• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
August 2018 Update
Hi there!

Thanks for writing here, helps a lot to remeber that I should post here more often.
The mod is working slowly, but very fine. The novel on the other side is totally stuck :D Basically still more a red thread as a novel ;)

I've done a lot of things on the mod, sadly I've made he changelog only sloppy. I can't tell you what I've changed. Mostly the smaller (but still important!) adjustment are forgotten.

Some of the major changes are the more & more improved map. Europe has now detailed high mountains and large parts of siberia are overworked (important for the 2nd RCW). With these changes, I've also introduced a new battle-modifier file. It's expected to be the final one (oc place for improvements). The various terrain has now very unique modifiers, in high mountains, a battel rages on for ages. Swamp you can't use motorized Units effectively etc..
Here you can take a look on my working sheet:
Modifiers_statistics_21_08_18_zpsv4iwvhck.jpg


And another screen from new sibiria. RCW situation ingame AI vs AI.
Map_21_08_18_zps9xtofybp.jpg



Further I've done some Database-work and added Leaders/Ministers/models/OOBs for some countries. Invested a lot of work and made only slow progress, but yeah, thats the way it is. I'm very pedantic with the database and searched sometimes days to find info about the possible ideology of an total irrelevant minor politician :p
Not sure what I've added in the current build. But Switerzland has new Leaders & Ukraina new Ministers. Maybe more. I'm sure that I've made also some smaller database fixes for different minors. Idk.
A 'new' feature are 'random'/'generic' Ministers with real personalities (not the vanilla one with no mali/boni). Okay, they are atm only exists for UKR, but in the end every nation should be aible to have a full goverment (if not restricted due historic/RP reason).
Here a screen of the UKR Goverment. On the Right, you can take a look on the revised Caucasus:
UKR_Ministers_21_08_18_zpszwjqe1mo.jpg



Another big change is the tech-tree. I redone the whole Air-Doctrine-Tree. In general, you have the specializations like before. But the tech-tree should be more logical, historical and more beautiful :)
With this, also some new unit types were added: (river) Monitors, Scout Cruisers & Zeppelins. All with various Models and specific techs.
Oh, and the Balloon-bombs has a new sprite I've made myself. More experimental, but I guess it's nice for the first time :)
Here a screen of the new air tech tree. You can also see the final Version of the iberian map with more detailed mountain Ridges.
Techtree_Air_21_08_18_zpsipssdt7r.jpg



Last but not least, I can gladly tell that I've moved (a very Tiny bit) forward with the english translation. It's a hard work for me due bad ENG language skills, and the amount of text is endless. But if I can work on at this speed, a full english translation of my mod is Ready during the next 200 years :)
Still, I am confident that I can translate the minimal required textes faster.



Hope you like the update!
I currently running a big test run (local MP with a friend). If there arn't big issues, I think the new build will be uploaded soon :)
 
English version ? Because Romania is translate in german...

working on it. But slow progress, my english isn't good and there a lot of text :-\

I will translate primary tooltips etc (e.g. New minister personalities), second event names and answer, tertiary event texts and fourth tech/unitnames.
something like that.
Will work now on it, bit I don't know if I already can release a playable english version :S
 
The Version you can download currently…. I would say no. It is playable, but most english textes are missing.
The current build I have on my Computer (will upload in a few weeks), yes, but with most Event text missing (gameplay relevant txt translated + Event titles & answers).
 
Minor Features 1
Hi everyone!

Sadly I have to admit that the next Version is still not Ready. I had a lot of RL work and progressed also somehow very slow. But I'm very sanguinely that I can upload the (more or less playable in english) v 0.61.00 next week :)

For now, I want to introduce some minor features of 'Eternal War'.

