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i used mod folders. ill go check out that hotfix though. the problem wasnt quality but numbers it seemed. only in the phillipines did the russians really put up much of a fight or have significant forces

the tech tree needs a look at. some techs still have their years increment in the same way as hoi2 (36, 38, ect). naval is a big one

thailand also needs a look at as theyre overrun far before i can get forces in there
 
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i used mod folders. ill go check out that hotfix though. the problem wasnt quality but numbers it seemed. only in the phillipines did the russians really put up much of a fight or have significant forces

the tech tree needs a look at. some techs still have their years increment in the same way as hoi2 (36, 38, ect). naval is a big one

Thailand also needs a look at as theyre overrun far before i can get forces in there

Mind stating the techs as you come across? With work IRL and everything I knew there was bound to be a few oversights.

As for Thailand being over-run, which side did they join? With the addition of the new Soviet divisions it might have thrown off the odds in the are a tad bit. However, most of the time I've played Thailand has been a good back-and-forth battleground between the AI, sometimes lasting into the 1970s if left to the game's own devices.

ModDB Hotfix link for those who don't like MediaFire: http://www.moddb.com/mods/nineteen-sixty-four/downloads/1964-120-1-hotifx

Tell me how the testing with the new division counts go. I hope I didn't sway it too far one way, I think the new counts are more balanced.
 
i was playing on normal difficulty and skynet 1964 difficulty. thailand joined my side and i rushed troops in but barely saved bangkok and lost most of the country. japan was a meatgrinder that i won in early 65. i broke through the phillipines quite quick but due to the needs of my transports elsewhere, couldnt seize the other tiny islands. it took until late 68 to break through south east asia tho im again stalled in southern china and western burma. i tried landing in korea many times but couldnt. the soviet navy checked me well around their coast but didnt venture into the pacific. i seemed to constantly lack troops and transports too. i guess thats good? no IC for production sadly. that said, i didnt feel threatened at all...it was just brutal trying to advance. like the western front in september 44

i just played soviet union on skynet and got my ass kicked. i think one of the problems with the new ai system is that it creates new units for invasions but those units stay and are throw into the frontline, beyond their intended purpose, giving the enemy a huge force. theres simply not enough reserves or IC for either side.

things id like to see:

improved ai difficulty system
more reserve units for both chicago pact and soviet union OR more ability to create units
more planes and ships

great mod though i must say. i just feel like i dont have many options
 
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i was playing on normal difficulty and skynet 1964 difficulty. thailand joined my side and i rushed troops in but barely saved bangkok and lost most of the country. japan was a meatgrinder that i won in early 65. i broke through the phillipines quite quick but due to the needs of my transports elsewhere, couldnt seize the other tiny islands. it took until late 68 to break through south east asia tho im again stalled in southern china and western burma. i tried landing in korea many times but couldnt. the soviet navy checked me well around their coast but didnt venture into the pacific. i seemed to constantly lack troops and transports too. i guess thats good? no IC for production sadly. that said, i didnt feel threatened at all...it was just brutal trying to advance. like the western front in september 44

i just played soviet union on skynet and got my ass kicked. i think one of the problems with the new ai system is that it creates new units for invasions but those units stay and are throw into the frontline, beyond their intended purpose, giving the enemy a huge force. theres simply not enough reserves or IC for either side.

things id like to see:

improved ai difficulty system
more reserve units for both chicago pact and soviet union OR more ability to create units
more planes and ships

great mod though i must say. i just feel like i dont have many options

All input is great, and this is no exception. The work using the AI difficulty system is still a WIP, and I will surely pass this post onto our forums.

Reserve units. Do you feel they would be better placed on the Continental US, or elsewhere?

Through my play testing lately, I agree that aircraft numbers could definitely be increased. I myself was thinking of adding another medium-sized squadron to each power. How large of an increase were you thinking of?

If you ever tire of playing the beta, we included a fun little sandbox for those who play the scenario as TT.

--

Your attacks on Korea as the USA, what caused your attack to fail?
Also, those Skynet invasions. Could you elaborate more on how you as a player dealt with that? We did not play test that situation heavily, more around the mid-difficulty range (only 3 internal testers).
The conflict lasting into 1968 is actually a good thing from our perspective. For one, fighting on the Soviet territory is intentionally difficult. Two, it means that the Soviet AI is actually able to...well, not die quickly.
How constrained by the lack of IC were you? Did you find it more of an annoyance or a challenge?

And as for your last comment: Thanks. We are working hard to make this mod to a level that will attract more players. :)Like I said earlier, I've passed this post on to the members on our team, and we will be discussing some of them :)
I just wish others would post as much. Like I've said before, we take all input, good or bad!
 
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All input is great, and this is no exception. The work using the AI difficulty system is still a WIP, and I will surely pass this post onto our forums.

