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Feb 10, 2005
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www.bitterglory.com
I'm not sure do I have rights to say it but there is a plan to make events about joining states, this means that when USA will control whole territory of prewar state it will gain cores for it.
 

SwordOfJustice

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You have every right Doomtrader, for all the many hours you spent to make the Alpha version of this mod!

Yes, such plans are there. Not planned soon though. Beta-03 first. That's more than enough with my busy real life job. And the other two team members are busy with their lives too.


Cheers,
Sword
 
Nov 8, 2006
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Doomtrader said:
I'm not sure do I have rights to say it but there is a plan to make events about joining states, this means that when USA will control whole territory of prewar state it will gain cores for it.
I noticed those events, but it didnt seem that they change something.
 

SwordOfJustice

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There are only a few such events at the moment and all they do is reduce dissent slightly. Many more will be added and eventually the quest of the Former USA to regain its old authority will be a major story line for the mod with strategic implications.

Cheers,
Sword
 
Nov 8, 2006
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A question, to what do those X-files events lead you, if the agents dont fall in love? I got the same outcome about 3 times. If you dont tell me I will go look into the event description files (Im quite familiar in editing the game).
 

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Well, we played the MP game for the mod on the weekend and it was heaps of fun!

We learned about how to play HOI2 multiplayer through having some connectivity problems that cost us a lot of time. One should always test people's connections in advance, ensuring firewalls and routers have right settings, and switch off virus scanners that slow old Pcs down. *ahem* Also, one has to slow the game down so all PCs can easily run the multiplayer session.

But once we sorted it out, the game itself was great! Nothing beats playing against another human mind and intellect.

We played using a pre-release Beta-03. I'm really happy with the play balance of the units, techs and nations. The nations genuinely have their own strategic challenges and advantages, as I always wanted. I'm very, very happy with how the mod is shaping up.

We could use more players for the next game. The game last weekend was three people including myself. The next one is already booked with four players, but more the merrier I reckon.

Some people in the Valkyrienet lobby expressed an interest on hearing about the mod, so anyone who is interested please go to our forum and refer to the new multiplayer subforum and the thread inside there.


Beta-03 Status Update
Well it's been long delayed as I had hoped to release it in April but it's already May. Real life concerns have taken up much of my time recently.

Saying that, a lot of work has been done and there's loads of fun new content. It's just a question of finishing some of the big, boring tasks before releasing Beta-03, like fixing the values for all the leaders for all 28+ nations! It's mind numbing work.

Beta-03 already has several new minor nations: giant mutated Spiders led by a semi-intelligent Spider Queen; the Junkers of Pittsburgh led by the Junklord; the fierce, primitive Warriors of Ice to the far north; the primitive Darien Tribes around the Panama canal who worship the mutated jungle as a living God.

Lots of new techs, of course, and finally the Secret techs are working right and the AI wont research them until they get the requirements (that bug took a lot of work to figure out).

Heaps of new events, including some great events that express the story line for some nations. Canada has problems with Quebec nationalism. Texas gets a prophet turn up called the Messenger who preaches against the New Church and you can either capture her or the nation will possibly split in two in a civil war! There is also the first role playing event chain added to the mod, a nice and fun story about a character called McKane who turns up in the Former USA.

The play balance has been tweaked a lot with adjustments and improvements to nations and AI. Mutants dont get crushed by East Brotherhood of Steel anymore, and often win that struggle. The AI has done encirclements on me and even beaten me in some wars, and even made a surprise amphibious landing against my capital in one test game! Lucky I had a reserve regiment stationed there... hehehe I've even seen the much weaker slavers of Caesar's Legion conquer the mighty Former USA in one game!

Most of the map provinces have had revisions done to them. I've started opening up the Pacific already. There is not much there... yet. But there will be lots of fun stuff implemented for that plus some nice surprises for players who want to get into the naval game eventually. I might add a simple teaser for Beta-03, we'll have to see how I go for time.

Plenty of new graphics have been implemented. By the time Beta-03 is released, all the techs will have their own pictures as I have nearly finished that task. Some nations even have their own custom national unit graphics and names, over and above the fact that every unit in this mod is new and unique, the mod being based on a science fiction Apocalyptic game world as it is. All the espionage and diplomacy pictures have all been replaced, so there will be virtually nothing left from the main game. There are still some UI skins to make for some nations, and due to a Paradox game bug some nations do not display the fancy UI skin I made for them. But that's life.

The mod is really taking shape and I'm quite proud of where it's reached. It's certainly taken many hundreds of hours of work by myself and other contributors. It's satisfying to see the end result of so much dedicated work.

I'd say Beta-03 is at least another 4 weeks away, perhaps more. But it will really be a big step up for this mod.


Cheers,
Sword
 
May 24, 2008
4
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Fallout Crashing

Hi all, I just wanted to give this mod a try and I must commemorate you all for the amazing work!! There've been problems, however, that have prevented me from even getting into the campaign map. I just extracted and installed the Fallout mod, but when I try to open the exe file, I get something like --- Error in DB ---. If I click on Ignore, it'll go straight to the menu and I can select any faction I want from the Fallout Scenario. The only problem is that when I click on a faction, it loads to halfway, then the same box pops as when I first open the Fallout exe file. I get --- Error in DB ---. If click aboart, a box comes up, only this time it says, "Runtime Error! C:\Program Files\Paradox Interactive\Doomsday\HoI2.exe abnormal program termination." I followed all the instructions from your installation guide and I cut and pasted all the files to replace the Doomsday files. Someone help me please!!!!
 

