1964 is a mod which covers the timespan of an alternate-history era of 1964 to 2012. Following the disastrous events of World War II (which ended in Allied defeat in 1953), the world has split into three factions. The Axis Alliance, a Fascist alliance that spans from Iceland to South Africa, from the Atlantic to Moscow, is the most technologically advanced of the three, but one of the most devastated by war. South America is in the Pro-Axis camp, having initially been their allies until the Venezuela Conflict of 1957. The Soviet Union, a behemoth state comprising of Siberia, India, and China. Initially all subjects of occupation after the Soviet attack on the Allies in the 1950s, they have grown in unity and cooperation. The Chicago Pact, the third of the sects, is a coalition of the remaining democracies of the free world. The USA, Canada, Mexico, and Australia. Currently, they are engaged in a war with the Soviet Union, only recently defeating the Red Army in Australia.

Post news Report RSS 1964 Public Alpha 1.2.0 Release Notes

Once again, Nineteen Sixty-Four is ready for its next public Alpha release. This version comes with many upgrades and changes, which will be explained in the content of this news post.

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Nineteen Sixty-Four v1.2.0 Release



Introduction

Hello again! After a summer of hard work and many setbacks, we have finally reached the next release. I am aware that many feared this mod dead, but that is not the case! We kept putting off the next release until we were satisfied that our followers would be happy. Now, if you could take a few more minutes, I'll gladly explain a small portion of the changes we have made.


Events and AI Programming

As per usual, Dain has done amazing work on the event structures over the summer. Hundreds of events were added, improving existing framework that was in the March release. Many events, as you may notice during the course of the game, will allow you to set the future battle plans of you and your allies. With the new AI coding, the AI should respond to your directions and attempt to carry them out. While you also have the option to push forward your agenda, be careful. As the US, you may choose to go one way, striking where you think might be effective. The Soviets might choose an offensive in the same region, or come in for a backdoor surprise! I'd like to give a special shout-out to Rostov-na-Don for her awesome work in the AI sector, creating many of the AI switches that make this AI possible.

Soviet High Command Conference


Graphics

Now where would be we without some pleasant graphics to look at. In addition to graphics for the tech tree, we've added some nice graphics for unit pictures across the board. An example of some of these is shown below.

Unit Graphics


Navy and Doctrines

Naval was left rather untouched in the March release, mainly because we were unsure on which path to take. While the current naval doctrine tree is far from perfected, it is in a usable shape. We rewrote this tree three times before we were satisfied with the structure we have.

In addition to this, we changed the way naval works ingame. Naval fanatics should pay attention to this, as some important changes have been made here.

Destroyers in the modern age took on a heavy-combat role, rather than being just a mere screen vessel. These are now capital ships. Trying to use them as a screen will not work.

Cruisers are also a heavy ship. Their role will be primarily Anti-Air and Anti-Ship, but with some ASW capabilities. These are defined as a capital ship.

Corvettes are best related to the old destroyers from World War II. They are fast and agile ships, and are an escort / screen.

And last but not least, the Frigate. Frigates are a mid-step between corvettes and Cruisers, with ASW and AA capabilities. These are intended as a escort / screen.

As will be shown in future releases with changes to minor nation OOBs, the new structure allows for minor nations to build fleets around the new mid-tier vessel. Minor nations looking for a good navy will want to focus their fleet with a Cruiser / Frigate / Corvette combo, with a destroyer as the primary capital ship if they can afford it. Cost and Balancing will come as more people test this beta on a large scale.

Air Doctrines and Naval Doctrines now have completely new technology trees, so look forward to seeing these new ones ingame. They also include regular 'training' techs, to further improve specific elements of your air or naval forces based on your personal preference.

Air Doctrine Tech TreeNaval Doctrine Tech Tree



Download Nineteen Sixty-Four version 1.2.0

This version has been tested with Arsenal of Democracy v1.7



It is our hope that this was well worth your wait, and we look forward to receiving input on the various aspects of the game. All comments are welcome, as that is the only way to truly improve the game. We only had a handful of testers, so if any bugs arise, I will be quick to hop on and release bug fixes.

We hope you enjoy this release! Give both Dain and Rostov-na-Don a good round, as without their dedication and work on this mod this release would not have been possible.

Feuersturm,
Team '64

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