It was suggested by some that I post here.
For those that dont know - some info about the mod:
The goal of this modification is to correct some of the issues in HoI 2 DD.
This mod starts in 1938 march 16th - is mainly done for multiplayers though SP players can play this mod without any real issues.
The mod is designed with the following goals in mind:
Primary emphasis on balanced multiplayer games
Slower paced and more realistic combat (no "clickfests")
- slowed down movement
- made combat last longer
- put more emphasis on reorging and reinforcing units (takes more time)
- battles more deadly thus more damage thus more need for longer stops
- ships dont die so quickly verus planes so you have a chance to react (planes often can get shot down by better cv groups)
- longer build times and less mp
- more need to plan ahead due to longer reorg, battles, build times
- & much much more
No needless additions in regards to gifs and other grafics that just slow down the game
Historical accuracy and realism
Minor countries being realistic, playable and competitive
Ai tuned for MP stlye of play
Get rid of vanilla exploits used in MP
The real advantage of this mod is that its constantly tweaked by a number of groups that play the mod, not like some of the other popular SP mods which are done by players who dont test their changes or mainly concentrate on handsoff tests which of course in MP can turn out differently.
This mod is in development for 2 years and there are about 6 groups that are playing it on a regular basis (that I know of). More info over on www.hoiplayers.notlong.com
Feedback is appreciated after you play a bit
MEM1.081 PATCH - click here
1.081 - CHECKSUM - YWGV only works with HOI2DD 1.3a +
MAJOR CHANGE:
- increased supply costs of all units - esp later models (though some brigades cost less supplies now)
- increased TC ratio to make up for greater supply costs from 0.5 to 0.75 (so 1.5x more)
- increased supply output by industry - was 1 ic = 2 supplies is now 10% more to make up for higher initial costs
- Russian evacuation of ic events inserted in ussr.txt file
- corrected the long range sub sea attack and air defence values
- command = { type = task_efficiency which = support_defense value = -0.25 } will make units move at 1.5 the speed on this mission
- command = { type = task_efficiency which = reserves value = -0.25 } will make units move at 1.5 the speed on this mission
- all ais should upgrade more efficiently now
- lowered escort plane costs by 10%
- gave uk egypt back... by popular demand.
- oil gain techs are now more approachable for axis and provide more oil converted from energy (to make up for huge use of plane oil)
- late air combat doctrines spread out more (dates)
- early and great war tanks take twice as long to upgrade (they actually shouldnt be allowed to upgrade at all)
- reduced air defence and attack of subs radically
- deleted the mapped keys so nameing units is easier
- Send Expeditionary Force cost set to -10000
- inherit denmark event should fire in MP - OK was missing " "
- # Time in days to send a division to an ally was 30 now is 120 days
- Units cant be sold/transfered to non allied countries
- # Combat Modifier: Naval Exceeding Max Command Limit Mod -0.35 change to -0.70 like planes
- # Naval Leader Command Limit (nr of ships), Rank 0 (highest) was 30 now is 24
- # Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two.
-0.015 moved to -0.03 so maybe we wont have all cvs in 1 stack.
- hashed out 3819 line in event 3818 (mistake - no influence on the game)
- bhutan and nepal removed land and inf given to uk so supply bug cant be exploited
- rearanged the int tech tree as there was an error in to quick upgrades once BR was discovered
- italy given a tad more starting mp and 12 of its units got its str cap limit removed and strengthen to 70 to make up for uk
presence in egypt and the 4 new units uk got from bhutan and nepal
- raised cas cost by 3 ic for each level.
- suggestions for nat china after its puppeted:
command = { type = set_domestic which = free_market value = 6 }
command = { type = set_domestic which = interventionism value = 3 }
command = { type = set_domestic which = professional_army value = 2 }
command = { type = research_mod value = -25 }
command = { type = relative_manpower value = -50 }# 50 percent decrease of mp
- AI CHANGES
*USA
- removed the bad event choices that people would not make
- Told the build Ai to focus on navy (cv's, dd's and tps) a little on inf/mots and some on fighters
- worked some on the tech ai
* Canada
- told the ai to focus more on navy (sub warfare) and less on tanks
- added IC to reinforcements and upgrade
* Australia
- added IC to reinforcements and upgrade
- minor changes in builds ai
* South africa
- added IC to reinforcements and upgrade
- less land and more navy (dd's and tps)
* Turkey
- Told the Ai to garrison according to an axis threat
* China
- minor change in unit start positions
- removed the chinese warlords' passitivity, they now fight from day 1
- made the chinese a lot more agressive
- some changes in the builds and tech ai but mostly minor stuff
- removed the switches in the chinese ai
- all in all I tried to make the ai behave more sensible (though the front has been mad as a bag of snakes in my hands off tests Cheesy )
- i have NOT added any units or techs
- all minors have had their upgrades and repairs looked at (increased).
- cut down the USA switches wherever I have found ones relevant to builds during peace time.
