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July 2021 Update
After a long time, here the current version of my mod.


CHANGELOG:
Original Changelog got lost – this one is may not complete
AI
-Improved AI behavior
-Fixed the USSR Winter War and Barbarossa preparation AIs since they had wrong target provinces definitions

Balancing
-The USSR is now partial mobilized at the start of the game
-Bulgaria has now an extended professional military and the appropriate MP
-Added some additional starting Divisions to the USSR
-Added some units to the production queue of AI USA
-Added some units to the production queue of AI USSR
-Doubled the effect of shore bombardment
-Increased the GDE for Soviet doctrines by 10%
-Reduced the GDE for German doctrines by 8%
-While played by the AI, the USSR get some instant build units (at full MP cost!) and some free blueprints after the great patriotic war event
-Increased the minimum available tech teams by 1
-Increased the maximal available tech teams by 1
-Changed some events for Nationalist China. The events give China additional units when it loses too much ground. Set forward the event dates to prevent an early defeat before they can trigger

Content
-Splitted up the USSR in four separate countries for better balancing
-Added a new country (Russian Union)
-Added some new (more historic) model and unit names
-Added historic ministers for Paraguay
-Added historic ministers for the USSR
-Added many unique minister personalities
-Added an prewar model of tank destroyers (cavalry / cruiser tanks)
-Improved the 1936 cabinet of the USSR (more realistic)
-Added some tech teams for the Philippines
-Added some tech teams for the USA
-Corrected national provinces for the Free Siberian Executive
-Italy get now Resistenza divisions after the Badoglio Proclamation
-Replaced some swiss rebel ministers & leaders

Events
-Added an event for Stalin to replace Molotov
-Added a new event chain for the end of Czechoslovakia
-Added an event for the swiss army reform in 1936-38
-Added an event for a revolt in Ticino (swiss civil war)
-Added an event to reunite white and red Russia after Bitter Peace with Germany
-Added an event to deconstruct the Italian base in Romania after Italy was defeated
-Added the option to send an Intervention to Russia instead of declaring war in the ‘Partidul Alb’ event and the decision to end that intervention later
-Fixed a bug that the Reichskommissariats didn’t get the correct provinces when released
-Fixed a bug that the German-Soviet war triggered again after The Bitter Peace
-Fixed a bug that the War in the Balkans event didn’t triggered when Yugoslavia is allied to Romania
-Fixed a bug that the USA still held its claims on France after the German capitulation event chain
-Fixed wrong spawning position of RAF Habbaniya (Anglo iraqi war Event)
-Deactivated the ‘Liberation of France’ event – to replace it with an improved event in a later version
-Delayed the Hungarian-Romanian Alliance a little bit
-Doubled the chance to trigger ‘Govermental crisis’ for the South-Russian Alliance when played by the AI
-Reduced the AI chance to choose unhistorical event outcomes for some events
-Changed the trigger for the Romanian capitulation when it joins the Southern Whites. The event triggers now also when Romania is not allied to the whites ever more. Additionally, the event no longer triggers when Romania has lost 33% of its VP, but when it has lost 15% of its national provinces
-Romania will now join the Siberian Whites if allied with the Southern Whites while they support Vladek

Graphics
-Replaced some of Germanys minister pics
-Replaced some of Spains minister pics
-Replaced some of Portugals minister pics
-Added missing counters for Romania
-Added an correct counter for U04 (Carpatho-Ukraine)
-Added some new unit & model pictures
-Reworked the naval tech tree
-Added an terrain type icon to the province pictures

Map
-Improved parts of the map
-Reworked Mongolia
-Added some rare resources and energy in Abyssinia
-Corrected the terrain types in mainland Japan
-Corrected the terrain types in China

Misc
-Cavalry can’t use ‘normal’ brigades anymore, however ‘mobile’ ones instead. This was necessary to prevent an CTD when upgrading cavalry to motorized cavalry
-Fixed the issue that the Aircraft Assembly Line decreased the Transport Plane build time by 800 to 20
-Added some missing core provinces for Free France
-Added some missing core provinces for Allied Occupation Zone

