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Pasha

Field Marshal
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May 26, 2005
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I've been testing an updated version of the CWTT for The Grand Campaign and once I get into the late 40s and early 50s, the U.S. goes nuts lobbying nukes at its enemies on a monthly basis. It just ruins the game at that point and renders it unplayable, which sucks, since TGC incorporates NWO mod.

I'm hesitant to eliminate them altogether, so I'd prefer to limit their use. What would you guys suggest? I know there have been threads in the past on Nukes, but those focused on eliminating them, and not limiting them. I don't have access to the game files right now, but I'm assuming there's an entry in the Misc file addressing the speed in which they can be manufactured. I was thinking of modifying so that perhaps only it would take roughly one year to produce one nuke even with a level 10 reactor. I'm also going to modify some of the Nuke techs too. But I fear that the U.S. AI will somehow cheat and produce them normally anyway :(

I'm open to any other suggestions.
 
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A long time ago I made a complete script for an all in one NWO scenario that rationalized nuclear weapons. It prevented the AI from launching until either specific conditions were met (own territory conquered, self/allies nuked) or randomly based on a small chance of dice roll. It was a pretty hefty system and probably won't work just being ported over wholesale, but if you want I can try digging it up. Unfortunately I don't think it worked before 1945 ala historical WW2 ending, only afterwards such that the nuke mission was disabled to start with.
 
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A long time ago I made a complete script for an all in one NWO scenario that rationalized nuclear weapons. It prevented the AI from launching until either specific conditions were met (own territory conquered, self/allies nuked) or randomly based on a small chance of dice roll. It was a pretty hefty system and probably won't work just being ported over wholesale, but if you want I can try digging it up. Unfortunately I don't think it worked before 1945 ala historical WW2 ending, only afterwards such that the nuke mission was disabled to start with.
Thank you! I'll love to take a look at it. Although I'm not much of a modder, it might give me some ideas. I've been relatively successful in reducing the amount of nukes by increasing the amount of time needed to produce them and removing the production bonuses in the nuke techs. But the U.S. is still lobbing about a nuke each year starting in 1947.

Do you think there's a way to modify the game so that the AI can't use nukes (against anyone, human or AI) until the human player uses them first?
 
Thank you! I'll love to take a look at it. Although I'm not much of a modder, it might give me some ideas. I've been relatively successful in reducing the amount of nukes by increasing the amount of time needed to produce them and removing the production bonuses in the nuke techs. But the U.S. is still lobbing about a nuke each year starting in 1947.

Do you think there's a way to modify the game so that the AI can't use nukes (against anyone, human or AI) until the human player uses them first?
Yes, my script accomplished that. It's just that it relies on the nuke mission being disabled. I bet I could add to it to make an exception for WW2 but there could be lots of problems.

I'll try looking for the mod.

Edit: Found it. Since it includes a bunch of cold war era stuff like subverting nations via coup and having the superpowers respond, along with other delightful things like nuclear winters, spawning in reactors to ensure all nuclear powers are such (AI is bad about it) and giving them ICBMs so that they are guaranteed to launch (also bad about it), want me to include those or upload the whole darn mod?
 
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Yes, my script accomplished that. It's just that it relies on the nuke mission being disabled. I bet I could add to it to make an exception for WW2 but there could be lots of problems.

I'll try looking for the mod.

Edit: Found it. Since it includes a bunch of cold war era stuff like subverting nations via coup and having the superpowers respond, along with other delightful things like nuclear winters, spawning in reactors to ensure all nuclear powers are such (AI is bad about it) and giving them ICBMs so that they are guaranteed to launch (also bad about it), want me to include those or upload the whole darn mod?
Those all sound like great ideas, but since I'm not much of a modder, I'd probably end up screwing something up. The TGC files are already a mess probably because of all the combined mods. I'm seriously considering just disabling nukes outright and be done with it. I know it will probably result in an endless U.S.-Japan war, but the U.S. AI just can't stop lobbing them all over the place. I'm trying one last thing, and that's slowing down nuke production to an insane level and removing all nuke destruction bonuses in the techs. I thought I slowed down production enough, but the U.S. is still dropping about 4 bombs a year after 1947.
 
