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Darkest Hour introduction

Joined
Dec 20, 2010
Messages
4




Hey guys,

Some of you probably heard about Darkest Hour but I thought those who have not heard of it yet could be interested.
Developed by a team of independent developers, Darkest Hour is a stand-alone Hearts of Iron game featuring a mixture of short and in-depth campaigns set across the darkest chapters of the 20th century, from the outbreak of the Great War up to the onset of the Cold War. Darkest Hour will introduce a new artificial intelligence that is now able to react to hundreds of different situations simultaneously, along with a dynamic diplomatic system that will allow the player to have a real impact on the course of history.

Features

* Short and grand campaigns allow players to experience the darkest hours of the 20th century, from the Great War to the onset of the Cold War
* New map, redesigned to offer greater detail as well as strategic and tactical opportunities
* Dynamic diplomatic system giving the player greater influence on the course of events
* New artificial intelligence capable of reacting to hundreds of different situations

I will post the content of development diaries in the next days.
I am available for any question or remark. :)

Best wishes
Darkest Hour Team
 

Malakal

Arcane
Glory to Ukraine
Joined
Nov 14, 2009
Messages
10,303
Location
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That should be in the strategy subsection, when some people may even be interested...
 
Joined
Dec 20, 2010
Messages
4
Dev Diary #1 - Introduction to Darkest Hour (14-09-2010)






Hello,

We know you have been all eager to grab fresh information about the game. To be very honest with you, we initially planned to release the first development diary only next week. But you were very insisting, so let's start from the beginning : what is Darkest Hour, and who the developers are.

Darkest Hour Core (no relation to the mod), in its early stages still know as "The Project", can be viewed as a continuation of the 1.3 patch for Armageddon because it is based on it and is nearly 100% compatible with all existing 1.3 mods, and offers for the first time full moddir support.
What started as a small project to fix the remaining hard-coded bugs, after the last beta patch became much more over the last years.
Starting with initial bug fixes, a huge amount of code optimization to increase performance quickly followed. Hard-coded modifiers were then moved to moddable files, Hard-coded limitations removed, and then new features added.
Over the weeks, it became pretty obvious that we were no longer aiming for a patch to fix the last bugs, but for a new platform as standard for the HOI community. One that would offer modders what they have been asking for over the years and to keep our beloved mods alive and enjoyable for many years to come. For it has indeed been developed by fans and modders.


By fans, for the fans


MartinBG, who was the Lead programmer of HOI2 Armageddon Patch Project, and Gormadoc, Lead programmer on the Community Database Cleanup Project, started the whole thing more then two years ago.
Fernando Torres developer of World in Flames mod, who has been our most vocal Developer in the forum until now, joined up shortly after, initially aiming to create a new WIF mod for the new improved engine. But things went a bit different, and out of the idea to create an independent mod emerged Darkest Hour Full, the first "mod" for Darkest Hour using the full potential of the new code right from scratch.

Over time even more people joined the team, some as bug testers, others as active contributors.

As for myself, I actually joined the DH team pretty late in the progress, only 6 months ago, and I can't really offer any real recognition value for you guys as I have been not very active in the Paradox community and basically only enjoyed playing the games. But I think you will not hold that against me for long. ;)


What do you guys do?


Although the borders are a bit blurry, as all of us work on the database from time to time (add the odd event, fix one thing or another), let me try to give you an idea of who is in charge in our development team:

MartinBG - Coding

Fernando Torres - AI and DB maintenance

Gormadoc - Tech tree

Ewphoenix123 - Map implementation, map related database maintenance



You mentioned contributors?


I think we now have more than 30 people who are helping out to a different degree, and listing all of them would just be too much for this diary.
This here is just a (not so) short list for a start with those who contributed the most over the last months in no specific order:

Mumia allowed as to use the E3 map as a base for our new map, and helped with most of the initial concepts.

Eginhard 38
from WIF did an incredible job when he finalized the designs for the new map, always standing on the edge balancing AI capabilities and geographic reality.

Arturius from the 1914 mod, well you can think for yourself where he contributes.

Bizon from the NWO mod made our game launcher, helped out with translations and the implementation of new minors.

^AC^ from Kaiserreich helped out adapting vanilla scenarios to the new map and translations.

