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

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Neane

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Does anyone have the manual for this mod, I remember when I downloaded the first verison of it that there was a manual. (mainly wondering what is the difference between Mercs and Scum, Irregulars vs Scouts.)
 

Slaughter

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Does anyone have the manual for this mod, I remember when I downloaded the first verison of it that there was a manual. (mainly wondering what is the difference between Mercs and Scum, Irregulars vs Scouts.)

I think it still comes along with the old one. I need to make a new one, btw.
I think I actually have excel spreadsheet with unit stats in the latest version. Helps a lot with design.

From the top of my head:
Mercs: Got nice punch, can be made quick, but are expensive on supplies. Use less manpower than regs and irregs.
Scum: Weaker, very spammable, cheaper, use less manpower. I think they're better in different terrain, but I don't got the game on-hand. The irregulars of mercs.

Irregulars: Lack the firepower of Regulars, but they're FANTASTIC at fighting in adverse terrain, especially with the proper research done. Cheap, can be made fast (Irregular Rush ftw). They got fantastic morale so they recover org quickly.

Scouts: Spec Ops troops, think Mountaineers + Marines + Paratroopers. Good stats, good at fighting in adverse terrain, can paradrop and attack coasts. A bit faster than most infantry. Take a while to produce.

Any tips on how to play the spiders?

They're a momentum nation, just crank out Spiders and overwhelm opponents early on.
I have seen them taking serious chunks of the world, unreal.
 

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Are there a lot of events in this mod? And does the NRC get a lot of events? Also how do I need to personally DOW on these nations around me to get these events as well?
 

Slaughter

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Is there a way for claiming and annexing Wasteland provinces in this mod?

Wait for end of first semester, you will start getting wasteland events.
I should really do that FAQ I never got around to, hmmm...

Are there a lot of events in this mod? And does the NRC get a lot of events? Also how do I need to personally DOW on these nations around me to get these events as well?

Quite many, some nations more than others.
NCR, if memory does not fail me, has quite many events. For example, the NCR-Vault City diplomatic relations events.
FODD is not very event driven, especially early on. More sandbox, Fallout-style.
 

Kyronea

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So I found this mod a few days ago or so, while getting back to playing Darkest Hour after years of not touching it. Thing is, before, because I was a baby (and also wow my name on this forum is outdated if there's a way to change it I need to because I haven't used this name online in years) I always cheated, because I was very impatient and didn't want to wait.

Since I have, to my knowledge, never actually played a game of Hoi2/Darkest Hour without cheating (to my utter shame) I chose to start out with this on easy difficulty.

That might've been a mistake:

Ga1HVAF.png


Playing NCR, as of June 2252, I have control of everything west of the Rockies, all of Mexico and Central America, just finished off the Enclave a month or so ago, and have plans to finally proceed east to take on the Junkers and Dark Cathedral. (I will have to go through the Beastlords since they're neutral.) I was playing this mod completely blind too, so I had no idea what anything did and was experimenting. I chose to let the game's story progress and now I almost kinda regret that because it means I can't completely cover the map in NCR green like was my intention. (Unless there's an event to form the true United States after conquering all the states.) It's also a bit annoying since the Robot Nation took over the territory I needed to unite a couple of states (especially so since they took over the Reservation as the story alliances triggered right as I was invading them.)

I was going to just peacefully expand at first but then the White Legs went bonkers taking over a lot of territory to the north that I was going to take, as did Gecko, and honestly the territory I was taking peacefully was very weak with just about no IC or resources, so instead I just built up my forces a bit and started conquering. To facilitate that I did manage to cut the Shi Empire from expanding anywhere by taking the one or two provinces they could have gone for. Anyways, I started with the Hub since they were weak and had left their home province almost entirely undefended while the rest of their armies were out in Nevada somewhere. After that I smashed up the West BOS and then the Shi and after that it was pretty much a piece of cake to roll over everyone because their territories just gave me too many resources and IC. In particular I was using that decision to get barter buggies (the first motorized infantry) like crazy, letting me get way too many of those. That plus the tanks the game gave me at the start let me just crush people without even trying. No one has been able to stand up to me once I focused my attention on them, and I rather doubt that the DC or Junkers will offer up any more of a credible threat. (The one exception was Den, and only in the sense that I had to wait like eight months in game for them to not be on a frozen mountain before I could run them over. Too much motor not enough scouts.)

