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When AOD comes out I'll likely snap it up quickly. Will finalize my work on the Arma platform with bugfixes only, unless people have new work to submit. Have discovered a few bugs:
1) Soviet demands events for Latvia, Lithuania and Estonia have incorrect "trigger which =" commands. They are actually less needed because in 1.3 Soviet demands get 20% acceptance chance upon fall of France. Usually a Soviet player can get all the Baltic states without war in a few tries, and only occasionally has to resort to war. So I may just scrap them.
2) negative NK relations with SOV and CHC need to be corrected after the Korean war
Probably will SET relations to -100 on Kim's decision to go to war
SET them to +50 after the war ends. This should end nonsensical CHC DOWs reported. Historically relations were cordial but somewhat icy.
Any other bugs PLEASE report!
Future work likely will be on AoD. AoD may require some conversion after I find out its full capabilities. For example if it raises the model limit beyond 10 I'd have to reverse my Rocket Interceptor fix.
 
According to what they say, all mods for Armagedoon will be compatible with Arsenal of Democracy. Have you tried that yet?
 
Just got my copy of AoD. Although technically they should be compatible the tech tree should really be reworked to conform to AoD standards. For one thing the model limit of 10 has been removed and now light carriers can have light carrier air groups, removing the need for some of my workarounds.
The mod for Arma 1.3 will only be improved for bug fixing, then further development will take place on AoD.
 
Just got my copy of AoD. Although technically they should be compatible the tech tree should really be reworked to conform to AoD standards. For one thing the model limit of 10 has been removed and now light carriers can have light carrier air groups, removing the need for some of my workarounds.
The mod for Arma 1.3 will only be improved for bug fixing, then further development will take place on AoD.

Nuclear submarines with missile-launching capability are supposedly fully functional as well! And the number of technologies I believe is also unlimited now. Are you up to it? It would be awesome! I could try assisting you, but I am not very experienced.
 
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Log onto the thread for Cold War Extension AoD. One thing that could be very helpful is going over the tech team files and consolidating both my additions and AOD's additions, and setting end dates to 1990 where appropriate. It's a LOT of busy work but not too hard once you get the hang of it.
 
Log onto the thread for Cold War Extension AoD. One thing that could be very helpful is going over the tech team files and consolidating both my additions and AOD's additions, and setting end dates to 1990 where appropriate. It's a LOT of busy work but not too hard once you get the hang of it.
Why not set the end dates to 2000 or at least 1999? That is as high as the game engine will recognize, right?
 
Please discuss AoD modding on my new thread. But I'll answer some questions.
The game engine might recognize up to 3999, but
1) There is a Y2K problem with the ministers
2) The leaders files all end in 1990. If someone is willing to do the work or has an automated program that can fix this, leaders can be made available till 2000.
So 1999 is the max, though if there's room the technology tree might go further.
So I'd say AT LEAST 1990, but no more than Dec. 31, 1999. I don't know how MDS got past the Y2K problem.
I may have different ideas about a tech tree from the 1964 mod team.
 
Enlighten me please as to how AoD overcomes the Y2K problem when the minister start dates are still 2 digit numbers. How do you start a minister in 2005?
 
will you guys make this mod compatible with AoD?

EDIT: Didn't read the thread, sorry
 
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Enlighten me please as to how AoD overcomes the Y2K problem when the minister start dates are still 2 digit numbers. How do you start a minister in 2005?

You can use 4 digit start and end dates...

I believe the engine recognizes two digits as 19XX, so only the enddate need to be four digit. I have not tested going from 1999 to 2000+, though, so four digit for both is the safest bet.

This should be the same in DD, arma and AoD.
 
I'd say Killerrabbit is in a position to know as MDS creator. As an experiment I tried (with AoD) setting all of Germany's ministers to 19xx, and they all came up. Most likely no change is necessary except ministers who are supposed to start after 1999 would of course require the full 4-digit start date.

Tentatively I'll make the tree go up to present day and one level beyond as "future tech" for some items. There is a screen display limit, however, so I'd only be able to display up to a certain point (1990s). But for later times it should be possible to simply replace the techtree files and techtree graphics with ones that have the same technologies but display the last three technologies in a given area but not the first three. Then one could play from 1933 to 2020, with a mid-course graphics change!

DEADLINE: Mar 15 for bug reports relating to the Armageddon version of the tech tree. After that I'll post a final for those still on the HOI2 platform.

Please submit comments on the new tech tree to the Arsenal of Democracy thread.
 
It's impossible to build VTOL brigades without attaching them to a Light Carrier. If you build them on their own, they have a build time of 1 day, but they never finish. Is this a bug, or something that can't be changed due to the game engine?

Also, the historical year for some techs are messed up. For example: Nuclear Transports have the historical year of 1955, but can't be built until Nuclear Light Carrier is researched, which has a year of 1962-ish. Same as Turbojet Air Wing: historical year of 1945, requires 1952 Air Carrier to research it.
 
The inability of VTOL brigades to be produced probably has something to do with the game engine which I have tried to trick. VTOL is really an improved hull rebranded. So there is probably no solution. In creating the tree for AOD I encountered a number of issues with wrong prerequisites on some of the armor, but probably most people would not notice. I'll look into the issues. I've researched the nuclear transport issue and it actually only requires ONE of four possible technologies--second level nuclear sub, the carrier you mentioned or either a nuclear light cruiser or a nuclear heavy cruiser. The cruisers have a historical date somewhere close to 1960. But the nuclear carrier and the nuclear sub have a historical date of 1957, so I'll change it to 1957 for the nuclear transport. The Turbojet Carrier Air Wing SHOULD have a historical date of 1952 because it was dependent on the invention of the angled flight deck.
http://www.globalsecurity.org/military/systems/ship/cv-design.htm
 
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To get the tech tree only you'd have to extract only the contents of the tech folder (but NOT the teams subfolder), doomsdaytext.csv, and the secret weapons.txt file. There may be minor glitches but it should work.

Plans for final include
1) searching for and eliminating duplicates in leaders files
2) more full instructions on "how to install only the tech tree".