Improved 1936, aka "The Imp"
THE MOD USES 1.12 VALUES. MAKE SURE TO INSTALL IT!
Support for 1.09 or older versions is no longer guaranteed. The scenario will be updated by using latest 1.12 patches.
Changes to the 1.12 vanilla 1936 scenario:
- India, Jordan, Sudan, Sarawak, Kuweit, Palestine, Rhodesia, Malaysia and Brunei have been liberated as UK puppets
- Laos, Cambodia, Vietnam, Syria and Lebanon has been liberated as French puppets
- Egypt has been liberated as an independent nation
- Iceland has been liberated as a puppet of Denmark
- Several nations have gotten their starting infra/IC constructions edited to a more sensible status
- Bunch of missing ships added to the map, aswell as airforces have been tweaked for some nations
- Belgium starts out in the Allies
- Tannu Tuva starts as an USSR puppet
- Adaptation of the CORE mod values for naval/air bases, fortifications and AA
- Adaptation of the CORE provincial data to most of the world apart from the Americas
What does the mod offer:
- Hundreds of new events, ranging from flavour to completely forgotten historical events.
- AIs now focus the military buildup to few specific units, and keep them up-to-date, rather than attempting to build several types of units, resulting in stronger armies. This means several AIs ignore airforce/navy completely, putting everything they have on land army, as the Naval and Airforce AI is very poor at its job.
- AIs focus their research to the techs they need, reducing useless tech research done by the vanilla AI.
- AIs change their ministers much like a human player would, not caring for precise historicalness, but choosing whats best for their country.
- AIs now change their national ideas.
- AIs now change their sliders according to whats good for them, no more are they bound by artificial limitations on their slider positions.
- AI randomness in events have been toned down, AIs now almost always choose the option thats best for their country, even if its not historical. For example, German AI grant Slovakia to Hungary, and the Allied AIs intervene in SCW
- AIs are now more keen on staying neutral, so trying to influence them to join your alliance is close to useless, they will drop their neutrality when they feel it is the proper time for it.
- AIs now act more like a human player, what it comes to troop placements, declarations of war, joining alliances, post-war shuffling of Europe and that sort of things.
- Liberating process of colonial nations have been changed, you now receive extra dissent based on the strength of the puppet, and the offmap bonuses have been toned down.
- Changes to certain vanilla events, ranging from making them more balanced, or historical, or adjusting them to work better with the improved scenario. Most drastic change is probably the delaying of Xi'an Incident to December 24th, 1936.
Thats about it, best way to check out new things is to play it, so go ahead and give it a run. Any comments, bugs, errors, improvement suggestions, everything is welcomed. I will be doing updating accordingly to the feedback.
Here is also an on-going AAR of a 9 player MP game using this mod:
https://forum.paradoxplaza.com/foru...er-online-aod-campaign-1936-scenario.1385350/
INSTALLATION:
Extract the .rar to your AoD folder, so it creates a sub-folder named Improved 1936. After that, you need to edit your settings.cfg located in your AoD folder so that it reads Improved 1936 on the 4th line. For those unaware, Notepad can open .cfg files if told to.
Example of settings.cfg:
0 #LANGUAGE (0=english, 1 = french etc..)
0 #MUSIC (1 for on)
1 #WINDOWED MODE (1 for on)
Improved 1936
1920 #Width
1080 #Height
1 # Disable intro
Note that this only works for versions 1.10 and above. People with 1.09 need to extract the contents of the Improved 1936 folder to their main AoD folder, overwriting their vanilla files. Versions older than 1.10 are not supported so this may lead to problems. Also, if one intends to play this mod in multiplayer, this same procedure needs to be taken in order to play safely. Playing online with moddir is notoriously bugged, so one needs to have the vanilla game overwritten to make it work.
NOTE: Latest 1.11 patches have disabled moddir graphics, so if you wish to see the new flags and other pictures, you need to copy the contents of the mods gfx folder and place them to your vanilla gfx folder. This includes the scenario and propaganda pictures located in Improved 1936/scenarios/data. This is no longer an issue if using 1.12 beta 3 patch for AoD.
Version 1.23b uploaded 13.4.2021
DOWNLOAD: https://www.dropbox.com/s/9pjlld9548wc7h0/Imp1.23b.rar?dl=0
Special thanks to Desev, Pioniere, Dr.Whitehall and Bonaparte for their continued support, patience, ideas and criticism. And also a big thanks to CORE team for allowing me to use some of their data. Special thanks also to the WPO group for providing excellent MP test grounds.