The easy difficulty didn't actually affect me that much with IC, because I was so strangled on manpower. I was constantly draining it so that much of my IC just sat around on consumer goods or supplies. And since I couldn't leverage the extra money through decisions to get more stuff, I think the extra IC didn't even do me much good. Yeah I have over a thousand IC in game now but after a certain point it was just piling on extra numbers because it doesn't actually let me do anything except conquer people even faster.

No I think if anything easy probably just let me win combats more easily than I should have. Well, that and those tanks. I kinda feel like the NCR shouldn't have those? I know it's from lore but having those let me just run over everything. I'm going to guess that there are events to let Redding and the Hub actually join the NCR peacefully since there were "building relations" events that popped up for me once or twice before I ran them over, but seeing as I could just conquer them I chose to do that instead. I have like 535 belligerence.

One thing: because I was playing blind, I had no idea that the Chosen One would come back to start a war with the Enclave. I'm going to ASSUME that the NCR was originally intended to join up with him, and only didn't because FUSA was crushed and the NCR took over their alliance. The thing is though, the flavor text of the build up to the Chosen One's return actually scared me quite a bit, because one gave me a choice to crush the whole messiah thing going and it very much sounded like it was a series of events building up to give me an actual threat to someone who conquered half the world by the time the Chosen One appeared. I was very surprised when he DIDN'T DoW me; all of my forces were way down to the southeast and he could've rolled over most of my northern territories before I had any chance to respond.

Fortunately he didn't, and in fact the game gave me allies (which I actually didn't want because I wanted to conquer everyone) and so there's absolutely zero challenge anymore. The only thing left for me to do is play it out to the conclusion.

I do really like this mod though, and will be playing more games on harder difficulties, because wow this was too easy. It took so much time too--I've racked up like thirty hours just on this one game alone (because I refuse to play at any faster speed than Normal since my understanding of the engine of this game is that playing at faster speeds makes the AI mess up and events don't fire correctly, or at least that's how it was back in the day for HoI2 anyway) and so it's kinda been anticlimactic the whole way. Really, I won way back when I conquered all of my neighbors and swelled up my industry to roughly the size of Michael Moore.

I want to thank the mod creators for such an excellent job converting the feel of Fallout to HoI2. I will admit I'm not so fond of some of the soundtracks--in particular the war soundtracks get old after the first two times you hear them and so that event to let me control the music was VERY appreciated once it finally fired--so if I had any suggestions, it'd be to give us more 50s songs to play at times. (Honestly I'd probably prefer 50s songs all the time to the ambient creepy tracks that Fallout 1 and 2 liked to play, but that's probably because--again to my utter shame as someone who's played PCs since she was born in 1987--my first Fallout was the Bethesda Fallout 3 and so I was spoiled by GNR.)

But on the whole it's pretty great. I could tell too that this mod was made before Bethesda's Fallout 3 because I'd never heard of some of these things, like the Mexican Raiders or NROM or the RCC. I do like their flavor though; creating them was a good notion. I've read the thread so I know it'll be a long while before the mod is updated, but hopefully a lot more countries will be added so that we have less chance to just roll over our neighbors without even trying. (Or maybe that doesn't happen at higher difficulties. Guess I'll find out.)
 

Wordsarecool

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Actually you do get a choice to prevent the Chosen one from returning.

There is an event where you are given the option to use a self-destruct code to destroy his base in the north pole, or tear up the code. (I forget the name of this event, but it happens in the first two years or so.)

Anyway nice job!
 

Slaughter

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Hey guys sorry for not posting the soundtracks yet. Busy with stuff, this month will be quite busy, but October I should have a small break. Also I discovered the ambiental music paradise of Soundcloud.

