End of an Era (mod)

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Hullu Hevonen
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End of an Era (mod)

Post by Hullu Hevonen »

Hello!

This is my first project for SRCW, with some experience from making mods for SR2020(some may know my previous mods) :-) , hope you'll enjoy this mod as well 8) .

Intro
This mod starts on 31th December 1991, The Soviet Union has collapsed, there is allot of tension in the air around the world. As Europe is armed to the teeth and much of the world still having large conscript armies combined with the tensions that erupted during the late 80's and early 90's, there may be some interesting game play ahead. The mod introduces 'true' frontal warfare and large infantry battles :wink: . There's also a scenario where all hell brakes lose into a WWIII :-) .

Download v1.13.931
The mod's Forum

Media
Screens
Italian WW3 AAR Live AAR(v1.7.618)
Israeli Live AAR(v1.5.520)
An AAR(v1.0.74)
_______________________________________________________________________

Main Features

- Sandbox
End of an Era - The main campaign, the campaign starts at the end of 1991, made to be as real world as possible. USSR has disintegrated, there's tension in some parts of the world.
End of an Era Inf Free - Same as above, except for not starting with infantry

- Multiplayer Campaign(s)
End of an Era
End of an Era Inf Free
Early Apocalypse
World War III

- Scenarios
Early Apocalypse - The Machines have grown sentient and launches an global invasion
World War III - Well, all hell brakes lose when the west decides to launch an suprise war against the disintagrating east, though Moscow manages to gather a coalition of eastern nations and World War III is born.

- Other content
new and modded units, new and modded techs. ~41500 individual events(most are small ones). Some graphical changes. hundreds of new leaders. ~116 orbats.

_______________________________________________________________________

--->Hullu's Recommended System Requirements<---
- Processor: Quad Core or greater(will work with dual core, but it might be laggy)
otherwise the same as before

Reason: mod contains huge armies, this in turn puts extra stress on the processor.
Why huge armies? Because this period was a period where nations where armed to the teeth with all kinds of stuff and had HUGE reserves.
_______________________________________________________________________

Newest Downloads

Download v1.13.931


Old Downloads
Download v1.12.772

Download v1.11.757

Download v1.10.727

Download v1.9.680

Download v1.8.653(preferred)
Mirror

Download v1.7.618(preferred)
Mirror

Download v1.6.600(preferred)
Mirror

Download v1.5.550(preferred)
Mirror1(Skydrive)

Download v1.4.495(preferred)
Mirror1(Skydrive)

Download v1.3.446(preferred)
Mirror1(Skydrive)

Download v1.2.406
Mirror1 (Skydrive)

Download v1.1.138
Mirror1 (Skydrive)

Download v1.1.129(compatible with patch 7.3.1)
Mirror1(Skydrive)
Mirror1(Mega)

Download v1.0.74(compatible with patch 7.2.59)
Mirror1(Filebox)
Mirror2(Skydrive)

_______________________________________________________________________
Install instructions and possible backup
backup:
Back-up your game directory

Installation:
1. Extract to your local Supreme Ruler Cold War folder eg. C:\program\Paradox Interactive\Supreme Ruler Cold War
2. launch the game and play :-)

This mod is free, it can be used in what way suits the user, can be distributed to whom ever/where ever etc. On the condition that you use any material from this mod in another mod, project or otherwise, you give credit or mention this mod and/or the author :-)
_______________________________________________________________________

CREDITS & Special Thanks
well I made the mod.. so me! :lol: ...

