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Uber late response since I got distracted by real life things to deal with and just now I'm getting free again, but here it is, the link for the version of MDS I play with. (If I'm not mistaken).


Things I can remember about that mod version I uploaded:

1) I disabled one Strategic Bomber technology (well, not disable per se, but the tech requires itself to be able to research so, it's impossible to research it at all.) The reason is the new strategic bomber model caused the game to crash and I was unable to fix the crashing so my best solution was removing that technology.

2) On the technologies section there's one going a bit futuristic but I always noticed the mod kinda blocked off some technologies so I tried to unlock them the best way I could, I haven't noticed any issues with that but I haven't run many games nowadays so it would need to be checked by new players.

3) There might be a small releasable nation in the USA, just ignore it, remnants from my MDS AAR idea I had years ago. And about this, I'm not too sure but I could've changed some events AI_Chance percentage at some point. But I guess we all play sometimes with that in Mods, :p , but I repeat: I'm not too sure. Maybe I didn't or maybe I did, no way to know since last time I played MDS was a long time ago.

With all of that mentioned, I hope the mod properly works for you (and I hope I didn't upload the wrong version lmao)
Anyways, take care peeps.
 
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Uber late response since I got distracted by real life things to deal with and just now I'm getting free again, but here it is, the link for the version of MDS I play with. (If I'm not mistaken).


Things I can remember about that mod version I uploaded:

1) I disabled one Strategic Bomber technology (well, not disable per se, but the tech requires itself to be able to research so, it's impossible to research it at all.) The reason is the new strategic bomber model caused the game to crash and I was unable to fix the crashing so my best solution was removing that technology.

2) On the technologies section there's one going a bit futuristic but I always noticed the mod kinda blocked off some technologies so I tried to unlock them the best way I could, I haven't noticed any issues with that but I haven't run many games nowadays so it would need to be checked by new players.

3) There might be a small releasable nation in the USA, just ignore it, remnants from my MDS AAR idea I had years ago. And about this, I'm not too sure but I could've changed some events AI_Chance percentage at some point. But I guess we all play sometimes with that in Mods, :p , but I repeat: I'm not too sure. Maybe I didn't or maybe I did, no way to know since last time I played MDS was a long time ago.

With all of that mentioned, I hope the mod properly works for you (and I hope I didn't upload the wrong version lmao)
Anyways, take care peeps.
You absolute mad lad! nicely done!
 
Anyone wouldn't happen to know of an updated Modern Day Senario, would why? Like have updated events and stuff for all countries till like 2022-2023?
I don't think any mod with 2022 content exists, even for Hoi4. Modern Day and Vexilium comes close though but I'm not a fan of all these new tedious economic mechanics and Modern Day Classics is no longer supported.

I may be a bit out of the loop though.

For DH the best you can get is Modern Day Scenario 2015 or Putin Mod (from 2016/2017 I think?) but it's hard to find it.
 
I have the Putin mod. Are all the modern day mods dead? It occurred to me that this game does not translate well to modern day, but not because it can't. In the missile age, rapidly deployable, powerful units with a very high chance of being destroyed(used up) characterized as 'missile systems' should be added as 'brigades' to air, land, and naval units. Platforms will still have their organic value, but 'missile systems' will be the game changer they actually are; each with it's own range and strength. Techs would have to be added, and whether a single tech should affect the availability of a group of missiles, or a single system, is up to how complex the modder wants to make it. SAM, ASM. AAM, BM and AGM types can be added. This will add the cost of these systems as well. I think the code in the game is already there. Ask me to help. I'd be willing to help with assessing combat values.
 
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I have the Putin mod. Are all the modern day mods dead? It occurred to me that this game does not translate well to modern day, but not because it can't. In the missile age, rapidly deployable, powerful units with a very high chance of being destroyed(used up) characterized as 'missile systems' should be added as 'brigades' to air, land, and naval units. Platforms will still have their organic value, but 'missile systems' will be the game changer they actually are; each with it's own range and strength. Techs would have to be added, and whether a single tech should affect the availability of a group of missiles, or a single system, is up to how complex the modder wants to make it. SAM, ASM. AAM, BM and AGM types can be added. This will add the cost of these systems as well. I think the code in the game is already there. Ask me to help. I'd be willing to help with assessing combat values.
Afaik, in the game, attachments cannot be "used up". The best you can do with them to emulate being used up is a very high supply consumption when in combat. A much bigger problem is the problem of range. In game units can engage each other only if they are at the frontline and in directly adjacent provinces, which doesn't work well for modern day missiles and missile defenses. One possibly bizarre way to try to address this is to make missile launch platforms into essentially a type of air unit with next to no manpower but a very high supply consumption rate, essentially a bomber replacement. But what about air defense? In that case, SAM launchers should also be air units and essentially behave like interceptors. It's going to look cheesy but it's the only way I can think of for missiles to be able to go "over" the frontline and engage tactical and strategic targets deep in the enemy rear.
 
