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I will look for an alternative asap.

edit: New link is up.
 
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Just checked, the linked file is available and Antivir remains calm.

Regarding the availability it could be related to public holiday (plus we had some serious node issues around Frankfurt the past few days).

Regarding the virus warning it might be related to some adds on the page?

I will add a new link for version 1.25 on file front on page 1.

Changelog 1.25:
- Moved tier I AA brigade from 38->37.
- Modern TD now requires modern AT tech.
- Reduced AG upgrade time and cost to regular values.
- SH-ARM tech now provides a stat boost to H-ARM.

I also added a spreadsheet for brigade stats from 1936-1945. I will use this one for balacing out brigades for the next version. Comments and suggestion regarding the current values are welcome.
 
Please upload a save game.

I suspect this is once more the infamous "Japan annexes China" CTD... :eek:o
...not mod related.
 
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Upload them anyway. I can still have a look in the save file itself. :)
 
ZIP/RAR your save game -> post reply -> manage attachments button

or

Visit any file uploading site (rapidshare, megaupload, filefront), upload a file, post the link here
 
i get a critical error in scenario file in 1936 campaign on or around may june 1939..it even corrupts the save and auto save also..version 1.2

I had the same issue, version 1.25(newest). The CTD seems to occur right after Japan annexes China.

Strangely, when I reloaded to an earlier save it happened again, however the second time I reloaded it did not happen. In that game Japan took a bit longer to defeat China and NatChi also annexed Guangxi before the surrender event (don't know if that makes any difference?).
 
I will change the events to (hopefully) fix this problem.

But for now I present:
Code:
 THE GAGA TECH MOD 
 Version 1.3		
 May 2010			
 by GAGA Extrem

I have spend my whole free time on friday, saturday and sunday, but imo it was totally worth it. Just look at the huge list of items balanced and fixed:
(DL Link added on page one!)

Changelog 1.3:
+ Completly reworked all brigade stats.
(See "AoD GAGA Tech Mod Brigade Statistics 1.3.xls" for details)
+ New units, techs and models:
- Renamed Modern Synthetic Material Plant to Semi-Modern Synthetic Material Plant and added Modern Synthetic Material Plant tech.
+ Balance:
- Increased all unit cost by 20%.
- Coup events may now trigger if dissent is above 15%.
- Production Control and Production planning techs now grant +10% infrastructure, AAA and radar production bonus and +5% repair time modifier.
- Assembly Line tech now grants +10% repair modifier.
- Rear Area Repair, Deep Repair Organization, Frontline Repair and Semi-Modern Repair now grant +10% naval base production bonus.
- Semi-Modern Repair Tech moved from 1949 to 1947
- Reduced production bonus for forts from Improved and Advanced Construction Engineering by 25% each, but reduced general build time for forts by -50%.
- Reduced landfort IC cost by 1 and reduced build time by -100 (in addition to above 50%).
- Reduced production time for MTN, MAR and PAR by 30 days.
- Reduced production time for HQ to 180 days and reduced overall IC cost.
- Paratroopers: May now be equipped with ENG brigade.
- Marines: May now be equipped with AC brigade.
- Mountaineer: May now be equipped with R-ART brigade.
- Cavalry: May now be equipped with R-ART, SP-R-ART and POL brigade.
- Militia: May now be equipped with ENG brigade.
- Increased experience effect on combat to 0.30 (from 0.25).
- Decreased gearing loss for unsupported builds to 0.005/day (from 0.02/day).
- Decreased artillery bombardment supply cost modifier to 4.0 (from 6.0).
- Increased sea attack for early L-CAG by +1 and decreased sub attack by -1.
- Increased Advanced Camouflage visibility reduction to -50 (from -40).
- Increased heavy submarine sea attack a bit, but decreased convoy attack.
- Increased manpower requirement for CV, BB and BC and reduced manpower requirement for DD.
- Increased CV, BB and BC oil consumption and reduced SS oil consumption.
- Slightly increased range for Turbojet Strategic Bomber.
- Moved Advanced Material Science tech from 1948 to 1946.
- Changed Advanced Synthetic Oil Plant modifier to 0.18 (from 0.17) and Modern Synthetic Oil Plant modifier to 0.20 (from 0.19).
- Removed TC penalty for Artillery Motorisation / Mechanization.
- Moved Heavy Great War Artillery tech from 1932 to 1918 and moved Basic Artillery tech from 1936 to 1932.
- Added bonus stats to SP-ART.
- Submarines can no longer use spotter planes.
- Guerilla Warfare moved from 1944 to 1942, changed ORG reduction to -5% for all land units, but added +5% MOR bonus for all land units, added night, jungle and urban combat and move bonus for MIL, reduced ambush chance by -2.
- Volkssturm and Modern Blitzkrieg Doctrine will no longer deactivate each other.
- Reworked Volkssturm Doctrine, now slightly orientated on Guerilla Warfare, removed '46 HQ.
+ Blueprints:
- Air-Land Battle grants a blueprint for Air Cavalry Division.
- Mechanized Wave grants blueprints for Advanced, Semi-Modern, Modern and Elite Mechanized Infantry.
- Assault Concentration now grants blueprints for Advanced, Semi-Modern and Modern SP-ART and SP-R-ART.
- AAA and AA techs now grant blueprints for each other.
- Modern Blitzkrieg now grants blueprints for Semi-Modern Tank, Main Battle Tank, Advanced Main Battle Tank and Future Armor.
- Basic Artillery now grants blueprints for Early SP-ART.
- Improved Artillery now grants blueprints for Basic Rocket Artillery.
- Improved Rocket Artillery now grants blueprints for Basic SP-R-ART.
- Interceptor, Escort Fighter and Multi Role Fighter techs now grant blueprints for each other.
- Night Strikes, Night Strafing and Night Bombing now grant blueprints for each other.
- Light Armor and Armored Car techs now grant blueprints for each other.
- Submarine and Heavy Submarine techs now grant blueprints for each other.
- Rocket Engine Tech now grants blueprints for Rocket Interceptor and Improved Rocket Interceptor techs.
- Improved Rocket Interceptor now grants blueprints for Basic Turbojet Interceptor.
+ Rocket Interceptor and Early Turbojet Rework:
- Moved Turbojet Engine Tech from 1939 to 1942.
- Moved Practical Turbojet Engine tech from 1943 to 1944.
- Moved turbojet INT/ESC/MRF techs from 1944 to 1945.
- Moved Rocket Interceptor tech from 1941 to 1943 and Improved Rocket Interceptor tech from 1943 to 1944.
- Changed Rocket Interceptor and Improved Rocket Interceptor: range +100, increased oil consumption, slightly decreased cost.
- Basic Turbojet Interceptor will now activate and deactivate both rocket interceptor models (fix for upgrade problems without rocket interceptor tech).
 
