if i'm kinda harsh in my feedback. I do LOVe your mod!!!!!
 
Oh, uh, I meant I switch it from the slavery tree to the setter one. Sorry about the mix-up :X
Ok great, I'll have a look at it.
But the EBoS do indeed use slaves so it is more of a thematic choice rather than gameplay.
But it's cool that you are finding your own solutions to problems, it is one of the great things about Sword's tech system I think.

Cheating is not dishonorable.. it just lets me play more of what i want to play.

Sorry but i hate having to start with mostly nothing. and if i really wanted to cheat i'd figure out how to decrease the build times for my units to 1 day.

But anyways, FUSA is screwed. they have only 4 units that they can use against the DC which has easily 6 units to go run all over the rest of the board.

playing FUSA in the civil war is like fighting with both your hands tied behind your back and your trying to defend against a knife attack.

what you can do is just replace the units you kill off or give to DC when the civil was starts. DC should get their own units, NOT FUSA's stuff. ALso if i'm smart enough to move the airpower from new york state to washington, then i shouldn't loose the damn things when DC steals the territory that the air power Used to be in.

And even if you let FUSA keep all it's units, they would have to annex DC before the junkers DOW'd FUSA because the junkers are way over powered for the 4 territories that they start with.

You already give DC full research anyways. plus they only need 1 darn guy to steal all the FUSA land above DC. FUSA can't get up to save that area. and even if i give FUSA extra resources, all i get is one stupid scout which is too weak to go up against a single DC army even if i wanted to play tag and run around to get the VP's to annex DC.

ALso fusa vs junkers is always gonna be a shitstorm for fusa to win cause junkers have 4 times the military and one-fifth the defensive area to cover.

I will say this... the Airpower actually does something now.

i think i'll go back in and play as DC. that should be very easy. lol

keep doing the great work on this! even if i'm kinda harsh in my feedback. I do LOVe your mod!!!!!
Hmm it does sound like the FUSA are struggling. What I may do is add a few garrisons to the left flank near the river. That way it doesn't make killing DC any easier but it does make the Junkers backstab a little less of an insta kill.
Maybe some light tower attachments just to make sure the western flank holds a little while.
Also the strength of the Big Red One is maybe just a tad too low, I may increase it a little and see how that fairs.
I'll move the choppers and aircraft to DC, that makes sense at a bare minimum.

Any other ideas?
 
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Reactions:
can you give the human player the opportunity to move at least the non garrison troops from phila to washington, if the human is smart enough to do that, before the DC pops up please. That would give the fusa player 2 more much needed active troops to utilize. With a dissent of close to 40% when the civil war begins. fusa has no way to reinforce their troops let alone build any new ones.

just make new troopers for DC. but make both DC and initial fusa troops equal in def and off. DC seems to be able to kill 3 of fusa troopers with just 2 of their own troopers. Troopers = initial infantry to build as far as this discussion is concerned.

In NO civil war is the rebelling troops stronger than the regular troops. they usually have the element of surprise and the shock right after wards. Those sides should be equal or a slight edge to fusa. equal means fusa should keep it's troopers and DC gets the surprise and steals the provinces, IC's and resources from fusa. From the start Dc gets at least 5-6 free ranging units and fusa gets 4. the one in southern VA can't move cause of the marauders.

and why the heck are the junkers so damn strong anyways???? they have upwards of 20 initial units. please explain. NO i've not played the rpg version of fallout. i'm not into rpg's anymore. that was back in the late 90's for me haha
 
Well, to be fair, I'd say there's evidence of the EBoS using both. There's clear evidence of them using prison labour but at the same time they aren't/weren't actively looking for more 'prisoners' (Would be nice if there's some events/event chain revolving around this, using it as either a temporary solution via PoWs or instituting it as a more permanent thing)
 
Yes the poor FUSA really takes a kicking at the moment, it does make for overlordship from the Pitt or DC much more likely. As for the third party event, that is a good idea.
Hopefully Archangelus will see this!
What would be the requirements then? If the Pitt DOWs FUSA, it's unlikely that they won't get some land. How much land (or which provinces) would need DK to be considered to have won the civil war? And the aftermath? I ignore if DK would be able to defeat the Junkers right off the bat.