1) Confiscation
With all non-open/authocratic nations, you can do enforced confiscations. If you run low of MP, supply or Money, you can squeeze out your own Nation.
The amount of ressources you get is very low and the price high, but that way, you can instantly generate enought materials to survive a few week longer. Confiscate Money or supply will generate lot of dissent, enforced recruitment will additionaly hit your economy.
Gameplay wise, this feature can be useful if e.g. you need just a very small amount of MP/supply/Money to trigger an Event and no trade/mobilization is avaible. Or if you just need some more MP to build a new division but don't want to increase the Mobilisation Niveau. Or if you've lost the war and all your IC, ran out of supply, but still want to fight. Or whatever you want…
Currently, the mali for enforced recruitment is permanent, but I plan to do is reversible.

enforced%20confiscation_zps1xm3u8g2.jpg


2) Free Corps
Freecorps are "Freikorps (German: [ˈfʁaɪˌkoːɐ̯], "Free Corps") were German volunteer units that existed from the 18th to the early 20th centuries, which effectively fought as mercenary or private armies, regardless of their own nationality." (-> see Wikipedia)
In english, the term means especially these german units. In german, the term 'Freikorps' also includes irregular militias, death Squads and similar. Since these were deployed by many states & factions, the Free Corps (after WW2 'mercenaries') are avaible for all nations.
An Free Corps can be recruited via decision. It will cost Money and will cause a small amount of unrest, but in the other hand, you get instantly a Units ready for battle. The unit itself correspond to the actual researched infantry Technology.
freecorps_zpsksoedjew.jpg

There are a late WW1 Free Corps (1918), a interwar one (1933), a mid-WW2 one (1942) and various cold war models. They have slightly lower values as regular infantry (lack of heavy weapons), but better Org and modifiers in Rough terrain (veterans, idealists, irregular doctrines).
freecorps2_zps4f6lxzpu.jpg

A great disadvantage is the low max strength (currently maximal 1/2 of an infantry division), which make them in spite of everything clearly inferior to regular Units. Further they do not upgrade to a newer model (but can be upgraded manually to another unit type).
Free Corps can be usefull for rich countries, which need garrison units in very short time or lacking of MP.

3) (River-) Monitors
Monitors are a new unit type in Eternal War.
The cheap and fast builded, small warships are basically for river Defence - they lack firepower, defense and range. They are so bad, that even destroyers are a threat for them. Historically, they were used mostly for river patrols / defense. Since we can't cruise rivers in DH, it's of course questionable if we need this ship type. I decided mostly the add them, to allow small nations like Iraq or Romania a somewhat larger fleet. Just because it feels better to have some ships :)
Gameplay wise, Monitors can neverthless be useful in an very limited scope. Areas of use can be limited coastal bormbardement or intercepton of invading (unguarded) trasport fleets. And of course, they can be a main battle unit in a war with the participants both exclusively uses Monitors.
monitors_zpstqpohk8w.jpg



Okay, that's all for now.
Hope you like it!

Greez
 
  • 1Like
Reactions:
Hmm, wanted to launch an update weeks ago… But I'm still stuick with the Translation.
Since yesterday, I have a strange error with the Map Utility I need. I may post the update I wanted still soon; but since I currently can't edit the map proper, and I need to do some important map changes, this Project can regarded as paused until I can solve this.
I pray to god any programer and/or map wizard will answer me; Looks like there's no chance I can do it myself :S

current worked on: Translation, new map for Persia & Iraq, much better AI. The map changes were planned to be the very last until relase of the next Version.
 
December 2018 Update
I wish a nice Advent everyone!

I'm here today with great news: I'm ready to release Eternal War, version 0.61.00.

Some of the highlights are:
  • Better balanced WW2
  • New content like Scout Cruisers and Zeppelins, overworked OOBs, more model & unit pictures and more Ministers for some countries
  • New & improved events for Romania and the USSR
  • Improved map with major rework in (eastern) Siberia, Romania, Spain, Persia, Iraq and the Caucasus
  • Complete rework of the air doctrine tree
  • For the first time, all most important texts are available in English
You will find the full changelog below and on the first post.

I want to say some words to some of the features mentioned above.

a) The balancing: It's very hard to get a constant course for WW2. The current state is much more stable than before, but still: Depending on how many USSR divisions get completely disbanded due encirclements in the 2nd RCW (1936-1941), the Nazis will crush the Soviet Union very easily.



Another construction site is the allied AI. Currently, there are fortunately several invasions to Europa from 1942 on. This is very important, because without a 2nd front, the Reds probably aren’t able to push the Germans back which ends in trench warfare in the east. Sadly, in the current state, the allies withdraw the invasion troops mostly short time after the successful landing (->leads to a defeat of the remaining 2 divisions all the time aka status quo). Atm, I don't know how to fix this.

