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Some Suggestions for the Mod

mbb: Thanks for putting this mod together. I heard about it from Tim O's AAR.

Some comments from playing USA in the mod:

1. Allow the user to select a "strong race" or "week race" path at the start of the game. The "strong race" would give more units, monthly MP and better modifiers to the race, and would be good for the player to play one of the human nations against the race. Similarly for "week race" allowing for a more challenging game for the player as The Race. This would reduce the amount of game balance tweaking the modders would have to do. A crude game balance solution would be having The Race strong if the player plays a human nation, and The Race week, if the player plays The Race. It is not very fun playing a too easy game. While a too hard game can be restarted with an altered strategy to fight The Race or the humans, and make it less hard and more fun for the player.

2. Give nuclear and/or jet blueprints to human nations when one of The Race's landing sites are overrun. This could be like the "Dora" event chain. For triggering it, you could make it so that the surrounding provinces must not be in The Race's control and have it fire randomly. The check for control of the surrounding provinces will check against any temporary setbacks of The Race, since The Race could "move" the technology to an adjacent province. Firing randomly after say a month after human control of the province would be a check against the first wave being defeated if it landed on a huge stack of human troops. You could also allow for tech transfer to the big 5 + Italy when this happens. If GER does not choose the Dora event chain this would allow for tech transfer. In the current version there is no tech transfer if GER does not choose Dora. You could also "give" a low (1-2) level nuclear reactor to each of the big 5 + Italy when this happens. These reactors could be placed in "safe" territories. The more the landing sites get overrun, the better the blueprints and bigger reactors. Also, you could make the nuclear, practical turbojet, and rocket interceptor techs available when this happens, as opposed for human nations having to wait for it to be available. Similar events could also give rocket tech. You could also lower the production time of reactors, nuke bombs, and rocket sites once landing sites have been overrun.

3. For Germany/USSR border after peace I suggest the following. Create a "Reich's Poland" (RP) nation. For every province owned by SOV but controlled by GER, give to RP. You can exclude territory clearly "Russian" - Moscow, Leningrad, etc. You could give RP cores in the Polish and perhaps Baltic, Belarus, and Ukrainian areas. This could be a GER puppet, but allows military access to SOV. Then have peace between SOV and GER. This would allow GER to keep some territory it gained during the war, allow for German troops to remain where they are, as opposed to redeploying to Berlin after peace. Also The Race would not move eastward from its Polish and Ukrainian landing sites without opposition, due to no SOV units in turned over territories in the current version. SOV troops would be able to move into this RP territory to help fight The Race, but not into Germany proper.

4. Remove naval techs from the list of techs to be researched. This should be done about a month after landings, when the humans realize that The Race is not interested in the oceans. I've seen Latin American nations research Destroyer techs when The Race is next door. I've also seen naval research in UK and Japan, which doesn't make too much sense.

5. All Latin American nations join Allies. Maybe ARG joins Axis, but allows military access to Allies.

6. Sweden, Portugal, Spain, and Vichy join Axis, but allows military access to UK and USA. Vichy allows military access to France, UK, USA and Switzerland.

7. Switzerland allows military access to big 5 + Italy. Germany or Italy inherits Swiss troops if Switzerland annexed. Germany inherits Vichy troops when Vichy annexed.

8. All nations move towards hawk and interventionism, gain MP, and "emergency" divisions in their capitals.

9. All partisans in Race controlled territory become troops of a new human nation - "Rebels against the Race". This will make the AI of human nations not try to destroy the partisans. Allow military access to all human nations to this new nation.

10. For human based Race units, don't allow the race to build them. Have a periodic event that delivers the super-militia to Race controlled landing sites, if the race has enough supplies. The number of landing sites The Race has can be used as a proxy for the amount of humanity under control of The Race. So the more landing sites, the more human-based Race controlled militia. This event will keep The Race from having most of its build queue filled with super-militia. The supply check would reduce the supply amount by an supply equivalent amount of IC-days for super-militia production. That is, if one IC-day creates 10 supplies, and a super-militia needs 1000 IC-days of production, 10,000 (10x1000) supplies would be required to get a super-militia. If the Race does not have enough supplies, then have a event warning the player of The Race, that the player needs more supplies in the next period to create super-militias. Hopefully The Race would be using most of its production for supplies for new units, and then for reinforcements.

11. Race MP: Ideally The Race has two types of MP - MP to build/reinforce Race based units, and MP for human based Race units. But it is probably impossible to have two different MP types. There are many more humans than Race members. So have the MP for human-based race units very low - say 1 or 2 MP to take into account this massive number of humans under Race territory. The automatic delivery from events of super-militia units for The Race will get around using MP to build these units. Thus most of the MP for the race will be used to reinforce Race only units, and only a small amount for reinforcing human-based Race units.