Traitwise, Alluring happens to be the best trait available simply because it keeps anyone from attacking you due to high relationship values, the added supply consumption being relatively minor (And completely negligible once the eastern seaboard is under your control) . Warlike and wise are equally second, anything that helps the brotherhood in it's strength (Research) or it's vital asset (Military) is good. The rest are either average at best. Cautious slows your forces down when you need them to be fast in the early game, Ambitious raises your belligerence (And you don't need the help with that.) and you won't have the funds to use secretive to your best advantage (And given you need to go large? The dissent penalty is something you ought to avoid.)
Honestly, I almost don't use the traits. I see little value in them to be worth it most of the time. For instance:
- Alluring could be useful if the AI bothered to DOW more often. However, it's constant drain of supplies can get annoying (or even break you)
- Secretive is almost useless. Random increments in dissent (bad) in exchange for better spies. The defence part see very little use (IA), and there are just so many places worth to steal blueprints from. If you already had a technological edge, this becomes worse than useless (downside for no gain)
- Warlike cripples your research in exchange for faster unit buildings. It mostly useful for those factions with little to research in the first place. I rarely play those.
- Wise... not sure. I'm still divided if the loss on combat efficiency is worth a 5% tech speed increase.
- Ambitious. From my point of view, it's a minor but useful bust in exchange for a marginal malus. If anything, that belligerence rising event can get a bit tiring after a while. And sometimes the other factions DOW you, allowing war w/o the usual dissent for non-full interventionism nations.
- Cautious is a case of being blessed with suck. While the combat increments look good on paper, the reduced speed drastically limits you initial expansion and the subsequent increase in org loss by concept of moving can make you lose wars if not handled carefully. I suppose that in crowded places you can offset this disadvantage to some extent, but it will be a problem later on. Or it would be if the IA knew any better (or you have a desfavourable position to begin with)

My order of preference would be none, wise, ambitious, warlike. The others damage me far too much.

can you give the human player the opportunity to move at least the non garrison troops from phila to washington, if the human is smart enough to do that, before the DC pops up please. That would give the fusa player 2 more much needed active troops to utilize. With a dissent of close to 40% when the civil war begins. fusa has no way to reinforce their troops let alone build any new ones.

just make new troopers for DC. but make both DC and initial fusa troops equal in def and off. DC seems to be able to kill 3 of fusa troopers with just 2 of their own troopers. Troopers = initial infantry to build as far as this discussion is concerned.
What would be the purpose of weakening DK for a human player? It's not particularly difficult to drive back the revolutionary forces if are putting attention, and while the Junkers intervention does complicate things, it's not that hard to fight the resulting 2 front war (if you attacked DK as hard as you can). Putting most of you IC in dissent reduction and reinforcements at intervals does the trick, and after a while you can fight back. The tank you have is really useful in cutting their resources and restoring some much needed IC. While I'm not a particularly good player, I managed to win the war by late June (too bad Canada decided to join a few days earlier).

However, adding a few units to IA FUSA is not a bad idea. I don't believe possible to codify an IA good enough to properly fight that 2 front war with so little units to work with, but it may be possible to increase FUSA performance a little.

In NO civil war is the rebelling troops stronger than the regular troops. they usually have the element of surprise and the shock right after wards. Those sides should be equal or a slight edge to fusa. equal means fusa should keep it's troopers and DC gets the surprise and steals the provinces, IC's and resources from fusa. From the start Dc gets at least 5-6 free ranging units and fusa gets 4. the one in southern VA can't move cause of the marauders.
What about the Roman civil wars? Or the USA civil war? Or the 2014 Egyptian coup d'etat? Or any conflict that dives the military forces?
Anyway, in my experence is fairly safe to ignore the marauders until the more immediate threats are dealt with.

and why the heck are the junkers so damn strong anyways???? they have upwards of 20 initial units. please explain. NO i've not played the rpg version of fallout. i'm not into rpg's anymore. that was back in the late 90's for me haha
Considering that most of those are garrisons, I fail to see how it is a problem.
 