Jaegerfeld of the canceled DMP Ragnaroek - Projekt 36 is developing the AI for our 1914 scenarios

Rhysaxiel from WIF is working on event chains for 1914 and coordinating the pre-WW2 scenarios.

tedescoo from Turning Point and BIP helped out with translations and as a tester.

Jrhindo from the Yugoslavian Wars helped with translations and ideas.

The famous sonofliberty has outdone himself in the last weeks as one of our main testers, and offered a lot input in many design aspects.

Inner Circle from GK Multilevel Sprite Pack and GK Atmospherical Improvement Mod is working on our interface graphics.

Cardus helped with new OOB for Italy and Abyssinia, making the Ethiopian war much more interesting..

TeutonburgerW from the Minor Graphics Mod has contributed ideas for new minors a bit of modding, graphics, beta-testing.

Miihkali from Anatolian Wars Mod has done some scenario and event design, and some graphical help. Ideas, suggestions and little historical research.

Cueball from EIR added floating event ideas, the first AI fixes for the new map, ideas to implement new minors, and help with initial map concepts.

WilhelmII from Gamerkollektiv helped with some graphics in addition to the obligatory beta-testing.

thewookie1 added the first concept for the inclusion of the Transsibirian Railroad.

And many more that haven't been that active in the last months, like Koenig from Mod33, 49h from WIF, GAGA Extreme from the GAGA Tech Mod, and a lot others I simply forgot... I elaborate further on their contributions in future development diaries.



This should give you a glimpse of who has been involved in this, how many familiar names to find, and how many of those are still actively developing mods out there. Thus you can draw your own conclusions about what you can expect for the future. Expect for instance some mods to be available for DH from day one.. ;)



Here are now a few words from our contributors.


TeutonburgerW said:
Being a long time HOI player, there were several things I've always dreamed of if they would come true but I thought the engine was too old and it was better to adapt and start playing HOI3. That was, until Rayan (aka Fernando Torres) invited me to contribute to what is now called Darkest Hour. Most of the things I've ever wanted (a smarter AI, a better map, automated stuff and higher moddability plus a whole lot more) was there. I'm very pleased that the DH development team listened so much on us "modders" as well as long time players during the development phase; what we enjoyed, what we didn't enjoy and, of course what we wanted to make DH the best WW simulation out there!

Inner Circle said:
When I was invited to the Team, i knew only little, until i got some screenshots from a Beta Build. I was really impressed and eventually agreed to help them.
My contributions are mostly graphics, beta testing and recruiting new contributors. Every new Beta is better than the last one and for the first time i have the feeling to play the HoI game I always wanted...

AC said:
Darkest Hour is a dream come true for me. A game made by fans for the fans... or even better, made by modders for the modders. We have assembled such a good team, that worked together for months (years, some could say) with one objective in mind: to create a game enjoyable by the fans and loved by the modders! Being a part of this is an honor, even if for now my contributions have been limited to beta testing, suggestions and translation.

And maybe a word from Mumia, one of our map geeks (he usually does not communicate with us except to post with strange words and show awesome maps he just drawn but maybe he will make an exception for you..)

mumia said:
'Me no spiking Inglese'.

Right.
(Just kidding, I love you buddy :))


Development philosophy


Our philosophy is to stay true to the community and provide the most fun for players as well as the best platform for modders.

We think it first starts with being honest with the fans. And there is one thing that has been claimed around that we wanted to correct. The game timeline is indeed set to span from 1914 to 1964, which means there will be small and large scenarios available throughout this period. What it does not mean is that there would be a giant scenario allowing to play straight from 1914 to 1964.
It is obviously unrealistic to think that a game like Darkest Hour could cover all (un)historical possibilities for such long period of time. (yet)

On the other hand, we focused on a few unhistorical and yet plausible outcomes, be it during or after the First war or during the Second. We shall not go into details for now but you can rest assured that Darkest Hour rejects the sandbox approach.

The other thing is, We are here to stay, even after two years we are still far from reaching the limits of the Europa engine, and we have all intentions to keep developing Darkest Hour further for a long time to come.


We are still looking for new contributors and testers, as this is basically a project from the community for the community. We will be looking forward to helping modders prepare their contribution even before the release date (we are aiming for November release). Feel free to contact us at darkest.hour.team(at)gmail(dot)com.
We are also going to answer a few general questions later today. But please don't expect too much details yet, as there is still some time left and we need to keep you curious!
Thus, in-depth explanations are left for the following development diaries.