Remember that the WW2 is balanced for RP and/or minors. If you min_max with a major, it's probably very easy to win WW2.

b) The map is still highly WIP, even in some regions where already new provinces where added. Map modding is very time intense, trough that, except major changes up to v. 1.00.00.



c) The translation is much better than before, and maybe it's even possible to play in English. Since the last weeks and for the feature, I create all new events directly in English & German. The older Events from circa January 2018 up to now should have all English titles and actions, so it's basically possible to do the right choice; sadly without knowing the (alternate) historic background. Of the pre 2018 events, many uses at least an English title, but lot of them I've made by write the texts directly into the .txt file. To localize them, I have to create new strings which needs lot of additional time. Please do not let it bother you when run into German events while playing the mod in English.

All non-event based texts should be fully translated, except tech components (which aren’t that important after all).



V: 0.61.00
AI
  • The AI should now play more historical
  • The US AI should do more invasions in Europe
  • Reduced the amount of free units for the White Partisans in Siberia
  • Reduced the amount of free units for the USSR
  • Removed obsoleted code lines from nearly all AI files
  • Adjusted the USA building scheme slightly
  • Balancing
  • Lowered the defensive & offensive vulnerability of militias a little bit
Content
  • Added the Zeppelin unit type
  • Added the Scout Cruiser unit type
  • Added Ministers for the Ukrainian Hetmanat
  • Added some more starting techs for Greece, Yugoslavia, Albania, Switzerland, Chile, Ethiopia, Paraguay and Czechoslavakia
  • Added some czech random leader names
  • Added some swiss random leader names
  • Added a scenario text for the AZT
  • Added Units names for the Swiss Rebels
  • Overworked the Iran 1936 OOB
  • Overworked the Spanish Civil War OOB
  • Overworked the Switzerland 1936 OOB
  • Overworked Swiss Leaders
  • Slightly improved Romanian unit/army naming (more historic accuracy)
  • Removed some impossible division/brigade combinations from several OOBs
Events
  • Added various events for Bulgaria (War against Romania in 1936)
  • Added various events for the soviet occupation of the Baltic states
  • Added a White Peace event for the romanian-soviet war
  • Added a few Events for Swiss leader retirements
  • Added an Event chain to weaken Romania in early game
  • Added an event chain to allow the 'orthotox entente'-events even if Bulgaria has won in 1936 against Romania
  • Added an event for the Siberian Whites to get cheap, locked militias to guard the Yenisei
  • Added an event chain for the USSR to get some additional IC, fortifications on the western border and some locked garrisons
  • Modified the soviet defeat trigger in the romanian-soviet war slightly
  • Fixed a bug where Romania was able to trigger the 'orthodox entente' event twice
  • Fixed a bug where Romania got wrong technologies with at the 'End of the Christus Front' Event
  • Fixed a bug with the United Front event for White Siberia, it get now the correct core provinces
  • Fixed a bug in the Anglo-Soviet Invasion of Iran peace event, Persia now keep control over Teheran and the Soviets gain military access as designed
  • Reduced the ai chances for some unwanted event-outcomes
  • Removed the option to force Hungary into an alliance with Romania by war. This was a remnant of an old version and is not really needed / has led to strange situations.
  • Removed the Darkest Hour 1.05.1 peacetime / wartime economy Events
  • The events which controls the AI reinforcement slider now has a higher offset to improve game stability
  • The event which prevents to build more than 450 land division now has a higher offset to improve game stability
  • To prolong the Spanish Civil War, the attack efficiency & moral malus in the civil war event chain was increased
  • If you decline with Mongolia to become a soviet puppet in 1936, the offmap VP now gets removed
Graphics
  • Added various new model pictures
  • Added a custom sprite for Fire Balloons
  • Added new Counter, Flag & Shield for Carpatho-Ukraine
  • Added new Counter, Flag & Shield for the Swiss Rebels
  • Reworked most unit images
Map
  • Reworked the Iberian Peninsula
  • Reworked Romania
  • Reworked the Caucasus
  • Reworked large parts of Siberia
  • Reworked Persia
  • Reworked Iraq
  • Made several province connection in the Swiss Alps & the Caucasus impassible
  • Changed the Unit/Counter position of Fribourg since it was too close to Geneva
Misc
  • Leader death rate slightly decreased
  • Chance to get a leader special trait decreased
  • Terrain trait bonus increased
  • Reworked all terrain modifiers for units
  • Removed some old code lines from the 1936 scenario file
  • Cavalry 1936 upgrades now to semi-motorized cavalry by default
  • Added some missing national provinces for revolter Romania
  • Added some missing national provinces for revolter Iceland
Techs
  • Reworked the air doctrine completely
  • Techs researched before historical date needs now much longer
  • Lowered the base research modifier
  • Switched date & position of 'in-depth defense' and 'in-depth counterattack'
  • Added correct components to 'in-depth defense', 'in-depth counterattack' and 'mechanized wave'
Text
  • Translated some texts into English
  • Fixed wrong tech name for Stealth-Interceptor 2005 (german localization)
  • Fixed some errors in the localization


