[MOD] DTMOD "source files"

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evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

Re: [MOD] DTMOD "source files"

Post by evildari »

The diplomacy and event settings are in the file "The Great War - 1914.csv"
Since it is already in your cache, you may try to remove it here, to prevent an overwrite to your cached save.

Also try to comment out the .OOF and .OOB parts since they are already part of your save and every region build/lost some facilites and units.
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
Vonthoma
Warrant Officer
Posts: 42
Joined: Aug 18 2007

Re: [MOD] DTMOD "source files"

Post by Vonthoma »

moved

NOT to hijack that great mod, I moved everything about save game editing to an own thread ...
Thanks

http://www.bgforums.com/forums/viewtopi ... 80#p185680
Last edited by Vonthoma on Jan 07 2018, edited 3 times in total.
Rosalis
Colonel
Posts: 417
Joined: Sep 07 2019
Human: Yes

Re: [MOD] DTMOD "source files"

Post by Rosalis »

Hi i moved earth and water to get your mod from archive to mods and tell. nah j/k

I have an .oof file from my mod you can have if you want, i think you will like it, will fit like in your mods alley. This got tons of fixes on city gltches like Rio de Jainero. There is also some suply fixes in Tibet, North Africa and Siberia and some more facilities in India and China. Also removed 0 production facilities, so the file actually got less facilities then yours. Even before i removed all the rubber for your great mod and well thought i might have use for it in the future.
https://drive.google.com/file/d/1DN0Uk1 ... sp=sharing

I wanted to react to your mod, like great job and all. Since patch 9.2.3. you need to copy a bunch of stuff from for example gc2020.wmdata. Just copy the new stuff and you get properly working cities and production. There is still an issue with garrisons. For my mod i fixed it with copying the new garrisons in the vanilla unit file, so yeah you need to make your own edits on those and prolly in your .wmdata. To properly fix it for your mod i will have to look into it more.
evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

Re: [MOD] DTMOD "source files"

Post by evildari »

Hi Rosalis,

thank you for the help!
yes i planned to make a final version of my DT mod after the game reaches final status and iam mostly done with my current project.
I already have a first version wich uses the garrison-level system short after it was introduced - but not released.
Have to rebalance it since there are 8 garrison levels while i use 20 tiers for all air and land units.
Would even consider using workshop, but with the new file structure i have issues after loading a save game.
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

Re: [MOD] DTMOD "source files"

Post by evildari »

Update 30.08.2020 file at end of original post!
-updated file structure to game version 9.2.3 / 9.2.5 - no need to have a separate copy now
-unpack into sandbox or scenario/custom folder and use the new recache function once in the game folder

few gameplay changes:
-used the facilities map provided by Rosalis - Thank you very much - so you have more targets to conquer and less useless areas)
-increased damage of tanks vs soft targets to make them less useless
-a small amount of consumer goods will be produced by the population without factories - (ie like subsistence farming or rather crafting)
-tried to eliminate civilian power electric generation with petroleum as good as possible (even with a 1-day zero cost tech - wich does not seem to work as intended)
-added some additional tech bonus to some of the tech race milestones
-IFV armor changed from Light to Medium
-added 8 levels of garrison, partisans and guerrilas - did not extend them to the 20 tiers like other units so they will be killed rather fast (as they should be imo vs an organized determined army) at late stages
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

Re: [MOD] DTMOD "source files"

Post by evildari »

Update 02.09.2020 file at end of original post!
-increased damage of tanks vs soft targets to make them less useless - now works - changes were in .csv file and not in .unit file [_]O
-modified the techraces UI to show the mods prerequisites to get them (are part of this mods subfolder, no need to move it to the root HAPS folder!)
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

Re: [MOD] DTMOD "source files"

Post by evildari »

mini-Update 14.12.2020 file at end of original post!
just a replacement of the unit file
groups all the same type of nukes - for fast group assignment into the strategic pool - if you dont use strategic targeting then you dont need it for your current game
(needs a new game to work)
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
mattpilot
Lt. Colonel
Posts: 228
Joined: Feb 09 2012
Human: Yes

Re: [MOD] DTMOD "source files"

Post by mattpilot »

Not sure if you are still doing updates, but the only thing i seem to miss from this mod, which is by far the best thing that happened to this game, by far ;-), is basic (cheap) infantry and special forces as infantry. The first as a cheap 'backbone', and the second to allow for air drops and other special stuff.

Looking at the file it seems pretty easy to duplicate 8 lines or so and just rename something, but i'm not sure what stats to give them or how to to assign proper techs to them. Perhaps since you did a 'mini-update' you could also do a 'spec-ops' mini update? :-) :-) :-)
evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

Re: [MOD] DTMOD "source files"

Post by evildari »

the IFV (infantry fighting vehicle) - is just that cheap infantry (vehicles cause i like the speed):
even the very first mk0 version can cross rivers,
at mk4 it can be airdropped - although i would try that only in secured airspace - since my last playtest in this mod the ai responds extremely well with airpower.

If you want to get more spec-ops-style - especially in a low-intensity environment - then there is the recon class which can be airdropped at the very first mk0 level, is quicker to deploy - but weaker on the combat side.

The backbone is the garrison - but its static.
The only other slow leg infantry are Partisan and Guerrila units

Did this to reduce the clutter - and ai is not wasting that many ressources on wrong units in wrong situations - and thus is a more viable opponent.
Thats why i would not change it - but you can do if you like.
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
mattpilot
Lt. Colonel
Posts: 228
Joined: Feb 09 2012
Human: Yes

Re: [MOD] DTMOD "source files"

Post by mattpilot »

ok thanks for the info - sounds good :-)


Out of curiosity, why is there a tech that removes city power generation? It only taking 1 day and 1 mill cost, i suspect this is a 'fix', but why would i want to research it and remove that extra power?

thanks
evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

Re: [MOD] DTMOD "source files"

Post by evildari »

the game has a complete nonsense issue with petrol priorities:
before your green (as green as in fuel-economy) army gets it needed few barrels a day - your civilians get it first and your army gets whatever may be left.
(in that screenshot the military consumption is just a puny 0.02% (yes thats 2percent of one percent) of the total petrol consumption

This tech was another attempt to circumvent this issue - hoped back then that somehow an update would at least be able to use these tech value...
viewtopic.php?p=190701#p190701
You do not have the required permissions to view the files attached to this post.
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
mattpilot
Lt. Colonel
Posts: 228
Joined: Feb 09 2012
Human: Yes

Re: [MOD] DTMOD "source files"

Post by mattpilot »

Just got back into SRU again due to recent events, and i wanted to bump this mod - because it is the best damn mod out there and i couldn't imagine playing this game again without tiered units! Thanks again evildari! :-)
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