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Bizon

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Let's say the weekend at latest but if nothing new appears then I'd be really happy to release it earlier. After all, I can make yet another fix release at some point of time.
 

DmitryDonskoy

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I had a strange thing today. I played for the USSR and defeated the United States. I also occupied the territory of Britain, but the country continued to exist and some of its colonies proclaimed independence, declaring war on it. It turned out that the US did not split into Texas, California and the Confederates, as I chose, but was my satellite and was in NATO.

I had to give the US independence and again declare war and conquer them, so that there would be a division of the country
 

Bizon

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Take your time, mate, we are not in hurry. ;)

But it's good to set the bar somewhere.

I went through all the scenarios (I made definitely too many of them... :) ) and there are no longer any errors. Without any bells and whistles this satisfies condition of compatibility with DH 1.05.

Direct link for 2.3.3: https://1drv.ms/u/s!AgYMmIZIMgqor54I9_IlARXrpoLAHg

Remember, this time it is standalone installation, you don't need copying DH Full folder first (however, nothing bad would happen if you did). This explains bigger size of the download (no, it's not new content). Also, it's good to have a clean installation rather than copying it over earlier versions.
 

Timur Khan

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So this will be the first mod for DH 1.05 which I will be playing (since the release of patch 1.05 I played only DH Full until now)!

Thanks for your hard work and support!

Regards
 

Timur Khan

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My progress so far starting from NWO scenario 1945: :D

gettyimages-163399711.jpg


China.png
 
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SacremPyrobolum

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It would be cool if there was a way to buff major nations in the beginning of the game to be more challenging like I believe World in Flames does. I'd like to fight a Germany that had conquered Russia all the way to the Urals and see China be able to put up more of a fight.
 

DmitryDonskoy

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Thank you very much for the new version of the mod!
However, I want to draw attention to some details.

As I wrote earlier, in the postwar scenarios, the British and US fleets still dominate the USSR, although the Soviet fleet was the second in the world after the United States. If you play since 1945, then by the 1970s, the United States and Britain have more than 100 aircraft carriers for two, and I generally keep silent for other ships. And if the USSR plays a computer, then it has about 5 aircraft carriers and a few dozen other vessels. And by the end of the 1950s, he had ceased to build a fleet. In order to "force" them to build a fleet, war is needed. I still consider this a global flaw. Also note that in these same scenarios, there are almost no deployed missile forces. I beg you, please pay attention to these details. Thank you for attention.
 

Bizon

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Thank you very much for the new version of the mod!
However, I want to draw attention to some details.

As I wrote earlier, in the postwar scenarios, the British and US fleets still dominate the USSR, although the Soviet fleet was the second in the world after the United States. If you play since 1945, then by the 1970s, the United States and Britain have more than 100 aircraft carriers for two, and I generally keep silent for other ships. And if the USSR plays a computer, then it has about 5 aircraft carriers and a few dozen other vessels. And by the end of the 1950s, he had ceased to build a fleet. In order to "force" them to build a fleet, war is needed. I still consider this a global flaw. Also note that in these same scenarios, there are almost no deployed missile forces. I beg you, please pay attention to these details. Thank you for attention.

I must say that standing fleets of majors and minors alike in the mod were always a blissfully neglected subject. I once went the easy way, i.e. adopted Doomsday 1945 scenario OOBs and retained them for every later scenario. There was always some automated component in my mod editing (a must if you make a big mod largely alone) but not strong enough to scale and restructure fleets. Nowadays I would probably tackle OOBs in an even more scripted way. But I don't remember forum questions about fleets specifically.

Now it's too late for redoing starting setups. What I may surely still touch are AI files. But fleet construction is already included there, with standard settings as follows:

Code:
battleship        = 0
   carrier        = 2
   escort_carrier   = 0
   destroyer        = 10
   light_cruiser    = 1
   heavy_cruiser    = 1
   battlecruiser    = 1
   submarine        = 4
   nuclear_submarine = 0
   transports        = 4
(production quotas given as percentages of IC where remaining portion is given to land/air units and sums up to 100)

It is not intended that USSR does not build ANY ships so there may be some bug here. I will check it but I have no quick idea what may be wrong.

