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” .
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”..
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.