Reserve units. Do you feel they would be better placed on the Continental US, or elsewhere?

hmm, id say some reserves in the Continental US. the current 15 is good imo. some more elsewhere though. maybe like 9 in Australia. the current number in vietnam is good. any maybe a few more in pearl harbor. marines...need a few marines.

as for russian reserves, more in china, few in india, and change the 15 stack of militia to infantry.

Through my play testing lately, I agree that aircraft numbers could definitely be increased. I myself was thinking of adding another medium-sized squadron to each power. How large of an increase were you thinking of?
er...a rather large 1. increase total US and soviet air formations to around 30. add in a little cas. id also advocate bringing all carriers up to full strength, giving the USN a total of 10, and the soviets 4 nav bombers or something

If you ever tire of playing the beta, we included a fun little sandbox for those who play the scenario as TT.

wat?
--
Your attacks on Korea as the USA, what caused your attack to fail?
lack of transports meant i couldnt land in multiple spots simultaneously, but more of the fact that i lacked marines or some other way to force my way on. using 40 divisions, i attacked and attacked until i litterally couldnt anymore by cycling troops and still they didnt break. only had 3 divisions tops per beach too.

Also, those Skynet invasions. Could you elaborate more on how you as a player dealt with that? We did not play test that situation heavily, more around the mid-difficulty range (only 3 internal testers).
i played USA on skynet and i just slugged through into 68. there was some BS tho, like a zerg of russians appearing on the northernmost japanese island and i couldnt dislodge them, screwing up the invasion plans. the phillipines almost got owned and i had to rush reinforcements there.

as for the soviets, i actually played on firestorm and got pwned. they annihilated my japanese invasion force, then my phillipine one. in vietnam, they rushed into taiwan and i brought men from everywhere i could but the line just shattered

The conflict lasting into 1968 is actually a good thing from our perspective. For one, fighting on the Soviet territory is intentionally difficult. Two, it means that the Soviet AI is actually able to...well, not die quickly.
How constrained by the lack of IC were you? Did you find it more of an annoyance or a challenge?
eh, it was mostly the fact that things just took forever even though the outcome was inevitable. like a seesaw battle over a desert or siberian province...you know whos gonna take it but the long travel times mean it could be months before its taken. lack of IC played a role. in effect, i did alot of simply building up over an extended period. dunno really how to remedy that while still making it a challenge though. i found the lack of IC a huge challenge and i couldnt do any research as soviets and only 2 techs as USA. it wasnt so much as i lacked IC but i had to pour 60% into consumer goods


And as for your last comment: Thanks. We are working hard to make this mod to a level that will attract more players. :)Like I said earlier, I've passed this post on to the members on our team, and we will be discussing some of them :)
I just wish others would post as much. Like I've said before, we take all input, good or bad!

id say simply adding more units would help the lack of options thing. if i go into taiwan...i feel like i have to support than advance or im wasting men. and if im the soviets...well...i have to counter the american intervention in taiwan. but yeah keep up the good work. definitely an alpha but im very blown away. certainly a playable alpha
 
a) I think that is a reasonable number.
b) Again, something I don't see as unreasonable
c) TT = Tannu Tavu
d) Now that you mention the 'marines', one thing I need to do is give the 'Special Forces' divisions the same buffs for beach and river assaults as the marines did in vanilla.
 
Painfully slow, put on hold till after holidays.

Almost impossible to coordinate effectively with the different schedules this Christmas.
 
I am trying to load my swede save game and I get this error on the load screen. Hotfix has been installed and I am running 1.07. Choosing to ignore or retry causes a CTD.

Going up the Infantry focus has a lot of techs that are 1938. The agriculture ones also has a date that lowers over time, techs get easier.

1965swede.png
 
New game, playing as russia and I have two rare plants and a oil plant. Neither or which produce anything it seems. It doesn't show positive Rares or Oil in the ledger but i doesn't show a deduction in metals and electricity for running them either.

russia1965_rares.png


russia1965.png


Armenia doesn't have any resources , never mind enough for 4 IC.

armenia1965_noresources.png


Wrong year on air tech

airtechwrong.png


Not sure what the description should read...

agdescription.png
 
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Thanks for those screenshots, they will help us track some of these bugs down. We've had a huge influx of feedback this release, which is awesome to see :)

How did I miss some of those tech issues -_-. I swear I've spent more time going through tech files than I think any other portion of this game!


All of our units have been going under a lot of work, so a good number of them have been swapped back and forth between values, I guess the cruisers got missed.

