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Aidan

Admiral General
39 Badges
Feb 22, 2002
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Historical War Mod for AoD 1.04 (release 1.8)
Download: http://www.filefront.com/17147844/HWM Release 1.8.zip

The idea behind this mod is to have World War II play out a bit more historically without free units or ai cheats.
I started this mod with Germany so the Germans are the most fleshed out with new events etc. Future releases will include more event and flavour for other nations.
The biggest change in this mod is the historical OOB for Germany. The idea is to re-fight World War 2 with nearly the same OOB as Germany, can you do better with the same unit build?
I have edited some AI and starting files for some nations so this mod is probably not compatible with other mods other than graphics.
This mod is to be played with the 1936 scenario.

INSTALL:
I highly recommend using JSGME for all mod installs.
For best results I recommend GIP, SKIF, AOD GTP and MGMIIv2
Place the unzipped folder in the MODS folder created by JSGME in this order (Hit yes to any conflicts):
0. AOD (patched to 1.04)
1. GIP 0.9 http://giphoi.wordpress.com/downloads/
2. SKIF http://www.star.net.pl/~scytth/hoi2/page/index.html
3. MGM2v2 http://forum.paradoxplaza.com/forum/showthread.php?t=462315
4. AoD GTP http://www.europa-universalis.com/forum/showthread.php?t=463706
5. HWM 1.8 http://www.filefront.com/17147844/HWM Release 1.8.zip

Changelog:
AI:
Made Nat Chi a tougher challenge for the Japanese.
Italy should ignore the greek islands and hopefully stop loading them with divisions.
Soviets are a tougher challenge for the German player.

Gameplay:
Tweaked ground combat. Battles extended and experience taken more into account.
Higher starting nationalism rating means higher revolt risk everywhere.
Most minors get a peacetime IC modifier. They were producing way too many divisions.
Changed gearing IC to 25% so a player controlled Germany can get closer to the historical OOB.
Changed the way armoured divisions can be created. They are brigades until historical year doctrine changes allow full divisions.
Added Motorized brigades to motorize Infantry divisions.
Added SS brigades to mark SS divisions.
Changed the crazy high cost of transport planes.
Tweaked Human Wave land doctrine to be a bit better.
Police brigade is more effective.
Tweaked Synthetic Oil and Rare factories to produce more per factory but the factories cost more ic to build.
Tweaked efficiency of synthetic rares, they are slightly more beneficial.
All new Lend Lease events.
Tweaked basic militia. They are slightly more useful.
Strategic bombing is a bit more effective.

Germany:
Some extra flavour events for pre war aggresion.
Historical war start events if you want to attack France/Russia on the historical date.
Some extra retirement events for historical minister changes.
The German historical OOB event chain. This event chain will tell you how to build the Wehrmacht as it was historically.
German Waffen SS divisions. (Up to 15, future releases will have the rest)
Germany gets Blue Division if Nat Spain wins the Spanish civil war.

Italy:
Italian Ultimatum to Greece
Historical Italian entry into war versus france

Japan:
Extra event to attack china in case Marco Polo doesn't start a war.

Nat Spain
Tweaked to give Nat Spain a chance. They were losing every civil war.
Tweaked Nat Spain ai to be more aggressive

Nationalist China:
Extra Lend Lease help from the USA.
Fixed AI build setup. They were building too many militia.

USA:
All new Lend Lease events for Nat China, UK and Soviets

Yugoslavia:
Extra peace events when they break the pact of steel in case of a BCF or war with Greece.

ahistorical World War 2:
Added ahistorical war events for replayability. There are now 5 low percentage but plausible ahistorical World War 2 possibilities.

Release 1.7-
Partisans and occupied provinces have a much higher revolt possibility and effect on ESE.
Lots of AI tweaks including AI unit production to be more historical/realistic.
Some AI Majors will build synthetic oil and rares plants.
Majors have infrastructure queued up so AI resource and ESE should be better.
More tweaks to make AI Soviet and Nat. Chinese tougher opponents.

