Happy New Years, folks! Latest FODD file. Now named like Paradox's patches. Compatibility with the recently Darkest Hour Patch 1.05. Just put the folder on mod folder and use the launcher.
Changelog (also including the previous FIX by Arcangelus which was released pretty much yesterday and is inside this):
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# Patch for 1.05 compatibility
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Updated to work with Darkest hour 1.05
Added a few "Gun runners" centric decisions.
Fixed all relevant reported bugs, and a few lingering ones.
Exported "Gaining_control.txt" strings to a config file.
Fixed several typos.
A few things for the New Church, to make them slightly less boring.
A small measure to reduce dead land at the beginning.
Updated a few old texts
################################################################################################# FIX-17 Max Stone (29/12/2017)################################################
- New Patch name system. Like Paradox I decided to name patches as to not lose track. The first one is Max Stone, the first pre-generated character of the original Fallout.
FODD_ID_Numbers.txt:- Cleaned up Sword's old notes, they can now be acessed in the file Sword_FODD_ID_Numbers_Notes.txt (I keep them there so I can always have a version wherever I need it). This allows me to get rid of stuff like the FODD Asia notes and keep things generally cleaner and niftier.- Updated TAGS with the following new tags: - MTN (Calgary Confederation) - MOR (New Canaan) - MAD (Mayan Empire) - U30 (Navarro)- Updated National Provinces with new entries: - Calgary Confederation - Mayan Empire - Navarro - Reavers - New Canaan- Updated National Provinces with updated entries.
Fallout's Doomsday Reference.xls: Updated reference files with stats for all divisions and brigades. Remember, green is not necessarily good and red is not necessarily bad. Report any discrepancy. This is not much important for players right now, but it gives me a decent overlook of the system at a glance, and has already given me a ton of ideas for the future combat and tech revamp.
#db:- misc.txt: - Updated mod to the latest patch 1.05 - New changes meant to alter duration of battles. Combat was happening too fast even between huge armies, battles were over in the matter of hours or a day or two at best. Thing is, the wastes are big and the involved troop numbers are way smaller than in WWI or WWII, they're also less far mobile. Now combat (especially big battles) happen longer, with big battles lasting for days, which now allows more strategic manuever to affect the battles. Still testing, this is meant to receive feedback until I get it right.# Land vs. Land - Org dmg - Increasing this will increase ORG damage land unit takes in battle with other land units [multiplier] 0.045 #0.039 #0.6...# Land vs. Land - Str dmg - Increasing this will increase STR damage land unit takes in battle with other land units [multiplier] 0.0175 #0.1...# Land vs. Land - Org dmg in Urban provinces [(0.0 = no Org dmg) to (1.0 = no effect)] - Increasing this will increase ORG damage land unit takes in battle with other land units in Urban provinces. Applied as to both sides [multiplier] 0.5 #0.6 #1.0
db/ai:- ALB_2248.ai: Caesar's Legion now more aggressive towards New Canaan.- AST.ai: Under-Nation a bit more agressive towards New Canaan- BHU.ai: White-Legs now more aggressive towards New Canaan.- CAL_2245.ai, CAL_2247.ai, CAL_2249.ai (NCR): NCR is now set to combat vs Necropolis (TUR). Current ratings are 10, 20 and 30.- CAL_2249.ai: NCR will now try to coup New Canaan after 2249.- ENG_2247.ai, ENG_2249.ai: Enclave now far more aggressive towards Calgary Confederation.- GER_2245.ai, GER_2247.ai, GER.2249.ai (Vault City): Agression towards Mutant Army (SOV) diminished from 45 points to 40 points in all files. This is planned in order to lessen the chance on nonsensical war declarations against a Mutant Army that does not border Vault City at all. - Agression towards Calgary Confederation (MTN) added. Now its 5-15-30.- GER.2249.ai (Vault City): Agression towards The Huns (NOR) increased (was 40, now 50).- HON.ai (Mexican Raiders): - Changed target level of Province 2707 # Monclova. Was 100, now 80. This may account for the strange situation of the Mexican Raiders parking most of their army in their capital, far from the front-lines, while their army is being obliterated by a inferior foe. - combat = {MAD = 50} #new addition, to make Mexican Raiders fight the Mayan Empire. No need for the reverse, Mayan Empire AI is quite good already. - target { 7376 = 60 #Mayan Capital and 7377 = 40 #Mayan Important defense point}. Makes Mexican Raiders more aggressive against Mayan Empire. - Slightly increased aggressivity towards New Church and Texas Reformed- ITA.2246.ai and ITA.2249.ai (Brotherhood of Steel AI): Changed Kurtz's Camp (ARM) diplom combat from 60 and 90 to 10. Hope this puts a stop to nonsensical wars against Kurtz, while still keeping Kurtz a possible foe if the Brotherhood ever borders him. - MOR.ai: Made New Canaan more aggressive towards White-Legs and Under-Nation.- NOR.ai: The Huns are now more aggressive towards New Canaan and the Calgary Confederation.- TUR.ai: Necropolis set to fight NCR at 5 combat. This should ensure very rare declarations of war, and mostly at a weakened NCR.
