Chromos

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You can find Information about the old AHOI in the second post.

Below is a preview of what you can expect in the next version of AHOI..

Infantry:


Industry:
 
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Chromos

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missing pics...

So, the old links don't work anymore, here is a new one:
http://www.megaupload.com/?d=XA6U9TAQ
It is the version with DAIM and SMEP integrated and should work with ARMA.

Here are the Graphics from TZoli:
http://rapidshare.com/files/134254926/AHOI_Graphics_1.2.rar.html
Maybe you should try to contact TZoli, because he is the one who worked on this one, when I already moved to the new version..
So If you're lucky he has a newer version with some bugs less and some more "goodies" likes better graphics etc..

Have fun!
Chromos


Below is the information about the old version of AHOI.


Whow, over 1000 downloads. I never expected that much for an Alpha-version of this mod. I hope you all have still fun.
version AHOI-ALPHA-1D with DAIM and SMEP at:
savefile:
http://www.savefile.com/files/360855


version AHOI-ALPHA-1D at:
savefile:
http://www.savefile.com/files/321098




First version from the Alternativ-Scenario. Just for getting a first view.
http://www.savefile.com/files/754181
Just copy the download in the Ahoi folder..



Also the screens are updated... (Scroll down)
(main changes in infantry and air-doktrin, but also some in armor, aircraft, industry, secret and naval vessels.)
changelog will be updated soon...
I switched back to the old combat system........



Hello and welcome to the AHOI-MOD for HOI2-DD!

The AHOI-MOD is modified in German. Also, all text should be available in English.
I hope I found the right words when writing English descriptions of the techs.
Sometimes I've also managed to find the right French, Spanish, Italian and even polish descriptions out of the tech_names.txt, but thats really rare. Most times I copied the English version in the other languages. I thought better in English than nothing.

What is now the intention of this mod?
First I've to say, that I play HOI now short after HOI1 come out. And the first AHOI was for HOI1. I wanted to make the sea warfare more exciting. Without to change the game itself to much.
There were other things to change to. And so the list grows from day to day.
With HOI2DD now, we have a great game that still has some space to “enhence” . :rolleyes:
I hope that sea warfare is now more challenging as before.
And also land combat improved somewhat.

I raised the Org to let land battles last longer and have more causalities.
(SA/HA raised also as nearly all stats from each unit)
Gar use now less manpower. And are not as soft as vanilla Inf. (Mostly in bunkers etc..)
Brigades should now give a much greater “kick” towards your favor.

The key for sea battles is now the positioning:
From the best to the “rest”.. :eek:o
Submarines
Destroyer
Light Cruiser
Heavy Cruiser
Battlecruiser
Battleship



Transports

Carrier and Light-Carrier (has also Cags now) start lower in pos. but get faster up later in the war.
They should stand a little better than Battlecruiser in the end.

Also important now is the surface and sub-detection.

Scouting Aircrafts now helps in detecting the enemy fleets/subs. (High surface_defence, low attack)

Etc. etc..

Main goal of the mod is to have more fun! :)
And I hope you have it while you play it.

This Mod has a Mod-Dir.
Just extract the zip it to your HOI Folder and copy the ahoi.bat file (you found it in the AHOI folder) to your HOI folder. Doubleclick the ahoi.bat and enjoy.. :)



And please don't forget, still this mod is playable and i have fun doing it.
I call it still an alpha version! First a 1936 GC scenario.
For easy starting I wrote a FAQ-list at the End of this post and also in a txt file in the AHOI folder.
Please post when you might find errors or something strange happening.
I can't be here every day, but will be happy for every feddback. And will reply as soon as possible.

Enjoy!
Yours Chromos




Here is the changelog for so far.
Anything I remember at the moment. (I lost my early cangelog.. -grrr.)


Changelog for the AHOI-MOD

building_cost.txt
Changed the building time, divided by 4 for many buildings.
Changed the production output of these also by 4
So you get an early Bonus of your Produktion.
Price remains the same.

modifiers.csv:
change a lot..
night is now equal for attacker and defender
movement adjusted for mechs/mots, tanks and Inf
many combat modifiers changed...

misc.txt
Combined_arms bonus, both now give 15%, on offensive and on defensive
IC Non-National Province Multiplier again to 0.3333
Max_gearing bonus now only gives max 50%
Ground_def_eff set to 0.95, was 1.0
Base chance to avoid hit set to 0.4, was 0.6

Secret_events.txt changed for some new secret techs.

