NOTE:
For 1.04 RC1 compatible mods you only need to update country.csv file to make it work with 1.04 final!
How to update a 1.03 mod to 1.04
Update 1.03 misc.txt to 1.04
Add 2 new lines 252 -> 253:
Code:
# Enable return of occupied provinces, owned by non-enemy countries. If the province is owned by neutral country, it will be returned only when not in a war zone. 0 - Disabled, 1 - Check every day, 2 - Check every other day and so on.
30 #0
Add 8 new lines 271 -> 278 (after adding the previous 2 new lines):
Code:
# Daily attrition for Land units out of supply - Str. loss per day. Weather and terrain attrition add on top of it.
0.5 # 0.5
# Daily attrition for Naval units out of supply - Str. loss per day. Note: Not applied to AI controlled fleets.
0.5 # 0.5
# Daily attrition for Air units out of supply - Str. loss per day.
0.0 # 0.0
# Lowest unit str. for attrition losses. Units with strength equal or lower then THIS will stop receiving attrition damage. Values above 0.0 prevent unit destruction by attrition. [0.5 = 0.5 STR, 100.0 = 100.0 STR etc.]
0.5 # 0.0
Add 6 new lines 359 -> 364 (after adding the previous 10 new lines):
Code:
# Convoy transports model in battles. 0 = use current researched TP model; -1 = use one level below current researched TP model and so on. Do not use fractions and numbers above 0!
-1 #-100(always use model 0)
# Chance for each added escort to convoy battles to be a CVE (when this unit type is activated for the country) instead of a DD. Valid values 0-100.
10 #0
# CVE model in convoy battles. 0 = use current researched CVE model; -1 = use one level below current researched CVE model and so on. Do not use fractions and numbers above 0!
-1 #0
Add 2 new lines 403 -> 404 (after adding the previous 16 new lines):
Code:
# Base chance of units attacked by province AA to avoid hit if defences left
0.3 #0.75
Add 2 new lines 411 -> 412 (after adding the previous 18 lines):
Code:
# Base chance of units attacked by province AA to avoid hit if no defences left.
0.9 #-0.01
Add 26 new lines 463 -> 488 (after adding the previous 20 new lines):
Code:
# Air vs. Land - Org dmg lower limit - Land units attacked by air units will stop receive ORG damage when ORG drops to or below this absolute ORG value
10.0 #10.0
# Navy vs. Air - Org dmg lower limit - Air units attacking naval units will stop receive ORG damage when ORG drops to or below this absolute ORG value
0.0 #10.0
# Air vs. Navy - Org dmg lower limit - Naval units attacked by air units will stop receive ORG damage when ORG drops to or below this absolute ORG value
10.0 #10.0
# Air vs. Province AA - Org dmg lower limit - Air units attacked by province AA during bombardment will stop receive ORG damage when ORG drops to or below this absolute ORG value
0.0 #10.0
# Carriers vs. Bases - Org dmg per hour - ORG lost each hour by carriers while attacking naval or air bases
2.0 #5.0
# Carriers vs. Bases - Org dmg lower limit - Carriers attacking naval and air bases will stop receive ORG damage (see above) when ORG drops to or below this absolute ORG value
10.0 #0.0
# Carriers vs. Bases - Org dmg hit after bombardment - Carriers attacking naval and air bases will receive this ORG damage after every bombing run. Remaining ORG cannot be less then 'Carriers vs. Bases - Org dmg lower limit' (see above)
20.0 #10.0
# Carriers vs. Bases - Str dmg - Increasing this will increase the STR damage inflicted by carriers to enemy units while attacking enemy bases [multiplier]
2.0 #2.0
# Air vs. Navy - Critical hit chance - Chance for air units to inflict a critical hit (extra STR damage) to ships - checked for each hit inflicted in combat. 0-100 (0 - No critical hits ever, 100 - Every hit is critical)
10 #10
# Air vs. Navy - Str dmg modifier for critical hits inflicted in combats (see above) [multiplier]
10.0 #10.0
# Navy vs. Navy - Critical hit chance - Chance for naval units to inflict a critical hit (extra STR damage) to other ships - checked for each hit inflicted in combat. 0-100 (0 - No critical hits ever, 100 - Every hit is critical)
10 #10
# Navy vs. Navy - Str dmg modifier for critical hits inflicted in combats (see above) [multiplier]
10.0 #10.0
# Land vs. Air - Str dmg air units takes from land units will increase by land unit org/ this value [multiplier] when THIS > 0.0. Ignore this modifier when THIS = 0.0. Use it as multiplier [current org / max org] when THIS = -1.0.
