• 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.

Bad4play

Second Lieutenant
Aug 3, 2018
114
69
Mod goals
Provide a long timeline for the player to experience and make the player advance in a form of uncertainty (fog of war?).
You know how happened history ? That will help, will you be sure all will be the same as history? No.

What is this mod ?
- A mix of historical and ahistorical mods. The aim is realism, gameplay and fun. Historical player will enjoy the realistic gameplay while ahistorical players will enjoy the A-H possibilities.
- it is also a tribute to all the work of the modding community since the start of HOI1. I tried to integrate work from previous HOI, most popular work from DH (edge of darkness, 1914 mod, mod33, WIF, PVW, napoleon legacy, kaiserreich... - i did not finish to integrate all of them). Even some lost small mod from the 99 page of the forum are integrated or planned to be. Every single mod I know has been checked.
A part of it can be found on the great hoi2bunkee or here on my drive https://1drv.ms/f/s!AmP3onGi4Ud9qyqBU2NMMUWAFe1Z) - If someone wants to be credited please notify me, I forgot the origin of most events and I'll be glad you to be credited for you work, that's just fair !
- The mod is not finished, tons of events are coming, gameplay changes, graphic improvement and bug fixes. The night is dark and full of errors. I apologize if some get in your way, please report here any bugs you encounter, I'll do my best to fix it.
- The mod is NOT fully translated, some part are still in french, if you want to help let me know, for now I plan to translate slowly every update so It's not too much to do at once for myself.

Download link :
- One drive link : https://1drv.ms/u/s!AmP3onGi4Ud9y3o42QiBT5YJc73q

Main features :
- Long campaign from 1914 to the end of the cold war. Not everything is finished but it is playable. Honestly I haven't tested the lastest changes I've made so expect errors, it is an alpha, 1933 scenerio is still experimental.
- Modified combat (more impactful terrain, weather, experience, every modifiers realism has been tweaked either to improve realism or gameplay).
- Economic changes (supply are more important, you may want to stop your offensive to save supplies, trade is more realistic as all ressources now take time to be transported, slower economical development to match longer game period, sliders are adjusted and simulate war economy, with appropriate minister you can even use a desperate war economy which allow you to use consummer good ic for a small amount of dissent everyday)
- Techological changes (modified some techs for gameplay or balanced, improved doctrine tech for ww1 and some of ww2, new units... more will come).
- More events and generic events, most of vanilla have reworked to have a use, no more print money or devaluation a semi useless event.
- Diplomatic changes (You can virtually ally anyone if you put the right effort of influence, the more IC compare to your target the more change you have to influence the politic, I plan to add more trigger in some events linked to relation between countries so event small events that put -5 or -10 relations with a country might be important)
- AI reworked to be smarter in economy, warfare and Diplomacy. AI declare war more easily and a bit smarter.
- Geographical changes (integration of some community suggestion, some part of nick multipayer realism mod and some personnal changes to reflect impact of the terrain of real historical wars (big up to Eastory whose videos were very helpful for ww1 :
)
- -Revamped spy mission (easier and less costly), more meaniful (you can declare war as an interventionist democracy but you need a cassus belli (1 belligerence), spy mission can make this.

@evsm Sweden events and austria event are still in the making, it will probably be up nexy update :)

Again thanks to the Dev team that made and still update the game and to all modders that keeps it alive. Most of the work is from them so cheers to all of them. I'll keep updating the mod, I don't know about the regularity but I've been on this on and off for 10 years (learned from 0) but I'll definitly keep working on this. Your feedbacks and bug reports are more than welcome !

Small Tips for your first campaign :

Gameplay wise WW1 has a gameplay based upon dissent, you have to win fast or survive the longest :
1914 is movement war, you will be rewarded if you achieve rapid victory or if you take rapid advantage
1915 : more static front so it will be time to open new fronts, bring allies to turn the tide
1916 : war is still going and you'll fight for supremacy on every fronts, some winning, some loosing, the success of your allies will impact yours
1917 : dissent is getting high, face the challenge of public opinion while maintaining the front stable, some of your allies might start to fall and you'll have to face increased pressure or press your advantage
1918 : War will end this year for sure but who will win ? German Empire must achieve its goal before the end of year or face defeat. Be sure everyone will end weakened by this war.

Did you win the WW1 ? Keep playing, roleplay, events and the pace of the game reworked for long campaign should keep you entertained. Cards will be redrawed. I'm not a fan of units given by events but the mod include the mobilization system from mod33 giving historical units to each country so WW2 will be interesting even if you have the advantage from winning ww1. More challenges are planned for Victorious central powers.