12. Have the monthly supply drop drop the same total amount of supplies. These supplies are from the factories in orbit, and the number of supplies produced would be the same, no matter the number of landing sites overrun. In the current version, the supplies dropped falls each time a landing site is overrun. If the factories need raw materials from Earth, then the current version makes sense to reduce the supplies dropped from orbit.

13. Have super-garrisons for the race to protect beaches. These could be created like super-militia. The problem would be to determine which territories should get them.

14. When a human nation has an atomic bomb and an ICBM rocket have this trigger an event to have it fire at The Race's main ship in orbit. This could also trigger peace negotiations.

mbb: Thanks again for creating this mod.
 
Great Mod, after I read this forum I bought all of the books and I loved it. ;)

I'd like one thing added, an option to start during 1936.

I know it would probably make it easier on the player because it would give us years to prepare. But that could be fixed by making different difficulty levels for the race, (maybe making the Race AI focus on the player a little more than on other computers so that all the AI nations don't collapse) ... or it could be fixed by roleplaying.

It's a great mod anyway

First post! :cool:
 
Someone writing a "Settling Accounts" AAR transferred the Race events to that mod pretty easily. You could probably put them in just about any scenario you want. They'll invade and kill everyone regardless of who the human nations are. The problem, of course, would be that the human nations at war wouldn't necessarily make peace with eachother to counter the new threat.
 
Shonison said:
Someone writing a "Settling Accounts" AAR transferred the Race events to that mod pretty easily. You could probably put them in just about any scenario you want. They'll invade and kill everyone regardless of who the human nations are. The problem, of course, would be that the human nations at war wouldn't necessarily make peace with eachother to counter the new threat.

Of course, when you use scenarios with nukes involved, things tend to get very interesting...
 
to fix the problem of the race producing militia you need to go into there ai file and make them not produce any. The invasion armies need to be redone. These super stacks of Air Mobile calvary is unrealistic an unispiring. I can see why the USSR falls so quickly when division apon division of air mobile is landned in centeral USSR.
 
Could you give me a link to that Settling Accounts AAR.
 
CromCruachan said:
There was a great series of four books by Turtledove(the "Worldwar" series) with an alternate world scenario with aliens arriving in c.1942(?), in the middle of WWII, and fighting against the various different factions. I think it would be a great idea to try it out! Of course, I'm no programmer, so I can't do the code, unfortunately.

I have thought about this aswell, I just am new to modding and my last few attemps in modding resulted in me needing to re-install the game :mad:
 
the mod unfortunatly doesnt seem to work with me, it had to abort because of something to do with the U00_1941 ai file.

(Edit) This is what it shows exactly, a Critical Error! Message:
---ERROR : (ai-prefs : Unexpected field) 'home_defence = yes' Line = 173 file = ai\U00_1941.ai
Do you still want to continue?
 
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Floridian said:
to fix the problem of the race producing militia you need to go into there ai file and make them not produce any.

I think I tried this, and it still caused problems. Ideally, I would have liked to have disabled militia units entirely, but that crashes the game.


Floridian said:
The invasion armies need to be redone. These super stacks of Air Mobile calvary is unrealistic an unispiring. I can see why the USSR falls so quickly when division apon division of air mobile is landned in centeral USSR.
A few points and questions.

Why unrealistic? Turtledove doesn't really mention any OOB for the race in his books. OK then, lets do some rough guesses. Wikipedia tells me that at about 1400 the world population is estimated to be 350million. Lets say half of those are women, that won't fight. Thats 150million. And about 1/10 as fighting men? So thats 15million to contend with. Conventional wisdom says that an invasion force of 3:1 odds is necessary, so by numbers alone the Race would need 45million males. What factor shall I use for the superior techology? 10 to 1? So that would be 45,000,000 males. That is about 450 divisions at 10K men per divisions. Does the number of divisions that Race use in the scenario seem unreasonable now?

BTW, in the book the USSR very nearly does collapse, and I believe it doesn't always collapse in the scenario.

On a technical note, the number and mix of the invasion forces used is important and I have spent a long time experimenting with them. If you don't give the Race the appropriate forces, then the AI controlling the Race simply does not expand and link up the pockets properly. Ideally I would like the the AI working better through the AI files, but that really really is a lot of work - tweaking, reloading and retesting. At the moment, the invasion is workable, the mod really needs to be finished first.
 
Hi i tried your mod, it's a good work and very challenging, but i have serius lag and slowdowns since the race started the invasion. i have a good pc(e6600, 2gb) somebody had the same problem?
 
Remember me from way back in the mods production? Well, I'm back, and I played it and thought it was ok. It was fun to have the advantage of so many mechanized units, but seemed a little odd.