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The whole point of the Soviet Union in 1964 is that it has the vast reserves of manpower and land from Asia - and that this can potentially result in a destabilized country that breaks up, a huge and powerful union, or a de-centralised state.

An event chain that will be at the whim of the player. Similar to the US Southern Rebellions event, just on a much larger scale.

@Zokan: Some good points. The 'all Afghan ministers' was an oops on my part that I obviously forgot to correct. IT was more of a way to go 'okay, ones that have Afghan ministers we have still to do'
Tannu Tuva is our special nation. Mongolia might get integrated into the Soviets, but Tannu Tuva is there for a reason, just not fully fleshed out yet.
Who would we put in place of Kennedy? We figured most US politicians would be forced to lean further right because of the ongoing war with the Soviets. That, and the fact that was the result of the HoI II election event for that year set. New election events will be put in the future to allow you to choose who you want :)

Id also like to ask: Combat and gameplay wise, what could be improved? Obviously we will be doing some stat adjustments, but is one side overpowered or underpowered more then it should be?
 
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Id also like to ask: Combat and gameplay wise, what could be improved? Obviously we will be doing some stat adjustments, but is one side overpowered or underpowered more then it should be?

Don't know as a whole, because when I first started as Germany(before your post about the OOB) the Soviets slaughtered the US in Japan and were pushing hard in vietnam, with CP minors making 1 div landings all over the place and conquering a fair bit before being cut off and destroyed. As the US, the minor invasions continued(canada overran all of india with 3 divisions before being cut off for instance), but with me pushing the soviets off Japan fairly quickly and shoving them around in Korea and Vietnam until I reached provinces whose infra levels were to low to make any reasonable progress.
 
I see, you're using the events of your game as basis for the mod. Ok then :)

Anyway, I'd like to volunteer for scripting tech teams. I made nearly all the tech teams for the Cold War mod (it's been dead for 2 years now). Since that mod had 1955 as its starting point, a lot of teams and pictures could be ported for use in 1964. What do you say?
 
Don't know as a whole, because when I first started as Germany(before your post about the OOB) the Soviets slaughtered the US in Japan and were pushing hard in vietnam, with CP minors making 1 div landings all over the place and conquering a fair bit before being cut off and destroyed. As the US, the minor invasions continued(canada overran all of india with 3 divisions before being cut off for instance), but with me pushing the soviets off Japan fairly quickly and shoving them around in Korea and Vietnam until I reached provinces whose infra levels were to low to make any reasonable progress.

I think the solution to this will be to give all the Chicago Pact allies same AI files. In my game I had a similar issue, but after a few defeats they stopped.

As your play as Germany, did the US make mini-landings all over the place? Or was it just its allies?

Anyway, I'd like to volunteer for scripting tech teams. I made nearly all the tech teams for the Cold War mod (it's been dead for 2 years now). Since that mod had 1955 as its starting point, a lot of teams and pictures could be ported for use in 1964. What do you say?
Sure we could use the help! We currently don't have the manpower to redo/update every nation's tech teams, so we'll take all the help we can get! Here is a link to our forums:
http://z6.invisionfree.com/Team_TGG/index.php?c=8
 
I shall see if I can fix that for the next patch.
 
I've tested the game to February 1st, 1964 on AoD v1.04. I don't know much about the new version of AoD, but you should have no issues from the looks of things.
 
A little bit incomplete for me to start a great game, good job anyway.

Thanks :)

I'm continually working to improve it, hopefully it will get to the point where people can start major games.
 
Right now I am not sure when the patch will be out. I am still adding stuff to it to spice up the game abit.

One of these is a Soviet Union disintegration event, where if the Soviet Union falls the country can choose how it falls apart.

1) Country splits, but the 'republics' can choose to stay in an alliance with the Soviet Union (AI will almost always choose this)
2) Country splits, but are forced into puppet status. Will have additional dissent and leave the road open for other events in the future. AI will rarely choose this
3) Brutal oppression. High dissent in occupied territories and such. No AI chance, humans players may choose this if they want. Beware!

Of course, where would the fun be if the US player could resume war right after a negotiated peace? Of course I'll put in an event to avoid this loophole. Okay, maybe not a avoid, since you are the leader of your country and you choose what will happen...but to discourage flimsy politics.

I've also been working on some balancing issues, as well as bringing the game to a more playable state. Fixed the fact that everyone other then the USA and the Soviet Union lacked convoys and escorts, now all coastal nations have them.

Added some graphics, events, new brigades, some new province pictures and model pictures, here and there stuff.

The intelligence screen string errors might need to wait to another patch, I'm having trouble tracking that problem down too.

---

On another note, is there an event command that will check for any amount of troops in a given area from a certain nation?
 
I'm currently scripting tech teams for European countries - so far I've got around 10 countries finished. I'll upload the files on your team forum when I'm done.
 
I'm thinking 'yes' because of the vanilla "Re-occupation of the Rhineland" event.

I thought about that, but looked at its script. It only checks if Germany has divisions in X provinces.

I suppose I could do that.

@Zokan: Awesome! I didn't know you were working on some :)
 
I started working on tech teams 10 days ago, but I forgot to tell you :)

Man, this next patch just keeps getting better.

On a side note, I know alot of people must have noticed the string errors in popups and the intelligence screen. After 2 hours of rewriting one of the language files, I've fixed it.
 
oohhhh
I don't believe that I didn't see this earlier.

The AAR was great (even if i was cheering for Germany because it was simply the best game by an AI I have ever seen ;) )

I will try this out immediatly.

after some games when I got the concepts, the story and all maybe I could help if you still need someone.
 
oohhhh
I don't believe that I didn't see this earlier.

The AAR was great (even if i was cheering for Germany because it was simply the best game by an AI I have ever seen ;) )

I will try this out immediatly.

after some games when I got the concepts, the story and all maybe I could help if you still need someone.

Glad you enjoyed the AAR. Don't expect too much from the first Alpha we have up, still buggy. I'd wait a few days and get the patch I am close to releasing.
 
Release of the patch is delayed. I've been hit by a large hacker/virus attack, and it looks like I'll be reformatting. Before someone comes by and tries to give me advice: I know my way around a computer and have tried practically everything. That being said, I'll be moving my mod files to a USB, scanning it via laptop, and plan to get back onto modding later this week again. System restore killed some of my mod files, setting me back. I will not upload from here for risk of contaminating whatever gets uploaded (I don't know if any viruses remain on my PC)

The attack was kind of like Normandy, with me being Germany, and while I stopped most of it, some go through and did some damage.

I'll be back sometime in the future to keep you guys posted!

-Feuersturm
Team '64
 
ouch... :(