Next week (Monday, 1pm), the second development diary will be dealing with maps!
So see you around folks, and take care. :)

Screenshot:
http://forum.paradoxplaza.com/forum/att ... 1284468765
 
Joined
Dec 20, 2010
Messages
4
No, Lothos is not involved in Darkest Hour.
If you are familiar with Paradox modders, we got 2 guys from HOI2 DAIM mod as well as 'Fernando Torres' from WIF mod working on Darkest Hour AI.

Please feel free to ask any specific question. :)
 

GarfunkeL

Racism Expert
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Nov 7, 2008
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Insert clever insult here
Well I'm not up-to-date with HoI2 modding anymore but from back when I was a beta for Pdox, Lothos was the only guy who actually got the AI to behave rationally - fact which was behind my question. OTOH, I realize that by now (5+ years later - Jeesus Christ, HOI2DD was released in January 2005!) there are probably more people who understand well how the AI scripting works so I guess my question was moot in any case.

In any case, DAIM was a good, as was WIF so best of luck with this thing. Are you guys affiliated with Paradox in any other way than publishing?

Also, even though I've personally moved to HoI3, there are plenty of active HoI2-games here so don't be discouraged by lack of attention here - people are slow to warm up.

As to the scenarios, I understand that there won't be a grand campaign - are the scenarios thus going to be like the battlescenarios of HoI2 with limited map and gameplay options and very limited time-scale or something else?
 
Joined
Dec 20, 2010
Messages
4
Paradox has granted us the license to use and modify their game engine and they are our exclusive publisher.
But when it comes to development we are an independent team and we don't receive any instructions from them.

Our plan is to have a few battlescenarios ready for 1.0 (March) with a specific (bigger) map.
There are also the WW1 and WW2 grand campaigns that I believe most people will play.
 

Cassidy

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In my opinion there is a lack of a Paradox-esque game during a time close in length to that of Victoria(100 years) that encompasses the Post-WW2, Cold War, Modern Times and the first half of the 21st Century.

Something like a Hearts of Iron styled game, only one that flows faster and goes from around 1945 to around 2045, with a full tech three available that may or not include things like "powered exoskeletons" and applied nanotechnology as secret projects in late game.

Yes, there is a Cold War Mod and Modern Day Scenario, but they are adaptations over a hard-coded model optimized for WW2-esque conditions and much shorter lengths of in-game time by years.
 

Makabb

Arcane
Shitposter Bethestard
Joined
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Messages
11,753
Patch 1.04 is out. Dis gaem is gud guise. Much more fun than HOI 3.

Just look at the changelog


https://forum.paradoxplaza.com/forum/index.php?threads/darkest-hour-patch-1-04.882675/

Darkest Hour 1.04

(Changes since patch 1.04 RC1)

Engine changes:

Fixed 1.04 RC1 bugs

- Fixed CTD on pressing "Goto" button on the message when someone joins player’s alliance. This will now properly center map over the capital province of the other country. [CTD is introduced by 1.04 RC1, but the button never worked properly]
- Fixed issue with canceling of missions of player controlled units in some situations.
Only these missions will be canceled now:
- Naval port strike when the fleet has no CV/CVL or any other ships with CAGs left in the fleet
- Naval airbase strike when the fleet has no CV/CVL or any other ships with CAGs left in the fleet
- Amphibious assault when there is no transport ships left in the fleet
- Naval transport when there is no transport ships left in the fleet
- Airborne assault when there are no air units loaded with paratrooper
- Air supply when there are no air units with transport capacity
- Fixed memory corruption/crash issue when long mod name is used
- Fixed issue with human controlled land units no longer retreating to transport ships at sea when defeated in land combat.
- Fixed game hang on annexation by event of alliance leader by an ally or puppet master by a puppet.
- Fixed bug with empty missions menu (on click on unit plate's mission area) for scenarios with disabled provinces.