Also, this week or the next I will try to get my old data back from my old HD. I just need the time to go buy the appropriate cable, and hope it works. Lost all my FODD notes and ideas and task list with it! Hope it didn't die yet, it was already doing that *noise* that pretty much spells "You're already dead" on your HD.

I made some new flags using PNP flag maker. None of them are my intelectual property, all found online and used under fair use and all that blah blah blah techincal stuff.
https://www.mediafire.com/?bird2k4w5g2rh1h

Which are the ones you made?
And will include! This and a few other contributions, might warrant a new patch soon.

I was playing this mod completely blind too, so I had no idea what anything did and was experimenting.

I need to make a first-post FAQ and yet I keep forgetting it. Help people with their questions.

Anyways, I started with the Hub since they were weak and had left their home province almost entirely undefended while the rest of their armies were out in Nevada somewhere.

Note to self: Make Hub prioritize defending The Hub.
I have seen a game or two where The Hub and NCR go to war, and the Hub totally destroys the NCR. But in my games they usually team-up and fight Caesar's Legion or/and the Brotherhood together.

After that I smashed up the West BOS and then the Shi and after that it was pretty much a piece of cake to roll over everyone because their territories just gave me too many resources and IC.

That's a big concern indeed, because the way the game simulates the taking of territory favours the player too much, its pretty much defacto Total IC Takeover enabled.
Once we fill the map with nations, the plan is to create through events what I called "Refugee Events", inspired by events like Fall of Necropolis. Essentially, when you take over a nation, owner of its former provinces gets events detailing how its conquest resulted in widespread destruction, looting, burning, scorched earth and refugee flight, and the resources go to sympathetic nations - say, Ghouls migrate to Ghoul nations or ghoul-friendly tolerant people

I'm still thinking it over, but the idea is that the conquered land loses 70% of its resources, with 20% being lost and 50% being distributed elsewhere. So, for example, mathing on the fly:

Province Whatever:
IC 10
MP 5
Energy Cells 20
Fusion Cells 10
Metal 30
Rares 15

Becomes:

IC 3
MP 1
Energy Cells 6
Fusion Cells 3
Metal 9
Rares 4,5

Oh, and these resources also go elsewhere, so every time you (or anyone else) annex someone, someone else becomes stronger. Sometimes even you, depending on your nation and policies.
But this is only after I put in the new nations, for ease of planning.


In particular I was using that decision to get barter buggies (the first motorized infantry) like crazy, letting me get way too many of those.

Oh yeah, I love those decisions, and we already gave them a small nerf. Maybe its time to nerf them more.

The easy difficulty didn't actually affect me that much with IC, because I was so strangled on manpower. I was constantly draining it so that much of my IC just sat around on consumer goods or supplies. And since I couldn't leverage the extra money through decisions to get more stuff, I think the extra IC didn't even do me much good. Yeah I have over a thousand IC in game now but after a certain point it was just piling on extra numbers because it doesn't actually let me do anything except conquer people even faster.

Yeah Manpower is the main bottleneck right now. I like how precious it is, but I'm starting to think the map suffers manpower lack, because it seems to me that most AI nations sit at 0 manpower for most of the game, their main limitation being supplies not manpower. Also it may be making them less aggressive.

Question: Did you suffer Energy shortages? My last games always had me lacking energy, no matter how much land in conquered, and my AI allies actually had to help me with that.

I'm going to guess that there are events to let Redding and the Hub actually join the NCR peacefully since there were "building relations" events that popped up for me once or twice before I ran them over, but seeing as I could just conquer them I chose to do that instead. I have like 535 belligerence.

There are events for having Hub join you as a province or ally. You can also use it as a shortcut for war.
Redding depends on the Wannamingo event chain, it can choose the NCR to help it. Its a rather fun nation to play, Redding. I don't remember if you can actually peacefully annex Redding, but I think it was possible.

I'm going to ASSUME that the NCR was originally intended to join up with him, and only didn't because FUSA was crushed and the NCR took over their alliance.

Varies, actually. Right now it depends on their government, so most of the time they join up with FUSA, but sometimes I see the NCR on the Jihad. Because Caesar always joins the Dictatorship (for now), NCR never joins it.

