Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Grand Strategy Fallout's Doomsday for Darkest Hour (FIX 13 out 21/12/2015)

Joined
May 11, 2007
Messages
1,853,705
Location
Belém do Pará, Império do Brasil
Fallout's Doomsday
A mod for Darkest Hour

============================================

The spirit of the ancient heroes lives in their deeds, their inspiration, the rousing of our spirits
FzFB4z0.png



Even as they come and go

zCICCdK.gif


As long as humanity lives, there will be heroes and villains, and all those in between, the men in the grey line, hanging on, struggling against the storm.

tyIQMAB.jpg



And there always will be


BtWp3Qf.png



After all...
War. War Never Changes...

==================================
Current Team Members:

Arcangelus
Slaughter
Messenger


NEW, IMPROVED VERSION FODD 2.2 - DH 1.04 Full (not beta) Compatible, comes with the latest E3 (1.0) map by Mumia

This download file is a rar file. Extract this archive into a subfolder of the Mods folder of your Darkest Game installation. It might be a good idea to call that subfolder FODD which is the usual abbreviation for this mod.
FODD 2.2 Full (FIX 13 included) - Download this if you wish less installation hassle and have bandwidth to use - its an entire functional FODD folder.
https://mega.nz/#!IAFCQYYK!Id4D5m7dNEfueekfrWRB9D4bR0hYjpzHj2eVMqeUtIY
http://www.mediafire.com/download/s521shkw7go932k/FODD.7z

FODD FIX 13 (21/12/2015) - Download this if you have FIX12b, anything older and you're better off simply making the full download. Warning: Next FIX won't be cumulative with this one- you will need to either have this update already or download the Full version with it, then apply FIX 14 and beyond when it comes.
https://mega.nz/#!IAFCQYYK!Id4D5m7dNEfueekfrWRB9D4bR0hYjpzHj2eVMqeUtIY
http://www.mediafire.com/download/zo8o77iwuu5jpzp/FIX-13.7z
Checksum: ZZZE

Changelog for the latest fix:
Code:
################################################
# Changelog 14 (CHECKSUM: ZZZE)
################################################

Added warning about the 'very easy' difficulty. It's also renamed 'Blue Emmu'
Added a few graphics for the White Legs (while a flag is included, I'm not satisfied with it). And many icons.
Minor fix to short name of Power Armour division (unit_nams.csv).
Updated modifiers.csv to reflect new divisions (it also avoids some weird bugs)
Changed the icons because there was a visual error when some were displayed

FODD:
FODD_ID_Numbers.txt: Added new ID number ranges for White-Legs, Beastlords and Unifications file.

config:
- event_text.csv: Changed to account for new unifications file, added some new unification descriptions.

db/events:
- General: Added Blue Emmu warning.
- Unifications file: Improved, expanded, changed, new ID range. Many Unification bugs solved.
- Fixed event to Unify Vera Cruz (granted wrong cores).
- Fixed event to Unify Alaska (granted a fort on the Galapagos). Added an extra check to not spawn the forts twice, and a few infra along with the forts.
- Added event to core Hawaii, along with a image for it.
- White-Legs: Now their raids will fire properly.
- NCR: Fixed Tribal raids
- Robot_Nation: Fixed tribal raids (Robot Nation suffers half penalties at tribal raids, due to their being robots and better able to deal with such an attack).
- Broken_Hills: Fixed tribal raids.
- Slaving raid events fixed for: Den, The Huns, The_Vipers, Mexican_Raiders, Caesar's_Legion. Prepare to hate slavers like its 1860.

db/tech/leaders:
- CAN: The Aeronautics related tech team (for Can) now unlocks a year earlier (2247)


scenarios/2245:
- White-Legs: Now have proper acess to Wasteland (LUX), White Legs can finally take wastelands territory and fight marauders. Territory scalled back, they have too much as it is.
- Harlequins: Fixed transport starting position (it was defaulting to a Wasteland island outside the map because the province it was assigned to wans't coastal anymore).
- Vault_City: Hit with a nerf hammer, as it was more powerful in some aspects than the NCR. Less IC and energy in general.

Frequently Asked Questions:

None at the moment, will add as people ask.


LEGACY VERSIONS:

FOR DARKEST HOUR 1.03 (contains an older E3 map, aparently version 0.9):
FODD 2.1 Upload 6
Alternate Link

Cumulative FIX-10


Installation Instructions:
1) Certify your game copy has the latest 1.03 patch (not 1.02 or 1.04 RC1). One recommendation is to have multiple copies of the game, or to revert a 1.04 copy to 1.03 through steam, then take it out of the steam folder and download it again, then update to 1.03 patch.

2) Put the FODD folder on your modfolder. Make sure it does not contain stuff from the FIX-11, or strange things might happen.

