Hi guys, sorry for having disappeared from the forum, I usually hang around the Discord nowadays, I've been mostly busy with stuff, my b.
I think NCR usually allies with PSZ/Jihad unless FUSA has, fallen in which case NCR becomes head of the American Unity.
Dow between AU and Jihad I recall as being far from certain.
In the current version, the NCR tends to join the American Unity. If they end up joining the Jihad, then it likely means they must have changed their government to something else, like Merchant State.
Yeah, I noticed, it's nice, I avoid giving regulars transport brigades except for divisions with artillery brigades, then when I make power armour units I give them armoured transports while units with artillery gets trucks to compensate for the lower speed, the faster the better!
Plus, motorized is weak, only use them for "recon" (just send them ahead of the army to see where the enemy army is) or to capture land, so for a mobile army, it's much better to give the regulars some transport brigade...
Also, there is two calvary brigades? RCC start with a regular that have waste calvary but it's not considered as a calvary brigade, rather as a transport brigade, trucks and APC... that's kinda odd...
Oh, also, you apparently can't make calvary brigades, only make units with calvary brigades, so whenever I want to give some of my units some horses, I have to make cheap units with calvary brig. remove the brigade from the cheap units, disband and them wait for the brig. to be ready for deployment so I can add to the unit I want.
I've already fixed it on my game, but want to make sure this is noticed.
'-')b yeah
Yeah, in my last game I used a bunch of transport brigades, and they're a great way to get some mobility on a foot-slogger army. Couple them with proper mobile units and you can get a good impromptu fast advance going. The truck/arty combo is definitively underrated. When I did the brigade revamp, I took away from restrictions in order to see what players would do with brigade combinations.
Try Motorized with Missile Buggies, they definitively got some bite. You can go crazy with them if you play Huns, just run rings around the opposition.
Oh yeah, there's the new cavalry brigade and the OG one. Top of my head, the idea is that the transport cav brigade is merely mounted infantry, as in, they ride the horse and dismount to fight, whereas the Cavalry brigade is an actual fighting unit.
Oh yeah, I've heard about the cav brigade bug. What's the fix on your end? No sense reinventing wheels.
Nice!
Yeah, that's what I meant, I'm horrible at explaining stuff, I was thinking that, if you're playing as FUSA or RCC you should be able to assure the Chosen One that Old World Government isn't that bad, I was thinking of adding some code that detect if the faction is considered Post-War Republic, have good humane policy and have almost entire control over it's national territory, when I was playing as FUSA, I left PSZ last while trying to make my army have at least the same number of troops as them (using intel tab to see their approximate numbers), while playing as Canada, I was trying to help Broken Hills, wich for some reason joined the Enclave, to fight them, but ended up turning myself the buffer state between the two...
PSZ is no joke, never fougth them because big army numbers = very scary, and oh boy, the Chosen One has the entire soviet army with him, 200+ units every game, while I'm struggling to go above ~120 units, not because of lack of resources... but because I can't stop myself from building "railways" (increasing the infra. of specific provinces to 100) so I can move my armies between the continent...
(This is also the reason why I never build a big navy or air force, they're ignored, I have to build airbases/naval bases due to the extreme lack of it, making the creation of a navy or air force time consuming, so it's not worth building them when I can- need to build a big army because I'm now a neighbour of two giants with big scary armies trying to kill each other)
I really need to do something re: Jihad-American Unity.
I haven't done much with it yet, but in my conception, The Chosen One, after all his bad experiences, has turned into a bit of an unbeliever regarding large centralized states and the Old World in general. This is because the other two major alliances are two different groups wanting to bring back the Old World. The Jihad is all about New World Hope.
I definitively want something to do something interesting in the future regarding Jihad-American Unity relations, doesn't have to be entirely adverse. Think Allies-Comintern in HOI until Hitler is destroyed.
I might have to first re-do entirely how the Alliances work, through.
Wait a minute, you were playing Canada and Broken Hills joined the Enclave?! How...?! That's pretty much impossible, Broken Hills doesn't even get that alternative, for the same reason all the other mutant and mutant-friendly nations don't (like RCC, only player can join the Dictatorship).