Fortunately he didn't, and in fact the game gave me allies (which I actually didn't want because I wanted to conquer everyone) and so there's absolutely zero challenge anymore. The only thing left for me to do is play it out to the conclusion.

Suggestion: Switch nation, try to take down the invincible behemoth you created. The weaker the better.

I do really like this mod though, and will be playing more games on harder difficulties, because wow this was too easy.

Play on Very Easy, we modded it so that its actually Very Hard without the unfair penalties. We call it "Blue Emmu" mode.
I would love some more suggestions on making it even harder. I love a good challenge!

(because I refuse to play at any faster speed than Normal since my understanding of the engine of this game is that playing at faster speeds makes the AI mess up and events don't fire correctly, or at least that's how it was back in the day for HoI2 anyway)

I never heard of that, must be some old old old bugs. AFAIK it works alright, so you can set it to WARP SPEED and have fun!

I want to thank the mod creators for such an excellent job converting the feel of Fallout to HoI2.

Thanks! Its a BIG team-effort that's a decade old, actually! I think this mod is as old, if not older than Kaiserreich.
But it would never have been the big mod it became without the efforts of Doomtrader, Sword of Justice and a lot of other bros. Our credits list is YUGE!

I will admit I'm not so fond of some of the soundtracks--in particular the war soundtracks get old after the first two times you hear them and so that event to let me control the music was VERY appreciated once it finally fired--so if I had any suggestions, it'd be to give us more 50s songs to play at times. (Honestly I'd probably prefer 50s songs all the time to the ambient creepy tracks that Fallout 1 and 2 liked to play, but that's probably because--again to my utter shame as someone who's played PCs since she was born in 1987--my first Fallout was the Bethesda Fallout 3 and so I was spoiled by GNR.)

Personally I never get tired of ambient creepy tracks, and find that really lacking in the new games.

Hmmmm, 50s songs... why didn't I think of that before? That would be a fantastic addition to my Expanded Soundtrack add-on! I am a bit afraid because of copyrights and stuff, maybe you could help me with it?

I've been meaning to put State Songs and general patriotic songs as well. Divergence friendly-stuff, so no post-50 songs.

I've read the thread so I know it'll be a long while before the mod is updated, but hopefully a lot more countries will be added so that we have less chance to just roll over our neighbors without even trying. (Or maybe that doesn't happen at higher difficulties. Guess I'll find out.)

If the Lord wills it my calculation is that I will have a decent computer with 1024x768 resolution at the very least next year, as by then I will have passed in a civil service exam and be working a good 2,5k reais job. DEUS VULT!
 
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Arcangelus

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It been a while since I posted, too concerned about other things. Only recently I started to look at the mod again.
Question: Did you suffer Energy shortages? My last games always had me lacking energy, no matter how much land in conquered, and my AI allies actually had to help me with that.
That's a map problem: There isn't enough energy on the map to fully feed all the factories at the beginning, forget about doing so when the base IC increases substantially. There is a event that I wanted to do for a while now to address the problem, but I keep forgetting about it.

Once we fill the map with nations, the plan is to create through events what I called "Refugee Events", inspired by events like Fall of Necropolis. Essentially, when you take over a nation, owner of its former provinces gets events detailing how its conquest resulted in widespread destruction, looting, burning, scorched earth and refugee flight, and the resources go to sympathetic nations - say, Ghouls migrate to Ghoul nations or ghoul-friendly tolerant people
Unless I fill the gaining control events with flags for every possible owner of a given province and then compare it every few months or so, that can only be done for the provinces that are initially held by a given faction. Albeit, I must admit that it makes sense mostly on those due to the higher IC density in there.
BTW, a similar effect can be achieved by reducing the IC and resources on the map if you add off-map bonus to the affected factions to compensate.

If the Lord wills it my calculation is that I will have a decent computer with 1024x768 resolution at the very least next year, as by then I will have passed in a civil service exam and be working a good 2,5k reais job. DEUS VULT!
Stupid question: Why don't you set a custom resolution on settings.cfg? Is it too horrible to look at?

