OK, so I'd like to see if we can organise a multiplayer game of HOI2
DA using Fallout's Doomsday version 1.1.5.
For anyone who might read this thread and not know of this mod, it is a polished science fiction conversion of HOI2 set in the world of the Fallout games. It has completely new graphics, tech tree, economy, units, nations and thousands of events. Combat is longer and more brutal. Infrastructure is low almost everywhere.
It is the year 2245 AD and North America is a blasted, radioactive region known as the Wastelands. You take control of one of the emerging nations to carve out your destiny. You will recognise the main factions from the games of Fallout 1, Fallout 2 and even Fallout Tactics and Van Buren. As well, there are new nations not covered in the Fallout games.
Fallout 3 came out after this mod was already in development, so you won't find many factions from that game, but this mod is set decades before FO3 anyway. It begins a few years after the end of Fallout 2.
Details
Base game version: Armageddon 1.2
Mod version: FODD 1.1.5
Mod thread: http://forum.paradoxplaza.com/forum/showthread.php?311272-War-war-never-changes...
Aim is to use Hamachi for direct IP connection to the host computer. You need to sort your router out if you have one. There could be firewall or NAT in use which can block the connection.
Everyone should have winrar and maybe 7-zip installed to deal with sharing save game files which are compressed.
Interested Players
We'll have to list everyone's time zone and availability so we can schedule a game. I'll edit this first post as people show interest.
Sword GMT+10 Sydney, Australia
- Fridays or Saturdays and am prepared to play late at night or early in the morning.
- RCC, Manitou Tribes, East BoS.
Xanthor GMT+1 Germany
- Fridays and Saturdays, maximum every second weekend. Could also do Mon - Wed.
- West BoS, NCR, Robot Nation.
Elitech CET (GMT +1)
- Most nights, adhoc availability.
- Mutant Army, Vault City, NROM
Ghery Hungary (GMT+1)
NCR FUSA Gecko New Arroyo Reservation Texas Enclave
Begri Hungary (GMT+1)
West bos, robot nation, new arroyo, mutant army
Game rules
Everything can discussed and confirmed with a consensus vote, but here is how I think we could run the game.
- No tech team takeover.
- Vote on IC take over (but the mod already has a very high IC ratio for non national provinces).
- Normal AI aggressiveness and difficulty.
- We save regularly through the game as it the mod can crash sadly (I am always hunting for the last bugs). Autosave monthly. It's reasonably fast from memory.
- Game speed depends on speed of connection, but generally we would aim for normal speed or lower, unless everyone finds that too slow in which case we try to speed up. From past experience, this is usually relevant in the early game where there is not a lot to do, so people want to go faster. Once Marauders spawn there is a flurry of activity and it should be better to play on lower speeds.
- An initial pause to set up your nation.
- You can pause each hour. How about a maximum of 5 minutes per real world hour per person?
- Of course, pause if real life intrudes somehow. Not counted in pause allowance (bathroom break, parents, wives, girlfriends, pets, etc).
- Game host to pause game if players become desynched (it happens). This is not counted in pause allowance.
- No war on non neighbouring nations in first year, which is usually done to unlock locked starting forces. War on neighbours or on non neighbours after the first year is OK.
That's all I can think of.
Cheers,
Sword
For anyone who might read this thread and not know of this mod, it is a polished science fiction conversion of HOI2 set in the world of the Fallout games. It has completely new graphics, tech tree, economy, units, nations and thousands of events. Combat is longer and more brutal. Infrastructure is low almost everywhere.
It is the year 2245 AD and North America is a blasted, radioactive region known as the Wastelands. You take control of one of the emerging nations to carve out your destiny. You will recognise the main factions from the games of Fallout 1, Fallout 2 and even Fallout Tactics and Van Buren. As well, there are new nations not covered in the Fallout games.
Fallout 3 came out after this mod was already in development, so you won't find many factions from that game, but this mod is set decades before FO3 anyway. It begins a few years after the end of Fallout 2.
Details
Base game version: Armageddon 1.2
Mod version: FODD 1.1.5
Mod thread: http://forum.paradoxplaza.com/forum/showthread.php?311272-War-war-never-changes...
Aim is to use Hamachi for direct IP connection to the host computer. You need to sort your router out if you have one. There could be firewall or NAT in use which can block the connection.
Everyone should have winrar and maybe 7-zip installed to deal with sharing save game files which are compressed.
Interested Players
We'll have to list everyone's time zone and availability so we can schedule a game. I'll edit this first post as people show interest.
Sword GMT+10 Sydney, Australia
- Fridays or Saturdays and am prepared to play late at night or early in the morning.
- RCC, Manitou Tribes, East BoS.
Xanthor GMT+1 Germany
- Fridays and Saturdays, maximum every second weekend. Could also do Mon - Wed.
- West BoS, NCR, Robot Nation.
Elitech CET (GMT +1)
- Most nights, adhoc availability.
- Mutant Army, Vault City, NROM
Ghery Hungary (GMT+1)
NCR FUSA Gecko New Arroyo Reservation Texas Enclave
Begri Hungary (GMT+1)
West bos, robot nation, new arroyo, mutant army
Game rules
Everything can discussed and confirmed with a consensus vote, but here is how I think we could run the game.
- No tech team takeover.
- Vote on IC take over (but the mod already has a very high IC ratio for non national provinces).
- Normal AI aggressiveness and difficulty.
- We save regularly through the game as it the mod can crash sadly (I am always hunting for the last bugs). Autosave monthly. It's reasonably fast from memory.
- Game speed depends on speed of connection, but generally we would aim for normal speed or lower, unless everyone finds that too slow in which case we try to speed up. From past experience, this is usually relevant in the early game where there is not a lot to do, so people want to go faster. Once Marauders spawn there is a flurry of activity and it should be better to play on lower speeds.
- An initial pause to set up your nation.
- You can pause each hour. How about a maximum of 5 minutes per real world hour per person?
- Of course, pause if real life intrudes somehow. Not counted in pause allowance (bathroom break, parents, wives, girlfriends, pets, etc).
- Game host to pause game if players become desynched (it happens). This is not counted in pause allowance.
- No war on non neighbouring nations in first year, which is usually done to unlock locked starting forces. War on neighbours or on non neighbours after the first year is OK.
That's all I can think of.
Cheers,
Sword
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