Hullu Hevonen for making the original mod and developing it.
Zero007 for his alpha/beta testing, advises, discussions, bug finding etc involving the development of the mod.
Number47 for his beta testing, important bug findings, data corrections.
Fistails for co-operation with the combined/joint flag file and allowing the use of his GUI mods
Balthagor for making the Battlegroup GUI & HUD mod
Thanks to uploader for creative commons picture

Contact information: send e-mail Hullu[.]Hevonen(at)Hotmail[.]com or Private message(preferable, i'm easiest to reach that way)
Last edited by Hullu Hevonen on Jun 04 2014, edited 36 times in total.
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Re: End of an Era (mod)

Post by Hullu Hevonen »

Goals for Next Version
Check the development forums

_______________________________________________________________________

Known issues
-Game is laggy, it's by design
Hullu Hevonen wrote:It is normal, with this mod I went for total realism which means, I added the complete militaries of most countries, including conscripts etc, this is by design. For me the speed varies according to what wars are ongoing, and the amount of iunits on the planet. Usually for example when i'm playing the World War III scenario I experience slower speeds, but when the world armies start to get more depleted I notice a speed increase :P .
_______________________________________________________________________

Mod history & short details

Changlelog for 1.13.929
-Removed 150 billion from Leshotoian starting capital
-Removed 100 billion from Swiss starting capital
-Went trough and modified missile capasities of Destroyers
-Went trough and modified tank attack values of tanks
-Fixed the Democrachy esthablised bug
-Fixed the unit name of 9K37 Buk
-Changed mech for A6 intruder
-Fixed Man on the Moon tech
-Fixed Congoian Civil War, now the rebels should have supply trucks and heavier equipment as well
-Fixed the Timorian war of Independence event, hopefully :D
-Gave more territory to Midway and St. Helena
-Gave Scotland some more Oil rigs and removed an equal number from England
-Fixed 2 air fields in China
-Changed costs for goods facilities
-Added the MBT-70, T-90MS among other designs
-Changed the menu background
-Added Lima Tank Plant to the USA
-Fixed a wrong complex bug in Cuba
-Added and modded tech
-Made significant changes to countries Cons and Industrial goods produtction
-Gave a bunch of Industrialised Countries improved Petrol & Other power improvment techs
-Integrated Fistails & Bathagors GUI Mods
-Fix the Mali-Niger Alliance bug
-Made an Infantry free scenario which is identical to the Main Campaign but is not cached with the common infantry units
-Made Oil Derricks cheaper
-Infantry Free performed 3,07 to 3,34 times faster then the main EE campaign.
-A general demobilization order should go out to the biggest armies in the world hopefully reducing the longterm game lag
-Added goods facilities around the world
-Added some tank tech
-Modified tank attack values
-Gave Iraq some designs
-Events should now popup on a worldwide scale more often, this will however be unconfirmed
Changlelog for 1.12.772
-Fixed 2 orbat bugs
-Fixed a design bug
-Fixed a facil bug
-Fixed a map bug
-Removed 4 military goods facilities from SK, that they had an execive amount of.
-Added more events to helpout the AI

Changlelog for 1.11.757
-Fixed a facil bug in Chechenya
-Made orbat changes to the US
-Added 13 orbats
-Added alot of designs to different countries
-Added Marine and airborne unit designs to a bunch of nations
-Made unit modifications
-Modified Submarine names of Russia and China
-Modified missile sizes and/or fireranges of most subs
-Fixed a leader bug with Burma and Cameroun
-Fixed 4 leaderpictures
-Added 2 leaderpictures
-Renamed a bunch of eastern submarines
-Added some techs to NZ

- End of an Era v1.10.727(~74,6 mb)
-Adapted the mod to game version 7.3.7
-Changed foreign relations between Israel-Iraq, Israel-Iran and Israel-Egypt ... among others
-Made a bunch of Ministerial events, to help the AI focus on different areas of each country
-Deleated the HUD mod, because it was integrated into 7.3.7 and caused some problems when zooming out
-Added 24 leaderpictures, now totaling 221.
-Improved alot of leaderpictures
-Made some changes to facilities on the map.
-Made some leadership bug fixes

