• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
K, here are working modifiers. Thanks Martin BG for providing the solution and zoommooz for providing CWTT brigade modifiers.

Put in: C:\Games\Darkest Hour\Mods\nwo_224\db\units or whatever your respective path is.

You should have backups of the originals in C:\Games\Darkest Hour\Mods\Darkest Hour Full\db\units

C:\Games\Darkest Hour\Mods\nwo_224\db\units

View attachment 114118

reading the thread it all gets a bit complicated reading which one is the true fix for the unit modifiers. i'm guessing this is the right one though? should i still patch up according the first post in this thread and then add your fix or say should i skip any of the older bug fixes it says to download?
 
I am trying to make a massive expansion for the Land Doctrines and I somehow corrupted the files, I need screenshots of these being researched because I accidentally over-wrote my backups also :( Please help!

Please post them to my profile on here or email me on: espirit.de.corps@hotmail.com

Separated Armed Forces
Combined Arms Force/6710
Specialized Tactical Branch Experience/6540
Cross-branch Tactical Experience/6550
Post Great War Unified Doctrine/6910
Manpower Focus/6570
Defensive Focus/6560
Modern Blitzkrieg/14100
Hunter Groups/6720
Modern Spearhead/6740
Night Vision Tactics/6730
Hammer of Gods Doctrine/6810
Air Cavalry Doctrine/6750
Special Forces Focus/6760
Quick Reaction Doctrine/6820
Unified Axis Doctrine/6830

Mechanized Wave/14060
Overwhelming Attack Doctrine/6770
Massive Retaliation/6860
Realistic Threat and Containment/6870
Unified Soviet Doctrine/6840
Military Projection/6800
Assault Breaker Doctrine/6880
Nuclear Focus Doctrine/6890
Unified NATO Doctrine/6850

I am in a real bind over this because a lot of people are counting on me... :eek:hmy:
 
Aren't those Vanilla techs? Did you overwrite your Vanilla files too? What are you seeking to gain? I can just email you the Tech files, wouldn't that be easier than going through a bunch of screen shots? Or am I missing something.
 
Aren't those Vanilla techs? Did you overwrite your Vanilla files too? What are you seeking to gain? I can just email you the Tech files, wouldn't that be easier than going through a bunch of screen shots? Or am I missing something.

I did yeah, and now I'm kinda screwed. I know how strange it sounds but the screens will help, but I can try the files first. Only if you can spare the time?
 
I did yeah, and now I'm kinda screwed. I know how strange it sounds but the screens will help, but I can try the files first. Only if you can spare the time?

Sure, I can email the tech files to you this evening when I get home from the office. If you need the screen shots (I guess for GFX reasons?), I'll probably have to wait until the weekend sadly. You do realize you can re-download the game from the site of original purchase too?
 
Sure, I can email the tech files to you this evening when I get home from the office. If you need the screen shots (I guess for GFX reasons?), I'll probably have to wait until the weekend sadly. You do realize you can re-download the game from the site of original purchase too?

I would really Super Appreciate that! Thank you.
 
Sure, I can email the tech files to you this evening when I get home from the office. If you need the screen shots (I guess for GFX reasons?), I'll probably have to wait until the weekend sadly. You do realize you can re-download the game from the site of original purchase too?

I did a clean install in a separate folder and path. Same problem... I really have no clue how I did it!!! I'm screwed with a roll of barbedwire if I don't figure this and AAR/NWO (TGC) will be dead in the water. Again, any ANY help would be greatly appreciated and those who help I'll reward with a pre-release. Notwithstanding the return of EJ if he come back.......
 
Just emailed you the files. Not sure how that will help, but I hope it does!
 
Just emailed you the files. Not sure how that will help, but I hope it does!

I appreciate it, but it hasn't fixed my little problem... I need the screenshots. Sorry Pasha...
 
Did the modifiers bug ever get fixed? cuz that killed it for me
 
k, here are working modifiers. Thanks martin bg for providing the solution and zoommooz for providing cwtt brigade modifiers.

Put in: C:\games\darkest hour\mods\nwo_224\db\units or whatever your respective path is.

You should have backups of the originals in c:\games\darkest hour\mods\darkest hour full\db\units

c:\games\darkest hour\mods\nwo_224\db\units

View attachment 114118
here
 
Found two bugs for this mod, which are still there with Dannielshannon's patch:
  • The naval Doctrine "Carrier Supremacy" (ID# 82100) has a non existent tech as one of its OR_required perquisites (81920) instead of presumably 81910 (Land-Sea Air Defence)
  • The ID number / picture name for 'Improved Nuclear Carrier' are mismatched; the tech has an id of 7290 while the proper pic is labelled 7280. Fixing one or the other is fine since there is no tech with ID# 7280
  • Nuclear cruisers have a military value of 30 instead of 3
 
Last edited:
I've been playing around with this mod recently and noticed a few bugs here and there. Well, some were bugs. A few were more general oddities which I weren't sure if they were WAD or not. Fortunately they were simple to find and deal with, so I fixed them. Not sure I got everything, though. Feel free to look through my work and tell me if anything is missing.

As to what I changed... I can't remember everything precisely, but I dealt with a few model scrapping issues (like naval commandos not scrapping out-of-date versions, or the CAS tech that accidentally scraps a higher tier CAS rather than a lower tier one), I made the first MBT tech scrap the final model of light armor division (but not the light armor brigade) because it never gets upgraded and ceases being useful by the time you have MBT armor models, and I followed Foehammer's advice regarding the carrier supremacy and nuclear carrier techs. Couldn't find what he was referring to in regards to nuclear cruisers, though.

Edit: Just in case, I used the BETA 1.1 and 3d1 downloads from the first page as the basis for this. If there's a newer build buried somewhere in the thread I haven't seen it.
 

Attachments

  • SRMs CWTT Bugfixes.zip
    584,8 KB · Views: 93
Last edited:
I've been playing around with this mod recently and noticed a few bugs here and there. Well, some were bugs. A few were more general oddities which I weren't sure if they were WAD or not. Fortunately they were simple to find and deal with, so I fixed them. Not sure I got everything, though. Feel free to look through my work and tell me if anything is missing.

As to what I changed... I can't remember everything precisely, but I dealt with a few model scrapping issues (like naval commandos not scrapping out-of-date versions, or the CAS tech that accidentally scraps a higher tier CAS rather than a lower tier one), I made the first MBT tech scrap the final model of light armor division (but not the light armor brigade) because it never gets upgraded and ceases being useful by the time you have MBT armor models, and I followed Foehammer's advice regarding the carrier supremacy and nuclear carrier techs. Couldn't find what he was referring to in regards to nuclear cruisers, though.

Edit: Just in case, I used the BETA 1.1 and 3d1 downloads from the first page as the basis for this. If there's a newer build buried somewhere in the thread I haven't seen it.

I've made a mega-version with techs leading into the late 1990s and 200s, but it's only for TGC which is AAR/NWO combined mods. (WW I - Cold War uninterupted) with over 150 techs added on top of CWTT and still climbing. Come check out the thread :)
 
does anyone have a working download link for the current version of the mod? Does it work with 1.04?

The Mega download on the first page still works, and I doubt it.
 
does anyone have a working download link for the current version of the mod? Does it work with 1.04? If I load a save from pre-CWTT, will it work after I install the mod?

It'll be fine, I've made updates on-the-fly and it's fine. It's the extra units that may conflict with other mods...