-1.0 #25.0
Add 3 new lines 503 -> 505 (after adding the previous 46 new lines):
Code:
# Land vs. Land - Str dmg limit - stop receiving STR damage once this STR limit is reached (prevent unit killing in land combat) and lose all remaining ORG instead. Ignored for Rebels
# Set above 0.1 to activate (units with STR less then 0.1 will be killed regardless of this setting)
0.5 #0.0
Add 8 new lines 536 -> 543 (after adding the previous 49 new lines):
Code:
# AA - Min inflicted ORG damage - starting value, it is modified before being used.
2.0 #2.0
# AA - Additional inflicted ORG damage (random) - starting value, it is modified before being used. Don't use fractions!
2 #2
# AA - Min inflicted STR damage - starting value, it is modified before being used.
1.0 #1.0
# AA - Additional inflicted STR damage (random) - starting value, it is modified before being used. Don't use fractions!
3 #3
Add 14 new lines 556 -> 569 (after adding the previous 57 new lines):
Code:
# Nukes: STR damage to units modifier. [(0.2 + rand[0.0 to 1.0]) * THIS * Nuke Damage Power]. [multiplier]
0.5 #0.5
# Nukes: Max STR damage (as percentage of current STR) to friendly units (except for the bomber unit that drops the nuke). 0.0 - no damage to friendly units, 1.0 - take damage as any other unit. [multiplier]
0.5 #1.0
# Nukes: ORG damage (as percentage of current ORG) to friendly units in province (except for the bomber unit that drops the nuke). 0.0 - no ORG damage to friendly units, 1.0 - 100% org damage [multiplier]
0.5 #1.0
# Nukes: ORG damage (as percentage of current ORG) to enemy or neutral units in province. 0.0 - no ORG damage to affected units, 1.0 - 100% org damage [multiplier]
1.0 #1.0
# Naval bombardment [1] - Chance for attacking bombers to hit the most damaged ship in fleet. [1] + [2] <= 100; 100 - [1] - [2] = chance to hit a random ship. Don't use fractions!
50 #50
# Naval Bombardment [2] - Chance for attacking bombers to hit the best ship in fleet. [1] + [2] <= 100; 100 - [1] - [2] = chance to hit a random ship. Don't use fractions!
25 #25
# Tactical Bombardment - Chance for attacking bombers to hit the most damaged (for Ground Attack mission) or the most disorganized (for Ground Support mission), but still above 0 ORG land unit. Otherwise a random land unit is targeted. 100 - THIS = chance to hit a random unit. Don't use fractions!
50 #50
Add 58 new lines 584 -> 641 (after adding the previous 71 new lines):
Code:
# ORG regain [all] - Enable new ORG regain logic. Following ORG regain modifiers are used only when this is enabled: 0 - disabled (old logic used), 1 - enabled
1 #0
# ORG regain [all] - Morale effect. [1.0 + Morale * THIS]. Multiplier
0.01 #0.01
# ORG regain [all] - Clear weather effect. Multiplier
1.0 #1.0
# ORG regain [all] - Frozen weather effect. Multiplier
0.8 #1.0
# ORG regain [all] - Raining weather effect. Multiplier
0.9 #1.0
# ORG regain [all] - Snowing weather effect. Multiplier
0.8 #0.8
# ORG regain [all] - Storm weather effect. Multiplier
0.8 #0.8
# ORG regain [all] - Blizzard weather effect. Multiplier
0.6 #0.6
# ORG regain [all] - Muddy weather effect. Multiplier
0.7 #0.7
# ORG regain [naval] - Main modifier - higher this is, faster the ORG regain would be. Multiplier
1.0 #1.0
# ORG regain [naval] - Out of fuel modifier. Used when out of fuel. Multiplier
0.8 #1.0
# ORG regain [naval] - Out of supplies modifier. Used when out of supplies. Multiplier
0.6 #1.0
# ORG regain [naval] - Current/Max ORG modifier. [1.0 + (1.0 - Current/Max ORG) * THIS]. Multiplier
3.0 #0.0
# ORG regain [naval] - At naval base modifier. Used when in naval base. [1.0 + Port Size * THIS]. Multiplier
0.2 #0.2
# ORG regain [naval] - At sea modifier. Used when not in a naval base. Multiplier
0.8 #1.0
# ORG regain [air] - Main modifier - higher this is, faster the ORG regain would be. Multiplier
1.0 #1.0
# ORG regain [air] - Out of fuel modifier. Used when out of fuel. Multiplier
0.6 #1.0
# ORG regain [air] - Out of supplies modifier. Used when out of supplies. Multiplier
0.8 #1.0
# ORG regain [air] - Current/Max ORG modifier. [1.0 + (1.0 - Current/Max ORG) * THIS]. Set to 0.0 to ignore. Multiplier
3.0 #0.0
# ORG regain [air] - At airbase Size/Units modifier. Used when in airbase. [1.0 + Air base load (0.01 to 1.0) * THIS]. Multiplier
1.0 #1.0
# ORG regain [air] - Out of airbase modifier. Used when not in airbase. Multiplier
0.1 #0.0