- End of an Era v1.9.680(~74,7 mb)
-Added some future units for the commonwealth
-Change the techregion "Russia" to "Russia/Ukraine/CIS"
-Gave Ukraine and Russia carrier designs
-Change region codes of Ukraine and Belarus
-Added some UAVs like the MiG Skat and Taranis
-Gave Republic of Korea the F-16C design
-Made unit modifications
*Added and modified Supply trucks
*Added the Izumo class carrier to Japan
*Among others
-Created the Chechen republic, but had to sacrifice the Faroe Islands
-Created events surrounding the Chechens
-Gave the Chechens an army plus some designs
-Gave the Chechens relations with Georgia, Russia and the Muhjadeen
-Added and modified flags
-Added and modified leaders
-Fixed a bug with Sinaloa Cartel's leader
-Removed added populaton from the rebel factions
-Added and modified facilities
-Spawned extra pirate ships later into the game

- End of an Era v1.8.653(~74,4 mb)
-Gave Zimbabwe some Rhodesian designs
-Gave Zimbabwe an Air factory
-Gave Finland and Sweden starting capital
-Added Facilities and cities to Farose Islands
-Removed alot of WWII era units
-Made unit modifications
-Gave Turkey greater miliray production capabilities
-Gave Russia a military base/cosmodrome in Kazakhstan
-Made orbat changes to 21 of the major militaries of the world. Made their milita double sized.
Reduced the Supply truck ratios of major nations. Reducing the worldwide unit count by ~4,085.
This should increase the speed :) *Still untested how significant
-Increased Cons Goods production per plant slightly
-Created the Midway base
-Added st. Helena
-Added 2 Mexican cartel factions
-Created events surrounding the Mexican cartels and coming drug war

- End of an Era v1.7.618(~74,8 mb)
-Moved Kaesong barracks one step back
-Corrected alot of unit names
-Merged the 2 units files.
-Added some build events
-Added some economical aid events for some countries
-Gave Taiwan a foothold into the Mainland, Kinmen
http://en.wikipedia.org/wiki/Kinmen
-Increased tension between DPRK and US
-Added units, among them future ULVs(unmanned land vehicle), Anders IFV & Light Tank, Lazika among others
-Made modifications to modern aircraft including correcting some missile ranges

- End of an Era v1.6.600(~68 mb)
-Made changes to goods facilities upkeep costs
-made changes to to market prices
-Added/Removed facilities
-Gave some carribean & Oceanic countries 1b$ starting capital
-Added 50b$ starting capital to Leshoto and Switzerland
-Fixed the graphical 'globe' errors in the nation selection menu for Europe
and Africa where the wrong contignents globe was shown for the respective contignets
-Made to terrain some graphical changes, 'downgraded' the terrain to look more like sr2020

- End of an Era v1.5.550(~67.9 mb)
-Doomsday now spawns more Skynet fleets
-Added and updated units
-Added and updated tech
-Added a bunch of events like;
Grand Ethiopian Renaissance Dam dispute between Egypt and Ethiopia
George H. W. Bush vomiting incident
Brian Mulroney retirement
Hokkaido earthquake
Battle of Moghadisu
Great Hanshin earthquake
Million Man March
Hurricane Mitch
Moving of Afghan (Muh) Capital to Kabul after 180 days
...among others
-Added Kim Campbell as an possible leader of Canada
-Added 2 orbats for Tibet and Xinjiang/Ughurstan
-Added, removed and modified military production of countries like the US, Sweden, SK, Central African Rep and others
-Modified military facilities for Nigeria and Denmark
-Added and removed facilities around the world to better balance the game
-Changed Swedish leaning
-Gave Leshoto 350b$ starting capital
-Gave Switzerland 250b$ starting capital
-Gave Qatar 1b$ starting capital
-Gave Panama 1b$ starting capital
-Added offshore windfarm as a new building
-Gave the US a base in Germany, Japan and South Korea
-Modified the US orbats
-Gave Cyprus barracks, Air base and an sea port
-Fixed alot of Russian airbasses which used to have air fields instead of Air bases
-Fixed an Australian air base
-Added BeNeLux and Ukraine to the war in WW3 scen
-Removed the air droppable ability of some units
-Made goods facilities more expensive to harden the the idustrial nations become too rich
-Made price changes to comondities
-Spawned allied troops into iraq when the Iraq War starts to hopefully help the player or AI begin the Invasion

