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That's an AI issue. You need to set them to not be boycotting or viewing allied tags as enemies.

Yeah, no. I had Austria, Scandinavia, or Lithuania randomly break the alliance with Germany, and they definitively are set as friends.

Clearly not that easy.
 
a)
Relations between countries in the scenario files must be in sync to avoid weird ai issues

That is to say, you should not have:
Italy.inc : Relation with Germany +50
Germany.inc : Relation with Italy -50
b) AI can be coaxed in ai files to stay in alliances with protect parameter
c) Setting a high relations (+100 or above) generally works best.
d) Target attack parameters should not include allied provinces. You can include target important provinces as allies (for garrisoning) in case the province is taken over by the enemy, the ai would prioritize helping retake said provinces.
 
I hope you will find this new version is a vast improvement.

Megaupload
2shared
~11MB, checksum FQBV

installation:
extract into y:\our\path\to\Darkest Hour\mods

1.02 - NOTE: You have to start a new game
Code:
	various AI changes
	custom country descriptions
	changed building costs
	mobilisation slider exp halved
	removed SS references from unit names
	less embargos at start
	reduced starting dissent GER/VIC
	lowered tech team costs
	non-aligned countries will not join automatically Allies/Axis when DoW by Axis/Allies and both alliances are at war
	gfx
		changed alliance pictures
		replaced Marcel Cachin's picture because the default is hideous
		
	countries:
		changed some starting techs
	
	revolters
		fixed CAN, USA
		POL gets claim on Gdynia/Danzig
	
	ministers:
		organisational genius nerfed, now a combination of resource industrialist/admin genius + 10% stockpile
		
	map:
		changed infrastructure in Germany/Iberia/Mazula/Union/France/Netherlands
		reduced metal in Germany/France
		changed VP in Romania/Union
		redid some forts on the German border
		made Urban: Athens, Minsk
		Pola/Split plains with beaches
		Karlovac no beach
		
	events:
		changed german general strike effects -50 ic, -600 energy
		cleaned up some events
		fixed/added (ai) minister events
		increased price for odinholm
		added events Jadakal/Muhajedz/Tarwajal/Alusal/Jidligrib/Nova Aquitania/Gustavia
		Iberia less likely to attack neutral Occitania
		changed JAP/RUS seperate peace event, RUS req war with LIT/GER/U00
		communist russia more likely to join comintern
		added decision Russia/Union Partition of Georgia
		added switching sides Romania/Finland
		added Communist China Guerilla warfare event
		added capital nuked/baltic iron road events
		halved yearly invention events
		India will ask for access before dowing TUR
		more AI events re:mobilisation, ministers
		removed license/purchase decision for now
		EGY suez now: tolls +1 money, territory core on suez
		changed/fixed various alliance events
		chance for unaligned LIT to settle issues with Russia
		
	tech changes:
		new entry for new mot inf
		land doctrine production bonuses are back
		rocket artillery req more supply
		modern blitzkrieg +5 morale
		volksturm tech now a decision
		naval doctrine decisive battle/cap ship raider BC replaced with CA 
		changed years in naval tree
		
	unit changes:
		redid supply/fuel reqs, in general: naval less, air/land more, esp tanks, increases with tech
		redid manpower, in general: land more, brigades/air/naval less, can increase with tech
		land units speed increased
		added a top militia/mot inf model
		early version of mech inf available in 39
		some units build faster for higher cost
		cheaper to upgrade but takes longer
 
Just read the AAR's that lead to this mod, going to give it a try once I get some free time
 
I still can't get music to work....IS there any in the mod?
 
If turning up the volume in options does not work, the issue is not with the mod.

What do you mean by turning it up in the options? Because I know my game volume works....
 
If you guys find the combat too annoying, open Hegemonia\db\misc.txt, find "# How effective is ground-def efficiency when applied to defence chance rolls." and change 1.5 to 1.

I am going to make it less annoying in the next version. I really should have avoided changing the combat mechanics too. Ah well..

Say, is anyone running out of manpower? I find the high trickleback is keeping it level.
 
If you guys find the combat too annoying, open Hegemonia\db\misc.txt, find "# How effective is ground-def efficiency when applied to defence chance rolls." and change 1.5 to 1.

I am going to make it less annoying in the next version. I really should have avoided changing the combat mechanics too. Ah well..

Say, is anyone running out of manpower? I find the high trickleback is keeping it level.

As the PRF I ran out of manpower but that could be because of my incompetence...