Much much changes to nearly all units in the game.
(when I'm done with this mod, I'll maybe list them all.. :)...)

Reworked nearly the whole tech-tree. Here it goes:

Infantry:
Inserted Artillery here
Added a Siege Artillery
Modified the research date of Artillery
Inserted Anti-Air branch
Added a new branch for the Engineer
Added a new branch for the MP (Police)
Added a new branch for “Improvements”
deleted the branch of the Mot-Inf. It is now integrated in the normal Inf branch

Picture:



Armor:
Added a new branch of Assault-Guns
Added a new branch of SP Anti-Air
Added a new branch for “Improvements”

Assault-Brig was super_heavy_armor
SP-Anti-Air was light_armor_brig
And rocket_artillery is gone for the new ELITE-Brig.

Picture:



Aircraft:
Inserted Rocketry from secret
Inserted Turbojet from secret
Added a new branch for Air-Glider
Added a new branch for “Improvements”
Added a new branch for CAGs
Naval Bombers are now scouting aircrafts

Picture:



Naval:
Added a new branch for Transports
Added an new branch for “Improvements”

Picture:



Industry:
Added a new tech to Manufacturing
Added a new tech to Construction
Added a new tech to Repair
Added two new techs to “Management”
Added new techs to Assembly Line
Added new techs to Material Science
Inserted the “Hospital” branch from Land Doctrine
Added a new branch for shipbuilding

Picture:



Secret Weapons
Inserted cryptography form Industry
Added new techs to cryptography
Inserted Nuclear from Industry
Inserted RADAR from Industry
Inserted the rest from the rocketry branch from Industry
Added an new tech Air-to-Air missile
Added a new branch for Helicopter

Picture:




Land Doctrine
Rewrote the hole thing. Now you can follow the path you desire. But you'll have allways the “touch” of your starting branch. A path started in Spearhead Doctrine will never be as good in building cheap Infantry as someone who started there. In Firepower Focus you build the cheapest Arty and so on.
The Key branch is here the Mobility. Here you can speed up your Tanks and Mechs. And step further to the modern Battlefield. This branch is open to everyone. Expect the Militia warfare branch.
You get real Tank Divisions only after you go this path! Before, Tanks and Mot/Mechs have a speed an org penalty.

Militia Warfare branch build for the Minors and maybe for events.
Added new techs for Environment
Added new techs for strategy decisions

Picture:



Air Doctrine:
Here, I rewrote only all the techs so far.
Added a new tech for supersonic fighting
Added new techs for strategy decisions

Picture:


Naval Doctrine:
Again rewrote the hole thing. Now you are not bound anymore to a specific branch.
Everything is free to research. But hard to research all... :)
You have 6 branches now:
1 for Heavy surface Fleets
1 for Submarines
1 for Carrier
1 for Convoy raiding (Capital ships and submarines)
1 for Convoy protection
1 for Base strike and shore bombardment

Added new techs for strategy decisions
Build a new branch for Marine Logistics

Picture:


Still to do:
- are the right pics for all Brigades Divisions and techs
- rework the distribution of ressources and ic on the map a little
- maybe color of the map
- creating an alternate history scenario..
- the balancing....the balancing....the balancing....
- the AI

more changes if thats necessary.. oh well.. :)
maybe adopt a events/graphics mod to AHOI or start some own stuff..



FAQ list for the AHOI-MOD 1.a


Development:
Many unis get a bonus when you develop a new tech.
Check out was the technology does. There are many(!) new changes.
Check out for yellow R's on the top of the techs. That shows you, what you need to develop first.
Exeption:
The shipyard tech in the Industry branch. You need this tech to build big ships.
And later the Modern shipbuilding tech to develop semi-modern and modern ships. (Also needed for Superheavy BB)

Tanks:
You can't build Tank Divisions until you develop the Mobility Doctrine!
Until than, you can still develop new Tank designs.
This will give your Tank Brigades new models.
The Blitzkrieg Doctrine gives your mobile forces an Org Bonus and speed. Until than they have to fight with lower Org.