- End of an Era v1.4.495(~67.7 mb)
-Slovakia should declare independence if human is playing Czechoslovakia
-some new units
-remade much of the UI, including remade menu UI
-used a creative commons pic as globes

- End of an Era v1.3.446(~63.2 mb)
-changed the number of tanks in a Russian battalion from soviet era standard 31 to russian standard 41.
This should make the Russian tank battalions slightly more durable in combat. (Tanks past 1992)
-modified the Russian orbats to include T-72B, T-72B2 as well and reduced the amount of T-72A
-added a bunch of future units, plausible ones as well as real ones.
-leader pictures
-leader fixes, all rebel factions should not have proper leaders
-made Revolutionary Colombia and Tamil Tigers slighly more durable
-created a new scenario, the 'Early Apocalypse'
-removed the 'Nordics' scenario
-added former Warzaw Pact leaders, 28 of them
-fixed 8 leader pictures
-fixed some leaders who spawned wrongly for countries
-more new units
-updated the tech tree
-added events, especially build events
-added/removed facilities around the world
-additional bug fixes
-made changes to the economies of countries and world economy

- End of an Era v1.2.406(~62.8 mb)
leader pictures
leader fixes, all rebel factions should now have proper leaders
new units
updated the tech tree
added events
added facilities around the world
gave territoy to rebel factions in advance and set the rebellions to launch 1 day after game start, to avoid rebel units getting destroyed before the day is out.
gave France access to the sea in africa(transit with Mali-Niger)
fixed Czechoslovakian brake-up, Czech and Slovakia will now be democracies
Czech and Slovakia will now have their military facilities destroyed and 'rebuilt' to counter the inactivated facilities bug.
fixed a bug in the east timorian conflict
added foreign relations to Libya, Syria among others.
additional bug fixes
plus more

- End of an Era v1.1.138(~57.4 mb)(compatible with patch 7.3.1)
corrected some Swedish placenames
added and modified units
added and modified facilities, made the east more industrial good producing and west consumer goods producing.
'fixed' the economy, made the game more playable
world will be in an economic crisis in the beginning of 1992, but should recover later.
plus more

- End of an Era v1.1.129(~57.4 mb)(compatible with patch 7.3.1)
added 97 inteligence facilities
increased many countries military production capabilities.
added and modified military, towns and other product facilities of countires
modified and added units
modified and added tech
deletated the 'End of an Era Full Version'
only using the scaled Orbats now, increasing the game speed.
added uniqe toll fees for every nation that they pay to the Canal zone authorities. Not confirmed to be working yet.
fixed 2 orbat bugs with Bulgaria and Cambodia
integrated Balthagors BattleGroup mod
added 'Foreign aid' to countries in need
added 2 flags
added ~1500 events
added future conflicts like first congo war, Kargil War and six day war
due to the 2 AI Korea's launching wars against eachother at beginning of game, I added an ceasefire event to 20.1.1992.
change the transit treaty between Armenia and Russia to air transit from full transit
lowered Russian Casus belli against Georgia and improved their relations slightly
increased the life span of certain civil wars and rebel factions.