For my part, I did little of work on the mod. Current changes:
  • Fixed some missing string regarding units
  • First attempt at improving IA of PSZ.
  • TO DO: Testing.
  • Added a buff to PSZ to give a bigger challenge to a powerful player. It may not be enough.
  • Added the "Mayan Empire" at the beginning. Removed Gaining_control events for provinces 4309, 7375, 7376.
  • TO DO: Events for the faction.
  • Fixed some embarrassing errors regarding the Mayan faction.
  • Minor change on minister pics for MAD
  • Added a core province to the spiders (for easier control on the swamp)
  • Updated revolt.txt
  • Modified the event "End Game Choice" to enable PSZ as an additional player if the end-war is not desired.
  • TO DO: Testing IA behavior. Balancing.
 
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Kyronea

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Note to self: Make Hub prioritize defending The Hub.
I have seen a game or two where The Hub and NCR go to war, and the Hub totally destroys the NCR. But in my games they usually team-up and fight Caesar's Legion or/and the Brotherhood together.
Definitely recommend it because I've seen them prioritize reinforcing almost any other province, or splitting up their forces equally, like they did in my FUSA game I got done with a few days ago.
That's a big concern indeed, because the way the game simulates the taking of territory favours the player too much, its pretty much defacto Total IC Takeover enabled.
Once we fill the map with nations, the plan is to create through events what I called "Refugee Events", inspired by events like Fall of Necropolis. Essentially, when you take over a nation, owner of its former provinces gets events detailing how its conquest resulted in widespread destruction, looting, burning, scorched earth and refugee flight, and the resources go to sympathetic nations - say, Ghouls migrate to Ghoul nations or ghoul-friendly tolerant people

I'm still thinking it over, but the idea is that the conquered land loses 70% of its resources, with 20% being lost and 50% being distributed elsewhere. So, for example, mathing on the fly:

Province Whatever:
IC 10
MP 5
Energy Cells 20
Fusion Cells 10
Metal 30
Rares 15

Becomes:

IC 3
MP 1
Energy Cells 6
Fusion Cells 3
Metal 9
Rares 4,5

Oh, and these resources also go elsewhere, so every time you (or anyone else) annex someone, someone else becomes stronger. Sometimes even you, depending on your nation and policies.
But this is only after I put in the new nations, for ease of planning.

That sounds pretty brilliant. As I said I just played a FUSA game and after the initial difficulties with the DC and Junkers I creamed the entire Wasteland. By the time the Chosen One showed up the only ones left in existence were the Mutant Army, the Huns, Darien Tribes, and the Enclave. They didn't last much longer after that, nor did PSZ. It turned into mostly tedium cleanup--I had some 250+ units but it took months to walk anywhere.


Oh yeah, I love those decisions, and we already gave them a small nerf. Maybe its time to nerf them more.
I think so. The other two don't give you much of an advantage, but metal giving you a Rai-1 might be a bit much.

Yeah Manpower is the main bottleneck right now. I like how precious it is, but I'm starting to think the map suffers manpower lack, because it seems to me that most AI nations sit at 0 manpower for most of the game, their main limitation being supplies not manpower. Also it may be making them less aggressive.

Question: Did you suffer Energy shortages? My last games always had me lacking energy, no matter how much land in conquered, and my AI allies actually had to help me with that.
Manpower lack in general is a problem, as is energy. I suffered massive energy shortages. Though I will say as FUSA I didn't lack for manpower nearly as much, probably because the provinces near FUSA have so much manpower compared to the Southwest or the PNW.
There are events for having Hub join you as a province or ally. You can also use it as a shortcut for war.
Redding depends on the Wannamingo event chain, it can choose the NCR to help it. Its a rather fun nation to play, Redding. I don't remember if you can actually peacefully annex Redding, but I think it was possible.
I should try one of those out. Something less powerful and less able to just conquer the world without even trying.
Varies, actually. Right now it depends on their government, so most of the time they join up with FUSA, but sometimes I see the NCR on the Jihad. Because Caesar always joins the Dictatorship (for now), NCR never joins it.
Makes sense. So wait, does FUSA DoW the Enclave too? Or do they DoW the Chosen One? I've never seen them survive to the endwar so...