You may note that USSR is not intended to have level-playing field in terms of navy. With generally lower IC levels it pays more to pump IC into huge land army and dominate Eurasia because it is something they may successfully do. Of course, it's up to a player to try something different.

About missiles... I never had a strong view how efficient AI is when using them. All the countries have only nominal AI preference towards building them and it is something that might be somewhat increased if there's a new release...

Is it normal that South Korea always loses the war?Or am I just unlucky.

I remember playing out Korean War many times to ensure possibly historical outcome but it was years ago. I may take a look and nudge South Korea slightly towards better defensibility if the war indeed turns out one-sided.

am i feel free to change the aichance of a event?

You are free to change anything! :)

Mod events (there's plenty of them) are located in "Darkest Hour\Mods\New World Order 2\db\events\nwo" directory.
 

Khor

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Would it be a help to you Bizon, if I would gather ministers and generals for the nations at various scenarios and make pictures for them? I would also write the leader starting and death date. The downside is that it borders the impossible for me to write various attributes and skills for them.
If it is a help to you, than I will start immediately. (And I already have a tone, but without codes.)
 

DmitryDonskoy

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Once again I played for the USSR since 1945. After Stalin's death, Khrushchev never came to power. I played until the 60s. The Warsaw Pact was never established in May 1955, and Eastern allies remained, although NATO was created absolutely always in March 1949. The Caribbean crisis never happened. Once I remember there was an event of reduction in the number of military forces, which generally ceased to occur (if you removed it, I do not know why, it was a real event). Although, when you play since 1953, all these events are happening, but even then not always and not all. In 1953, you can choose who will take power after Stalin. But playing with 1945 or 1950 this choice simply does not happen. Why is that?
 

Bizon

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@modelarz1981
You are right. Fixed it. Now I need to release a new version, don't I? I'll wait a bit so there may be some other meaningful fixes to include.

@Khor
The thing is: If you can prepare an archive with leaders data (db\leaders\*.csv files) and pictures (gfx\interface\pics\*.bmp) with proper dimensions, consistent grayscale coloring so that I can include (copy) the files into the mod wholesale, sure! You may put "traits" = 0, give some sensible experience for leaders. For ministers you can put any random personalities (this is what I did, I once used Undistinguished Suit for everyone until I heard it may lead to errors - I'm still not convinced if it is problematic though). Of course newly added files shouldn't generate any errors on startup - silly bugs (mismatched personalities, wrong dates) took me lot of time to fix in my files.

However, any kind of compilation of names, wikipedia links, pictures pasted into thread messages won't be too much of use to me, it means hours spent on processing this information which I don't have :O
 

Bizon

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Once again I played for the USSR since 1945. After Stalin's death, Khrushchev never came to power. I played until the 60s. The Warsaw Pact was never established in May 1955, and Eastern allies remained, although NATO was created absolutely always in March 1949. The Caribbean crisis never happened. Once I remember there was an event of reduction in the number of military forces, which generally ceased to occur (if you removed it, I do not know why, it was a real event). Although, when you play since 1953, all these events are happening, but even then not always and not all. In 1953, you can choose who will take power after Stalin. But playing with 1945 or 1950 this choice simply does not happen. Why is that?

Good catch and it seems I introduced the bug with the latest patch. Better checks on minister data inconsistencies meant that I had to fix starting minister IDs while events retained old IDs. So 'Death of Stalin' event had no chance of happening and it in turn deactivated some other logical consequences. Don't know about formation of Warsaw Pact - it may not form if West Germany stays out of NATO. Only 2 percent chance but maybe it happened to you.

So that's another fix to include... this time more important!

About army limiting events... all of them should be still intact, in army_limits.txt, with active date of 1945-9999 so they should happen in every scenario. I remember that once I increased limits a lot so that they were no longer so much problematic. Maybe this is why they don't fire? Also they have an offset of one year so they will take a while to manifest.
 

Night_147

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HI Bizon, I have a question about the original scenarios (1936-1945), since I wanna play a game with Germany, will the post-1945 events work if I play past 1945?
I want to set up a game in the 'Endsieg' (1944.12) scenario, where Germany surrenders but does not get fully occupied (so the GER tag stays in the game), hence the question.