3) Extract the contents of the FIX-10 on your FODD folder, overwrite everything you are asked to. All the FIXES are cumulative, so there's no need to seek out older FIXES.

Code:
[/B][/FONT][/SIZE]
[B][SIZE=13px][FONT=Open Sans]###########################
# Changelog FIX-10 (01/03/2015)
###########################

Changelog for Fix-10

Includes all previous Fixes as always.

db/units: Rebalances all divisions and brigades of the game. Emphasis on air bombardment vs land units, air vs ground combat and regular/scout/merc/heavy vehicle vs irregular/scum merc/light vehicle units. Sea units and naval combat were also rebalanced all across. Further feedback necessary.

db/province.csv: Change to province resources, in order to curb the rampant amount of resources since the last E3 map upgrade.

scenario/2245: Numerous changes and additions of provinces with resources.

Both province and scenario files radically re-alter resource balance to bring it more in line with the older, correct versions from before the E3 map update. Almost all nations affected (and mostly nerfed) but key ones include: NCR, Caesar's Legion, New Church, Robot Nation, FUSA, Junkers, RCC, WBOS, EBOS, Mutant Army, amongst others.



FOR DARKEST HOUR 1.02 (No E3 map):
Last version for Darkest Hour 1.02: 2.0.11 Note that patches are cumulative and contain all previous patch contents.
Release Date: 07/07/2011
Patch Date: 29/12/2013
Compatibility: Darkest Hour 1.02
Supported Game Mode: Single player and Multiplayer

Darkest Hour Patch 1.02
http://www.gamefront.com/files/23489812/Darkest_Hour_Patch_1.02.exe

2.0.11 Download Location
This ModDB site holds the current 2.0.11 patch plus the main FODD 2.0 installer, as well as the mod movie and music files.
http://www.moddb.com/mods/fallouts-doomsday-for-darkest-hour

FODD 2.0.11 Hot Fixes
Overwrite existing files, of course.

Hot fix A
https://www.4shared.com/office/2rUY_04pba/Redding.html
Put this in your mod events folder.

Hot Fix B
http://www.4shared.com/file/uuaMe4Aaba/Remove_1936.html
Put in this in your FODD mod folder. This is an update for the Remove_1936 batch file so it works properly. This isn't crucial but it's frees up a little disk space and I had fun making this batch file so it's there to use if you want.

More downloads
Improved music pack: http://www.gamefront.com/files/21027150/FODD_Music_A.rar

Installation Instructions for 2.0.11
1. The version of Darkest Hour you need is 1.02.
2. Reinstall Darkest Hour fresh if you've already used the 1.03 beta patch.
3. Then apply the 1.02 patch.
3. Download the FODD 2.0 installer file. Run it, and browse to or type in the folder location where you installed Darkest Hour.
4. The installer will install the required files into a subfolder in that location.
5. All Darkest Hours mods are stored in their own individually named folders inside the \mods subfolder. Once you install the mod, you'll see a FODD folder inside there.
6. Download the latest FODD patch. This is a rar archive file so you'll need a program like winrar to open it. Extract the files over the top of the FODD folder.
7. When you start Darkest Hour, you get a game launch screen. It has some settings, and in the bottom right is a drop down box where you can choose to play with installed mods.

NOTE: If you don't see the FODD subfolder inside the Mods folder, the installer program has accidentally put the folder somewhere else. You can find that and manually cut and paste the FODD folder and all its contents to the correct place.

NOTE: You could copy the entire Darkest Hour game folder somewhere else. Then have one copy for the mod, patched with 1.02, and have one copy to run Darkest Hour with the latest 1.04 patch. You will need to make an additional desktop shortcut that points to the Darkest Hour.exe file to launch the additional installation. You'll have to research on the internet how to do that yourself, this aint a Windows training service. :)

NOTE: The installation location for STEAM based games is different to non STEAM based games. I believe the above will still work. If you run Windows Vista or even Windows 7, you need to be mindful that you need permissions to the folders where you install the game.

*** Run the Remove_1936.bat file inside the mod folder. This deletes the heretical 1936 obsolete scenario. ***

Extract the latest patch archive file into the \mods\FODD folder, overwriting existing files. You have to install the hotfixes as noted above.

Regards, and take care!
The Fallout Doomsday's for Darkest Hour Team
 
Self-Ejected

Kazuki

Self-Ejected
Joined
Aug 11, 2014
Messages
850
Location
Indofood
Are you still uploading, both link not working.

EDIT : Nevermind, it's working right now.

Thanks
 
Last edited:

Inspectah

Savant
Joined
Jun 29, 2015
Messages
468
So, what would be a good faction to start? I know my way around darkest hour, but never played this mod before
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom