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DanubianCossak

DaputinCozzak Specyal Snowflake
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Nov 16, 2009
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# Installation:
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1.) Go to your game folder/Mods/, copy Darkest Hour Full, rename the copy to Test1 (or whatever you prefer)
2.) Download whichever files you want and place them inside Test1 folder (replace original files with mine)
3.) If files cannot be just pasted over Test1 folder, bellow i will provide accurate path instead, so do that insead

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# Files:
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#DB changes:

http://www.megaupload.com/?d=QRMISJIX - [14-04-11] unit files - contains new divisions and new brigades unit stats. (should be used with my misc which is bellow, but it will work with vanilla misc as well)

http://www.megaupload.com/?d=8UWNASF0 - [14-04-11 / 2] parts of DB folder - contains everything else minus units that was changed in DB folder, all of this is completely optional.

#Config:

http://www.megaupload.com/?d=T5IA1IUV - [14-04-11] Config - depending on what you use from DB folder, you might need this as well, if you use new technologies this will show their correct names etc.

#AI:

http://www.megaupload.com/?d=5CKN8B89 - [14-04-11] AI files - (somewhat) reworked AI files. Most of this is compatible with vanilla stuff, but some might need new events, which are located in DB folder. Optional.

#Scenarios:

http://www.megaupload.com/?d=NEMGX6OY - [14-04-11] scenarios for 1936 (optional, highly recommended) - go to your mod folder/scenarios/1936 and paste this inside.

#Map related stuff

http://www.megaupload.com/?d=RRTU9GWM - [optional version 14-04-11 / 1] - reworked provinces (IC values, manpower and much more resources to play with), optional, highly recommended. - inside Test1 folder, create new folder: name it map, then within map folder create new one called Map_1, and then paste provinces.csv there.

#GFX:

http://www.megaupload.com/?d=NHFZ3T62 - [optional, warning old style unit models!!! version 1-3 ] - go to Test1/GFX/interface/models, delete EVERYTHING except for ALL files starting with "ill_bri_" (everything else inside folder should be colored pictures, these ones are black and white, shouldnt be too hard to spot them, make sure you list files by name, they will be in one group, do not delete them).

http://www.megaupload.com/?d=4WQXBWF0 [all versions] - interface pictures for new tech teams, they are already packed so that you should be able to just paste it over Test1 folder, if it doesnt work then go to Test1/gfx/interface/pics and paste them there.

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# Read please:
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If you are looking ONLY for HoI2 style combat (to be specific, only files within DB/units/divisions and DB/units/brigades), without changes to any other DH mechanics/features, then use ONLY DB files (without AI).

Everything else is designed to work independently, based on your own taste, so you can choose, altho i highly recommend either use of ONLY DB files, or use of everything (models are 100% optional they dont affect game in any way other than appearance).
 
Last edited:
First version of mod is out. Eagerly awaiting feed back :)

Have fun Comrades, for the Motherland!

And remember every single unit type is now good for something, even cavalry EVEN in WW2.

- edit - an example of what im working on right now (notice model pics, nostalgic moments xD)

 
Last edited:
Thanks, i took me 1.5 weeks to get Bydgocsz (Bromberg in German, I dont speak any word Polish), so i cant Blitzkrieg, now i can.
 
Is the manpower system still the standard DH one? Does this mean a lack of manpower when producing more infantry?

Nope, the mobilization has been compltely removed, the released version still has locked army (proffesional vs drafted army) sliders, altho i just finished removing them (reverted back to HoI2), and they should have old style bonuses (so they dont have as huge impact on production etc).

When it comes to manpower, with mobilization system gone, manpower has also been restored to default HoI2 - which means daily gain of 0.60-ish mp for Germany in 36' for example, if you use my map as well, some countries will have slightly increased mp (Romania, Hungary, Sain, Manchuko etc).

Looks good! :)

Thx for the kind words, but no really, it doesnt look "good" xD I call it "nostalgic" look, slightly reworked to give more info (so fo rexample missible cruiser has a little missle in the corner, Turbo Jet airctafts have "TJ" etc). I wish i was good GFX cuz i would totally make proper new models :)
 
Thanks for the answer, I will try this out. DH's new features and map plus HoI2's combat and MP system might sound what I always wanted.
Just wanted to know, does "mobilization system gone" mean that all the available mobilization decisions and events are also gone? And manpower rise is just like original HoI2? Also with minister bonuses? Are the ship building times also reverted to original?
 
