In the world of Fallout, North America is a howling radiated desert known as the Wastelands. The Great Atomic War of 2077 between USA and China left human civilisation on the brink of being extinguished. The people that survived the initial nuclear exchange were then hit by radiation and engineered super-plagues. Very few survived. Yet some did. The world they inherited was a living nightmare. Slowly, as the generations passed, people adapted to the post apocalyptic world and thrived. It is now the year 2245 AD and there are many groups across the Wastelands who are becoming nation states and restoring human civilisation again. Which one will rise to rule supreme in the world of Fallout?

Post news Report RSS FODD 2.0.10 Released

Well Pilgrim, the next version of the mod is released. 2.0.9 a few days ago and now 2.0.10 with some additional bug fixes and an update to Caesar's Legion AI.

Posted by on

It's been a long road doing this mod; more than four years actually. These last two releases have also been a long time coming. We are now most of the way through 2012. Time marches on! We must do what we have the pure desire to do.

So the mod is very polished now. I feel that the gameplay is better now with a definite build up to the end game war, much like the buildup to WW2 in the normal game. Measures were put in place to penalise and make it harder for an aggressive player's world conquest. The economy has been examined and rebalanced. Many play balance tweaks have been made.

The end game war has been a challenge actually. It is finally bug fixed and you can switch it off via event if you prefer. It is still a very chaotic situation, with alliances breaking and reforming all over the map, but it's a fun challenge. I very much like the reuse of the three hard coded game alliances into Fallout suitable incarnations.

The chain was a submission by the great Vladimir Pavlov, who has done so much for this mod. Many of the wonderful graphics you see, including the fantastic technology pictures and tech screen backgrounds are his work.

We now see some of the Fallout 3 canon be implemented into the mod. I resisted it for a long time as I focussed on other tasks but the time has come to make some changes to account for Fallout 3 and FO3 New Vegas. So we now see Caesar's Legion in the west near NCR where it belongs. The Junkers have been expanded to fill the vacuum in the east.

And finally some long running, hidden bugs have been identified and fixed. Huzzah!

I hope you enjoy this science fiction total conversion of Darkest Hour.

Cheers,
Sword

Post comment Comments
peterpen
peterpen - - 3 comments

Best Mod i've ever played for a game, besides 1.13 for JA2.

Thank you (all?) so much for your time and effort you put into this mod!

Reply Good karma Bad karma+1 vote
tony92ding
tony92ding - - 2 comments

Hello, I really want to play your awesomemode. But all of the techteam are either not displayed or not listed. What can I do ?

Reply Good karma Bad karma+1 vote
tony92ding
tony92ding - - 2 comments

And I have already download the new patch, the game is running now. But there is still no techteams.

Reply Good karma Bad karma+1 vote
SamirCasino
SamirCasino - - 2 comments

I also ran into the techteams problem, and I encountered people with the same problem on the paradox forums as well.
I installed the mod properly, exactly how the instructions said. It's running perfectly, except that when i want to select a techteam, none appear. It makes the whole mod unplayable.

If anyone knows how to fix it, I'm begging you, let us know. I really want to play this mod, I've been playing the Armageddon version for years.

Reply Good karma Bad karma+1 vote
SamirCasino
SamirCasino - - 2 comments

The weirdest thing happened. I was reading the mod's thread on the paradox forums and another guy was having the same techteams problem. After trying a lot of different solutions, he just said that the problem was suddenly fixed.

I just started the mod again without changing anything at all. no reinstall, no change to the files or path or shortcut or anything whatsoever. And it works now. This is the weirdest thing i have ever seen on a computer.

However, if anyone encounters these problems, i recommend removing the 1936 scenario using the tool provided by the mod (remove_1936.exe). I think it might have some connection to the problem.

Reply Good karma Bad karma+1 vote
SwordOfJustice Author
SwordOfJustice - - 43 comments

That is really weird, guys. Don't forget, this mod is only compatible with Darkest Hour 1.02. I am working on the next release which will be 1.03 compatible.

Thanks for the kind words and I'm really glad you like the mod!

Cheers,
Sword

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: