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Play with the last version as robot nation , really fun game. Two issues I see however:
- attachments give too much vulnerability, 2-3 would be more coherent for most of the period
- Spider nation is a bit insane, spamming units like crazy and being an unstoppable. But compare to robots which get crap doctrines (and some of those need to be looked at, on of the latest giving +30 ground attack) Spiders get doctrines as well, so they end up with a 500 division army with up to date GDE
 
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Play with the last version as robot nation , really fun game. Two issues I see however:
- attachments give too much vulnerability, 2-3 would be more coherent for most of the period
- Spider nation is a bit insane, spamming units like crazy and being an unstoppable. But compare to robots which get crap doctrines (and some of those need to be looked at, on of the latest giving +30 ground attack) Spiders get doctrines as well, so they end up with a 500 division army with up to date GDE

Enjoying the new and improved RCC and thought the Spiders were doing unusually well... oh dear. After conquering the FUSA the Spiders and I are neighbours...
 
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Well, I'll say this about the new spiders: They certainly shake up the endgame. Forget the Jihad or the Enclave, I have to stop the Spider Apocolypse.
 
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Assessment, having badly lost the Spider War and used a few saves to examine the problems in depth:

Thr biggest problem is. I feel, supplies. Despite fielding 1200 units, the spiders need only **49** IC to supply them all. A human Reg-3 demands 1.3 supplies, a Human Irr-3 1.1. A unit of Killer Spiders?

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A paltry 0.1 supplies, the runaway spiders can field thousands of units without so much as breaking a sweat. Their TP is also never put under any stress despite being low from lack of tech, allowing the spiders to lose absolutely no combat effectiveness.

No other state that pumps irregulars can produce like this, as the supply demands of their standing army slowly take up more and more of their IC, eventually curbing their production. This in theory also applies to the Spiders, but at a 13-to-1 ratio that any other state can maintain. With 1200 spiders fielded...

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They STILL have another 300 units a year in production. There's no beating the Spiders if you let them get even a little momentum.

EDIT: Also, of course, Spiders take 1/4 the IC and 1/8 the manpower of an irregular division as well. The spiders simply have too much engine to be hampered by their weaker units. I have to assume this wasn't a big problem due to the Spider's weak start and aggressiveness, causing them to get dogpiled early. Now they have the muscle to get the ball rolling at gamestart and only declare one war at a time.
 
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Okay, well, turns out letting the Spiders expand is a bad idea. A really bad idea.

It's 2259, and my Mutant Army game has gone well. Taken out EBoS and the raiders to the south. The Spiders, meanwhile, took out the Manitou Tribes and most of the south-east, getting a 100 IC economy in the process. No big deal, right? Mine is 240 IC, with almost a hundred battalions of jacked up mutants.

Yeah.

Over 600 battalions of Giant Spiders. They take 1.3 IC and 0.6 manpower to build and the AI is pumping out a new one - on average - every four days.

How do the Spiders annex the Enclave? Cuz since they cant build upgraded transports i cant reach Honolulu in Hawaii and it has a victory point.




Yeah im playing as the Spiders and i have 1227 divisions atm at Dec 2255. Idk if thats alot but my spider Queen General is commanding an army of 110 and it feels like alot.
All though i do have 1788 ic.


P.S. Does Kurtz Camp get special events or anything?
Doing some back reading and yeah, it's always been like this. It was never never an issue in most cases since the Spiders would typically suicide themselves. Their stronger start and smarter AI have just brought the issue to the forefront.
 
Two further commnets:
Irregular gets two much air attack, and in general they don't seem much worth it compare to mercs. Regarding mercs, to compensate for their better manpower efficiency they need to be more costly. Irregulars in particular seem to be overshadow by regulars and mercs

Buggies could probably be a bit slower initially, 24 speed seems a bit high compare to the standard 3
 
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Hello, how are you supposed to be able to take over Hawaii? Even with the most advanced Transports, it's still out of range for naval invasion.
I could swear advanced transports used to be able to reach Hawaii, but it seems like you are correct. The nearest bit of Californian coast is ~3800 km away, out of range of the 3200 range freighters or 3000 range transport zeppelins. I wonder if I'm missing something?