Fixed bugs

- Fixed "Goto" button on "New leader" message to center map over player’s capital province.
- Fixed strategic redeployment of rockets to be issued immediately after the command instead on the next hour.
- Fixed issue with AI trying always to retreat when attacked while not bordering at least one friendly province (like after successful amphibious invasion).
- Fixed CTD on Intelligence page when custom unit types are into the redeployment pool of a country. 1.03 bug
- Fixed issues with \gfx\map\defense.bmp usage (on counters) in the engine preventing it from displaying properly. It is used when the unit is involved in combat in its current province.
- Fixed issue with attack arrow (\gfx\map\direction_counter_battle.bmp) used improperly on counters when the unit is attacked in its current province while moving to another province with no enemy units there.
- Fixed displaying issue with overlapping counters for retreating and defending units in the same province. These are properly stacked together now.
- Fixed arrow color from blue (move) to red (attack) for units that go to friendly province through enemy controlled provinces.
- Fixed invalid model name on message for completed brigade from upgraded serial line.
- Fixed a bug with dummy "(null)-1" brigade appearing at redeployment pool in some cases after detaching of brigades from units (ex. From unit with 2 brigades detach the second and then the first in that order). 1.02 bug
- Fixed issue with multiple win combat messages when own and military controlled units participated in the combat. Improved non-working 1.03 fix for the same problem
- Fixed issue with incorrect MP value returned to MP pool for sold units in some cases.
- Implemented MP cost for receiving country for bought units.
- Fixed calculation of MP value returned to MP pool on disbanding of units with attached brigades when the unit is not at full strength. Now returned MP equals the MP that will be gained for the unit and for all brigades if detached and disbanded separately. Country specific changes to MP requirements for disbanded unit/brigades are properly accounted too.
- Fixed bug with free_xxxx commands (free_transport, free_escort, free_supplies, free_oil, free_ic, free_manpower, free_energy, free_money, free_metal, free_rare_materials) causing data corruption when used with some values.
- Added support for month names in "month" trigger as suggested by trigger documentation (only month numbers 0-11 were valid before). Added error checking for both month names and numbers.
- Fixed typo in error message about valid AI construction settings (used at_war and not_at_war instead of the proper atwar and not_atwar on the error message). 1.03 Bug
- Fixed tooltip for control trigger when no data setting is specified.

New features

- Removed fixed event picture height (116 pixels) on styles 1 and 2 to allow pictures of any height to be used on events.
- Removed fixed event header height (48 pixels) on style 2 to allow headers of any height to be used on events.
- "Goto" button on messages about events in provinces set to switch game state to map view automatically (map is centered over the province in question).
- Improved logic for evaluation of valid for release countries. Better handling of new vs. old (when no min or min_extra used) release modes.
- Added retreat arrow to counters (\gfx\map\direction_counter_retreat.bmp) to be used instead of moving arrow for retreating units.
- Disabled AI land units retreat to ships as this fails and the unit is instantly destroyed instead. Workaround for AI issue/limitation.
- Removed redundant read of all leader pictures for player’s country on game start. The fix should speed up game start a bit.
- Suppressed repair of buildings and resources in provinces with active land combats.
- Disallowed building of coastal forts (used only to repel amphibious invasions) to provinces with no beach.
- Added 3 new country settings (columns) to db\country.csv: NOTE: Mods that use own version of that file must update it!
- Model Nationality - use model pictures for the tag specified in this column. When no new TAG is specified, use current TAG
- Icon Nationality – use model icons for the tag specified in this column. When no new TAG is specified, use current TAG
- Model Names – use model names from the tag specified in this column. When no new TAG is specified, use current TAG

Improved Error Logs

- Check and report for missing tech component name definition when extra debug logs are enabled (settings.cfg).
- Added check and report for images bit depths other then 1, 8, 16 and 24 when extra debug logs are enabled (settings.cfg).
- Improved error checking for defined in scenarios province buildings when extra debug logs are enabled (settings.cfg):
- report when buildings are set to non-land provinces
- report when naval base is set to province with no port allowed
- report when coastal fort is set to province with no beach
- report when buildings are set to ignored provinces (battle scenarios)

Modding Documentation Changes

- Updated event commands.txt with some missing land unit modifiers and mission names.

Translation and Text Changes

- Corrected all languages for TECH_APP_INDUSTRY_326_NAME and SHORT_TECH_APP_INDUSTRY_326_NAME.
- Updated unitnames for HUN and U13.
- Fixed wrong German translation for 'Tripartite Pact'.
- Corrected tech names for current armored frigate and armored cruiser models.
- Fixed incorrect transliteration for Bulgarian leaders, ministers and tech teams.
- Fixed airnames.csv entries for BUL to historical (WWII - at the start, WWI - at the bottom) and grammatically correct ones (in the middle).
- Fixed airnames.csv entries for U29 (commie BUL) grammatically correct ones (and semi-historical)
- Fixed armynames.csv entries for BUL and U29 to grammatically correct ones
- Fixed navynames.csv entries for BUL and U29 to grammatically correct ones.
- Fixed unitnames.csv entries for BUL and U29 to grammatically correct ones.
- Fixed unitnames.csv entries for BUL and U29 to historically correct INF/GAR/MIL names
- Fixed Derfflinger class name (GER and U08).
- Massive corrections and improvements in English texts (made by Lucifer).
- Fixed invalid encoding (UTF-8 -> ANSI) of some leader, minister and tech team files (DH Full).
- Fixed typos in A-H and GER ship names.