Release 1.8-
Fixed a mistake where the German Tech teams disappear. (Thats what I get for not testing)
Added events to kick start AI Allies and Soviet armoured divisions. They were not building them fast enough.


Acknowledgements:
Lord Ederon for his awesome online map
HSR for some graphics and event ideas
Panzergrenadier for his SS event ideas and graphics
SKIF model artists
I'm a terrible artist so most of the gfx folder is edited work from the above modders.

Apologies to players in languages other than english, it's only localized for english so far.
 
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Great job!

I'll try this tonight.
 
I take that you can also build a stronger Wehrmacht if you wish? I tend to build large air forces...

Yes sir you can build anything you wish. The events will put in your Production queue parallel build orders and will tell you when to put in serial builds. But you can build anything you wish. And you should build more than it tells you, things like factories and infrastructure, forts, brigades etc.

I'll try it now...

Link to GTP mod is wrong

Wow it was way wrong, fixed thanks.
 
hi

seems that i need some help. i cant dl this, i'm always re-directed when i press download now?
 
GIP isn't really suited for AoD yet considering (If I remember correctly) all of the German and Italian leaders and ministers were changed with their name. Also you'll have some things out of place and bars in weird areas considering the new screens in AoD.
 
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Historical War Mod (release 1.0)
Download: http://www.fileplanet.com/files/210000/211238.shtml
or
Download: http://www.mediafire.com/?jrtgdmyimn0

...............................

This mod is to be played with the 1936 scenario.

INSTALL:
I highly recommend using JSGME for all mod installs.
For best results I recommend GIP, SKIF, AOD GTP and MGMIIv2
Place the unzipped folder in the MODS folder created by JSGME in this order (Hit yes to any conflicts):
1. AOD (patched to 1.3)
2. GIP 0.9 http://giphoi.wordpress.com/downloads/
3. SKIF http://www.star.net.pl/~scytth/hoi2/page/index.html
4. MGM2v2 http://forum.paradoxplaza.com/forum/showthread.php?t=462315
5. AoD GTP http://www.europa-universalis.com/forum/showthread.php?t=463706
6. HWM http://www.fileplanet.com/files/210000/211238.shtml

...........................

Looking forward to trying this, but whenever I try to activate the AoD gfx file in JGSME (in the order you suggest) the program just locks up.

Never asks me to decide over conflicts, which I supsect is the cause.

Anyone else have this problem? I haven't used JGSME before so it is quite likely I am making some noob mistake.
 
Hi Aidan, I haven't tried your mod yet even if I've downloaded it and take a deep look and I found it really good, I'm looking forward to try it this week end (probably my girlfriend will hate you, but you will be one among AOD and Paradox guys :) ). I'm quite familiar with HSR and Panzergranadier's old SS mod. I've seen that the new SS brigade/divisions are again Panzergranadier's work and it is a very fine job, as your whole seems to me. I had spent some time thinking around the idea of some elite brigades and some other forum members and me discussed that possibility in a thread roughly one month ago, and we mentioned Panzergranadier's SS brigades made for HSR. My personal concern was that the new stacking penalty system AOD introduced made quality superior to quantity and this is fine for me, but I was worried that the concentration of firepower a division could deploy with an elite brigade will turn it in an uberkiller unit, especially if the division brigaded is an ARM which are rightly claimed to be overpowered in this AOD. I've seen you didn't made any change in the combat modifier file, so I was wondering if a corp o 2 or 3 ARM+SS would have been able to kill everithing on its way without any possibility for enemies, with the possible exception of air units, to stop them. In HSR comabt penalties for ARM where so huge that even if brigaded with SS my uptodate 2ARM+1MOT corp couldn't dislodge a 5 INF+1 CAV entrenched behind a river in the jungle (I know I was asking a lot to my Waffen guys but gave a try anyway :) ).
 
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