Scenario
-Added more starting techs for Portugal
-Added more starting techs for the Philippines
-Added more starting techs for Persia
-Added missing national provinces to the USSR
-Mongolia has now access to Soviet Siberia and Sinkiang
-Set an Abyssinian leader to dormant since he should not available at 1936
-Chile has now a more historic OOB in 1936
-Corrected the starting techs of Chile
-Corrected wrong minister personality for the Iraqi HoS

Text
-Fixed a problem with various missing strings in Italian events
-Expanded the English localization


I suggest to play Romania, USSR or any russian White movement.
If you play romania, I suggest following path: not enter russian Civil war in 1936 / try to avoid war with the axis / avoid to join the axis and fight on your own (or with allied Yugoslavia/Greece if allied with them)
If you play with White Russians, keep in mind that they will join a rebellious "free Siberian Executive" if all events occurs as intened. If you can choose to join the new Tsar, the eventname is marked with (Game Over). You still can choose this option; the annexion will triggers like one day later. So you have enought time to save and play forth with the FSE.

Currently biggest issues:
-still lot of english event texts missing (maybe hard to understand some of the alt-history story lines)
-USSR balancing; the AI handles the USSR still very bad. It's much better, but still Germany defeat russia from time to time, which more or less ends the game since allied AI can't defead Germany alone.
-You have lot of decisions for various events. If you choose an not intended path, it may can break the storyline and you miss later events.
 
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Thanks for the update, gotta try it! :)
 
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A great mod, but those: air-ground missiles do not open at all, those. air cavalry 1970,2000 these troops are not visible anywhere.By 1955, ALL techs were explored, new ones did not open, and it was boring to wait))
 
A great mod, but those: air-ground missiles do not open at all, those. air cavalry 1970,2000 these troops are not visible anywhere.By 1955, ALL techs were explored, new ones did not open, and it was boring to wait))

Hi and thanks for your review! I very appreciate that!

I not completly understand what you ment with "not open" and "not visible".

Do you mean "not open" that the tech stays deactivated (red overlay)? If yes, this should be easy to fix; guess it needed a air doctrine I may deleted during the air doctrine rework.

Do you mean with "not visible" you cannot build them? Or they are not shown on the map?

I totally understand that lot of stuff dont work / isn't well balanced in 1955 (like the mentioned tech from '70 and 2000), but there is a simple answer to this:
I still working to fix issues and do all planned events up to 1945 first; I mostly didnt have done anything for 1945+. I added the techs (and unit models etc), but there is no balancing and iirc all units have the same values like 1945 ones.

So, I blame myself to not have said that; but the mod in its current state is ment to just be played until the cold war breaks out / german capitulation. Everything else is a long way further on my roadmap.

thx and best wishes!
 
One caveat with the mod, regarding ground defense efficiency I would recomend not surpassing the 100% level due to how casualties get calculated. I can see what you are going for with the doctrines, but there are other ways to buff then (alternatively they could start at a lower level instead of 100%).
 
One caveat with the mod, regarding ground defense efficiency I would recomend not surpassing the 100% level due to how casualties get calculated. I can see what you are going for with the doctrines, but there are other ways to buff then (alternatively they could start at a lower level instead of 100%).

Alright, but I have to ask, whats specifically the problem with more then 100% GDE? Casulties numbers seems to be mostly okay for me - would there be any gameplay effect with an general lower level base GDE?
 