Event Changes

Darkest Hour Full

- When Syria and Lebanon join Free France, Free France gets cores on their province (then changed back to claims upon Liberation of France).
- Fixed a few issues with Chinese surrender to Japan and land distribution to Japanese puppets.
- Japan can now choose to Pressure Germany over Manchukuo even if it decided to expand northward; moreover the Recognition of Manchukuo now no longer recalls Von Falkenhausen and no longer ends the Sino-German cooperation in case Japan decided to expand northward.
- Corrected a few issues in events of Northern Strike path.
- Modified event 2181008 (CHI Soviets Ignore our Demands) so that if Japan decided to expand northwards, now CHI AI has a 50% chance of declaring war on SOV.
- Corrected effects of event 2003019 GER Fall Attila.
- Surrender event for Japan (Fading Sun) now sleeps future CHI-JAP war events.
- Corrected WW2 peace events between Finland and Soviet Union so that all russian provinces are given back to SOV.
- Corrected state (active/slept) of some minister/leader/TT upon French surrender to Germany.
- Corrected effects of event 2007047 (SOV Great Patriotic War).
- Corrected effects of event 2002009 FRA "What colonies for Free France?".
- Fixed wrong HoS and HoG for U87 in event 3011059.
- Changed effects of decision 2003143 (GER Issue MEFO Bills).
- Fixed issue with Korea and events related to Surrender of Japan.
- Corrected trigger of 2003102 (GER Generaloberst Kurt von Hammerstein-Equord dies!).
- Corrected trigger of one action of "Global peace treaty in Europe" event.
- When England surrenders, now troops change allegiance.
- Improved event "Vlassov defects" that now involves Zverev and Budyho too.
- Modified event 2012005 (CHI China defeats Japan and Korea is freed) so that capital is moved to Nanjing
- Modified event 2003118 (GER Announce claims on Greece) to add claims on 365 (Thessaloniki), 366 (Kovani) and 370 (Alexandroupoli).
- Improved event 2052010 (SPR Spanish Civil War - Victory) to sleep foreign leaders.
- Corrected handling of German leaders in SPA.
- Added claims to England in events "England surrenders".
- Changed "Churchill becomes PM" event pic (instead of generic).
- Capital nuked - Aftermath events now check if the new capital has been not nuked already.
- Corrected date and effect of POL event 2013005 (Wladyslaw Sikorski passes away) + added new event 2001096 (ENG Wladyslaw Sikorski and Tadeusz Klimecki die in Gibraltar B-24 crash).
- Fading Sun event now takes into consideration a Korea already liberated by Chinese.
- Reworked triggers and effects of OTT surrender events.
- Waked all U08 slept leaders and ministers in event #2191583 (The military mission to the Ottoman Empire returns home).

AI Changes

Darkest Hour Full

- Changed build priorities of BUL, HUN, ROM (air -7%, land +7%).
- Japanese AI now properly garrisons Shanghai province before the war with China.
- Removed Suez as invasion target in various AI files, added Port Said instead.
- AI JAP should acquire military control over SIA and French Indochina to ensure that JAP AI will be the front leader in SE Asia (and won't release China-Nanjing before Chinese surrender).
- Fixed invalid Alexandria province ID (790 instead of 789) in many ENG AI files.


Scenarios Changes


Darkest Hour Full

- Corrected SOV Chief of Air Force in 1939-1945 scenarios.
- Corrected land doctrines blueprints of Germany in 1933 scenario.
- Added missing tech to list of known techs of RSI in 1944.12 scenario.
- Adding ship assembly line to USA's starting techs in 1941 scenario.
- Corrected unit names for Hungary in 1933-1945 scenarios.
- Corrected air unit level for Hungary in 1936-1945 scenarios.
- Corrections to Bulgarian, Hungarian, Romanian and Japanese starting cabinets (thanks to eeeex).
- Corrected HoS of Nat. China in 1944.06 and 1944.12 scenario.
- Added Serbian client state in 1944.06 scenario.
- In 1914 scenario, removed a few airbases from Ottomans and added a few to Russia.
- Fixed invalid attachments (AA and Art) to GER/ENG Motorized units in 1944.12 scenario
- Moved 2 VPs in NEI: Bengkulu -> Palembang and Hollandia -> Balikpapan.
- Improved air, naval base, IC and AA distribution for provinces Dobrich, Sofia and Constanza in all scenarios (port, air base and AA moved from Dobrich to Constanza, added air base to Sofia where it was missing; added IC to some provinces in Bulgaria to match progress between scenarios).
- In 1914 scenario, created UK fleet New Zealand Station, with missing cruiser Psyche, plus HMS Pyramus from China Station.
- Various corrections to 1914 and 1936 Japan OOB.
- Corrected Canadian Chief of Staff/Army/Navy/Air Force in all scenarios.
- Corrected known Japanese techs in 1933 scenario.
- Corrected dormant_leaders list for U08 in 1914.
- Removed MA of Iraq to ENG in 1933 and 1936 scenarios to prevent IRQ troops to move to ENG provinces before entering the Allies.
- Corrected sliders of Greece in 1939 and 1940 scenarios.
- Added missing WW1 Land Doctrines for some countries (thanks to Treeplace).
- Corrected German claims on Balkans in later scenarios.
- Corrected Chief of navy of Iran in 1936-1941 scenarios.
- Corrected Chief of Navy for France in 1933 and 1936 scenarios.
- Added german monsun gruppe sub division to 1944.06 and 1944.12 scenario.
- Updated models for HMS Hawkins, Frobisher, and Effingham in scenario files.
- Updated UK ships deserving of Improved Armoured Cruiser model: Edinburghs, Warriors, Minotaurs.
- Fixed "West Indies Squadron" starting location in 1914 scenario (HOL).
- Updated all GER HQ models to level 1 (1914) in 1914 scenario as Ger has the required tech researched.
- Added missing 1921 and 1926 INF and 1924 SUB techs to 1933 scenario Portugal to match existing OOB
- Changed "NRP Vasco da Gama" model from CA-0 to CA-1 to match model with 1914 scenario
- Various fixes to Australian bases, ports and beaches in all scenarios.
- Fixed various invalid settings for buildings (mostly coastal fort on provinces with no beach) in all scenarios and tutorial.
- Added missing BB USS Oregon to Pacific Fleet in 1914 scenario.
- Added 1907 level techs for INF, MTN and CAV to OTT in 1914 scenario (to match models already in OOB).
- Removed invalid national province from Senussi in 1914 scenario.


Unit Changes

- Reduced cost of CVE-1 to CVE-3 models to 0.8 to make those cost less ICdays then a CVL + LCAG brigade.
- Changed MAR unit modifiers as follows:
- Rain attack: -30 to -10
- Storm attack: -85 to -50
- Rain defense: -20 to -10
- Storm defense: -65 to -50
- Rain move: -18 to -15
- Storm move: -35 to -25
- Jungle move -30 to -25
- Swamp move: -20 to -15
- Changed amph_arm brigade modifiers as follows:
- River attack: 0 to 10
- Shore attack: 0 to 10
- Changed Eng. brigade modifiers as follows:
- Shore attack: 0 to 10
- Changed shore attack modifiers on some land brigades as follows:
- Art: 0 to -15
- SP Art: 0 to -15
- SH Art: 0 to -15
- Gli. Art: 0 to -15
- TD: 0 to -10
- L. Arm.: 0 to -12
- M. Arm.: 0 to -13
- H. Arm.: 0 to -13
- SH Arm.: 0 to -13
- Gli. Arm.: 0 to -12
- CAV: 0 to -13
- AA: 0 to -3
- SP AA: 0 to -5
- AC: 0 to -5


Graphics Changes

- Fixed counter_SLO.bmp in Core and removed its copy from Full (removed coat of arms from the flag to match the rest).
- Moved the proper counter_bul.bmp from Full to Core.
- Moved the proper counter_BUR.bmp from Full to Core.

Darkest Hour Full Only

- Replaced weird looking OTT topbar.bmp with the default one.
- Fixed incorrect picture for Chen Gongbo as Minister of Armament.
- Removed unused by the engine graphics file (direction_counter_defense.bmp).
- Removed unused brigade and division model pictures from wrong folder in DH Core (proper location for those is \gfx\interface\models and all required files are already there).
- Changed 1926 Infantry tech picture (thanks to bestmajor).
- Added missing images for vietnamese leaders (thanks to bestmajor).
- Removed VIC flags for France.
- Fixed icon_FRA_Vic.bmp blue color.
- Fixed icon_ETH_14.bmp color order and removed coat of arms.
- Fixed icon_U05.bmp flag to match the rest.
- Fixed icon_U58.bmp flag to match the rest.
- Removed the unused counter_u01.bmp from DH Core.
- Improved or fixed various issues with counters and icons (AFG, ANG, AUS, BEN, COL, DOM, FRA, GAB, GRE, HAI, HON, HUN, KOR, KUR, MOR, MON, NAM, NEP, PAR, PER, POL, RUS, UER, UAP, UCH, VIC, YUG, U06, U11, U12, U20, U51, U77).
- Fixed POL flag and shield (removed coat of arms).
- Fixed UKR flag and shield (removed coat of arms).
- Fixed AZB flag (crescent size).
- Fixed BHU flag (incorrect direction).
- Fixed ETH_14 flag (incorrect color order and animation).
- Fixed HON flag and shield (added blue stars).
- Fixed IDC flag (sharper stripes).
- Fixed MEN flag and shield (improved colors).
- Fixed QUE flag and shield (improved colors).
- Fixed PRI flag (fixed animation and improved color).
- Fixed TRA flag (fixed animation).
- Added missing pictures for 2 1914 BHU ministers.
- Added missing images for some Albanian, American, Australian, Belgian, Brazilian, British, British Raj, Canadian, Chinese, Croatian, Czechoslovakian, Danish, Dutch East Indies, French, French Indochina, German, Greek, Haitian, Italian, Liberian, New Zealander, Romanian, South African, Soviet, Spanish, Swedish, Vietnamese, Yugoslavian ministers and leaders (thanks to bestmajor).


Other DB Changes

Darkest Hour Full

- Corrected End Date and/or Retirement Date and/or dormant state of a few ministers and leaders (SOV, GER, USA).
- Corrected End Date of TT 235013 Zhang Zuolin, set as 1929.
- Fixed YUG and SER release in revolt.txt.
- Corrections and improvements to Bulgarian, Hungarian, Romanian and Japanese ministers (thanks to eeeex).
- Changed capital of U41 (Reichskommissariat Ukraine) from 617 Kiev to 244 Rowne.
- Fixed invalid leader tags in congo.csv (U00 instead of CON) and U03.csv (FRA instead of U03)
- Fixed picture name for 2 LBY ministers.
- Removed Amiens province (#50) from Reichskommissariat Belgien-Nordfrankreich (U47) in revolt.txt.
- Corrected name and years of CAN TT Vickers-Armstrong.
- Correction of various issues with Japanese ministers (thanks to SushyS).
- Removed research bonuses from Reichskommissar minister trait.
- Renamed a few TTs of U20 (Finnish Democratic Republic).
- Replaced picture for Frank Knox.
- In revolt.txt, added claims on Dutch Caraibbean provinces to HOL and U10.
- Changed CZE TT 120007 from Emil Janouska to Jaroslav Fajfr.
- Corrected name and years of HUN TT 105010 (Andrбs Littay) + added new HUN TT 105018 (Ferenc Feketehalmy-Czeydner).
- Corrected cores of MAN in revolt.txt
- Correct name of Spanish minister/leader/TT Alfredo Kindelбn y Duany.
- Added ministers to Iraq for 1914-1932 time period.
- Removed invalid Night Flyer trait from 6 USA admirals (1914 scenario).
- Fixed end and retirement dates of Yuan Shikai as L/M/TT.
- Various corrections, improvements and additions to Brazilian, British, British Raj, Canadian, Chinese, Czechoslovakian, Danish, Dutch East Indies, French, French Indochina, German, Greek, Haitian, Hungarian, Japanese, Irish, Liberian, Mongolian, New Zealander, Pakistani, Portoguese, Slovakian, South African, Soviet, Spanish, Yugoslavian ministers and leaders (thanks to bestmajor).
- Added 7 new Tech Teams to SOV.
- Added "New leaders for 1914 Denmark" Mod (made by Melkor89).
- Added "Siam 1914" Mod (made by Melkor89).