Two further commnets:
Irregular gets two much air attack, and in general they don't seem much worth it compare to mercs. Regarding mercs, to compensate for their better manpower efficiency they need to be more costly. Irregulars in particular seem to be overshadow by regulars and mercs

Buggies could probably be a bit slower initially, 24 speed seems a bit high compare to the standard 3
Took a look and Improved/Heavy Irregulars have an typo in marine.txt where their air defense has been listed as air attack, which is most certainly the issue. Good eye.

As for costs, it is worth noting Mercs cost 2-3 times as much as Irregulars in supply and fuel, which makes a lot of sense to me. Cheap to hire, but costly to keep on the payroll.

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Well I don't consider fuel to a limit in the mod, do you find the opposite? Supply is true is something I may count less, but overall from experience I don't think irregulars specially with Scum mercs have much of a role to play (compare to standard DH militia spam for example).


Also can the Ai be made to spam less garrisons? If I'm not mistaken Robot nation only builds garrisons, and as it can be seen from CommisarChance screenshot some Ai nations overbuild a lot of garrisons.
 
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Well I don't consider fuel to a limit in the mod, do you find the opposite? Supply is true is something I may count less, but overall from experience I don't think irregulars specially with Scum mercs have much of a role to play (compare to standard DH militia spam for example).


Also can the Ai be made to spam less garrisons? If I'm not mistaken Robot nation only builds garrisons, and as it can be seen from CommisarChance screenshot some Ai nations overbuild a lot of garrisons.

It is true that fuel cells are so plentiful as to be basically free, something I remember noticing as long as I've been playing the mod on-and-off.

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A dozen more hours at cracking the Spider problem, and I gotta say it was all worth it for this moment.
 
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Hi folks! Sorry I haven't replied to this thread in a while, been a tad busy since I got that new job. I mostly hang around the Discord those days. Let's make up for it, I will get to you eventually:
Well I choose to "capture him" or what ever, hoping for some other cool events, but he "escaped" and then started sabotaging me, so I went through an other nation just to get to Vault 10 and destroy it but then he kept on doing it anyway. So not a sharp eye! Just a thick head.

If you look in the changelog for 2.5, I fixed that. No more annoying sabotage.
Also, at least in the Return scenario the fight between Junkers, Dark Cathedral and The Former USA is consistently bugged. Dunno if it works better in the Boston one since as mentioned I sadly only played the Return one a couple of times now. But what happens is that the Cathedral will mega-stack around its capital and the Junkers too plus around here and there. The USA gets reduced to a few pockets and then everyone seemingly backs off. Been playing on Very Hard with The Den, Western BoS and tried the Former USA myself once and before I peaced out the Dark Cathedral it was consistently not moving to attack me but kinda stacking at my borders. Peaced it out to kill the Junkers. Might be worth testing with no fog of war to see what happens. Probably something to do with AI priorities.


I think though that without this "bug" or what ever the former USA faction would have a very hard time surviving as an AI vs AI. But maybe thats intended I dont know. Either way all 3 seem to get stuck now so its just kinda lame.

In fact here's a funny little screenshot from the end of the scenario for me. Not even my Ally Polar Station Zeta wants to attack the former USA once Ive declared war on it. They just kinda stack around it and dont move. Ive given all my units except a few special ops and garrisons to Polar Station Zeta as expeditionary and while they did fine mopping up the remnants of various enemies, they just won´t move into the Former USA as if there is a force field shield around it! :)

Before we cleaned out the Junkers they did the same, in addition to stacking their capital. And the Former USA never attacks in any direction either, even when there are clear openings.