For the feature, I plan to focus on some specific branches, while a stable WW2 outcome and the AI balancing is a general evergreen.

I hope I can push forward the English localization.
Because I'm very slow in translating stuff, I decided to invest some cash into this project. Everyone which want to help, can except an small compensation for translating event texts. I'm not that rich, so my funds are very limited.


I will pay minimal 3 Euros per event text translated from GER to ENG (when quality is okay!). For longer texts as scenario descriptions, we can negotiate. If you're interested, send me a PM or email contact@vmods.org. I will not pay anyone without contacting me before!

Another main focus will be the improvement of (western) Siberia as like as (soviet) Central Asia map. These are both secondary battlefields in the civil war 1936-1941, which means as long they are unfinished, exact balancing (for the 2nd RCW) is hard to achieve.

Improving OOBs is also important for the initial balancing and has an increased priority.


Last but not least, I want to present a side project which come into being during the last months. It's a DLC for the turn based strategy game 'Wars across the World', developed by myself and based on the story behind 'Eternal War'.



The scenario is availed for 2.99 Euro on the WAW Shop and will come to Steam this January. You can play both sides in the Swiss Civil War 1937, which is (in a very raw way) also implemented to the Darkest Hour Mod. All gains will be invested in further projects of mine.
 
Definitely curious to try your mod in full, having just given it a cursory examination thus far. The creative effort is remarkable for just one person! From adding new units, to modifying the technology tree, to creating new provinces, and the neat storyline, hat's off to you!

On the topic of adding new units and modifying the technology tree, took special interest in your addition of the zeppelin unit. Recently, there was a discussion in The Grand Campaign (TGC) mod on the topic of modifying the technology tree, and potentially adding a Zeppelin unit to TGC. The Zeppelin (or generally speaking, "airship") unit in your mod is active from the Tactical Bomber Aircraft technology tree in 1911. This seems like a fair approach to adding a zeppelin unit.

Also, took note of how your zeppelin unit has a very lengthy travel range, which is historically accurate. Took a screenshot to demonstrate how a Zeppelin unit departing from Germany can fly all the way into the Atlantic with 16000 range. Such an air unit in a WW1 mod is sure to offer human players interesting strategic opportunities.

Zeppelin_from_Eternal_War_Mod.PNG


It's also notable that nuclear bombs can be attached to the zeppelin unit. Considering zeppelins travel further than strategic bombers, they might offer surprise strike opportunities. ... Who would ever expect a nuclear bomb attack from a zeppelin...?

Anyways, not sure how folks in the Darkest Hour community would react to nuclear bombing zeppelins in WW2. However, strategic bombing -- and even naval bombing! -- zeppelins in WW1 is arguably realistic. From here it's worth asking:
  • Do you grant permission to modders to use your zeppelin or "airship" (generally speaking) work in another mod (such as TGC) while providing full recognition to you and your efforts in creating the zeppelin unit and respective technologies?
Personally not familiar with how folks in the Darkest Hour community go about sharing their work with others, hence the question.

Must say, found your mod by accident while searching for discussion threads on modding Darkest Hour, and this has been a very pleasant accident to make!

Cheers on the fine work here!
 
  • 1Like
Reactions:
Hi @Rohi and many thanks for your post!

I'm very pleased that you tried out my mod and liked it so far. It is truely a hell lot of work. And sadly, lot of elements in my mod is more WIP then finished - but I have time, and maybe I'm done in like 2145.