Alright, but I have to ask, whats specifically the problem with more then 100% GDE? Casulties numbers seems to be mostly okay for me - would there be any gameplay effect with an general lower level base GDE?
The main reason is how damage is calculated when vulnerability is depleted. By vanilla Dh calculations, each attack is absorbed by one vulnerability, and the damge done is modified by GDE. As an example with 120%:
If vulnerability is not depleted: 0.6 chance to evade *120 GDE =0.72 chance to evade
If vulnerability is depleted: 0.9 chance to evade * 120 GDE > 100 chance to evade, the unit doesn't take damage.
Take into account that modifiers may affect as well combat performance, and for example in the Fatherland mod there was a 150% GDE modifier which basically negates any damage at night. So in scenarios where there is a significant number difference where there are more attacks than vulnerability or with some extreme modifiers , high GDE can makes things very wacky . Of course you could also change the chances to evade to make use of a bigger values, but I think is much easier to stay at the 1-100 range of GDE.
 
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Hi and thanks for your review! I very appreciate that!

I not completly understand what you ment with "not open" and "not visible".

Do you mean "not open" that the tech stays deactivated (red overlay)? If yes, this should be easy to fix; guess it needed a air doctrine I may deleted during the air doctrine rework.

Do you mean with "not visible" you cannot build them? Or they are not shown on the map?

I totally understand that lot of stuff dont work / isn't well balanced in 1955 (like the mentioned tech from '70 and 2000), but there is a simple answer to this:
I still working to fix issues and do all planned events up to 1945 first; I mostly didnt have done anything for 1945+. I added the techs (and unit models etc), but there is no balancing and iirc all units have the same values like 1945 ones.

So, I blame myself to not have said that; but the mod in its current state is ment to just be played until the cold war breaks out / german capitulation. Everything else is a long way further on my roadmap.

thx and best wishes!
Good afternoon.Do you mean "not open" that the tech stays deactivated (red overlay)?-Yes! Do you mean with "not visible" you cannot build them?-Yes,The technology has been researched,but there are no troops for production in the list.All the improvements then I look forward to))
 
The main reason is how damage is calculated when vulnerability is depleted. By vanilla Dh calculations, each attack is absorbed by one vulnerability, and the damge done is modified by GDE. As an example with 120%:
If vulnerability is not depleted: 0.6 chance to evade *120 GDE =0.72 chance to evade
If vulnerability is depleted: 0.9 chance to evade * 120 GDE > 100 chance to evade, the unit doesn't take damage.
Take into account that modifiers may affect as well combat performance, and for example in the Fatherland mod there was a 150% GDE modifier which basically negates any damage at night. So in scenarios where there is a significant number difference where there are more attacks than vulnerability or with some extreme modifiers , high GDE can makes things very wacky . Of course you could also change the chances to evade to make use of a bigger values, but I think is much easier to stay at the 1-100 range of GDE.

hmm, alright, very interesting. But it seems with an general lower GDE there would be much more losses on all sides?
That would be a shame, since then I wouldn't be aible to adjust the GDE withput major rebalancing. The MP is currently just about alright and match more or less the historic data in terms of available soldiers and in terms of losses during the war. I dont really want to mess this up.

Germany 1942 has a GDE of like 130% iirc, this would mean I have to lower the default/starting GDE by 30% - which would lead to massive more casulties?...

Good afternoon.Do you mean "not open" that the tech stays deactivated (red overlay)?-Yes! Do you mean with "not visible" you cannot build them?-Yes,The technology has been researched,but there are no troops for production in the list.All the improvements then I look forward to))

Alright, thanks a lot for the feedback! I think these issues should be easy to fix, will try it during the next days!
 
@Stahl-Opa Yes it would affect casualties ratios, although I think vanilla makes a good work in regards to casualties. Take into account however that it would mean more ORG damage as well, so I don't think the relation would be linear. Regardless, is true that it would require some rebalance for something that might no seem to impactful.
 
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Hm, alright.

I will keep your suggestion in mind - but will not change it for now.
Atm, I think the casulties ratio seems fine. The USSR (lowest GDE) has a lot of losses and can have MP problems in the long run (due civil war), if I lower the GDE in general, they will take much more losses and wouldn't be aible to handle Barbarossa. Germany on the other side (highest GDE) still loose WW2 if allied/soviet AI don't mess it up.