Elite units:
You have now Elite Brigades that upgrade with nearly every new tech in the armor branch and many of the infantry brunch.
That represents that the Elite units gets allways the newest stuff.

Brigades:
Some are "new", you have now the choice between:

CAG
Escort Fighter
Police
Engineer
Artillery
Anti-Tank
Anti-Air
SP-Artillery
SP-Rocket-Artillery
SP-Anti-Air
Tank Destroyer
Assault Gun (STuG)
Armored Car
Tank
Elite

Building costs:
Building of IC, forts, aa and Infra is now divided by 4.
Price is the same, but you have an early benefit of your new buildings.
So don't wonder when you build a landfort in a province the first time and you see nothing after the build.
Fort icon will be shown. And the fort size also if you reach the size 1.

Subs:
Subs have pretty low Org and range but good positioning. If they can shoot, they're deadly.
That changes later and subs will become really deadly. Because of Org and other stats rising high after the development of modern subs.
This is a big balancing thing. And i hope its not too bad at the moment.

Destroyer:
Are absolutley the sub-killers. But first they have to find them.
Maybe the new scouting plane can help in this task.
Also they're deadly in short ranges with their torpedos!

Naval planes are gone, and tacs and cas have to do now the job.
Naval planes are now scouting planes and help in detecting the enemy fleets/subs.
 
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Kretoxian

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Whoaaa congratulations!!!! Shift+1
 

Chromos

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Hoi2

Atruejedi said:
Wow, great work. Too bad it's only for Doomsday... :(

Hi,
I'll check a conversion later.
If its not to much work, I'll maybe do it.
Greetings,
Chromos
 

Chromos

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Hello,
can this thread please be moved to -> other mods and projects?
Thank you!
Chromos
 
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Chromos

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Hello,

I've checked now the amount of work to make a conversion of AHOIDD to AHOI HOI2.
And I'm sorry to say, that its to much work. :mad:

I would have to change the whole techtree and new stuff of DD:
(Even if I use the HOI2 versions of that files its much work to get all changes of the AHOI-mod)
trickleback_modifier
convoy_attack
escort_fighter
CVL
etc. ..
And even worse, I have to repaint the whole techtree, because there's not enough space for all the techs.

Having in mind, that many HOI2-mods make a conversion to DD now makes it a little easier for me to drop my conversion back to HOI2.

I'll now concentrate on making the AHOIDD better.
If everyting goes well the next version comes arround near September.
:)

Maybe there is some feedback here allready frome someone who played the mod? That would be very helpful!
 

m_spencer

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Love the tech tree, and the Soviet doctrine very accurately plays out their issues before late 1941/2, however the Soviets had no problem absolutely steamrolling Germany after the AI was foolish enough to leave France and Norway alone until well into 1941. I don't know why the AI did it, but it seems to be a fairly large problem.
 

Chromos

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Hm,
the German AI didin't Invade France until 41?
Then something strange has happened here.
I didd'nt change the behavior of the AI.
Only changes so far are that the AI should build some Elite-brigades.
And the Soviets are really powerfull. In an early version of this mod, I gave them only very low Org in the beginning years. As the AI started Barbarossa in '41 they drived the Soviets back to the Doors of Moskow in Winter of '41 but didn't mange to capture it. The Soviets had only an average Org of 19-25! And the German some of ~90+ !!
After some more struggle the German advances little more in the south towards Stalingrad and came to an halt there in Winter '42.
Now the Soviets researched more techs wich gaves them more Org and after then, the Russian started pushing them back until they stand '45 at the doors of Berlin. USA already landed in Normandy an pushing through France.
Germany lost in Sommer of '46!
It was a fine repeat of History with the AI from Vanilla DD!
In other games the German AI finished the Soviets just once!
Most of the times they did'nt mangage to get a bitter peace or Annexiation of the Soviet Union. The hold their ground on all fronts. And front changes only come slowly.