Currently I have a version of my mods with many many improvements and adjustments (even some more english texts - I think lack of english is really a problem, but since I'm not that good with it, writting translation needs so much time); but to be honest I'm currently very busy with other stuff and didn't worked on the project for months. Still - I have a note here right in front of me, what I have to work on next. So if you (or anyone else) wonders if this projkect is dead: NO! Never ;)

About the Zeppelin - I really just love them. They have so much style. And, even if they where not important for the result of WW1, they had lot of potential and at least a impact by carry out early air-to-sea combat and of course early terror-bombing.

In ww2, they where obsolate and got used only very limited. In my mod, I added "Zeppelins" for style reasons and for RPing. So, what if germany (or any country you like) stay focused on Zeppelin as strategic weapon? Especially that they can carry nukes - I added this option to airships for the case that I every can bring my mod to 1945+; so any country that stay focused on Zeppelins (like a victorious Germany e.g.) can nuke the whole world with Zeppelins (which are easy to intercept - but this need the decentral deployment of Figthers and maybe even multi_roles to have more range - not like interceptors (which are normally used against StraBo).

In the best case, this adds new strategic possibilities and new ways of doing Air Force. In the worst case, they are just totally underpowered and e.g. beside it's style useless ;)

Abour using my Zepps in another Mod - sure, feel free to extract it's data from the Mod dir and add it where ever you like!
Just add my Name to the credits or even (that would be best case for me :) ) link my mod / website (www.vmods.org) .

Normally in the DH community - as far I know - it's in general okay to use work of other ppl - as long you ask the specific creater and he gives his permission. Guys like myself will demand that their name get into the credits, other may will ask to be added as a leader into the mod, other will just say it's okay and you don't need to credit.

But most important, ask before use something in your own mod - so, like you did, everything is great!
 
  • 1Like
Reactions:
So if you (or anyone else) wonders if this projkect is dead: NO! Never
Very good to know! Step-by-step, as they say.

About the Zeppelin - I really just love them. They have so much style. And, even if they where not important for the result of WW1, they had lot of potential and at least a impact by carry out early air-to-sea combat and of course early terror-bombing.
Yes. The notion of adding zeppelins in a WW1 mod can offer Darkest Hour Armchair Generals an opportunity to use airships more extensively than they were in the war. Recently learned more about zeppelins and was shocked by their range! So many of them flew around the world, and there was an Italian and Norwegian team (if recalling correctly) that flew a zeppelin to the Arctic in the 1920s -- ~100 years ago! Also learned that apparently the US Navy and Air Force did tests with zeppelins, too. Was amazed that nearly 100 years ago the US Navy and Air Force were landing zeppelins on naval vessels, but even more surprisingly: they had airplanes taking off and hooking-up with zeppelins in the air! Remarkable.

Here's something interesting on the topic in the case of the USA:

U.S.S. Akron (ZRS-4) and U.S.S. Macon (ZRS-5)​

The United States Navy airships U.S.S. Akron (ZRS-4) and U.S.S. Macon (ZRS-5) were designed for long-range scouting in support of fleet operations. Often referred to as flying aircraft carriers, each of the helium-inflated airships carried F9C-2 Curtiss Sparrowhawk biplanes which could be launched and recovered in flight, greatly extending the range over which the Akron and Macon could scout the open ocean for enemy vessels.
Reference:

n2y-1-akron-hangar-385x298.jpg


And here's another interesting part from the same reference:
The ships were equipped with hangars, approximately 75′ long x 60′ wide x 16′ high, which could stow and service up to five aircraft in flight. Aircraft were launched and retrieved by means of a trapeze, and could enter and exit the hangar though a large T-shaped opening at the bottom of the hull.

The capacity to embark and deploy fixed-wing aircraft was the essential element of Akron and Macon’s ability to serve as naval scouts. Airplanes greatly increased the range and area over which the airship could search for the enemy, but also addressed the airship’s own inherent weakness; its vulnerability to attack. The giant airships made large, slow targets which were highly vulnerable to destruction by an enemy’s planes.
Again, that was ~100 years ago!

In ww2, they where obsolate and got used only very limited. In my mod, I added "Zeppelins" for style reasons and for RPing. So, what if germany (or any country you like) stay focused on Zeppelin as strategic weapon? Especially that they can carry nukes - I added this option to airships for the case that I every can bring my mod to 1945+; so any country that stay focused on Zeppelins (like a victorious Germany e.g.) can nuke the whole world with Zeppelins
Interesting. Curious now: if zeppelins can be enabled to carry nukes in Darkest Hour, wondering if they can also be used similar to Air Transports. That is, perhaps Zeppelins can launch paratroopers and/or be enabled to conduct Air Supply missions? Given their long range, Zeppelin Air Supply ships might be plausible in a WW2 scenario.

