Zuikaku's mod

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OBAYER
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Re: Zuikaku's mod

Post by OBAYER »

Hello here. Any chance to see an update to this brilliant mod ? Really, its simply amazing work
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Zuikaku
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Re: Zuikaku's mod

Post by Zuikaku »

Version 1,6 is now available!
I woul'd like to thank George for increasing upload capacity to 1MB, so I don't have to split file :-)

Here is the changelog:

Following facilities have been added:
1620, 241 Hiroshima 1X research center (with chinese research centers removed, Japan tends to too much lag behind in research)


Following units were added:

M2 Bradley IFV - US IFV
M2A1 Bradley IFV - US IFV
M2A2 Bradley IFV - US IFV
M3A1 Bradley CFV - US recon
M3A2 Bradley CFV - US recon
41M TuranII - hungarian tank
43M TuranIII - hungarian tank
43M ZrinyI - hungarian assault gun
43M ZrinyII 105mm - hungarian assault gun
BOV-1 M-53 POLO - yugoslav SP AT
T-55AMV - russian tank
M-55 S1 - slovenian tank
T-55 Enigma - iraqi tank
Asad Babil - iraqi tank
M-84D - croatian tank
Zulfiqar II - iranian tank
Zulfiqar III - iranian tank
R-25 Vulkan - yugoslav SAM
NA-1 Kobac - yugoslav multirole aircraft
Handley Page Victor B.1 - UK strategic bomber
Myasishchev M-4 Bison-C - soviet strategic bomber
Fizir FN - yugoslav recon aircraft
Kyushu Q1W Tokai - Japanese patrol and ASW aircraft
C6N Saiun - japanese carrier recon/patrol aircraft
Legion Etrangere - french foreign legion
Legion Etrangere('57) - french foreign legion
Legion Etrangere('84) - french foreign legion
Legion Etrangere('111) - french foreign legion


Following unit data was changed:

Ju-86C1 transport capacity set to correct value of 1,5t instead of incorrect 4t
Semovente 75/18 hard attack lovered from 15 to 8 (although capable of firing HEAT rounds, it was not that effective in AT role)
Swapped tech requirements for M14/41 and P.40. Untill now P.40 had lower prereq tech requirements and was easier to research than M14/41 which was wrong!
Bf-110s set to use correct unit pics
Maultier and Wurfrahmen set to be hard targets
40M Turan prereq tech changed to 1545. Armored designs level II (1546) was the original tech and it was way too high and advanced thus preventing AI from researching the design.
M24 E1 Chaffee set to be prereq for M41A3 Walker Bulldog
Tl-1 Rover Soft attack lowered from 12 to 10, hard attack lowered from 24 to 20, naval attack lowered from 8 to 5, regional availability changed, it is now not available for all regions, but only to following regional codes: ABDHJKQTVXYZ
Tl-2 Raptor regional availability changed, it is now not available for all regions, but only to following regional codes: ABDHJKQTVXYZ
Tl-3 Regal regional availability changed, it is now not available for all regions, but only to following regional codes: ABDHJKQTVY
Do-24 transport capacity lowered from 5t to historical 3t
Zulfiqar MBT, tech prereqs changed to 1536 and 1779, speed lowered from 72 to 48, soft att lowered from 28 to 27, hard att lowered from 42 to 35, fort att lowered from 38 to 30, Grnd def lowered from 30 to 26, air def from 14 to 12, indirect from 60 to 56, close def from 18 to 14, changed picture to more closely resemble on original model (M-60 Patton)
Zulfiqar MBT is set to be prereq for Zulfiqar II MBT
Horten H.XVIII - now have ECM, spotting reduced to 50km
Me-262 HGIII - now have spotting increased to 27km due to radar it was supposed to carry
DB-3F is now set to be prereq for Il-4. also, Il-4 now have the same tech prereqs as DB-3F
Equipment entry 9677 (FW 190) deleted. This entry was a prereq to entry 9959 (Fw 190) which is the same aircraft with the same stats and tech prereqs.
Equipment entry 9959 (Fw 190) renamed to "Fw 190A-3/4" to indentify unit type more correctly. This entry is prereq to entry 9473 (Fw 190A-7)
Fw 190D-9 set to be prereq for Focke Wulf Ta-152h.
Ta-152 is set to have the same tech reqs as FW 190D-9 and is now easier (faster and cheaper) to research than Do-335s
With this, Focke-Wulf line is as follows: Fw 190A-3/4 => Fw 190A-7 => Fw 190D-9 => Ta 152H (in my opinion this is more historical and accurate)
T-72M now available for following regions: RQT
T-84-120 Yatagan now available only for regional code R
M-84A4 Sniper toned down. Hard att lowered from 47 to 44, fort att lowered from 37 to 35, defensive values lowered to be the same as on M-84 (since it has the essentialy same armour protection, the only difference is in fire control ,sensors and penetrators used). Speed lowered from 70km/h to 65km/h and range lowered from 800km to 650km. Also tech required changed from 133 and 1765 to 1533 and 1750.
M-95 Degman initiative set to 4. days to build increased to 2, cost increased to 3,4, soft att lowered from 37 to 34, hard att increased from 41 to 48, fort att increased to 40, low air att increased from 4 to 8, surface naval increased from 10 to 12, close att increased from 12 to 16, ground def increased from 30 to 37, air def increased from 16 to 18, indirect def increased from 59 to 65, close def increased from 14 to 22
T-90S - hard attack increased to 52, low air att increased from 4 to 8, ground and naval attack ranges increased from 4 to 5, close defense increased to 20 (from 16)
Lov T1 hard att lowered from 17 to 12, fort att lowered from 8 to 5, grnd def lowered from 14 to 10, air def lowered from 14 to 10, close def lowered from 17 to 15, speed lowered from 120km/h to 85km/h, range lowered from 700 to 500, weight set to correct 8,8t
LOV T2 soft att lowered from 19 to 18, hard att lowered from 20 to 18, fort att lowered from 8 to 6, grnd def lowered from 16 to 12, air def lowered from 18 to 12, close def lowered from 18 to 16, speed lowered from 120km/h to 100km/h, weight set to correct 9t
Kawanishi H6K tech requirements changed to 1103 (matal alloy airframes)
Kawanishi H8K now needs prereq tech 1316 (MAD Detectors). It also have precision spotting set to 4


Following units were set as researched (1936):
Legion Etrangere (France)
Fizir FN (Yugoslavia)


AIParamas changes:

Ground defense now more valued for tanks in offensive phase and less in defensive. Before it was opposite which led to confusing orderss to AI in defense - to build cheap heavily armoured tanks fast which is impossible
Close defense now more valued for tanks in offensive phase
Initiative now more valued for tanks and infantry
Close attack now more valued for infantry in attack phase
Spotting valued more for recon/patrol aircrafts
Initiative now more valued for all ships and especially for capital ships, escorts and subs in attack phase
Spotting now valued more for escorts, capital ships and subs on attack phase


As before, there are errors possible since I just don't have time to test everything on myself. If you encounter any strange things, please let me know!
I'm also open to suggestions on missing units and units that require data change.

OBAYER wrote:Hello here. Any chance to see an update to this brilliant mod ? Really, its simply amazing work
Thank you!
Seems there is a chance for update after all :D
Last edited by Zuikaku on Jan 30 2016, edited 1 time in total.
Please teach AI everything!
Tnarg
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Re: Zuikaku's mod

Post by Tnarg »

Nice!
adamc6
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Re: Zuikaku's mod

Post by adamc6 »

Zuik

Here were your instructions for install:
------------------------------------
"Default.unit file goes to Supreme ruler ultimate/MAPS/DATA
AIParams file goes to Supreme ruler ultimate/INI
SR1936.CVP file goes to Supreme ruler ultimate/MAPS

But you also need to recache cache file of scenario/sandbox you intend to play before you start playing. You can find instructions how to do this here:
http://www.supremewiki.com/node/14"
-------------------------------

So if I want to play 1936 campaign as Germany, I just recache 193603Ger file from the campaign folder? Then if i wanted to play 1936 sandbox, I'd have to do the 1936 file in that folder too, right?

thanks -- new to modding!

Looks like great work, excited to try it!

AC
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Zuikaku
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Re: Zuikaku's mod

Post by Zuikaku »

adamc6 wrote:Zuik

Here were your instructions for install:
------------------------------------
"Default.unit file goes to Supreme ruler ultimate/MAPS/DATA
AIParams file goes to Supreme ruler ultimate/INI
SR1936.CVP file goes to Supreme ruler ultimate/MAPS

But you also need to recache cache file of scenario/sandbox you intend to play before you start playing. You can find instructions how to do this here:
http://www.supremewiki.com/node/14"
-------------------------------

So if I want to play 1936 campaign as Germany, I just recache 193603Ger file from the campaign folder? Then if i wanted to play 1936 sandbox, I'd have to do the 1936 file in that folder too, right?
Hi!

what you need to do first is to delete SR1936.SAV file in cache folder. Then you replace original game files (back them up) with the ones from the mod. After you do that, run the game, go to the single player => sandbox and select 1936 and start it. It may seem that nothing is going on, but that is the game creating new cache file in the background. After the recaching is over, game will return to main menu. Go to the game folder, find the CACHED - SR1936.SAV file and copy it to CACHE folder. Rename it to SR1936.SAV Run the game. Go to the single player => sandbox. Select the 1936 and start it. Enjoy! :-)

adamc6 wrote: Looks like great work, excited to try it!

AC


Thanks! Hope you'll like it :-)
Please teach AI everything!
adamc6
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Re: Zuikaku's mod

Post by adamc6 »

Zuik,
Roger that. Do I do it both for sandbox folder AND campaign folder for 1936? If I only do sandbox, then 1936 campaign will not have your changes, correct?

Sorry for so many questions!

AC
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Zuikaku
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Re: Zuikaku's mod

Post by Zuikaku »

adamc6 wrote:Zuik,
Roger that. Do I do it both for sandbox folder AND campaign folder for 1936? If I only do sandbox, then 1936 campaign will not have your changes, correct?

Sorry for so many questions!

AC
If you follow my instructions, only 1936 sandbox will be affected. If you want to do this for e.g. barbarossa scenario, than you delete barbarossa cache (BAR1941.SAV) and make the new one.
Please teach AI everything!
adamc6
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Re: Zuikaku's mod

Post by adamc6 »

Zuikaku wrote:
adamc6 wrote:Zuik,
Roger that. Do I do it both for sandbox folder AND campaign folder for 1936? If I only do sandbox, then 1936 campaign will not have your changes, correct?

Sorry for so many questions!

AC
If you follow my instructions, only 1936 sandbox will be affected. If you want to do this for e.g. barbarossa scenario, than you delete barbarossa cache (BAR1941.SAV) and make the new one.
Thanks!
Slimak81
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Re: Zuikaku's mod

Post by Slimak81 »

Very nice job , especially how AI now plays wars. A very decent action , pushing with everything it got, even naval forces are no longer dead.
You should probably make cache files for sr1936 and global crysis as i think not too many ppl know how to cache your files.
Very promising mod. Also like you idea to increase spotting range for naval units
Thadwookie
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Re: Zuikaku's mod

Post by Thadwookie »

May i use this Units mod in my ETW Mod? Also question with nation CSV file, which nations did u change specifically, if you can PM me the details that would be helpfull please thank you.
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Zuikaku
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Re: Zuikaku's mod

Post by Zuikaku »

Thadwookie wrote:May i use this Units mod in my ETW Mod?
Anyone who want may use this mod in whichever way one desire. I made this mod mostly for my personal use... to get rid of some frustrations :D

P.S. I really think our mods shoul'd be merged into one since I'm more into units and you into economy.
Thadwookie wrote:Also question with nation CSV file, which nations did u change specifically, if you can PM me the details that would be helpfull please thank you.
As far as I can remember, there were some changes in USSR, German, French and Yugoslav data in CSV file (unit researched from start) and Chinese (tech researched at start).
Slimak81 wrote:Very nice job , especially how AI now plays wars. A very decent action , pushing with everything it got, even naval forces are no longer dead.
Thank you but I have to say that AI is not my work at all. So far I have not changed anything about AI reactions. It is stock AI, so George has all the credits :wink:
Slimak81 wrote: You should probably make cache files for sr1936 and global crysis as i think not too many ppl know how to cache your files.
I have no problem doing that, but since cache files are approx 9MB in size, there is no way to attach them on the forum. George might be able to do that or to include alterntive cache files in one of the future updates.
Slimak81 wrote: Very promising mod.
Thank you, I still have ideas for future updates.
Slimak81 wrote:Also like you idea to increase spotting range for naval units
I did not do this. There were no unit database changes regarding spotting and naval units. I just made AI to value more spotting ranges of naval units. The idea behind this is: more spotting range = more advanced electronics and radars = more advanced and newer naval unit.
Please teach AI everything!
Thadwookie
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Re: Zuikaku's mod

Post by Thadwookie »

So i inserted your files into ETW Mod file ( except CSV for now i figured it's just tech starting modifications) , it's playing very nice.. i'm having loads of fun. Well i guess i'll stop messing with units then focus on the economy of the game, and adding all cities, we will merge mods, it looks pretty good.