# ORG regain [army] - Main modifier - higher this is, faster the ORG regain would be. Multiplier
1.0 #0.75
# ORG regain [army] - Out of fuel modifier. Used when out of fuel. Multiplier
0.9 #1.0
# ORG regain [army] - Out of supplies modifier. Used when out of supplies. Used as Multiplier when greater or equal to 0.0. Used as flat hourly ORG loss when negative
0.6 #-0.05
# ORG regain [army] - Current/Max ORG modifier. [1.0 + (1.0 - Current/Max ORG) * THIS]. Set to 0.0 to ignore. Multiplier
3.0 # 3.0
# ORG regain [army] - Friendly soil modifier. Used when the unit is in province owned by a friendly nation. Multiplier
1.3 #1.3
# ORG regain [army] - In transportation modifier - Used for loaded on transport ships or planes land units. Multiplier
0.5 #0.0
# ORG regain [army] - Moving modifier - Used when the land unit is moving (not retreating!) to another province. Used as Multiplier when greater or equal to 0.0. Used as flat hourly ORG loss when negative (and not out of supply)
0.1 #-0.02
# ORG regain [army] - Retreating modifier - Used when the land unit is retreating. Set to 0.0 to ignore. Multiplier
0.8 #1.0
REMOVE 2 lines 792 and 793 (after adding the previous 129 new lines):
Code:
# Use Attack and Support Attack mission efficiencies as land combat modifiers for attackers. 0 – Disable, 1 - Enable
1 #0
Add 2 new lines 1150 -> 1151 (after adding the previous 129 new lines and removing those 2 lines):
Code:
# Allow release of a new country if any of its provinces are in a current war zone (land connected to enemy province) for the releasing AI country. 1 - Allow the release, 0 - Do not release countries in war zones
0 #1
Add 8 new lines 1160 -> 1167 (after adding the previous 131 new lines and removing those 2 lines):
Code:
# AI unit power calculation [used to calculate attack/defence odds] - usage of current STR and effective ORG in the calculation for land units: 0(old) - [(effective_ORG*3 + STR)/4], 1(new) - [(effective_ORG*STR)]
1 #0
# AI unit power calculation [used to calculate attack/defence odds] - use current Ground Defense Efficiency in the calculation for land units: 0(old) - GDE not used, 1(new) - GDE is used as multiplier
1 #0
# AI unit power calculation [used to calculate attack/defence odds] - min ORG: return 0 power for any division with ORG less then THIS.
2.0 #2.0
# AI unit power calculation [used to calculate attack/defence odds] - min STR: return 0 power for any division with STR less then THIS.
1.0 #0.0
Add 8 new lines 1265 -> 1272 (after adding the previous 139 new lines and removing those 2 lines):
Code:
# Allow console cheats in multiplayer games: 0 - Disable cheats, 1 - Allow cheats
0 #0
# Disallow manual change of assigned transports and escorts to a convoy (to prevent player exploits, especially in MP games). 0 - Manual change allowed, 1 - Manual change disallowed
0 #0
# Include MP added by attached to the unit brigades in MP cost calculation for repair of damaged units. 0 - Disabled (unit MP used as MP cost base), 1 - Enabled (unit MP + MP for all attachments used as MP cost base)
0 #0
# Disallow detachment or attachment of brigades to units that are not at least of THIS percentage of their max STR [0.0 - 100.0]. 0.0 - allowed to units at any STR, 100.0 - allowed only to units at max STR. Note: Applied to players only.
0.0 #0.0
Length of old 1.03 misc.txt:
1141 lines.
Length of new 1.04 misc.txt:
1286 lines (1141 + 147 -2).
Update db\country.csv to 1.04
This is required only for mods that use own version of that file.
The change is rather simple:
Open the file in Excel or other program that can work with CSV files and insert 3 empty columns
before the X column.
Alternatively you can open the file in any text editing program and replace ;X with ;;;;X
This is how the top of the new file should look like:
Code:
country;main color;leader language;Army Nationality Sprite;Model Nationality Picture ;Model Nationality Icon;Model Nationality Name;END
AFG;LightGray;ENG;ENG;;;;X
Optional: Add new file for mission efficiency effects
Copy DH\Mods\Darkest Hour Full\db\mission_eff.csv to your mods folder (so for example to DH\Mods\Kaiserreich for DH 1.5\db\).
This is not strictly necessary as when the file is missing, the DHCore file is automatically loaded (it's needed only if you want to change the default settings).