In the best case, this adds new strategic possibilities and new ways of doing Air Force. In the worst case, they are just totally underpowered and e.g. beside it's style useless
What's very interesting about the zeppelins in your mod, is just as you said: it provides a new strategy for an air force. Sure, zeppelins might be easily intercepted. However, because they can fly so far, they might be quite valuable as strategic bombers, or naval bombers, or perhaps even air supply ships -- if it's possible.

Abour using my Zepps in another Mod - sure, feel free to extract it's data from the Mod dir and add it where ever you like!
Just add my Name to the credits or even (that would be best case for me :) ) link my mod / website (www.vmods.org) .
Cheers! And thank you very much. Personally do not know how zeppelins can be incorporated in The Grand Campaign (TGC) mod, or if anyone will want them in there. Nevertheless, it is good to know you have given permission for modders to use your work in TGC as long as they provide you credits/attribution/recognition for the zeppelin work.

Normally in the DH community - as far I know - it's in general okay to use work of other ppl - as long you ask the specific creater and he gives his permission. Guys like myself will demand that their name get into the credits, other may will ask to be added as a leader into the mod, other will just say it's okay and you don't need to credit.

But most important, ask before use something in your own mod - so, like you did, everything is great!
Personally aware of how much effort is required for modding work, and creators such as yourself and others who have spent many, many hours (months, and years) working on modding the entirety of Darkest Hour deserve credit for their work. Didn't know how the community in here responds to request for modding work, so your clarification is much appreciation.

Currently trying to finish some little projects for TGC and then will be checking our your mod in more detail!

Cheers again on giving permission for modders to use your zeppelin work in TGC (or another mod, perhaps) as long as they acknowledge and recognize your work.
 
  • 1Like
Reactions:
Yes, these carrier-zeppelins are very interesting. And very nice inspiration for more steam-punky alternate history. :D
Maybe in the far feature I can add some additional Zeppelin stuff, but I guess Zeppelin carriers would be hard to show ingame (maybe Zeppelins with a special brigade that gives a lot of Ait-to-Ait power?)

What's very interesting about the zeppelins in your mod, is just as you said: it provides a new strategy for an air force. Sure, zeppelins might be easily intercepted. However, because they can fly so far, they might be quite valuable as strategic bombers, or naval bombers, or perhaps even air supply ships -- if it's possible.

Thats a great idea! I have to say that I have atm no idea how air supply works code-wise. Will have a look, but I guess it's defined via unit type (so, air supply only possible with type transport). Still it would be maybe cool to have supply Zeppelins. Maybe if you choose Zeppelin Focus doctrine, you can build them as a special form of Zeppelin. Will check the possibilities out, but with low priority since my Mod mostly need balancing, AI and translation to get done atm.

Cheers! And thank you very much. Personally do not know how zeppelins can be incorporated in The Grand Campaign (TGC) mod, or if anyone will want them in there. Nevertheless, it is good to know you have given permission for modders to use your work in TGC as long as they provide you credits/attribution/recognition for the zeppelin work.


Personally aware of how much effort is required for modding work, and creators such as yourself and others who have spent many, many hours (months, and years) working on modding the entirety of Darkest Hour deserve credit for their work. Didn't know how the community in here responds to request for modding work, so your clarification is much appreciation.

Currently trying to finish some little projects for TGC and then will be checking our your mod in more detail!

Cheers again on giving permission for modders to use your zeppelin work in TGC (or another mod, perhaps) as long as they acknowledge and recognize your work.

Thanks you very very much; if you like to test my Mod a little bit more, I can upload it's current version during next week! I woul really like to know what you think about!

Best wishes!
 
but I guess Zeppelin carriers would be hard to show ingame (maybe Zeppelins with a special brigade that gives a lot of Ait-to-Ait power?)
Brilliant!

If brigades can be added to zeppelins, than an "anti-aircraft" type brigade unit makes sense to add to zeppelins that are used during the WW2 scenario.