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Afaik, in the game, attachments cannot be "used up". The best you can do with them to emulate being used up is a very high supply consumption when in combat. A much bigger problem is the problem of range. In game units can engage each other only if they are at the frontline and in directly adjacent provinces, which doesn't work well for modern day missiles and missile defenses. One possibly bizarre way to try to address this is to make missile launch platforms into essentially a type of air unit with next to no manpower but a very high supply consumption rate, essentially a bomber replacement. But what about air defense? In that case, SAM launchers should also be air units and essentially behave like interceptors. It's going to look cheesy but it's the only way I can think of for missiles to be able to go "over" the frontline and engage tactical and strategic targets deep in the enemy rear.
I love that idea. It's a shame brigades can't seem to be assigned an attack range. Ships and subs don't get to piggy-back air units. That would simplify all of this.
 
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I love that idea. It's a shame brigades can't seem to be assigned an attack range. Ships and subs don't get to piggy-back air units. That would simplify all of this.
The cheesiest part would be the anti-air missiles roaming around on "air superiority" missions XD.
"Air scramble" would be far preferable, but again air scramble works only on neighboring provinces, while S-400 and such have a range of up to 400km. So if you want to intercept something at that range, you've got to run "air superiority" lol. But if you're running "air superiority" with SAM missiles then presumably someone could intercept your missiles as well. Obviously intecepting it with a plane or surface-to-surface missile might be a bad idea, but what if enemy SAM intercepts your SAM? Are they an even match? I don't even know if that's possible in real life. Can an S-400 missile intercept another S-400 missile? You'd think not because they must be flying at the same speed. But in the game it would be possible. That is, unless there is some hidden mechanic in the game that I could make use of that would make SAM interception by another SAM result in a draw, but I don't think there is one.
Also, radars would presumably still be stationary, idk if there is a way to implement "mobile radar" in the game.

By the way, unrelated to the whole missile topic but just for fun i've completely redesigned the province maps of Syria and Iraq in my spare time, such as to make real life frontlines possible, both present day and from 2015.

1698144702283.png

1698144774625.png


However, I've discovered that the final result is uhh... not ideal from gameplay perspective, because the small size of provinces makes it almost impossible to understand what is actually going on at any given time. Counters make life a little bit easier, but not by much.
1698144887523.png
 
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Ok so i tried to experiment with the missiles, just to see what it would look like, i temporarily repurposed the "strategic rocket" to act like a SAM. Well, here you see them intercepting a large grouping of Russian planes and helicopters, perhaps they were trying to conduct some airborne operation west of Kiev...:) According to the game some 235 planes and similar number of helicopters were shut down in that one engagement, one fighter wing was completely destroyed. Obviously results are way too devastating and the air attack values need to be toned down quite a bit, but conceptually this is not bad.
ScreenSave7.png


ScreenSave8.png


As previously mentioned, one obvious problem is that SAMs can be intercepted by other SAMs. I tried to play with their values to try to force them to disengage or cause no damage to each other but i don't think it's possible. So, yeah, SAMs intercepting SAMs...

ScreenSave10.png

ScreenSave11.png


However, as i was playing around with it, a couple of even more fundamental issues occurred to me.
First - how do you even suppress enemy SAM launchers properly? In real life, you'd try to strike the launchers with Surface-to-Surface missiles. But in the game... So SAM launchers are air units, which means they are stationed on air bases. That itself isn't bad - Long Range Air Defense systems typically ARE part of the Air Force and frequently stationed near air bases, that's not the issue. But due to some really really bizarre design decision, you can't actually target air assets on the ground in HOI games at all. You can damage the air base, but it does no damage to the air assets stationed there. Absolute genius, whoever thought of that one. It is not until HOI4 that I think the option to damage air assets became at least theoretically possible, but HOI4 is a very different game and I don't think it even has a comparable Modern Day Mod (It has one but I think it's very different, more of an economy simulator than anything). But in DH, there is NO way to damage air assets on the ground that I'm aware of. So that's a bit of an issue. I know that modern SAMs are supposed to be a tought nut to crack, that's what makes them effective, but there should be some way to do it at least theoretically, the lack of such an option throws a big wrench into the entire idea. And even if you COULD damage them at air bases, what if the enemy simply never returns them to air bases at all, and has them constantly on air patrol? For some reason air units in the game never actually run out of fuel and need to return to base, they can just patrol the air infinitely day and night if you set it as their mission.