Oh, and I totally forgot - in untested-contenless-ultra-late-game, if you have researched ALL doctrines, all of them are around 100% iirc ;)
Germany loose GDE after Barbarossa (switching from Armored Spearhead to "Feste Plätze" (fortified City doctrine) and "Volkssturm" in 1945, before (if won WW2) getting modern Blitzkrieg and "Jagdkampf" Doctrines.)
 
A great mod, but those: air-ground missiles do not open at all, those. air cavalry 1970,2000 these troops are not visible anywhere.By 1955, ALL techs were explored, new ones did not open, and it was boring to wait))

Hi!

I justed checked the files. Air-to-ground rockets had valid requirements, but the evnt to unlock the tech had some other tech as requirement as the tech it self. Afaik the tech should still unlock, but just with other requirements then shown ingame. Still, thanks a lot for reporting, I've fixed the event requirements so that it is the same as for the tech - as it should be.

For the air cavalry; the secret tech just let you produce the first model (d_06 model 0). As soon you get the "infantry divison 1958", you get the next model for air cavalry (d_06 model 1). All the code for this looks fine.
You wrote you didn't played past 1955; so I guess you just didn't had the infantry '58 tech - which would be the point why you don't had these air cavalry models.

cheers!
 
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Good afternoon, thank you for your answer.About 1955-by this time all the technologies have been investigated, it's boring to wait further.Maybe it makes sense to open the opportunity to explore everything since 1945-50?
 
Good afternoon, thank you for your answer.About 1955-by this time all the technologies have been investigated, it's boring to wait further.Maybe it makes sense to open the opportunity to explore everything since 1945-50?

Heyya, yeah, this would be a possibility, but it is planned to add lot of stuff to do from 1945+. I want to add (alt)historic events & desicions etc. but I work in phases - means: Currently I want do have a stable version up to 1945. Most important for a 1945+ game is to have a stable outcome of WW2 - to have a base for further events.

atm this is one of the main problem: If everything works, I have more or less the WW2 outcome I need. But the AI is so unpredictable; if Germany get stuck in Belgium 1940, they normally get overrun from the USSR in '43-'44. If Germany is able to encircle and destroy 30+ soviet divisions in '41, the USSR mostly can't fight back later (axis victory).

Until I do anything fot 1945+, I have to get an savely reproducable outcome of WW2 (or a less stupid AI).

If you like to play my mod and get all the techs before theire date, you can mod this yourself.
Open "post_ww_techs.txt" inside "games\Darkest Hour A HOI Game\Mods\Eternal War\db\events".

inside each
Code:
#########################################################################
# tech (No of Year)
#########################################################################

there is a event which activates the tech.
these lines define when the event occurs and activate your techs:

Code:
    date = { day = 1 month = january year = 1965 }
    offset = 1
    deathdate = { day = 29 month = december year = 9999 }

You can change the first line (date =) and set the year as eg. 1950. Now you get the event in 1950 and can research the specific techs.

Btw; just ended my last test game yesterday.
Had the mentioned problem with Germany which was not aible to defeat france in time. Stucked in Belgium and defeated France not before 1941. Due this, Italy did not joined the War (allied them manually after France has fallen). But until then, USSR was too strong, Germany just advanced to Belarus and got crushed quickly. WW2 ended with total soviet victory in '43...

ScreenSave1.jpg
 
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"If you like to play my mod and get all the technicians up to the release date, you can do it yourself."- I tried,it turned out badly))I am waiting for your new version of the mod.
 
I've made a quick patch for your issue.

download the .rar and extract it into your DH directory. Next game you play, you will get all the modern techs activated (available to research) by 1955. :)
 

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  • tech_1955.rar
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Hey.

Worked 60 hours in the last 7 days, and beside my other projects, I had absolutly no time for HoI:DH.

So, I just make it quick:

Copy the attached .txt into your "\Games\Darkest Hour A HOI Game\Mods\Eternal War\db\tech" directory - this should fix the problems with air-to-ground missiles :)
 

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  • secret_weapons_tech.txt
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