SwordOfJustice

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Well OK.

- Have you got HOI2 DD:A?
- Is it patched to v.1.2?
- Which version of the mod did you get? The latest pre release Beta-03 for MP?
- Did you install over this clean, fresh installation using the manual method explained in the installation guide?
- So you followed the installation guide. This mean you would have extracted the compressed file to a temporary folder, then copied the entire contents within that "as is" into the clean game installation you will use for this mod. In that case, you should see a folder for the mod inside the main game folder. What is the name of that folder? I'm asking as it will tell me whether your installation is correct.
- Did you make a desktop shortcut with the required settings to run the mod?

We had a self installer for an earlier version of the mod. Eventually I will learn how to do that myself for future releases. In the meantime, the installation instructions are there to help people install the mod.

The mod does work no problem when all steps have been followed. I suspect you might have misunderstood one of the steps. Anyway, just post your answers and I might be able to help. You could also PM me a link to screenshots of your game folder and your shortcut properties.

Cheers,
Sword
 
May 24, 2008
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Ehm ... I have Armageddon on my computer, updated it to v 1.2, but now, when I input the coordinates for the shortcut, I get this:

DoomsdayFalloutProblems.jpg


This a picture of the inputs I put in for the shortcut Target slot:

DoomsdayFalloutProblemsII.jpg


The folder that the fall_out mod is located is in the new game folder in a folder named "fallout_mod" without quotes. I am not using the installer version, but the version where you download 3 packaged files; part 1, part 2, and the patch. Extracted all of those into a separate folder, deleted the ill_bri_x_y.bmp, and then cut and pasted the files into the clean installation folder (seperate from the main folder).

This is what shows up on the loading screen:

DoomsdayFalloutProblemsIV.jpg


I hear the main load theme of the war never changes motto, but I don't see the fallout load screen.

This is what I see in the menu screen when everything is loaded up:

DoomsdayFalloutProblemsIII.jpg


This is a picture of my clean installation folder of Doomsday:

DoomsdayFalloutProblemsV.jpg


This is a picture of the fallout_mod folder:

DoomsdayFalloutProblemsVI.jpg


I don't know what's wrong or why this is not working >_<.
 

SwordOfJustice

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Well the installation files look OK. I wish I could see the full path of your folders in your screenshots, but you are using the 'cute' default Windows folder mode where that doesn't show! Microsoft... pffft!

Here is a screenshot of my shortcut:
FODDshortcut.JPG


Also, I hope you installed the patch first then the mod on top.

I believe it is a shortcut problem from the symptoms. Take two tablets and see me in the morning.

- Dr. Sword
 
May 24, 2008
4
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You guys are awesome ... Fallout is awesome. Kicking butt with the Shi Empire, but I must ask all of you how do you launch amphibious landings? I was on the verge of destroying those bastard Enclavites when I found out that I couldn't launch amphibious assaults. Just 2 strategic locations and I would have unparalleled power in the West Coast. My quest now is to make the entire world turn yellow!!!! Can anyone tell me so that a crazy chinese madman can complete his quest for world dominance??
 
May 24, 2008
4
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I'd also like to ask why sometimes energy consumption jumps to an unprecedented number along with rare materials and metal. I've almost completely destroyed the Enclave and am massing my forces to take over the west coast. I've completely destroyed Arroyo, the Den, Gecko, and Redding, and I've successfully completed construction of the Nuclear Reactor. I tried to deploy it in one of my provinces, but to no avail. What shall I do and how do I deploy the Reactor?
 

SwordOfJustice

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I'm so pleased that you're enjoying it. It's become a very full featured, balanced and complete science fiction conversion for Hearts of Iron 2.

1). OK, firstly, you are quite a war monger, aren't you? hehehehe :p

2). Secondly, when provinces are under Marauder control you can't launch an amphibious invasion using that attack order. It's just quirk of the game engine and how rebels are handled. You can however move your transport into that province which will unload it's soldiers who will then immediately fight the rebel units. So it's the same end result as an amphibious invasion order.

General Sword's Tactical Tip: Move your transport back out to sea into the adjacent sea province so that if the Marauders beat the snot out of your army they have a place to retreat to.
:)

It's the same with air drops.

In the latest pre-release Beta-03 files, you also need to have the required Doctrine techs to do either air assault missions or amphibious landing missions.

3). Crazy chinese madmen are running riot on the west coast, huh? Why not join in our next multiplayer game for the mod? It's huge fun to play against humans for a change. And you might find it more amusing playing against the Enclave when I'm running them.

BWAHAHAHAHAHA! :D :p

Link to the section of our forum for MP: http://terranova.dk/viewforum.php?f=87

4). Resource levels fluctuate because of the way Paradox wrote the base game. When you don't have enough to run your full IC, the levels keep jumping between positive and negative. Nothing we can do about that. And you have to get used to it because the IC for nations in this mod are deliberately designed to have not enough materials to run their IC. IC is used to control how many tech research slots a nation has. And it makes sense there are shortages given this is a post Apocalyptic mod.

5). I also had that problem one game. I have not done further testing but I suspect it's a mod bug.

Eventually have a reactor will be useful in the mod. But in the meantime, there is no point in building them so don't waste any time. Maybe in Beta-04 or -05 there will be some beneficial events about having a reactor.


Cheers,
President Sword
Leader of the Enclave
The True Democratic Authority of the Former United States of America