Idk, maybe you can just think about the SAMvsSAM "interception" aspect very creatively and imagine that "interception" really means that your unit detected enemy SAM launcher systems and launched its own tactical missiles at the launcher location in order to do damage it. Then you can couple that with "runway cratering" by the actual tactical missiles in order to prevent SAM launchers from being repaired. Something like that, idk.

Another problem is that in real life even if you can't suppress enemy SAMs, there are some ways of simply avoiding them. Planes and Helis can fly very low to the ground and in this way make themselves untargetable by the enemy SAMs. The drawback of this approach is that it severely reduces the range and effectiveness of air missions, but at least that is one way to conduct close air support without fear of being instantly wiped out by SAMs. But that is not currently an option in a game like DH. What it would really require is a new type of air mission, similar to "sneak move" by naval units, where your combat effectivenss, speed, and range is reduced, but as a trade off - you are either invulnerable to enemy SAMs or take very little damage from them. But there is no easy way to design new missions in the game that I know of, that stuff is hardcoded into the exe. But if that option doesn't exist, and you haven't been able to suppress enemy SAMs, then there is simply no way to use your air force at all. Or even drones and tactical rockets, because SAMs can shot them down, too.

So yeah, unfortunately, too many structural problems that the game isn't really designed to solve. Any ideas?
 
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Do you have any way of avoiding European unification in the West and East? Thanks to you.
I'm trying to delete the eu. file in events. I'll keep you posted.

EDIT : No more EU Event after deleting the file.
 
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Could someone explain how to change the retirement age of the leaders >? Having a mod that ends at 2049 and having the leaders die in 2019 bugs the crap out of me
You simply go to db/leaders/*country you want to modifiy* and there you got an excel tab with retirement date of leaders and their end year that you can change :)
 
The cheesiest part would be the anti-air missiles roaming around on "air superiority" missions XD.
"Air scramble" would be far preferable, but again air scramble works only on neighboring provinces, while S-400 and such have a range of up to 400km. So if you want to intercept something at that range, you've got to run "air superiority" lol. But if you're running "air superiority" with SAM missiles then presumably someone could intercept your missiles as well. Obviously intecepting it with a plane or surface-to-surface missile might be a bad idea, but what if enemy SAM intercepts your SAM? Are they an even match? I don't even know if that's possible in real life. Can an S-400 missile intercept another S-400 missile? You'd think not because they must be flying at the same speed. But in the game it would be possible. That is, unless there is some hidden mechanic in the game that I could make use of that would make SAM interception by another SAM result in a draw, but I don't think there is one.
Also, radars would presumably still be stationary, idk if there is a way to implement "mobile radar" in the game.

By the way, unrelated to the whole missile topic but just for fun i've completely redesigned the province maps of Syria and Iraq in my spare time, such as to make real life frontlines possible, both present day and from 2015.

View attachment 1033974
View attachment 1033976

However, I've discovered that the final result is uhh... not ideal from gameplay perspective, because the small size of provinces makes it almost impossible to understand what is actually going on at any given time. Counters make life a little bit easier, but not by much.
View attachment 1033977
Is this game screenshot from another mod? If so, could you give me the link?
 
Is this game screenshot from another mod? If so, could you give me the link?
there's the "putin mod" which was built on top of the MDS mod, then there were changes i was trying to make to it (which is what you see on the screenshots), but i had to abandon that effort because there was just no way to make the antiquated DH engine behave the way that I wanted it.
 
there's the "putin mod" which was built on top of the MDS mod, then there were changes i was trying to make to it (which is what you see on the screenshots), but i had to abandon that effort because there was just no way to make the antiquated DH engine behave the way that I wanted it.
Ah, I understand, but thanks for the answer, it's a shame it wasn't possible to make the mod, from the images it looked really cool to play, but thanks again
 
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