Great! Is this version savegame compatible with 1.25?
You *can* continue an old 1.25 game, but many of the new changes will not take effect unless you start a new one (new modifiers to techs, unit stats, etc). Plus there is always the chance of strange side effects.
You can give it a try, but I would advice to start over. ;)

Thanks GaGa superwork !!!
No, thank you! :)
Because: I am of course expecting more feedback and suggestions! :D

This mod looks really fun, but I have a request : can you release a lite version that will only change the techs so the mod will work with other mods (like the Third Reich mod)?
Well, the problems of a "lite" version is the fact that I would have to "merge" some of my files with files from the mod. If the other mod changes any tech or unit model, my files would override these changes and completly negate them. Added text would also be a problem, I have tried to use a seperate file for my mod, but couldn't get it to work as I wanted.
I will add the "lite" version to the wishlist, but will set it on "low priority" for now.

However, if you can't wait, you can do-it-yourself:
Just copy the "tech", "units" and "config" folders from the GAGA Tech Mod into the other mod folder (and overwrite the old files), then copy "secret_weapon_events.txt" from db/events into the same subfolder from the mod - and voilá you should have some sort of lite version. :D
 
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You *can* continue an old 1.25 game, but many of the new changes will not take effect unless you start a new one (new modifiers to techs, unit stats, etc). Plus there is always the chance of strange side effects.
You can give it a try, but I would advice to start over. ;)

In that case I think I will start over, I wasn't that far into that game anyway.

Thanks for clearing that up :)
 
For the record: Several people seem to have problems with the CHI surrender event, however, I did 3 hands-off games and one "serious" game today and every time the event triggered without any problem... :eek:o

Strange...
 
Well, after playing a new game as GER I am quite content with the changes.

The increased buildcost make the first years much less steamroller-like and force you to make more choises. I had to decide if I wanted my 3 SH-BB or instead get some additional INT squads (I started the war with only 8 INT wings, a new "low power" record!).

However, I have already found some (small) mistakes inside the tech tree - so: Whoever is the first one to report 3 errors in this thread will receive an exclusive
premium beta
of the next version! :D