- removed the finnish neutrality change when ger is at war with sov
- impassable terrains added:
#Tibet – India-Nepal
1474 1448 Impassable 0 Srinagar- Gar
1473 1448 Impassable 0 Kathmandu-Gar
1473 1451 Impassable 0 Kathmandu-Kagar
1455 1451 Impassable 0 Punakha-Kagar
1455 1452 Impassable 0 Punakha-Xigaze
1455 1453 Impassable 0 Punakha-Lhasa
1454 1453 Impassable 0 Riang-Lhasa
1284 1453 Impassable 0 Dimapur-Lhasa
1284 1283 Impassable 0 Dimapur-Qamdo
1878 1283 Impassable 0 Ledo-Qamdo
1877 1283 Impassable 0 Fort Hertz – Qamdo
1291 1283 Impassable 0 Myitkyina – Qamdo
1898 1283 Impassable 0 Nai Ga – Qamdo
#USSR-SIK
1557 1421 Impassable 0 Biysk-Altay
1423 1421 Impassable 0 Ziryanovsk-Altay
1423 1432 Impassable 0 Ziryanovsk-Gulya
1422 1432 Impassable 0 Alma Ata-Gulya
1429 1432 Impassable 0 Frunze-Gulya
1429 1430 Impassable 0 Frunze-Kashgar
1429 1431 Impassable 0 Frunze-Aksu
ITA changes
- Tech team Cavagnari skill 6, available until later
- Tech team Riccardi Skill 5, changed to decentralized_execution;
small_unit_tactics added
- Tech Team Cantieri Ansaldo skill 7
- Minister Riccardi Available 1938 (Indirect Approach)
- Minister Dino Grandi available 1942 (Power Projection)
- Leaders: Italy have 2 skill 5 Rear Admirals (da Zara and Rizzo who
sunk the Szent Istvan)
- Leaders: 1-1 VA and RA of skill 4
- Leaders: Cavagnari and Riccardo Admirals skill 2
- Leaders: Some air leaders strengthened others made weaker
- admirals di Revel and Ghé unavailable, Aimone di Savoie is only a
Rear Admiral as historical
- ENG, GER, FRA, JAP, ROM, HUN, ITA, USA: leaders with deathdate 1940
or earlier are unavailable (deathdate 1937)
- Revised German admirals, Ciliax skill 5 ST+BL ('channel dash'),
others (incl. Raeder) cut back significantly
- give Italy 3330 # Early Air Carrier and 3340 # Basic Air Carrier
- reduced naval plane range to same range as tact planes
If anybody has questions about any events, feedback, suggestions or esp stuff about in game mechanics please let me know.
For those that dont know - some info about the mod:
The goal of this modification is to correct some of the issues in HoI 2 DD.
This mod starts in 1938 march 16th - is mainly done for multiplayers though SP players can play this mod without any real issues.
The mod is designed with the following goals in mind:
Primary emphasis on balanced multiplayer games
Slower paced and more realistic combat (no "clickfests")
- slowed down movement
- made combat last longer
- put more emphasis on reorging and reinforcing units (takes more time)
- battles more deadly thus more damage thus more need for longer stops
- ships dont die so quickly verus planes so you have a chance to react (planes often can get shot down by better cv groups)
- longer build times and less mp
- more need to plan ahead due to longer reorg, battles, build times
- & much much more
No needless additions in regards to gifs and other grafics that just slow down the game
Historical accuracy and realism
Minor countries being realistic, playable and competitive
Ai tuned for MP stlye of play
Get rid of vanilla exploits used in MP
The real advantage of this mod is that its constantly tweaked by a number of groups that play the mod, not like some of the other popular SP mods which are done by players who dont test their changes or mainly concentrate on handsoff tests which of course in MP can turn out differently.
This mod is in development for 2 years and there are about 6 groups that are playing it on a regular basis (that I know of). More info over on www.hoiplayers.notlong.com
Feedback is appreciated after you play a bit
MEM1.081 PATCH - click here
1.081 - CHECKSUM - YWGV only works with HOI2DD 1.3a +
MAJOR CHANGE:
- increased supply costs of all units - esp later models (though some brigades cost less supplies now)
- increased TC ratio to make up for greater supply costs from 0.5 to 0.75 (so 1.5x more)
- increased supply output by industry - was 1 ic = 2 supplies is now 10% more to make up for higher initial costs
- Russian evacuation of ic events inserted in ussr.txt file
- corrected the long range sub sea attack and air defence values
- command = { type = task_efficiency which = support_defense value = -0.25 } will make units move at 1.5 the speed on this mission
- command = { type = task_efficiency which = reserves value = -0.25 } will make units move at 1.5 the speed on this mission
- all ais should upgrade more efficiently now
- lowered escort plane costs by 10%
- gave uk egypt back... by popular demand.