Tech Changes

- Tech 2810 Great War Anti-Air Artillery now requires 2800 Great War Static Anti-Air Artillery instead of 2450 Post Great War Static Anti-Air Artillery.
- Tech 7230 Nuclear powered Submarine (year 1954) now requires 3690 Semi-Modern Submarine (year 1950) instead of 3700 Modern Submarine (year 1955).
- Added missing tech components for some techs (Deep Logistic Organization etc.).
- Changed year of tech 8050 "Convoy Sailing" from 1880 to 1890.
- Changed Aerial Support naval tech to give position bonuses to SS/SSN. Moved CV/CVL/CVE position bonuses from Aerial Support to Ring Defense naval tech/naval doctrines tech.
- Fixed wrong trigger (tech prerequisites) in the event (#3000025) enabling Air-to-Surface Missile (ASM) tech research.
- Moved HQ model 1914 from 1917 tech (Centralized Control, 6660) to 1914 one (Strong Point, 6600).

Map Changes

- Removed zoomed-up islands from lightmap4.tbl as in DH 1.03.
- Raised infra from 10 to 50, then allowed Port and set 2325 as Seazone for province 2130 St. John.
- Corrected coordinate of Gyor (458) in both HOI2 and DH Maps.
- Added metal production to canadese province 2129 (Sault Sainte Marie);
- Corrected seazone of provinces 2131 (Moncton) and 1950 (Pensacola).
- Fixed counter/sprite position of units in province 2405 (Bowers Island)
- Added beach to Petropavlovsk (1184), port and beach to Gavan (1185) and port and beach to Nikolayevsk-on-Amur (1189).
- Fixed a few bugs on higher zoom level for provinces Roberval, Val-d'Or, Montreal, Pembroke, Whitehorse.
- Removed connection between Saarbrucken and Strasbourg.
- Corrected name of province 1692 - Geraldton (Western Australia).
- Fixed issues with ports, beaches and sea zones for Suez, Gibraltar, Balboa and provinces around these:
- Gibraltar - changed sea province to Strait of Gibraltar
- Cadiz (next to Gibraltar) - better location of port and beach icons
- Port Said (north of Suez) - changed sea province from Suez Canal to Nile Delta, added beach, better location of port and beach icons
- El Ghardaqah (south of Suez) - added beach and port, sea province set to Red Sea
- Balboa (controlling Panama canal) - removed beach, sea province set properly to Panama Canal
- Suez - removed beach, sea province set properly to Suez Canal
- Sharm el Sheikh (east from Suez) - changed sea province from Suez Canal to Red Sea as it should be, properly placed port and beach icons
- Bur Tawfiq - removed beach and sea province (Suez Canal) - redundant
- San Jose de David (West of Panama Canal) - moved port, beach and sea province from Mosquito Coast (Caribbean Sea) to Gulf of Panama (Pacific Ocean) where these belong
- Ciudad de Panama (East of Panama Canal) - moved port, beach and sea province from Panama Canal to Gulf of Darien to allow invasion and enter/leave port if Balboa is enemy controlled
- Changed position of counter and sprite in Gulf of Panama to be closer to the strait for better visualization of fleet paths when moving through the canal from Caribbean Sea to the Pacific and vice versa.

Main goals/solved issues of these changes:
1. Three strait controlling provinces (Balboa, Suez and Gibraltar) cannot be invaded by sea.
2. Surrounding provinces (Spain, Egypt, Panama) should be invaded instead. There are beaches added where those were missing to allow that.
3. Straits are used as sea provinces only for strait controlling provinces.
- Added missing border between San Jose del Guaviare and Requena.
- Moved provinces 2148 (Prince Rupert) and 2149 (Queen Charlotte) from Alaska area/region to British Columbia area and Western Canada region.
- Fixed Belluno Province containing pixels from Venice.
- Adjusted border between Sudbury and Pembroke.
- Removed invalid border on lake north of Vorkuta.
- Removed invalid border on Zoomlevel 1 in the Sea Zone adjacent to Shanghai Province.
- Added missing Borders between Seazones on Zoomlevel 2&3 adjacent to Johor Bahru and Pakan Baharoe Provinces.
- Fixed connections for prov 858 (Ulongue) as follows:
- Restored connection for 4 impassable provinces
- Set two of those as river connections
 

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