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
1) I will see what I can do, I believe I got a dropbox account. I might also use a friend's forum host (vaultbr.com.br - the BR Fallout Forum) with UNLIMITED (or so he says that they say to him) bandwidth. Gotta make a new FODD topic there, btw.
2) Yes, the file is supposed to be 77 (150mb out of the rar) - its bigger because of the map update.
3) I can but downloading 600 mbs is more hassle than 77mb. I plan on making these wholesale downloads only for large version updates.
4) The 2.0 at the title screen? Its because I wans't able to photoshop it yet, I actually plan on changing the titlescreen a bit, I'm not good at photoshop tho so I think I will ask my cousin. Its not actually 2.0 or 2.1 but some in-between version that has subsequently fixed by me and Arcangelus.
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.
Game lags after the marauder revolts because the engine can't take so many rebels around, for some reason. It goes down once marauders are all killed.
Picture is subject to change.
AFAIK, you can't stop slave revolts. Just deploy a few rear-guard units. Think of it as a small lock on your expansion. I might have to nerf them, tho.
Any tips with that? I was burning a lot of manpower and not getting the provinces I wanted.
Here's some:
1) Marauder troops suck, they're worse than the worst Irregular you can build. They have a 20% chance of spawning Regulars instead of the normal marauders, tho.
2) AFAIK, marauders don't get manpower reinforcement. So you can just keep slowly killing them until you go for the final blow.
3) Marauder/Partisan AI is unknown (or doesn't even exist), so it does a lot of things a normal AI doesn't. For example, you can have marauder doomstacks sitting still on a spot surrounded by defenseless provinces for months, or keep repeatedly attacking the same stack that beat it before, constantly, or it attacks the first unit that gets near it, etc.
4) Marauder units don't retreat like real nations, they die at defeat. You don't even need to kill them all or encircle, just deplete their org and marauders units disappear. So if you see a lot of small marauder stacks, you can kill them in detail and not be surprised these other stacks didn't move a finger.
5) Over-Command Max penalty has been increased a few patches before. Because AFAIK all marauder commanders are majors, this means that only the first two units don't suffer the Over-Command Max penalty (which I think is 70-80%). That big 30 marauder doomstack sitting there? Its actually more like a 2 + 6 units stack, so you're fighting eight (that look like 30) incredibly dumb marauder units. Don't feel so intimidated by them.
6) Attack from multiple directions to get Enveloping and such bonuses. Encirclement is even better but not strictly necessary. Avoid river terrain attacks, start your attacks so you can get all of day. Move synchronously, except when you really need to race another faction for a province.
7) Your main goal is to create a nice, defensible border that covers as many resources you can without leaving your overstretched and vulnerable. You can always kill the marauders later, but an enemy faction requires a DoW (which means more belligerence, and can't be easily done by some factions).
8) You can actually use the marauders to take land from other factions. Its hard, but sometimes they will cross the border. Or they will keep in your land. Or stay there. Partisan AI is odd (or non-existent).
9) Fast troops really help at early-game expansion - Scouts, vehicles, some attachments increase unit speed (if I remember right - Motorbikes and Pick-Ups - Pick-Ups rock, you can turn your foot infantry army into a mechanized infantry army with them), Mutants are faster if I remember right, Power Armor units are faster as well, etc.
10) Anti-Partisan Duty is better done after you secured your territory, or your units will auto-attack marauders.
11) Irregulars rock for early-game expansion (produce very fast - and have more Org with Traditional Customs government), but Regulars have more firepower.
12) Research a doctrine to boost your org and morale, unless its too far in the year date.
2) AFAIK, marauders don't get manpower reinforcement. So you can just keep slowly killing them until you go for the final blow.
3) Marauder/Partisan AI is unknown (or doesn't even exist), so it does a lot of things a normal AI doesn't. For example, you can have marauder doomstacks sitting still on a spot surrounded by defenseless provinces for months, or keep repeatedly attacking the same stack that beat it before, constantly, or it attacks the first unit that gets near it, etc.
4) Marauder units don't retreat like real nations, they die at defeat. You don't even need to kill them all or encircle, just deplete their org and marauders units disappear. So if you see a lot of small marauder stacks, you can kill them in detail and not be surprised these other stacks didn't move a finger.
5) Over-Command Max penalty has been increased a few patches before. Because AFAIK all marauder commanders are majors, this means that only the first two units don't suffer the Over-Command Max penalty (which I think is 70-80%). That big 30 marauder doomstack sitting there? Its actually more like a 2 + 6 units stack, so you're fighting eight (that look like 30) incredibly dumb marauder units. Don't feel so intimidated by them.
6) Attack from multiple directions to get Enveloping and such bonuses. Encirclement is even better but not strictly necessary. Avoid river terrain attacks, start your attacks so you can get all of day. Move synchronously, except when you really need to race another faction for a province.
7) Your main goal is to create a nice, defensible border that covers as many resources you can without leaving your overstretched and vulnerable. You can always kill the marauders later, but an enemy faction requires a DoW (which means more belligerence, and can't be easily done by some factions).
8) You can actually use the marauders to take land from other factions. Its hard, but sometimes they will cross the border. Or they will keep in your land. Or stay there. Partisan AI is odd (or non-existent).
9) Fast troops really help at early-game expansion - Scouts, vehicles, some attachments increase unit speed (if I remember right - Motorbikes and Pick-Ups - Pick-Ups rock, you can turn your foot infantry army into a mechanized infantry army with them), Mutants are faster if I remember right, Power Armor units are faster as well, etc.
10) Anti-Partisan Duty is better done after you secured your territory, or your units will auto-attack marauders.
11) Irregulars rock for early-game expansion (produce very fast - and have more Org with Traditional Customs government), but Regulars have more firepower.
12) Research a doctrine to boost your org and morale, unless its too far in the year date.
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.
You have downloaded the FIX-11 on day 12? If yes, download the misc.txt attached to one of my previous posts and overwrite it in your FODD/db folder, or download FIX-11 again. Its because 1.04 RC1 has a misc.txt setting that checks for giving back neutral territory taken from an enemy country once its not an warzone, and I wrongly activated it.