A quick fix for your battlecruiser error is this:

Go to "Arsenal of Democracy / db / units / divisions" and open up "battlecruiser.txt"

delete the entire contents of this file, and replace it with this:
(doing this should allow you to continue playing the game :))

Code:
## Battlecruisers are now 'Cruisers'

naval_unit_type = 1
allowed_brigades = naval_anti_air_l
allowed_brigades = naval_radar_l
allowed_brigades = naval_fire_controll_l
# allowed_brigades = naval_improved_hull_l
# allowed_brigades = naval_torpedoes_l
allowed_brigades = naval_spotter_l
allowed_brigades = naval_sa_l
allowed_brigades = b_u2
allowed_brigades = b_u6
allowed_brigades = b_u20



# 0
model = {
	cost						= 9
	buildtime 					= 220
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 2
	maxspeed					= 30
	surfacedetectioncapability			= 1
	airdetectioncapability				= 1
	subdetectioncapability				= 1
	visibility					= 70
	seadefence					= 10
	airdefence					= 12
	seaattack					= 15
	convoyattack					= 8
	subattack					= 10
	airattack					= 12
	shorebombardment				= 6
	transportcapability				= 0
	
	range						= 4000
	supplyconsumption				= 0.7
	fuelconsumption					= 0.6
	distance					= 0.32
}

# 1
model = {
	cost						= 10
	buildtime 					= 220
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 2
	maxspeed					= 30
	surfacedetectioncapability			= 1
	airdetectioncapability				= 1
	subdetectioncapability				= 1
	visibility					= 70
	seadefence					= 11
	airdefence					= 13
	seaattack					= 16
	convoyattack					= 9
	subattack					= 11
	airattack					= 13
	shorebombardment				= 6
	transportcapability				= 0
	
	range						= 4000
	supplyconsumption				= 0.7
	fuelconsumption					= 0.6
	distance					= 0.32
}

# 2
model = {
	cost						= 11
	buildtime 					= 220
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 2
	maxspeed					= 30
	surfacedetectioncapability			= 1
	airdetectioncapability				= 1
	subdetectioncapability				= 1
	visibility					= 70
	seadefence					= 12
	airdefence					= 14
	seaattack					= 17
	convoyattack					= 10
	subattack					= 12
	airattack					= 14
	shorebombardment				= 7
	transportcapability				= 0
	
	range						= 4000
	supplyconsumption				= 0.7
	fuelconsumption					= 0.6
	distance					= 0.32
}

# 3
model = {
	cost						= 12
	buildtime 					= 220
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 2
	maxspeed					= 30
	surfacedetectioncapability			= 1
	airdetectioncapability				= 1
	subdetectioncapability				= 1
	visibility					= 70
	seadefence					= 13
	airdefence					= 15
	seaattack					= 18
	convoyattack					= 11
	subattack					= 13
	airattack					= 15
	shorebombardment				= 7
	transportcapability				= 0
	
	range						= 4000
	supplyconsumption				= 0.7
	fuelconsumption					= 0.6
	distance					= 0.32
}

# 4
model = {
	cost						= 13
	buildtime 					= 220
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 2
	maxspeed					= 30
	surfacedetectioncapability			= 1
	airdetectioncapability				= 1
	subdetectioncapability				= 1
	visibility					= 70
	seadefence					= 15
	airdefence					= 17
	seaattack					= 20
	convoyattack					= 13
	subattack					= 15
	airattack					= 17
	shorebombardment				= 7
	transportcapability				= 0
	
	range						= 4000
	supplyconsumption				= 0.7
	fuelconsumption					= 0.6
	distance					= 0.32
}

# 5
model = {
	cost						= 14
	buildtime 					= 220
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 2
	maxspeed					= 30
	surfacedetectioncapability			= 1
	airdetectioncapability				= 1
	subdetectioncapability				= 1
	visibility					= 70
	seadefence					= 16
	airdefence					= 18
	seaattack					= 21
	convoyattack					= 14
	subattack					= 16
	airattack					= 18
	shorebombardment				= 8
	transportcapability				= 0
	
	range						= 4000
	supplyconsumption				= 0.7
	fuelconsumption					= 0.6
	distance					= 0.32
}


## The following are temporary values in order to regain playability function **Not play-balanced**


# 6
model = {
	cost						= 15
	buildtime 					= 225
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 2
	maxspeed					= 30
	surfacedetectioncapability			= 1
	airdetectioncapability				= 1
	subdetectioncapability				= 1
	visibility					= 70
	seadefence					= 17
	airdefence					= 19
	seaattack					= 21
	convoyattack					= 14
	subattack					= 16
	airattack					= 18
	shorebombardment				= 8
	transportcapability				= 0
	
	range						= 4500
	supplyconsumption				= 0.7
	fuelconsumption					= 0.6
	distance					= 0.32
}

# 7
model = {
	cost						= 16
	buildtime 					= 230
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 2
	maxspeed					= 30
	surfacedetectioncapability			= 1
	airdetectioncapability				= 1
	subdetectioncapability				= 1
	visibility					= 70
	seadefence					= 18
	airdefence					= 20
	seaattack					= 21
	convoyattack					= 14
	subattack					= 16
	airattack					= 18
	shorebombardment				= 8
	transportcapability				= 0
	
	range						= 4500
	supplyconsumption				= 0.7
	fuelconsumption					= 0.6
	distance					= 0.32
}