- End of an Era v1.0.74(~73.41 mb)(compatible with patch 7.2.59)
2 Sandbox campaign
2 Multiplayer campaign
404 new and 362 modded units
52 new and 17 modded techs
39001 individual events(most minor ones during the game, that are not often noticed).
Some graphical changes.
hundreds of new leaders.
232 orbats aka national armies.
Made the Merchant marine harder to detect.
Modified the AIParams
And other stuff
Last edited by Hullu Hevonen on Dec 07 2013, edited 18 times in total.
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number47
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Re: End of an Era (mod)

Post by number47 »

Hehe you just couldn't wait :lol: :lol:
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Hullu Hevonen
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Re: End of an Era (mod)

Post by Hullu Hevonen »

nope i could not :lol:
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MertcanKs
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Re: End of an Era (mod)

Post by MertcanKs »

Ohh greatt!!!
Updates will ?
Hullu Hevonen
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Re: End of an Era (mod)

Post by Hullu Hevonen »

MertcanKs wrote:Ohh greatt!!!
Updates will ?
I will try to keep up with the beta patches, but this version of the mod is compatible with 7.2.59.
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Re: End of an Era (mod)

Post by Samilou »

Regarding aircraft carriers, the USA today has 11 supercarriers, for your information. They also have a large number of ships designated as amphibious assault ships which can launch both aircraft and large numbers of helicopters, not to mention cruise missiles and ground troops including heavy weapons, of which they probably had even more in 1992, but not sure of that.

Well done on the mod, I especially loved your focus on rebel groups across the world, hoping you will work more on those. It does seem some of the civil wars are flawed and some OOBs need some work. Many african nations that had an air force seem to lack any, Azawad seems to be unable to resist two measly Malian Concript II units. The Somalian Civil War seems to work out well though, at least if the government is run by the player. But you might want to work a bit more on balancing resources. Industrial goods and military goods seem to be on an extremely short supply.
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Re: End of an Era (mod)

Post by Hullu Hevonen »

Samilou wrote:Regarding aircraft carriers, the USA today has 11 supercarriers, for your information. They also have a large number of ships designated as amphibious assault ships which can launch both aircraft and large numbers of helicopters, not to mention cruise missiles and ground troops including heavy weapons, of which they probably had even more in 1992, but not sure of that.

Well done on the mod, I especially loved your focus on rebel groups across the world, hoping you will work more on those. It does seem some of the civil wars are flawed and some OOBs need some work. Many african nations that had an air force seem to lack any, Azawad seems to be unable to resist two measly Malian Concript II units. The Somalian Civil War seems to work out well though, at least if the government is run by the player. But you might want to work a bit more on balancing resources. Industrial goods and military goods seem to be on an extremely short supply.
Yup, there are issues, and for this version I decided to use a new .wmdata(a bunch of economic related stuff), I actually had had Afganistan pieced into 7 factions, though I ran out of regions(hit the max allowed by the engine) :-) . I will be figuring ways to fix the issues with the rebels. Appryciate your feedback :-)
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Re: End of an Era (mod)

Post by Samilou »

Do PM me if you ever want me to look for OOB:s (or really any stats for some nations). I will do my best to find them, but I can't help you implementing them in the mod.
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Re: End of an Era (mod)

Post by Hullu Hevonen »

Samilou wrote:Do PM me if you ever want me to look for OOB:s (or really any stats for some nations). I will do my best to find them, but I can't help you implementing them in the mod.
Yup, I have been reading and researching for this mod my self, the OOBs are based on The Military Balance 1992-1993 and much economic data are from indexmundi, nationmaster and other sites.
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Re: End of an Era (mod)

Post by Fistalis »

Looks good hullu, Glad to see you made good use of the Rebel factions and flags. Nice starting menu screen BTW. I have a modified one as well just was saving it for the final release. :lol:
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Re: End of an Era (mod)

Post by Hullu Hevonen »

Yeah and I have still some to go :-)
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Re: End of an Era (mod)

Post by Fistalis »

Hullu Hevonen wrote:Yeah and I have still some to go :-)
There is always more to do. :wink:
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Re: End of an Era (mod)

Post by vahadar »

Hello,

I'm trying to d/l mod again, have my cookies enabled/authorized for gamefron, but the d/l page keeps loading again and again when i click "download" and nothing happens.

Anyone else have the same issue?
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Re: End of an Era (mod)

Post by Hullu Hevonen »

works for me, what browser you using?
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