Edit: I tested just for a few minutes it with the newer Boston scenario and there it seems to behave far better.



A few minor bugs issues in general:

Nuka Cola doesn't have Embargo on Warriors of Ice. Its kinda cool that the only thing or place these fierce giants want to trade with is with the cola company :D Maybe they got addicted to it while raiding a shipment? Could be a funny lore-thing, but as of now I think its just a small oversight.

Boston has no trade embargo with DarianTribes and possibly others.

Boston has no military leaders, probably a work in progress.

Pockets, huh? I've seen The States; get reduced to a pocket then lasting years in my games, I think in the last one it almost hit the End War lol.
Dark Cathedral will mega stack? Weird, I never heard about them doing that. I know Mexican Raiders used to have an issue with this. Seen anything like that in the new patch?

Weird for PSZ not to attack FUSA. Get I need to tell it to attack the provinces in the future.

Warriors of Ice want a refreshing drink lol.
Thanks for telling me about this oversight, gotta fix it lol.

Yes, Boston has a few trade embargo issues I noticed.

Boston has been changed in the current version, take a look.

Ive also got one final question! What happens with the Glow? They just keep getting these "Rad-away" events year after year. Do they ever change?
Seems like they taper off eventually, its kinda strange. I have to take a careful look at those events.

FEMA-estimated primary counterforce targets for Soviet ICBMs in 1990. The resulting fall-out is indicated with the darkest considered as lethal to lesser fall-out yellow zones.
2022 CBS news nuke target map. Triangles are targets in a 500 nuke scenario. Black dots are a 2000 nuke scenario. I'm pretty sure the huge targets in Montana, North Dakota and Wyoming are our oil drills. EDIT: Or missile silos
More nuke targets with fallout map.
Fascinating, dude! Those maps are very informative! I gotta store them all!
Guess with them I can paint a clearer picture of what was hit.
2000 nuke hmmm? I wonder how many nukes Fallout had. Considering New Vegas got almost a hundred near it, perhaps a 5-10k nuke scenario? Insane to think about. Pre-War Fallout might have had some sort of ABM defense, requiring multiple nukes per target?
Paradox is being weird so I'm just going to bold my answers

https://en.wikipedia.org/wiki/NASA_facilities This is a good summary of the NASA centers. Houston is very important.
Very informative! Another data worth storing! Gotta check the facilities, see which ones might exist in the divergence, the launch sites might stand out because they are very location-dependent.
Native Reservations do seem to be out of the way of the bombs. With their populations intact they could easily create a river civilization. I just doubt they'd stay on reservation land because it's only good for hunting game.
Yes, that's what I thought.
You think they would't stay in Reservation Land? I would like to see you elaborate, as I am not the most knowledgeable.
The Great War bombs dropped in 2077. Best info we have is the 2020 Census.
Wouldn't work methinks, too long after Divergence. Demographic trends nowadays are too different - childbirth went down, immigration from out of the US went up, etc.

Funfact: I realized recently that Fallout US would be blacker and less hispanic than OTL.