Master has given Nortius Version2.1 for 1.04, Nortius is a free Player. But wait, i got some minor Bugs in that sock: pls have a look at my savedebug.txt.

What i did:
Install DH
Patch 1.04RC1
FODD2.1 from this thread for 1.04

No further fix/patch

Then i get the error message.

What do? :) Doesn't seem like "bad" errors to me...
 

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Master has given Nortius Version2.1 for 1.04, Nortius is a free Player. But wait, i got some minor Bugs in that sock: pls have a look at my savedebug.txt.

What i did:
Install DH
Patch 1.04RC1
FODD2.1 from this thread for 1.04

No further fix/patch

Then i get the error message.

What do? :) Doesn't seem like "bad" errors to me...
Have you downloaded hotfix 11? You need that to function on 1.04 properly.
But the error message is odd, have you been editing the names of units?
That's what the error seems to be about.

You guys are so wonderful! Thanks for keeping the mod alive and progressing its development. I'll download and try the latest version soon.
Archangelus and Slaughter have done a great job taking over where you left off!
Long overdue for a catch up really.
 
Have you downloaded hotfix 11? You need that to function on 1.04 properly.
But the error message is odd, have you been editing the names of units?
That's what the error seems to be about.

hotfix 11? i have downloaded fix11, but do i have to install fix11 over the already new installer for fodd 1.04? if so, that will have to be the error.
i will try this.
No i have not edited anything at this point.
 
I've been playing with this mod today and I love it. It caches the fallout atmosphere so well... I love it. I'am using the Caesar legion. They seem to me to be in a good position: they can easily expand east and when they got enough strength, attack the hub and the NCR. In my game the fusa lasted over a year, although junkers ended up with most of his territory. The dark cathedral blob and conquered the RCC. They are probably the only real competition in my game.


Also two bugs(I believe):
The glow being conquered by marauders-is this suppose to happen?
The merc contracts ending doesn't seem to work if you start a war soon after the other. That way I ended up with 8 highlander divisionss
 
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Anyone elses sfx-wave-files that won't stop playing after directly ending a fight after it started? Afterwards i can hear mg-firing and explosions for like a *very* long and disturbing amount of time...

seems to be the sfx/cgfp1.wav

i mean, i know the file has to go 1:39 mins but can't you make it stop for players who end a ight before that time runs out?
 
Maybe to help FUSA tone down the "Lure of Darkness" events?The marauders spawned through these destroyed both the Washington garrison and even the "Big Red One" division in Baltimore. Also the Marauders from Norfolk basically open up a third front taking over the South while FUSA fights Junkers+DC.

Also, FUSA scenario description and opening events speak of Boston/Worcester/Hartford being lost to Rad-Zombies in 2227, but are under FUSA control at gamestart. This is another problem because DC can easily captures those provinces giving them VP+IC.
 
Anyone elses sfx-wave-files that won't stop playing after directly ending a fight after it started? Afterwards i can hear mg-firing and explosions for like a *very* long and disturbing amount of time...

seems to be the sfx/cgfp1.wav

i mean, i know the file has to go 1:39 mins but can't you make it stop for players who end a ight before that time runs out?
Are you sure that you installed the FIX-11 files? The longest sound in the sfx folder is 7 seconds.
 
yarp, and yarp: s. attached file.
It's literally not possible. Decompress FIX-11 somewhere (we only really need the sfx folder, so you can ignore the rest), open the wave folder (inside sfx) and look the files in there. Unless something changed since last time I checked, you should see 8 sound files. One of them is CGFP1.wav. None of them lasts over 6 seconds.