Suggestion: Switch nation, try to take down the invincible behemoth you created. The weaker the better.


Play on Very Easy, we modded it so that its actually Very Hard without the unfair penalties. We call it "Blue Emmu" mode.
I would love some more suggestions on making it even harder. I love a good challenge!
Both of these are good suggestions. I'm probably going to do one or both at some point.


I never heard of that, must be some old old old bugs. AFAIK it works alright, so you can set it to WARP SPEED and have fun!
Ah, okay. I got into HoI2 back when it first came out so it must've been something wrong near the start and I just kept it internalized.

Thanks! Its a BIG team-effort that's a decade old, actually! I think this mod is as old, if not older than Kaiserreich.
But it would never have been the big mod it became without the efforts of Doomtrader, Sword of Justice and a lot of other bros. Our credits list is YUGE!
Ya'll deserve lots of credit then.

Personally I never get tired of ambient creepy tracks, and find that really lacking in the new games.

Hmmmm, 50s songs... why didn't I think of that before? That would be a fantastic addition to my Expanded Soundtrack add-on! I am a bit afraid because of copyrights and stuff, maybe you could help me with it?

I've been meaning to put State Songs and general patriotic songs as well. Divergence friendly-stuff, so no post-50 songs.
Well, you could always draw on mods for FO3/FNV. FO3 has GNR Enhanced over on Nexus Mods for example(http://www.nexusmods.com/fallout3/mods/14946/?), which has a huge ton of 50s songs that I THINK are royalty free? I'm assuming they are since they were uploaded there and there's never been a copyright claim.
 

Slaughter

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It been a while since I posted, too concerned about other things. Only recently I started to look at the mod again.

Hey Arcangelus! You alright?

That's a map problem: There isn't enough energy on the map to fully feed all the factories at the beginning, forget about doing so when the base IC increases substantially. There is a event that I wanted to do for a while now to address the problem, but I keep forgetting about it.

As I suspected!

Unless I fill the gaining control events with flags for every possible owner of a given province and then compare it every few months or so, that can only be done for the provinces that are initially held by a given faction. Albeit, I must admit that it makes sense mostly on those due to the higher IC density in there.
BTW, a similar effect can be achieved by reducing the IC and resources on the map if you add off-map bonus to the affected factions to compensate.

Actually, my first idea was to use the "X Faction is dead" event as a trigger, refugee event doesn't trigger for anyone holding the land, so no exploiting. So say, Necropolis can't conquer Gecko and expect to get the event, instead a different set of events increases the bonus proportionally to the other receivers, also a relation malus. Wish we had a way of checking on events who annexed, and when.

By the way, using off-map resources is a good idea.
Those alphanumeric flags you taught me can be hella useful. Query: Is there a number limitation? Can I use say, 646 and 1259?

Stupid question: Why don't you set a custom resolution on settings.cfg? Is it too horrible to look at?

You know, I never tried. AFAIK HOIDH is 1024x768 minimum, or am I wrong? My netbook is 1024x600.

Damn, I miss playing the mod.

For my part, I did little of work on the mod. Current changes:

Did you see the convo with the new Enclave leaders by Pirate300?
 
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Slaughter

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Definitely recommend it because I've seen them prioritize reinforcing almost any other province, or splitting up their forces equally, like they did in my FUSA game I got done with a few days ago.

Damn, that's bad.

That sounds pretty brilliant. As I said I just played a FUSA game and after the initial difficulties with the DC and Junkers I creamed the entire Wasteland. By the time the Chosen One showed up the only ones left in existence were the Mutant Army, the Huns, Darien Tribes, and the Enclave. They didn't last much longer after that, nor did PSZ. It turned into mostly tedium cleanup--I had some 250+ units but it took months to walk anywhere.

Thanks! It remains to be seen if practice will work.
FUSA is very easy, althrough their start is hard.