I've tried using 1945 and 50s censuses to limited results.
I would move some manpower across state lines while trying to keep the original totals for most states. People leaving nuked areas, inhospitable land, and cities for the rivers and coasts. Urban areas should always have some goodies/resources lying around because of the ruins. Nuked areas could also give you a lot of ghoul manpower. My brain goes back and forth on what should remain after a nuking.
That makes sense, people shouldn't just stay in lines that are gone, but pick the best lands.
Pity we can't differentiate on different types of manpower, but ghoul areas getting manpower from nuked land is a neat idea.
Then we should give river areas a boost. Caesar's Legion fought a war over the hoover dam!
I suspect they already will, thanks to all the hydroelectric dams.
Manpower boosts, perhaps?
Anything out in Arizona and New Mexico is just dry.
Is it? When I read it up, it seemed to be quite less dry than I thought at first. I also saw a lot of work done on dams in order to have water. I've added lots of hydroelectrical dams, I wonder if non-hydroelectric dams could be useful somehow.
Yeah, marijuana legalization would make no sense in Fallout universe lol. Sadly for prospective post-apocalyptic potheads (and luckily for Myron), I'm pretty sure MJ bit the big one from the war lolololol.
Post-nuclear potheads on suicide watch
It looks big. You can't get in without clearance.
Dang! There goes my plans for a tourist tour!
Just a few to help hold their lines and numbers. It's worth playing with if you don't get them building the way you want.
Hmmmmm... interesting. Might be worth doing it, I wonder if that could help the AI. The States deploying Irregulars from militias might make sense, hmmm...
It is cliche, but having lived in the American South it's unreal how many have sympathy for the old rebel nation. They don't desire slavery they just want to be separate. However forcing ghouls into slavery wouldn't be out of the question.
Yeah... it might be too iconic to simply sidestep away. My friend with ideas for the South did give me some interesting ideas.
I actually kinda "get" those guys, living in a state that once tried secession too - even if in RL I would have never backed them (not because they were secessionists, but because they were a bunch of rabid jacobins and thugs. The Cabanagem was... complicated).
Maybe I'll download discord and see what you guys have.
Hopefully you do! Would like to see you there, you always deliver with the neat feedback!
We REALLY got to organize that multiplayer game some time.
It's possible the US achieved racial harmony in California by 2077, but for the South? I really doubt it. The last "slave" wasn't freed until WW2. A very interesting documentary on post Civil War slavery by KnowingBetter came out recently. Fallout's lack of focus on the South gives us liberty to maximize the fun and entertainment until they finally do Fallout Atlanta hahaha.

AFAIK Pre-War USA's racial politics are more like modern-day Brazil, in which racism is pretty rare and, more like Problem #1239, not a big issue and when a racist episode happens, it becomes news and someone gets in trouble with the law. Mixed race couples are considered normal, blacks have been integrated, racial identitarian groups of any stripe get cracked down (like what happened to Brazilian Afro-Militants during the dictatorship) and society is not divided across racial lines.

While it's not canon, I find it interesting that in Fallout of Nevada there was still a bit of left-over old world racism. It made considering how the game was placed before FO1 and therefore Old World Customs like that were probably still present.

That friend I told you about did have some ideas for a group of KKK-descendants who were genuine White Supremacists, but they were considered weird compared to their peers on only hated on mutants and such.

They do seem to become pretty xenophobic towards the Chinese, akin to how the japanese were treated in WWI.

Of course, there may be some regional variancy on this regard and the odd strange group.
After the war, racism between human races seems to have given way to racism between humans and mutants. Which is something I want to explore in full when I get deep into the South and the Caribbean - humanity dealing with new human-like races sharing its planet. Humans, Neanderthals and Denisovans, all over again.
 
Good God What Have You Done. Midwest, Colorado, The South, Mexico...all overrun by Eight-Legged Freaks!

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(everything that is light green above the selected province is Polar Station Zeta)
 
How are you supposed to annex the Enclave if there's no way to reach Hawaii?
If you conquer Unalaska, or build a port in Adak or Atka, then the SZ with the word "Hawaii" in it is less than 3600 away. Then you can amphib-assault one of the (probably empty) islands that has a beach facing that SZ.

Of course that unit won't be retrievable until it walks to Pearl Harbor so you can rebase a transport there.
 
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If you conquer Unalaska, or build a port in Adak or Atka, then the SZ with the word "Hawaii" in it is less than 3600 away. Then you can amphib-assault one of the (probably empty) islands that has a beach facing that SZ.

Of course that unit won't be retrievable until it walks to Pearl Harbor so you can rebase a transport there.

The problem is, I don't think there are any ships or transport planes that can reach over 3000 km away.

edit: I checked all the files, nothing can go over 3200 km. I edited the transport.txt to change the final TP range to be 5000 km. Seems like a small oversight.