Hope you'll enjoy this,

Bad4play
 
Last edited:
  • 6Like
  • 1
Reactions:
Mod goals
Provide a long timeline for the player to experience and make the player advance in a form of uncertainty (fog of war?).
You know how happened history ? That will help, will you be sure all will be the same as history? No.

What is this mod ?
- A mix of historical and ahistorical mods. The aim is realism, gameplay and fun. Historical player will enjoy the realistic gameplay while ahistorical players will enjoy the A-H possibilities.
- it is also a tribute to all the work of the modding community since the start of HOI1. I tried to integrate work from previous HOI, most popular work from DH (edge of darkness, 1914 mod, mod33, WIF, PVW, napoleon legacy, kaiserreich... - i did not finish to integrate all of them). Even some lost small mod from the 99 page of the forum are integrated or planned to be. Every single mod I know has been checked.
A part of it can be found on the great hoi2bunkee or here on my drive https://1drv.ms/f/s!AmP3onGi4Ud9qyqBU2NMMUWAFe1Z) - If someone wants to be credited please notify me, I forgot the origin of most events and I'll be glad you to be credited for you work, that's just fair !
- The mod is not finished, tons of events are coming, gameplay changes, graphic improvement and bug fixes. The night is dark and full of errors. I apologize if some get in your way, please report here any bugs you encounter, I'll do my best to fix it.
- The mod is NOT fully translated, some part are still in french, if you want to help let me know, for now I plan to translate slowly every update so It's not too much to do at once for myself.

Download link :
- One drive link : https://1drv.ms/u/s!AmP3onGi4Ud9y3o42QiBT5YJc73q

Main features :
- Long campaign from 1914 to the end of the cold war. Not everything is finished but it is playable. Honestly I haven't tested the lastest changes I've made so expect errors, it is an alpha, 1933 scenerio is still experimental.
- Modified combat (more impactful terrain, weather, experience, every modifiers realism has been tweaked either to improve realism or gameplay).
- Economic changes (supply are more important, you may want to stop your offensive to save supplies, trade is more realistic as all ressources now take time to be transported, slower economical development to match longer game period, sliders are adjusted and simulate war economy, with appropriate minister you can even use a desperate war economy which allow you to use consummer good ic for a small amount of dissent everyday)
- Techological changes (modified some techs for gameplay or balanced, improved doctrine tech for ww1 and some of ww2, new units... more will come).
- More events and generic events, most of vanilla have reworked to have a use, no more print money or devaluation a semi useless event.
- Diplomatic changes (You can virtually ally anyone if you put the right effort of influence, the more IC compare to your target the more change you have to influence the politic, I plan to add more trigger in some events linked to relation between countries so event small events that put -5 or -10 relations with a country might be important)
- AI reworked to be smarter in economy, warfare and Diplomacy. AI declare war more easily and a bit smarter.
- Geographical changes (integration of some community suggestion, some part of nick multipayer realism mod and some personnal changes to reflect impact of the terrain of real historical wars (big up to Eastory whose videos were very helpful for ww1 :
)
- -Revamped spy mission (easier and less costly), more meaniful (you can declare war as an interventionist democracy but you need a cassus belli (1 belligerence), spy mission can make this.

@evsm Sweden events and austria event are still in the making, it will probably be up nexy update :)

Again thanks to the Dev team that made and still update the game and to all modders that keeps it alive. Most of the work is from them so cheers to all of them. I'll keep updating the mod, I don't know about the regularity but I've been on this on and off for 10 years (learned from 0) but I'll definitly keep working on this. Your feedbacks and bug reports are more than welcome !

Small Tips for your first campaign :

Gameplay wise WW1 has a gameplay based upon dissent, you have to win fast or survive the longest :
1914 is movement war, you will be rewarded if you achieve rapid victory or if you take rapid advantage
1915 : more static front so it will be time to open new fronts, bring allies to turn the tide
1916 : war is still going and you'll fight for supremacy on every fronts, some winning, some loosing, the success of your allies will impact yours
1917 : dissent is getting high, face the challenge of public opinion while maintaining the front stable, some of your allies might start to fall and you'll have to face increased pressure or press your advantage
1918 : War will end this year for sure but who will win ? German Empire must achieve its goal before the end of year or face defeat. Be sure everyone will end weakened by this war.

Did you win the WW1 ? Keep playing, roleplay, events and the pace of the game reworked for long campaign should keep you entertained. Cards will be redrawed. I'm not a fan of units given by events but the mod include the mobilization system from mod33 giving historical units to each country so WW2 will be interesting even if you have the advantage from winning ww1. More challenges are planned for Victorious central powers.

