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

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Slaughter

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Hi, I read the FAQ regarding the Marauders in-game. Are they still in effect as of late?

What do you mean?
The game still has marauders, although they have been far less hard on the CPU since Arcangelus discovered that the game takes a lot less of a hit on the CPU load when they're pre-placed before game start and then moved into the map, rather than being event-spawned at once. I think he said the loading hit was exponential, which is very weird.

So the game on the whole is faster.

Tendency is for there to be less marauders as we fill out the map.

Also, did you download the latest download on the first post? Try it, not older files. Ignore older files. Just get this one.
 

loki1232

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Hi all!

This mod is awesome. It's the reason I bought DH. I planned the old HoI2 version and I wanted to try out the new version. I'd be happy to help out if the mod team needs it, I've got some experience modding HoI2 and Stellaris, and I could learn more.

Anyway, I had a question. For some reason in my first game the end-game war never occurred. I didn't blow up the polar station, so I don't think it was my fault. Arroyo got wiped out fairly early on, so could that have been it? Does that happen frequently?

Also, how is God Machine supposed to work? I was playing as the Mayans and I got the warning about them being awoken when I entered Reynosa, a territory in Mexico on the border with Texas. I was worried about God Machine coming after me, but then someone else wipe them out pretty quickly.
 
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loki1232

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Also, whenever I tried to run the program, I got a "Critical Error" message. No matter what I do, I can never start the game as intended. Is there a way I can work around this?

Did you get this figured out? I had a similar problem -- what program are you using to unzip the game file? For me, winrar didn't do it properly and I had to use iZip instead.
 

Carandira

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Also, how is God Machine supposed to work? I was playing as the Mayans and I got the warning about them being awoken when I entered Reynosa, a territory in Mexico on the border with Texas. I was worried about God Machine coming after me, but then someone else wipe them out pretty quickly.
God Machine and few other minor actions start as "Spot X" on map, being essentially a separate, unconquerable provinces that due to a random events turn "release" new nations. They are purely for flavour and depending on when do they show up, they have a potential to seriously mess things up, at least as far as God Machine (very aggressive rogue AI a la Robot Nation, only smaller and dumber) and Rad Zombies are concerned. Rad Zombies tend to be a threat strong enough that even unified, post-Cathedral, post Pitt FUSA has a hard time dealing with them (which is intentional).
Your own position and actions have pretty much nothing to do with them being spawned, it's a semi-random event.

Also, today's exam granted me 2 signed, but blank papers and a lot of half-filled ones, meaning the resit is going to be great. Go students! But at least that was already settled during the weekend that I will have to prepare resits, so guess I will just have another exam to prepare, rather than single one.
But I'm not ashamed to admit that during overwatching today's exam, I've made some notes on tech teams. Need to scribble them down to finish and rewrite into game material, then I will be able to see how it works out.
 

Carandira

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God Machine tends to be in a pickle, because it often spawn when already most or even all nearby provinces are already taken. Especially since there is a new faction in Calgary right now, making the encroachment into that region even faster. If it is lucky, it can spawn somewhere around the time when marauders already moved away, but other factions didn't pick yet.
But either way, all of those "late comers", only Rad Zombies represent any sort of danger. Mostly because they spawn absolutely huge stacks of pretty decent units. You know, Rad Zombies.
 

loki1232

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God Machine tends to be in a pickle, because it often spawn when already most or even all nearby provinces are already taken. Especially since there is a new faction in Calgary right now, making the encroachment into that region even faster. If it is lucky, it can spawn somewhere around the time when marauders already moved away, but other factions didn't pick yet.
But either way, all of those "late comers", only Rad Zombies represent any sort of danger. Mostly because they spawn absolutely huge stacks of pretty decent units. You know, Rad Zombies.

Should God Machine get stronger to make up for it?
 

z4pax

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Also, whenever I tried to run the program, I got a "Critical Error" message. No matter what I do, I can never start the game as intended. Is there a way I can work around this?
Yeah man just press the ENTER key twice. Once to ignore the message and twice to suppress all further messages. That's what I do and the game works just fine for me. No idea what causes it tho. Seeing as how I remember having the same problem with the older version.
 
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loki1232

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I figured out why the end game war wasn't triggering. typo in the trigger of event 104120, with the trigger "event = 104123" on the wrong side of the bracket for its OR function.
 

Carandira

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Should God Machine get stronger to make up for it?
I don't think so. It exists solely for flavour. It only has 3 tech teams, all three very lackluster, it has very small selection of ministers and commanders, starts pretty backward technologically and it essentially exists as a buffer for Khans and Rats so they don't grab too much land or suddenly have a neighbour, making AI divert troops to protect border "just in case". Which pays of, since God Machine tends to be very aggressive.
At least that's what the original intention back in '13 was - flavoured buffer. This could change, but that's not a question to me, but rather people in charge of the mod. I'm essentially a vocal fan ;)
 

Arcangelus

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Partial update:
http://www.mediafire.com/file/1a9fdd00bktkr3y/FOOD_I1.rar

If you wonder why there is no fanfare, it's because I didn't actually finished making all the modifications that I wanted. Life attacks, and all that. Before I forget about it altogether, I decided to upload a functional version of what I was doing. The extra scenario file is the "small" version of the Commonwealth faction. It lacks leaders, and most of the planed events. It's functional otherwise.
 

Catholic Ryanite

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But seriously, I'm really curious as to what each of the traits are supposed to do. Are they like the ones in FO1, FO2, and FO:NV where there is a bonus to one stat at the cost of another?
I ask, because you don't find out until after you selected one of the traits.
 

Slaughter

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I thought I was hallucinating those over command penalties, and yet, there they were. I enjoy carnival a bit and they release a hotfix, lol. Good work tho.

We got so much good fan feedback lately, I had a lot to add to my to-do list. Sweetness.

But seriously, I'm really curious as to what each of the traits are supposed to do. Are they like the ones in FO1, FO2, and FO:NV where there is a bonus to one stat at the cost of another?
I ask, because you don't find out until after you selected one of the traits.

Yep, you get bonuses, and maluses.
Seems like another good question to put into the FAQ.:cool:


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.


If you're in doubt about some things, one good idea is to read the Fallout's Doomsday Reference file. I try to always keep it up to date. For example, I recently added the stats for every single unit and attachment in the game,, in the same format that DH's table uses.
 
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