- Jarski
THE MOD USES 1.12 VALUES. MAKE SURE TO INSTALL IT!
Support for 1.09 or older versions is no longer guaranteed. The scenario will be updated by using latest 1.12 patches.
Changes to the 1.12 vanilla 1936 scenario:
- India, Jordan, Sudan, Sarawak, Kuweit, Palestine, Rhodesia, Malaysia and Brunei have been liberated as UK puppets
- Laos, Cambodia, Vietnam, Syria and Lebanon has been liberated as French puppets
- Egypt has been liberated as an independent nation
- Iceland has been liberated as a puppet of Denmark
- Several nations have gotten their starting infra/IC constructions edited to a more sensible status
- Bunch of missing ships added to the map, aswell as airforces have been tweaked for some nations
- Belgium starts out in the Allies
- Tannu Tuva starts as an USSR puppet
- Adaptation of the CORE mod values for naval/air bases, fortifications and AA
- Adaptation of the CORE provincial data to most of the world apart from the Americas
What does the mod offer:
- Hundreds of new events, ranging from flavour to completely forgotten historical events.
- AIs now focus the military buildup to few specific units, and keep them up-to-date, rather than attempting to build several types of units, resulting in stronger armies. This means several AIs ignore airforce/navy completely, putting everything they have on land army, as the Naval and Airforce AI is very poor at its job.
- AIs focus their research to the techs they need, reducing useless tech research done by the vanilla AI.
- AIs change their ministers much like a human player would, not caring for precise historicalness, but choosing whats best for their country.
- AIs now change their national ideas.
- AIs now change their sliders according to whats good for them, no more are they bound by artificial limitations on their slider positions.
- AI randomness in events have been toned down, AIs now almost always choose the option thats best for their country, even if its not historical. For example, German AI grant Slovakia to Hungary, and the Allied AIs intervene in SCW
- AIs are now more keen on staying neutral, so trying to influence them to join your alliance is close to useless, they will drop their neutrality when they feel it is the proper time for it.
- AIs now act more like a human player, what it comes to troop placements, declarations of war, joining alliances, post-war shuffling of Europe and that sort of things.
- Liberating process of colonial nations have been changed, you now receive extra dissent based on the strength of the puppet, and the offmap bonuses have been toned down.
- Changes to certain vanilla events, ranging from making them more balanced, or historical, or adjusting them to work better with the improved scenario. Most drastic change is probably the delaying of Xi'an Incident to December 24th, 1936.
Thats about it, best way to check out new things is to play it, so go ahead and give it a run. Any comments, bugs, errors, improvement suggestions, everything is welcomed. I will be doing updating accordingly to the feedback.
Here is also an on-going AAR of a 9 player MP game using this mod:
https://forum.paradoxplaza.com/foru...er-online-aod-campaign-1936-scenario.1385350/
INSTALLATION:
Extract the .rar to your AoD folder, so it creates a sub-folder named Improved 1936. After that, you need to edit your settings.cfg located in your AoD folder so that it reads Improved 1936 on the 4th line. For those unaware, Notepad can open .cfg files if told to.
Example of settings.cfg:
0 #LANGUAGE (0=english, 1 = french etc..)
0 #MUSIC (1 for on)
1 #WINDOWED MODE (1 for on)
Improved 1936
1920 #Width
1080 #Height
1 # Disable intro
Note that this only works for versions 1.10 and above. People with 1.09 need to extract the contents of the Improved 1936 folder to their main AoD folder, overwriting their vanilla files. Versions older than 1.10 are not supported so this may lead to problems. Also, if one intends to play this mod in multiplayer, this same procedure needs to be taken in order to play safely. Playing online with moddir is notoriously bugged, so one needs to have the vanilla game overwritten to make it work.
NOTE: Latest 1.11 patches have disabled moddir graphics, so if you wish to see the new flags and other pictures, you need to copy the contents of the mods gfx folder and place them to your vanilla gfx folder. This includes the scenario and propaganda pictures located in Improved 1936/scenarios/data. This is no longer an issue if using 1.12 beta 3 patch for AoD.
Version 1.23b uploaded 13.4.2021
DOWNLOAD: https://www.dropbox.com/s/9pjlld9548wc7h0/Imp1.23b.rar?dl=0
Special thanks to Desev, Pioniere, Dr.Whitehall and Bonaparte for their continued support, patience, ideas and criticism. And also a big thanks to CORE team for allowing me to use some of their data. Special thanks also to the WPO group for providing excellent MP test grounds.
- Jarski
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