If memory is functioning correctly, in the early 1930s the Germans were still working on zeppelins. However, after the sabotage (or crash) of The Hindenburg Zeppelin, the work eventually ceased. More importantly, the USA's airships were using Helium at the time when the Germans were still using Hydrogen -- which was criticized because it has explosive properties. The German lack of Helium is given as one of the primary reasons why they stopped producing the airships.

However, reading about the numerous around-the-world flights by zeppelins is enough to indicate their potential. And noticed that some have argued that the zeppelin crashes were often discussed more than the successes -- which were many. As a result, zeppelins seem to be often associated with tragic crashes, rather than around-the-world excursions and adventures!
Still it would be maybe cool to have supply Zeppelins. Maybe if you choose Zeppelin Focus doctrine, you can build them as a special form of Zeppelin. Will check the possibilities out, but with low priority since my Mod mostly need balancing, AI and translation to get done atm.
Also curious to find out if an "Air Supply" aspect to zeppelins is possible. And of course, personally understand regarding other priorities. Noticed your project plan/guide/map at the top of this thread and it's remarkable how much effort is required in modding work. Step-by-step...

Thanks you very very much; if you like to test my Mod a little bit more, I can upload it's current version during next week! I woul really like to know what you think about!
For sure! Romania is a personal favourite in Darkest Hour because of the challenges -- and the opportunities. Since your mod offers a lot of paths for Romania, very curious to check it out in more detail!
 
@Rohi You can add brigades to any unit, it's just a bit of modding. For the now defunct and never finished WiF3, we had zeppelins too (as well as another unit type for semi-rigid airships and ASW blimps) and a «parasite fighter» brigade was used for the flying carrier thing. So it's completely possible and rather easy (and a funny tech line, indeed).
 
  • 1Like
Reactions:
You can add brigades to any unit, it's just a bit of modding.
It's beginning to appear this way, likely not as complicated as once assumed.

For the now defunct and never finished WiF3, we had zeppelins too (as well as another unit type for semi-rigid airships and ASW blimps) and a «parasite fighter» brigade was used for the flying carrier thing.
Took a look at the mod within your signature and now do recall reading about it a while ago! Was curious because of the WW1 timeline. Unfortunately did not try the mod because while reading through the relevant forum, got the impression the mod was no longer being worked on and was more of a test mod. Your mention of the zeppelins and rigid airships and ASW blimps is very intriguing!

Noticed that one of the intentions with your mod was/is to change the map. Coincidentally, the mod in this forum "Eternal War" has a map with additional provinces. It's really neat! Noticed that there are additional provinces in Switzerland, Sudetenland, Romania, Middle East. Probably more, too.

If the team working on the WiF3 mod has encountered difficulties with modding the map and adding provinces, perhaps they can take a look at this mod here, "Eternal War," and consult with its developer if they have questions? The new map introduced in this mod appears to work without issues.

So it's completely possible and rather easy (and a funny tech line, indeed).
The more one reads about the topic of modding units in Darkest Hour, the more the process does seem to be less complicated. Suppose it's like any modding work then: first while spent on learning; then trying; then testing; then accomplishing functional mods.

Cheers for the feedback regarding adding zeppelin units!

Edit:
... curious, @Eginhard 38 did your work on zeppelins enable them to function as Air Supply ships (or possibly even paratrooper/commando transports)?
While not realistic for a WW1 mod, it's quite plausible that if development of rigid airships/zeppelins was continued into WW2, then the idea of using them as long distance transport vessels (or bombing vessels) seems reasonable. For instance, your use of them as ASW ships is realistic. Admittedly, it does seem kind of funny to think about using rigid airships/blimps/zeppelins as Paratroop or commando launching vehicles. However -- again, if they continued development at the time -- one can see a use for airships/zeppelins in the context of commando operations in WW2:
For instance, if Germany had airships when invading Norway, they could have launched a few from Germany, flown above the North Sea into Norway due to their long range, and launched the paratroopers.
Additionally, the USA could have used them in the Pacific as long range naval scouts; bombers; or transports to various islands.

Heck, if recalling correctly one of the arguments for Iwo Jima was to acquire airfields that were within close proximity to Japan.
Well, if the USA had continued their airship development, they could have perfected a very long distance transport/bomber that when close to the target, could launch biplane escorts to protect from enemy interceptors. Additionally, they could have been used as bombers or transports of their own. And it's sensible to argue that airships/zeppelins would be more accurate than the conventional airplane bomber.