Yeah, PSZ gets a pretty nice army, and they need to, being a late arrival. I remember triggering them early and being pretty shook by their forces, especially their highly-advanced Regulars.
Not gonna lie, I like building infra and IC too. I build quite a bit of infra since I figured out it helps building IC.
I recommend taking a second look at air, a nice airforce can do some real carnage to enemy units if you know how to use it right.
If you're playing RCC, don't forget that the Great Lakes are now connected to the Atlantic Ocean (courtesy of Arcangelus). Use that information wisely.
I thought there was some code in DH that let you change the "stats" of each nation/faction if the same is being controlled by AI or player, I think I saw it somewhere wile trying to learn how to mod the game...
Thanks!
No worries, better late than never!
There is yeah, you can a nation being a player or AI in a trigger.
Hello there... made a buglist from some bugs I found since 2021, don't know if I forgot any bugs... here's my buglist, hope it helps!
-Event for reuniting Northwest US gives core on a province in the Northeast US. (event id = 40231. Location = db/events/Unifications.txt) Province = 6476 , Martinsburg, West Virginia, Northeast US.
-Tadz the ghoul event "fluffy little poland" increases relations with yourself if playing as = NCR(CAL),Shi Empire(CHC),Vault City(GER),Enclave(ENG),FUSA(USA),Mutant
-Army(SOV),Midwest BoS(ITA),NROM(MEX). (event id = 40151. Location = db/events/General.txt).
-You can make divisions with cavalry brigades but can't make cavalry brigades itself, so if you want to make a cavalry brigade for a existing division,
you'll have to make a division with cavalry brigade, remove the brigade from the division and then add the cavalry to the division you want it to have.
-In the decisions tab, you can spam the "Armored Regiments" decision, but only one cavalry brigade will actualy be made, making the player lose resources for just a
single brigade, need to make the decision dissapear once taken and only reappear once the brigade is made. (event id = 610410. Location = db/events/Decisions.txt
-If sucessful in "demand territory" in diplomacy tab, target country will give provinces you have claim/core on, but won't give you territory
that is owned by you (but controlled by them), forcing the player to DoW to get back owned land. (I know that this is not meant to happen, owned province should
automatically return control to the owner when theres peace between the two nations, just a heads up)
All these errors were noticed during 2022-2023, report made in 13/04/2024, this is all the bugs/errors I found during all my playthroughs since 2021.
(will properly playtest/bug hunt sometime later)
12/2024 edit: just remembered a annoying bug that happens sometimes, i don't know the reason and can't remember if there was a pattern, but, some trade offer made by AI will last until 2999 and you can't cancel it, i had to multiple times change that by editing the save file...
- Oh, nice! I think I actually fixed that Northwest US one in my Reunifications change, but I will have to check to make sure.
- Well spotted on the Tadz event. That was always weird.
- Yeah I need to fix the cav brigade thing.
- Yes, I need to check the Armored Cavalry Regiments decision sometime, its on the list.
- Wait, really? Do you have save to replicate this? I think it might be an issue caused by misc modding, due to certain things necessary to make the Wasteland/Marauder implementation work.
- I never saw the 2999 trade offer thing. Are you sure they aren't set-up by default at the start of the game?
Hi, thanks for the great mod. I found a few typos, should I report them here or at some other place?
Here is good, you can also use the Discord if you feel like it.
quick question for the dev. so the spiders used to have their own 3d spider model for their soldiers. now they have the same models as the other factions. why the change?
just curious.
Huh, it should be there. Must have accidentally changed it when I turned Spiders into their own unit type separate from Irregulars. Will put it on the list.
Dear lord, the beastlords are unhinged on building forts
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Well I did tell them to build forts when bordering certain nations, but this is a bit insane even for me. I don't know why they are building forts like that.
Did you see that happen only once or more times? Any nation doing something similar?
So far, I suspect they're having lots of left-over IC and not enough MP to spend on, so they're using the remaining IC to crank out forts. Its 2251 on that date so they should only be making lvl 3 forts max, so I suspect they're hitting the lvl3 limit and then building another fort elsewhere.