Hope you'll enjoy this,

Bad4play
I Really like this mod so far,

There is so much flavour going on through the years. And a lot alternate History as well. That is really well done. I am looking forward for the new Updates :)
 
New mods are always great! Glad to try it out, I will dig into it more deeply later but for now:

There's a screenshot from your testing (zoomed in on Costa Rica) that's been included, as well as a ton of your saved games/autosaves that are probably making the filesize a bit bigger (+1.91GB) than it needs to be.

Tell us how supply depot divisions work please :)
 
New mods are always great! Glad to try it out, I will dig into it more deeply later but for now:

There's a screenshot from your testing (zoomed in on Costa Rica) that's been included, as well as a ton of your saved games/autosaves that are probably making the filesize a bit bigger (+1.91GB) than it needs to be.

Tell us how supply depot divisions work please :)
Oh I forgot to remove those sorry, I will on the next patch.

Supply depot basically works like HQ minus the fighting capability and the speed. They improve combat abilty of units in nearby provinces through improved ESE (supply efficiency) and combat event multiplier (afterall generals can do more things when they're not limited on supplies).
AI will tend to use those in rear line in normal time (I worked aroud the garrison script) so It will be vulnerable to partisan and rebels to represent their impact on logistic (I allowed mp brigade to be attached to it).
On the offensive AI will tend to move them closer to the front as they got a speed through offensive events.
 
Hey, congratz on going public with your mod! :) One to rule them all...

I know you said it's still experimental, but 1933 scenario doesn't launch for me. It crashes to desktop without saying anything. Is there anything that can be done with this?
 
Hey, congratz on going public with your mod! :) One to rule them all...

I know you said it's still experimental, but 1933 scenario doesn't launch for me. It crashes to desktop without saying anything. Is there anything that can be done with this?
Works for me, so there must be some kind of error with downloading, unpacking or installing. Have you already tried those again with clean download.

I deleted all the 1,9 gigabytes of old saves that came with the package before launching first time. I have no idea if that helped.

There could be also something with preferences. Some mods have crashed because there are 3d counters on, when I don’t use them.
 
Works for me, so there must be some kind of error with downloading, unpacking or installing. Have you already tried those again with clean download.

I deleted all the 1,9 gigabytes of old saves that came with the package before launching first time. I have no idea if that helped.

There could be also something with preferences. Some mods have crashed because there are 3d counters on, when I don’t use them.

I've reinstalled the game and downloaded the mod again. Is seems that it crushes when I choose Soviet Union as a starting country. Can you check if you encounter similar problem?
 
  • 1Like
Reactions:
Wow, this sounds fascinating. If you can pull this one, it could easily become one of THE BIG mods for DH ever. Looking forward to the weekend and giving this a try!
 
  • 1Like
Reactions:
i'm downloading it right now, i'm very happy whenever a new mod is released i have been playing darkest hour since 2011 and never wanted to play hearts of iron series, i know making the mods is difficult and yet we get them for free, since 2011 i made my first ever comment to thank the heroes who are keeping darkest hour alive with their wonderful mods.
 
  • 2Like
Reactions:
I've reinstalled the game and downloaded the mod again. Is seems that it crushes when I choose Soviet Union as a starting country. Can you check if you encounter similar problem?
I encounter the same problem indeed. Thank you for reporting that. I'll do a deep bug busting into all the mod.
I don't have much time (or electricity I should say) right now as I'm backpacking around Tasmania but I'll fix this when I can and enjoy my time diving into this to fix more bugs around.
 
  • 1Like
Reactions:
True, I corrected the title recently without changing the file name, it is done now thanks !
Great stuff!



Are you aware that your thread title is "Dusk of Europe" while your filename is "Dawn Of Europe v0.9.3"?
 
I encounter the same problem indeed. Thank you for reporting that. I'll do a deep bug busting into all the mod.
I don't have much time (or electricity I should say) right now as I'm backpacking around Tasmania but I'll fix this when I can and enjoy my time diving into this to fix more bugs around.
Oh that sounds cool. Have fun in Tasmania :D
 
  • 1Like
Reactions:
What are the requirements for the "Offensive Attrition" doctrine? I decided to go with the Schwerpunkt path and 'OA' is locked out of research...
I don't have access to the tech tree but generally you need the technology above in the colum, sometimes it is the technology above in the colum + the one in the adjacent colum.
If you click on the tech in the tech tree there should be a "!" on the required techs.
If none is shown then I may have made a mistake and will short it out :)
 
Hello, I downloaded this mod to my computer. The mod does not start (personally for me).
Hello! Can you tell me a bit more about it ? Did you extracted the file in mods directory and tried another clean download and installation ?