I'll watch this behavior with the Org modell I currently use.
Thank you for your feedback!
Chromos
 

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I don't know exactly what happened, but today in another game, the End of Czechoslovakia didn't fire at all. It might not be the mod per se, but it might be the use of the modfolder? I don't know enough about the mod folder system in HoI2 to accurately speculate, although I do know a lot of mods switched over for some reason, and it has a few limitations.
I'll try again but there are definitely some odd things going on occasionally.
 

Ayeshteni

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I know this really isn't very important....but it is killing me...

I am curious, what does the 'A' in AHOI stand for?

Ayeshteni
 

Chromos

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m_spencer said:
I don't know exactly what happened, but today in another game, the End of Czechoslovakia didn't fire at all. It might not be the mod per se, but it might be the use of the modfolder? I don't know enough about the mod folder system in HoI2 to accurately speculate, although I do know a lot of mods switched over for some reason, and it has a few limitations.
I'll try again but there are definitely some odd things going on occasionally.

:confused:
Hi m_spencer.

Did you play historically? Have you intsalled any other mods?
I use a clean DD installation and then the AHOI folder, so nothing touches the standard installation. The game uses the standard information in HOI folder if it doesn't find information in the Mod-Dir. So maybe that is the reason?
I never had such an error before, so it would be very nice if you can tell me what happened exactly. What was your Country and what did Germany other countrys do in the years before that event?
Once again, thank you for your feedback!

Chromos
(who still belief that the Mod-Dir will work) :(
 

Chromos

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Ayeshteni said:
I know this really isn't very important....but it is killing me...

I am curious, what does the 'A' in AHOI stand for?

Ayeshteni

Hi Ayeshteni!

The Mod-Name came from my attemp to improve the Sea-warfare in Hoi1.
I thought about an name that would show what this mod is about and come up with a sailor salute.
"Ahoiii!" Is the word sailor greet each other when they meet on sea or elsewere. :D
(I'm german, so i don't know what salutes other seamen have..)
Also, AHOI makes also a good "a-HOI" (-mod)..
Naming it "a-hoi"-mod ist also my understanding of being just another mod around of great mods already available. So I still uses this name. :cool:
I'm allways on the hunt for the right words, but I hope I could enlighten you a bit with my german-thinking-english-writing.

Greetings!

Chromos
 

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Chromos said:
Hi Ayeshteni!

The Mod-Name came from my attemp to improve the Sea-warfare in Hoi1.
I thought about an name that would show what this mod is about and come up with a sailor salute.
"Ahoiii!" Is the word sailor greet each other when they meet on sea or elsewere. :D
(I'm german, so i don't know what salutes other seamen have..)
Also, AHOI makes also a good "a-HOI" (-mod)..
Naming it "a-hoi"-mod ist also my understanding of being just another mod around of great mods already available. So I still uses this name. :cool:
I'm allways on the hunt for the right words, but I hope I could enlighten you a bit with my german-thinking-english-writing.

Greetings!

Chromos

Ah I sea, a witty play on words! very good :rofl:

I like that.

Aye.
 

Chromos

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m_spencer said:
I was playing Germany, and my events should be untouched. I did everything historically, too.

Hi m_spencer.

That is really strange...
I'll play my next game with Germany.
Maybe that Problem shows up.
I can't remember under what circumstances that event doesn't trigger...
Anyone knows?
If it's the Mod-Dir, that would be very sad.
Can you test ist with everything in the main folder?

Greetings,
Chromos
 

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Hello Everyone,

next release is on the way. I hope it will be ready at the end of next week.


@m_spencer
I have played some games now myself as Germany and everything went fine.
I haven't change the behaviour of the KI, so I guess this is a problem of the vanilla game. :eek:o

If anyone knows something about this mattern, please let me know.

Greetings,
Chromos
 

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@Chromos

Just have to say I love what you have done with the land doctrine research tree, the idea of mixing and matching doctrines is inspired.

I love how you can start in human wave and then think...hmm...I need a bit of mobility...and then further specialise with Jungle or Desert etc etc...grand ideas!

Im gonna try this mod very soon hopefully.