Those all sound like great ideas, but since I'm not much of a modder, I'd probably end up screwing something up. The TGC files are already a mess probably because of all the combined mods. I'm seriously considering just disabling nukes outright and be done with it. I know it will probably result in an endless U.S.-Japan war, but the U.S. AI just can't stop lobbing them all over the place. I'm trying one last thing, and that's slowing down nuke production to an insane level and removing all nuke destruction bonuses in the techs. I thought I slowed down production enough, but the U.S. is still dropping about 4 bombs a year after 1947.
Well heck dude, if you're not going to get stuck into it, then why bother asking for modding advice? You didn't think it was going to be a simple thing to get around, did you?

Here, for you and anybody else whose interest may be piqued, I've uploaded my old mod in its entirety. Yes it's still called All In One, just ignore that. I don't remember if it works with the latest DH version, may need to roll it back a bit. Either way, load up in 1945 and give it a whirl. Try playing as the US or USSR and wait for them to get some nukes together, then see what the war is likefrom the 50s onward. Try overthrowing other countries in coups for good measure. See how you like it.
 
Well heck dude, if you're not going to get stuck into it, then why bother asking for modding advice? You didn't think it was going to be a simple thing to get around, did you?
Sorry, didn't mean to waste your time, but the original post is a month old. I work full time and have other obligations so I've been working on it intermittently throughout May. I'm not a modder, which is why I asked for advice. I actually enjoyed modding the tech tree and the misc. file in the past 4 weeks and learning new things. And I've made some progress. Tweeked some more things this morning and about to start another campaign. If worse comes to worst, I'll just modify the nuclear waste bomb tech as a last resort so that no one can build nukes. It's as easy as that really.

Anyway, I appreciate your help and I'll take a look at your files. Cheers!
 
A long time ago I made a complete script for an all in one NWO scenario that rationalized nuclear weapons. It prevented the AI from launching until either specific conditions were met (own territory conquered, self/allies nuked) or randomly based on a small chance of dice roll. It was a pretty hefty system and probably won't work just being ported over wholesale, but if you want I can try digging it up. Unfortunately I don't think it worked before 1945 ala historical WW2 ending, only afterwards such that the nuke mission was disabled to start with.

The part in the above quote that mentions how the A.I. was prevented from launching nukes until certain conditions were met has brought the following thought:
  • Was the event something such as:
    • nuclear_technology_XXXX deactivated unless province_ABC controlled?
  • Of course, the above is not written as a proper Darkest Hour event, just keeping the idea simple at this moment.
The point here is the following:
  • While working on the strategic_regions.txt decision template file, an event has been created whereby the following occurs:
    • Nuclear research within the Industrial category is disabled unless province X (which had uranium historically) is controlled;
    • [The province in the test was just a random province, not historically accurate];
    • The 1936 scenario starts with an inactive decision: "Nuclear Weapons Research Available";
    • Conditions to activate the decision are controlling necessary uranium provinces;
    • Within a few days of the 1936 scenario starting, an event appears indicating that the first two nuclear technologies from the industrial category are disabled due to lack of the necessary raw materials;
    • Once province X (the uranium province in the test) was controlled, the nuclear technologies were available; and,
    • The test was conducted in Kaiserreich although it's fair to say a similar decision/event option can be created for Darkest Hour vanilla in addition to other mods.
The test was conducted with the human and not the A.I. If there is an A.I. file somewhere that gives nuclear weapons to the A.I. without the necessary research, then of course the above decision is worthless.

It seems reasonable to think that nations that do not have access to uranium cannot research nuclear technology. Moreover, nations that have uranium or are allied with a nation that has uranium, should be permitted to research nuclear technology.

While the above approach may not prevent nuclear weapons from exploding all over the place by the A.I. (which appears to be the issue discussed in this thread), it may offer a more well-managed nuclear weapon environment, while providing an interesting strategic opportunity: control all of the provinces/regions that were known to have uranium during the 1940s/1950s, and acquire a monopoly on nuclear weapons research and technology!

Before sharing a template for the decisions/events, thought it worthwhile to ask here if anyone has created a decision/event as the one above as a means to provide a more "managed" nuclear weapons environment. Has the above approach been implemented as a decision/event to attempt to control nuclear production?

As a side-note, the above reasoning does seem somewhat realistic: if nation X does not have uranium, and is at war with nation(s) that control uranium provinces or regions, then nation X will be unable to acquire the necessary resources for the nuclear weapons research. No research = no weapons.

Of course, the above is useless if the A.I. has been programmed to receive nuclear weapons by a certain date, regardless of research and built nuclear reactor reactors -- which might be what one of the comments above was alluding to with the notion that, "the A.I. cheats" concerning nuclear weapons.
 
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