Thanks for the answer, I will try this out. DH's new features and map plus HoI2's combat and MP system might sound what I always wanted.
Just wanted to know, does "mobilization system gone" mean that all the available mobilization decisions and events are also gone? And manpower rise is just like original HoI2? Also with minister bonuses? Are the ship building times also reverted to original?

Mobilization system gone means everything added in DH is removed. There are no mob. levels, no events related to it (i didnt remove events irrc only mob. code, should do the trick anyway).

Yes menpower increase is again based on daily amount, which is based on total sum of MP in your provinces (and a lot of different modifiers).

I forgot to re-do MP minister(s?), i did the IC ones thought. I will check this as well.

Im not sure about the original ship building times, but mine are set more to my personal liking. If you dont like that, you can always increase/decrease them yourself, its really easy and im more than willing to explain how to do it, its no problem.
 
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Mobilization system gones means everthing adding in DH is removed. There are no mob. levels, no events related to it (i didnt remove events irrc only mob. code, should do the trick anyway).
To be sure, edit Darkest Hour\Mods\Darkest Hour Full\db\events.txt and Darkest Hour\Mods\Darkest Hour Full\db\1914_events.txt. Remove the call to event = "db\events\Mobilization.txt" and event = "db\events\AI\AI_mobi.txt". This should be better.
 
Gosh, sometimes im amazed by my spelling errors when i do more than 1 thing at the same time xD

Thx for that AC, altho i only plan to support WW2 right now (unless a lot of people ask for WW1) this is very helpful :)
 
This is HoI2: (from DH install so i assume they used latest Arma vesion)

Code:
# 0 - Great War
model = {
	cost						= 7
	buildtime 					= 730
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 1
	maxspeed					= 15
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility					= 90
	seadefence					= 12
	airdefence					= 1
	seaattack					= 14
	airattack					= 1
	subattack					= 0
	convoyattack					= 14
	shorebombardment			= 6
	transportcapability			= 0
	
	range						= 2500
	supplyconsumption			= 0.7
	fuelconsumption				= 1
	distance					= 0.32
}

This is mine:

Code:
model = {
	cost						= 12 # was 7
	buildtime 					= 450 # was 730
	defaultorganisation 		= 20
	morale						= 20
	manpower					= 1
	maxspeed					= 15
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 0
	visibility					= 90
	seadefence					= 40
	airdefence					= 15
	seaattack					= 12
	airattack					= 1
	subattack					= 0
	convoyattack					= 12
	shorebombardment			= 6
	transportcapability			= 0
	
	range						= 2000
	supplyconsumption			= 3
	fuelconsumption				= 2
	distance					= 0.28
}

(Note that i have given you examples of lowest model, but also have in mind that everything is scaled from this, so altho it does cost a lot more in IC, it also has much lower build time, which is about the same more or less. And disregard combat stats difference, that due to some design changes).
 
Where are these files located at? Could I get intro trouble if I would just copy over the unit files from Armageddon?

Nevermind, I found the location. Do I need to edit every single model from great war to modern for this?
 
Where are these files located at? Could I get intro trouble if I would just copy over the unit files from Armageddon?

Game folder/mods/whatevermodyourecurrentlyusing/db/units/divisions OR same path/units/brigades. Those 2 folders contain .txt files where ALL land/naval/air units and different models are defined.

My best guess is that you cannot just copy Arma units, since DH has introduced new techs and many more models, so Arma files will lack a lot of entries, not a smart thing to do.

What you could do, if you really wanted to, is to go through all DH files manually (like i did) and change them to Arma values (you will need to input many values yourself though but it shouldnt be too hard if you use Arma as a template).
 
Guys, you can always copy the DHFull folder and rename it "DHFull + Combat Mod" and make experiments on that. No need to mess with the original files and with the launcher it is easy to load a new Mod. :)
This is my advice if you fear making mistakes in modifying the wrong files.

EDIT: partially emu'd 4