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Showing developer posts only. Show all posts in this thread.
@GAGA Extrem:

I sent you a few minutes ago a PM with a "small" proposal based on v1.3. Maybe some ideas might be worth considering. ;)
Wrote an answer, but cannot send any PM back.
 
Well, overall naval range is slightly higher, but regarding the AI, nothing changed.

Sounds like super-happy-fun-time. :D
 
Just wanted to report back, so far have quite enjoyed the game with all the new techs. Noticed quite a few of the techs have in the description (a as of yet undescribed command) not sure if that means I installed something wrong?
It's as it says: The event command is not yet described by the devs. The effect is not shown, but working. Iirc this happenes to the softness reducing effects. Nothing I can do about that.

So i'm guessing i'll have to research the Light Carriers in order to get it?
Dunno, my guess would be that the tech requirements are not the same as the ones that trigger the secret tech event. Will have a look at that.

Also wondering if there was any plan for any late game techs for TC? There must have been some improvements in the 1945 - 1964 period.
I have planned to add some late game techs, but honestly, AoD / HoI is not that well designed for post WW2 simulation. Low priority.
 
Could be related to supply increasing tech effects.
Thanks for your report, I will investigate this!
 
Just to let you know, the mod is not dead.

Since I have some time to spare atm I have continued working on the new version.
:D
 
Wonderful mod, but we have some problems in our multiplayer game, it doesn't seem possible to research "Nuclear Research" tech and "Advanced Machine Tools" as soviet union. prereqs are done, but, selecting a team and a tech, then clicking "Start research" won't do anything.

I remember this bug from a vanilla MP game with my brother - I guess it is related to the game itself, not my mod. Usually reloading should fix the problem, unless the game has messed up data transfer - which is unlikely, but not impossible.
 
The problem with savegame upload could be related to moddir usage.

To guarantee a bug-free MP game, you should NOT use the moddir, but rather make a seperate install for the mod you want to play.
 
Sorry @ all, but I have been very busy for several weeks, lots of stuff going on here, not much time for AoD...

I just updated to 1.05, will look into the mod files to make a 1.05 compatible version soon.

Thanks for your support,
GAGA
 
Sorry for answering so late - but the mod is currently not supported for the newest version of AoD.
I will try to upload a working version in the near future.
 
Hello folks.

It is nice to see that there are still some people interested in the mod.
I found a backup of 1.35 on one of my USB HDs and uploaded it to filefront. The link is now found on top of post #1.

(Remember: This is still an old version of the mod that is not compatible with the newest AoD version!)

Cheers & thanks,
GAGA
 
I might be half a year late (or more, this is why you should send PMs if you post in an old thread!), but I have managed to secure the last version of the mod from the same USB drive again.
Uploaded to mediafire, should now stay a bit longer (updated first post, too).
Download: https://www.mediafire.com/?v19ts9059kgct29

If I have some time, I'll also try to tweak the files to work with the most recent AoD version, but no guarantees.

edit: DONE.
Download for 1.4: https://www.mediafire.com/?qwckcscu52u3foz

Its a bit of patchwork (lots of redundancies in the localisation files, some text errors, not tested to run flawelessy for more than an hour, any AoD patch changes to techs and units overwritten) - but it seems to run okay.
So if anyone is still playing this, I will need YOU to point out problems and erros that are caused by the last few patches.

Happy Holidays!
 
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