To merge the mods, i will copy your stuff into my files, and then output them to you, and you can cross reference them, to make sure copy and paste did work correctly. At least your stuff is easier to copy, you're messing with a selective location in Unit file :P. As far as CSV is a bit tricky because i have changes also in some of this file. I will spend some time and figured what was changed ( some but not a whole lot ) Mostly Manpower and treasury start options for small nations. I'll create a changelog for my in the CSV file, so either of us can input either of our mods into CSV file.

As far as Unit file, Everything is green except when the buildings start, Don't copy anything below this > 21001 < , keep it the same if you want what I've changed/done. Everything unit wise is Green, i have worked on some stuff, but it's experimental, You have priority now with that. Thanks alot, this will help make our game play how we wished for.

If you can could you please work on Flak tower, and put it with the appropriate tech? If not i will, and skin it with somthing of a unit flak, lol might look funny but will still work. Just food for thought, if not i'll play with it when i get to it but i have 6 1/2 more continents to fill with cities. 1500+ so far, and i fixed the economy with the new update. :) i'm too busy playing and not modding it's frustratingly fun because as i play i'm writing down what to do, and my list keeps getting bigger because i keep playing. Because you have to remember if you change somthing early on it does effect the whole playout of the game.
Thadwookie
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Re: Zuikaku's mod

Post by Thadwookie »

Thadwookie wrote:So i inserted your files into ETW Mod file ( except CSV for now i figured it's just tech starting modifications) , it's playing very nice.. i'm having loads of fun. Well i guess i'll stop messing with units then focus on the economy of the game, and adding all cities, we will merge mods, it looks pretty good.

To merge the mods, i will copy your stuff into my files, and then output them to you, and you can cross reference them, to make sure copy and paste did work correctly. At least your stuff is easier to copy, you're messing with a selective location in Unit file :P. As far as CSV is a bit tricky because i have changes also in some of this file. I will spend some time and figured what was changed ( some but not a whole lot ) Mostly Manpower and treasury start options for small nations. I'll create a changelog for my in the CSV file, so either of us can input either of our mods into CSV file.

As far as Unit file, Everything is green except when the buildings start, Don't copy anything below this > 21001 < , keep it the same if you want what I've changed/done. Everything unit wise is Green, i have worked on some stuff, but it's experimental, You have priority now with that. Thanks alot, this will help make our game play how we wished for.

If you can could you please work on Flak tower, and put it with the appropriate tech? If not i will, and skin it with somthing of a unit flak, lol might look funny but will still work. Just food for thought, if not i'll play with it when i get to it but i have 6 1/2 more continents to fill with cities. 1500+ so far, and i fixed the economy with the new update. :) i'm too busy playing and not modding it's frustratingly fun because as i play i'm writing down what to do, and my list keeps getting bigger because i keep playing. Because you have to remember if you change somthing early on it does effect the whole playout of the game.
I can update my current live version with your mod ( except csv ) with no change log atm since it won't be an official release. So all can try it out and can't wait like me lol.

Don't forget I created a new scenerio so it won't mess with default stuff.
Thadwookie
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Re: Zuikaku's mod

Post by Thadwookie »

Could you send me a CVP Change log please before you get to far into the mod, to forget what you've added?

Maybe make it look somthing like this:


"Zuikaku's Mod CVP Add list"


-regionname "Egypt"

&&REGIONUNITDESIGNS

-222 <-the 222 is example of a region unit design u added from your mod pertaining to this nation only. If that's all that's added to "egypt" then only put that.



Here is a better example, look at how it's rolling out.

101, Egypt,
&&REGIONPRODUCTS 101
- 9, , 24, 0, to 9, , 1, 36380,

102, Libya,
- popminreserve 18000
- treasury 25

103, Algeria,
- popminreserve 52000

104, Morocco,
105, Sahara,
106, Tunisia,
107, Morocco,

I only added what i modified. So when a new update comes from battle goat you can delete all and input your modified values very easily and play 100% true on the newest version.


- I want to add your CVP but i can't just copy and paste it. i need to add the several values you've changed so i don't mess my whole page up of which is heavily modified, with a log. it's easier to manually change a few things that you changed in cvp.
Last edited by Thadwookie on Feb 22 2016, edited 2 times in total.
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Zuikaku
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Re: Zuikaku's mod

Post by Zuikaku »

A few questions:

Did you add my modified tech tree files, since without them, unit database won't work well?
Do you also need my map changes or starting unit changes only?
China in '36 in my mod have extensive map and tech changes to reflect chaos, local warlords and lackin industry.

I'll send you CVP changes during this week when I catch some free time.
Please teach AI everything!
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