Do not want, nor intend, to derail this thread from discussing the Eternal Mod so will stop here.
Cheers once again on sharing feedback on the airships/zeppelins!
 
Last edited:
Brilliant!

If brigades can be added to zeppelins, than an "anti-aircraft" type brigade unit makes sense to add to zeppelins that are used during the WW2 scenario.

If memory is functioning correctly, in the early 1930s the Germans were still working on zeppelins. However, after the sabotage (or crash) of The Hindenburg Zeppelin, the work eventually ceased. More importantly, the USA's airships were using Helium at the time when the Germans were still using Hydrogen -- which was criticized because it has explosive properties. The German lack of Helium is given as one of the primary reasons why they stopped producing the airships.

However, reading about the numerous around-the-world flights by zeppelins is enough to indicate their potential. And noticed that some have argued that the zeppelin crashes were often discussed more than the successes -- which were many. As a result, zeppelins seem to be often associated with tragic crashes, rather than around-the-world excursions and adventures!

Also curious to find out if an "Air Supply" aspect to zeppelins is possible. And of course, personally understand regarding other priorities. Noticed your project plan/guide/map at the top of this thread and it's remarkable how much effort is required in modding work. Step-by-step...


For sure! Romania is a personal favourite in Darkest Hour because of the challenges -- and the opportunities. Since your mod offers a lot of paths for Romania, very curious to check it out in more detail!

Will note the Zeppelin idea for the future; I like it very much!

Look at the post below for acutal version, I really like to hear a feedback of any kind :)

It's beginning to appear this way, likely not as complicated as once assumed.


Took a look at the mod within your signature and now do recall reading about it a while ago! Was curious because of the WW1 timeline. Unfortunately did not try the mod because while reading through the relevant forum, got the impression the mod was no longer being worked on and was more of a test mod. Your mention of the zeppelins and rigid airships and ASW blimps is very intriguing!

Noticed that one of the intentions with your mod was/is to change the map. Coincidentally, the mod in this forum "Eternal War" has a map with additional provinces. It's really neat! Noticed that there are additional provinces in Switzerland, Sudetenland, Romania, Middle East. Probably more, too.

If the team working on the WiF3 mod has encountered difficulties with modding the map and adding provinces, perhaps they can take a look at this mod here, "Eternal War," and consult with its developer if they have questions? The new map introduced in this mod appears to work without issues.


The more one reads about the topic of modding units in Darkest Hour, the more the process does seem to be less complicated. Suppose it's like any modding work then: first while spent on learning; then trying; then testing; then accomplishing functional mods.

Cheers for the feedback regarding adding zeppelin units!

Edit:
... curious, @Eginhard 38 did your work on zeppelins enable them to function as Air Supply ships (or possibly even paratrooper/commando transports)?
While not realistic for a WW1 mod, it's quite plausible that if development of rigid airships/zeppelins was continued into WW2, then the idea of using them as long distance transport vessels (or bombing vessels) seems reasonable. For instance, your use of them as ASW ships is realistic. Admittedly, it does seem kind of funny to think about using rigid airships/blimps/zeppelins as Paratroop or commando launching vehicles. However -- again, if they continued development at the time -- one can see a use for airships/zeppelins in the context of commando operations in WW2:
For instance, if Germany had airships when invading Norway, they could have launched a few from Germany, flown above the North Sea into Norway due to their long range, and launched the paratroopers.
Additionally, the USA could have used them in the Pacific as long range naval scouts; bombers; or transports to various islands.

Heck, if recalling correctly one of the arguments for Iwo Jima was to acquire airfields that were within close proximity to Japan.
Well, if the USA had continued their airship development, they could have perfected a very long distance transport/bomber that when close to the target, could launch biplane escorts to protect from enemy interceptors. Additionally, they could have been used as bombers or transports of their own. And it's sensible to argue that airships/zeppelins would be more accurate than the conventional airplane bomber.

Do not want, nor intend, to derail this thread from discussing the Eternal Mod so will stop here.
Cheers once again on sharing feedback on the airships/zeppelins!
I would help with mapping to anyone who ask, but be sure, mapping in DH needs HOURS of time and a lot of patience / frustration tolerance :D
Anyway, I myself have not the time to map for another project, so I just can help as a teaching assistant and advisor ;)