}
db/events:- End_Game.txt: Changed a few PSZ entries to account for correct province names.- Polar_Station_Zeta: Changed a few province entries and such, otherwise not modified (that I remember)
db/tech: aircraft_tech.txt: Gatling Laser Turrets (id 4490) no longer requires itself (and becomes thus unresearchable), now it requires brigade attachment tech (armor_tech.txt) Gatling Lasers and Heavy lasers (2540) instead.
scenario/2245- Former_USA.inc: Took out some weird lines on the code, nothing else.- Harlequins.inc: Fixed Harlequins capital, was Lafayette, is now New Orleans as it should be. I swear I already fixed this once.
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very nice, some may not play anymore but we the few care
im so confused what version do i need for this
Version 1.05
Unforunately it seems like the game crash on startup for me regardless of what I do. Hopefully I'l eventually figure something out but so far I'm completely lost wich is a shame becaue I bought the game just fort that mod.
Make sure you have the correct version of Darkest Hour (1.05 currently)
That wasnt the problem. I had to update my graphic card for some reasons. Now there's no way to activate units sprites but its a little sacrifice to play this mod.
This mod is still alive. Whoo hoo!
I have an error at the start of the game, while it loads up.
It says: ''Scenario file has an error! Check savedebug.txt(search for scenario validation)''
Problem is, I don't know anymore about this because I can't find neither of those 2 files.
Could you help me please? This is a really good mod and its a pity that it doesn't work.
It also happens to me, in my case I simply press enter until the popups disappear and then I can play normally, I hope it works for me, I write through a translator I hope it is understood
For now, just press enter three times, and you're in the game.
I don't know if the rest of the game will be stable though.
Still have that dreaded trade-paralyzing bug appearing later.
Hello! In first time, say, that mod is one of the bests and is a Great Great Great Job!
In second time... I have a error "(scenario validation)" and where are the sprites of Power Armored Units than were placed in other versions of this mod. How I fix this?
I have DH 1.5 and this version of the mod.
Thanks!
How do I avoid this bug? It's here again:
The one that says
"(Diplomat en route)
0:00 January 1, 4607"
when I try to Offer Trade Agreement or Open Negotiations
This means I can't trade for the whole game.
Been playing this mod for years and it always appears later.
Started all over,
after many hours game is again ruined by the same bug. This time it says:
"(Diplomat en route)
0:00 January 1, 16054"
Playing as Gecko
Can't trade with the Hub or Necropolis.
Happened right after researching Improved Mining.
I have screenshots but can someone tell me how to post it here?
Appreciate any help thanks
A temporary solution to a game-breaking bug that paralyzes trade:
The one that says for example,
"(Diplomat en route)
0:00 January 1, 16018"
when I try to Offer Trade Agreement or Open Negotiations.
AUTHOR'S EXPERIENCE WITH THE BUG:
Always playing as Gecko, trade is usually disabled with Mutant Army, East BoS, The Hub and to a lesser extent, Necropolis
CAUSE OF BUG:
The bug is triggered by discovering technologies that incrementally increase offmap production of resources
Examples: Organized Mining, Methane Power Plants, New Era Money
SOLUTION:
1) Save just a day or hour (2300) before completing research on each of said type of technologies (like if their at 99.80%)
2) Quit current game
3) Load saved file
4) Make sure that research is completed at the very next start of the day at 0000 Hours and check if you can still trade with each nation
Suggestion: Use the Diplomacy Tab to go through each nation quickly
DISCLAIMER: Inability to trade with some nations may be due to natural, non-bug-related causes like embargoes, lack of funds, etc.
ANALYSIS:
Had a smooth gaming experience so far and bug HAS NOT REAPPEARED after taking the above precautions EACH time before researching IDENTIFIED CAUSES
Just wanted everyone to know and keep trading..
do I need 2.2 installed before I install 2.3?
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