I think so. The other two don't give you much of an advantage, but metal giving you a Rai-1 might be a bit much.

Hmmmm... I have to think further.

Manpower lack in general is a problem, as is energy. I suffered massive energy shortages. Though I will say as FUSA I didn't lack for manpower nearly as much, probably because the provinces near FUSA have so much manpower compared to the Southwest or the PNW.

I think I might have to make armies spend more supplies in the future and tick manpower levels up. Right now, the game favours every other minor to simply crank mad amounts of divisions early on, and then once they hit their maximum supply levels, stop.

I should try one of those out. Something less powerful and less able to just conquer the world without even trying.

Try Pioneer Alliance. You got room to expand, but your, well, everything, is a joke compared to everyone.

Makes sense. So wait, does FUSA DoW the Enclave too? Or do they DoW the Chosen One? I've never seen them survive to the endwar so...

Final War is Jihad and American Unity vs Dictatorship of Man vs "neutral" threats. But it often turns into a three-way war if one of the aliances is dragged through another war.

Both of these are good suggestions. I'm probably going to do one or both at some point.

Had one hell of a Enclave game by switching nations in a very easy FUSA game. Even did a AAR, but a new patch made my game obsolete.

Well, you could always draw on mods for FO3/FNV. FO3 has GNR Enhanced over on Nexus Mods for example(http://www.nexusmods.com/fallout3/mods/14946/?), which has a huge ton of 50s songs that I THINK are royalty free? I'm assuming they are since they were uploaded there and there's never been a copyright claim.

Very interesting! I shall take over a look next month!
 

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Nice to see you guys are back at it. My favorite HOI experiences are to this day from the FD mod.

My suggestions for the future:

- Add a faction (or two) to FUSA's south/south-west. They desperately need a roadblock there, because expanding into the south is the easiest thing in the world right now, and nets handsome rewards. The Beastlords aren't enough.

- Keep resource shortages and manpower as an issue. There SHOULD be massive scarcity. Manpower, especially, should be precious. Definitely kill off the 'free IC in exchange for 10,000 resources' (or whatever the number is) event for powers that already have >90-100 IC. I think about 100 IC is the sweetspot for a major power. Conquests should provide only diminishing returns, at that point.
 

Arcangelus

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- Add a faction (or two) to FUSA's south/south-west. They desperately need a roadblock there, because expanding into the south is the easiest thing in the world right now, and nets handsome rewards. The Beastlords aren't enough.
Frankly, that's overdue. Either that or reduce the value of those areas. However, setting up a proper faction is.. mildly annoying. A simple placeholder would be simple enough for now.
- Keep resource shortages and manpower as an issue. There SHOULD be massive scarcity. Manpower, especially, should be precious. Definitely kill off the 'free IC in exchange for 10,000 resources' (or whatever the number is) event for powers that already have >90-100 IC. I think about 100 IC is the sweetspot for a major power. Conquests should provide only diminishing returns, at that point.
While I mostly agree on the second statement, why there would need to be a constant shortage of resources? Yes, it's an post-apocalyptic world that went to hell due to lack of resources. Yes, there is basically no oil as energy source and likely not enough radioactive material to fuel the continent. However, Big DM pretty much fixed the shortage problem with mass replicators and there are sources of energy available that don't rely on fossil fuels nor current tech. For instance, you can get a cheaper source of electricity with solar panels made of metal than from coal (there's at least 1 recorded instance of it on Egypt, but was dismantled to make weapons for WW1). There is no particular reason to believe there would be less metal available in Fallout than in our world. There are several factions with the required knowledge to repair old world equipment, a few can replicate them, and a few others have the inclination to create new things.
There may be a constant shortage of certain resources at start, but the player should be able to do something about it (besides conquering stuff) if will, means and knowledge are available. The degree of difficulty is debatable, of course.
That said, manpower being an issue I can live with. After all, it would take a rather long time to get proper population centers up and running to a level that allows a wide manpower-pool. Of course, I'm assuming that you don't use an army of clones. That would defeat the point.