- oil gain techs are now more approachable for axis and provide more oil converted from energy (to make up for huge use of plane oil)
- late air combat doctrines spread out more (dates)
- early and great war tanks take twice as long to upgrade (they actually shouldnt be allowed to upgrade at all)
- reduced air defence and attack of subs radically
- deleted the mapped keys so nameing units is easier
- Send Expeditionary Force cost set to -10000
- inherit denmark event should fire in MP - OK was missing " "
- # Time in days to send a division to an ally was 30 now is 120 days
- Units cant be sold/transfered to non allied countries
- # Combat Modifier: Naval Exceeding Max Command Limit Mod -0.35 change to -0.70 like planes
- # Naval Leader Command Limit (nr of ships), Rank 0 (highest) was 30 now is 24
- # Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two.
-0.015 moved to -0.03 so maybe we wont have all cvs in 1 stack.
- hashed out 3819 line in event 3818 (mistake - no influence on the game)
- bhutan and nepal removed land and inf given to uk so supply bug cant be exploited
- rearanged the int tech tree as there was an error in to quick upgrades once BR was discovered
- italy given a tad more starting mp and 12 of its units got its str cap limit removed and strengthen to 70 to make up for uk
presence in egypt and the 4 new units uk got from bhutan and nepal
- raised cas cost by 3 ic for each level.
- suggestions for nat china after its puppeted:
command = { type = set_domestic which = free_market value = 6 }
command = { type = set_domestic which = interventionism value = 3 }
command = { type = set_domestic which = professional_army value = 2 }
command = { type = research_mod value = -25 }
command = { type = relative_manpower value = -50 }# 50 percent decrease of mp
- AI CHANGES
*USA
- removed the bad event choices that people would not make
- Told the build Ai to focus on navy (cv's, dd's and tps) a little on inf/mots and some on fighters
- worked some on the tech ai
* Canada
- told the ai to focus more on navy (sub warfare) and less on tanks
- added IC to reinforcements and upgrade
* Australia
- added IC to reinforcements and upgrade
- minor changes in builds ai
* South africa
- added IC to reinforcements and upgrade
- less land and more navy (dd's and tps)
* Turkey
- Told the Ai to garrison according to an axis threat
* China
- minor change in unit start positions
- removed the chinese warlords' passitivity, they now fight from day 1
- made the chinese a lot more agressive
- some changes in the builds and tech ai but mostly minor stuff
- removed the switches in the chinese ai
- all in all I tried to make the ai behave more sensible (though the front has been mad as a bag of snakes in my hands off tests Cheesy )
- i have NOT added any units or techs
- all minors have had their upgrades and repairs looked at (increased).
- cut down the USA switches wherever I have found ones relevant to builds during peace time.
- removed the finnish neutrality change when ger is at war with sov
- impassable terrains added:
#Tibet – India-Nepal
1474 1448 Impassable 0 Srinagar- Gar
1473 1448 Impassable 0 Kathmandu-Gar
1473 1451 Impassable 0 Kathmandu-Kagar
1455 1451 Impassable 0 Punakha-Kagar
1455 1452 Impassable 0 Punakha-Xigaze
1455 1453 Impassable 0 Punakha-Lhasa
1454 1453 Impassable 0 Riang-Lhasa
1284 1453 Impassable 0 Dimapur-Lhasa
1284 1283 Impassable 0 Dimapur-Qamdo
1878 1283 Impassable 0 Ledo-Qamdo
1877 1283 Impassable 0 Fort Hertz – Qamdo
1291 1283 Impassable 0 Myitkyina – Qamdo
1898 1283 Impassable 0 Nai Ga – Qamdo
#USSR-SIK
1557 1421 Impassable 0 Biysk-Altay
1423 1421 Impassable 0 Ziryanovsk-Altay
1423 1432 Impassable 0 Ziryanovsk-Gulya
1422 1432 Impassable 0 Alma Ata-Gulya
1429 1432 Impassable 0 Frunze-Gulya
1429 1430 Impassable 0 Frunze-Kashgar
1429 1431 Impassable 0 Frunze-Aksu
ITA changes
- Tech team Cavagnari skill 6, available until later
- Tech team Riccardi Skill 5, changed to decentralized_execution;
small_unit_tactics added
- Tech Team Cantieri Ansaldo skill 7
- Minister Riccardi Available 1938 (Indirect Approach)
- Minister Dino Grandi available 1942 (Power Projection)
- Leaders: Italy have 2 skill 5 Rear Admirals (da Zara and Rizzo who
sunk the Szent Istvan)
- Leaders: 1-1 VA and RA of skill 4
- Leaders: Cavagnari and Riccardo Admirals skill 2
- Leaders: Some air leaders strengthened others made weaker
- admirals di Revel and Ghé unavailable, Aimone di Savoie is only a
Rear Admiral as historical
- ENG, GER, FRA, JAP, ROM, HUN, ITA, USA: leaders with deathdate 1940
or earlier are unavailable (deathdate 1937)
- Revised German admirals, Ciliax skill 5 ST+BL ('channel dash'),
others (incl. Raeder) cut back significantly
- give Italy 3330 # Early Air Carrier and 3340 # Basic Air Carrier
- reduced naval plane range to same range as tact planes
If anybody has questions about any events, feedback, suggestions or esp stuff about in game mechanics please let me know.