# 8
model = {
	cost						= 17
	buildtime 					= 235
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 2
	maxspeed					= 30
	surfacedetectioncapability			= 1
	airdetectioncapability				= 1
	subdetectioncapability				= 1
	visibility					= 70
	seadefence					= 19
	airdefence					= 21
	seaattack					= 21
	convoyattack					= 14
	subattack					= 16
	airattack					= 18
	shorebombardment				= 8
	transportcapability				= 0
	
	range						= 4500
	supplyconsumption				= 0.7
	fuelconsumption					= 0.6
	distance					= 0.32
}

# 9
model = {
	cost						= 18
	buildtime 					= 240
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 2
	maxspeed					= 30
	surfacedetectioncapability			= 1
	airdetectioncapability				= 1
	subdetectioncapability				= 1
	visibility					= 70
	seadefence					= 21
	airdefence					= 22
	seaattack					= 21
	convoyattack					= 14
	subattack					= 16
	airattack					= 18
	shorebombardment				= 8
	transportcapability				= 0
	
	range						= 4500
	supplyconsumption				= 0.7
	fuelconsumption					= 0.6
	distance					= 0.32
}

If that air tech is vital to the continuing support of your war effort, I can guide you on how to fix that too. I am surprised at the issue with the rare and oil plants, as we have not touched that yet. Might be worth taking a really good look into on our part.
===

On a side note, all our megaupload links are now (and probably forever) gone, so I've gone and removed them. This is due the the US seizure of all megaupload's servers and such.
 
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Nice to see another Western Canadian on here, From Winnipeg area.

Fixed the date issue on the air doctrine


Industrial Agriculture is fixed as well

green revolution is set to 1966
integrated pest is set to 1970
gene manipulation is 1975
high yield crop var 1978
intensive farm is 1982

Oil issue was that Basic oil refining didn't give "command = { type = industrial_multiplier which = energy_to_oil value = 0.1" , so i added that and then switched the "Basic Synthetic Oil Production" to 'command = { type = industrial_multiplier which = energy_to_oil value = 0.1'. So i will see how this works. Should just be a quick copy and paste to fix.
 

Attachments

  • air_doctrines_tech.txt
    95 KB · Views: 390
  • industry_tech.txt
    74,5 KB · Views: 398
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I have a solution to that. All those errors are caused by a tech activating a model that does not exist. I can post the code for that up in a bit.

Thanks for those files! I was actually about to head into those today, but seems like you beat me to it :)
 
any updates?

Yeah, slow progress. I think this next update might be our last one (with me as project head). The project will never truly be finished, so I've been looking for someone to take over the reigns. A good chunk of the base game is there, we just need someone to refine it :) As I get older, life throws more on me, and its becoming very hard to keep this going.

I've been compiling a list of stuff I want to put in the final patch, to make sure its playable for a significant time period.
 
Any clue how to fix this one?

Policeissue.png

Same as before, go to "db/units/brigades", open up the police.txt and replace the code with this.

Code:
land_unit_type = 1
model = {
	cost 			= 2
	buildtime	 	= 35
	manpower 		= 2
	defaultorganisation = 3
	suppression		= 3
	supplyconsumption = 0.1
	upgrade_time_factor = 0.5
	upgrade_cost_factor = 1.0
}
model = {
	cost 			= 2
	buildtime	 	= 35
	manpower 		= 2
	defaultorganisation = 3
	suppression		= 4
	supplyconsumption = 0.1
	upgrade_time_factor = 0.5
	upgrade_cost_factor = 1.0
}

model = {
	cost 			= 2
	buildtime	 	= 35
	manpower 		= 2
	defaultorganisation = 3
	suppression		= 5
	supplyconsumption = 0.1
	upgrade_time_factor = 0.5
	upgrade_cost_factor = 1.0
}

model = {
	cost 			= 2
	buildtime	 	= 35
	manpower 		= 2
	defaultorganisation = 3
	suppression		= 6
	supplyconsumption = 0.1
	upgrade_time_factor = 0.5
	upgrade_cost_factor = 1.0
}


model = {
	cost 			= 2
	buildtime	 	= 35
	manpower 		= 2
	defaultorganisation = 3
	suppression		= 7
	supplyconsumption = 0.1
	upgrade_time_factor = 0.5
	upgrade_cost_factor = 1.0
}
 
It seem there is no mirror for the mod anymore.
 
It seem there is no mirror for the mod anymore.

ModDB is currently our only mirror (thanks to the take down of megaupload's servers), the mod is too big for most effective sites.