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Monday Game XV Mod Options · View
Ederon
Posted: Monday, June 07, 2010 5:09:52 PM
 Field Major


Joined: 2/28/2007
Posts: 5,949
Location: Heart of Europe
Applying mod
  1. Download mod using link provided below.
  2. Unpack it in HoI3 directory (where hoi3game.exe is located).
  3. Run the game.
  4. Check whether your checksum is DWNA. If not, you may have altered some game files yourself. Either revert these on vanilla SF 2.0 (NNTI) files and reapply mod or reinstall the game and reapply mod.

Monday Mod for HoI3 SF 2.0 (checksum DWNA)
  • download Monday Mod for HOI3 SF 2.0 DWNA (104 kB)

    To revert to vanilla HoI3 SF 2.0 (checksum NNTI)
  • download Vanlla SF 2.0 NNTI (101 kB)
  • unpack in HoI3 directory


    Changes

    Original values are commented out.

    General
    Code:
    - Italy gets more base IC
    - when USA loses Pacific bases, it gets 300 MP
    - when Vichy is created, USA gets 300 MP
    - when Nationalist China is annexed, USA gets 100 MP
    - when SOV loses key cities in West Russia, it gains 500 MP
    - when ROM loses Bessarabia, it gets 50 MP[/b]
    - fixed partisans popping up in impassable territory
    - Slovakia is not created on End of Czechoslovakia event and former Slovak territory goes to Hungary


    common/defines.lua
    Code:
    SPY_DETECTION_CHANCE     =0.07,  --0.1,
    BUILDING_REPAIR_SPEED         = 0.25,    -- 0.1,
    SUPPLYPOOL_DAYS = 20,    -- 30,    -- days of supply.
    BASE_FORT_PENALTY = -0.075,   -- -0.09,

    CONVOY_BUILD_COST         = 1.3,    --2
    CONVOY_BUILD_TIME         = 90,    --100,
    ESCORT_BUILD_COST         = 2.7,    --4,
    ESCORT_BUILD_TIME         = 180,    --240,


    common/buildings.txt
    Code:
    air_base = {
        cost = 3    #2
        time = 120    #180
    }

    naval_base = {
        cost = 7,5    #5
        time = 120    #180
    }

    coastal_fort = {
        cost = 7.5    #5
        time = 120    #180
    }

    land_fort = {
        cost = 7.5    #5
        time = 120    #180
    }

    infra = {
        cost = 2    #1
        time = 180    #365
    }


    units\armor_brigade.txt
    Code:
        completion_size = 0.6    #1.7
        on_completion = armour_practical


    units\bergsjaeger_brigade.txt
    Code:
        completion_size = 0.45    #3
        on_completion = infantry_practical


    units\cag.txt
    Code:
        build_cost_ic = 8.75    #3.50
        build_time = 200    #500
        completion_size = 1.4    #1.8
        on_completion = single_engine_aircraft_practical


    units\cas.txt
    Code:
        completion_size = 1.2    #2.0
        on_completion = single_engine_aircraft_practical


    units\heavy_armor_brigade.txt
    Code:
        completion_size = 1.05    #2.5
        on_completion = armour_practical


    units\infantry_brigade.txt
    Code:
        completion_size = 0.4#0.2
        on_completion = infantry_practical


    units\interceptor.txt
    Code:
        completion_size = 1.2    #2.0
        on_completion = single_engine_aircraft_practical


    units\light_armor_brigade.txt
    Code:
        completion_size = 0.33    #1.0
        on_completion = armour_practical


    units\marine_brigade.txt
    Code:
        completion_size = 0.6    #0.3
        on_completion = infantry_practical


    units\mechanized_brigade.txt
    Code:
        completion_size = 0.9    #1.2
        on_completion = mobile_practical


    units\motorized_brigade.txt
    Code:
        completion_size = 0.45    #0.6
        on_completion = mobile_practical


    units\multi_role.txt
    Code:
        completion_size = 1.3    #2.1
        on_completion = single_engine_aircraft_practical


    units\paratrooper_brigade.txt
    Code:
        completion_size = 0.8    #0.4
        on_completion = infantry_practical


    units\super_heavy_armor_brigade.txt
    Code:
        completion_size = 1.05    #2.7
        on_completion = armour_practical
  • Gen.Schuermann
    Posted: Monday, June 07, 2010 5:16:32 PM
     Generalfeldmarschall

    Forum Supporter Medal 1st ClassOne Year Membership MedalTwo Year Membership MedalAuthor of 9000th Post

    Joined: 3/5/2007
    Posts: 3,505
    Location: guarding Democracy
    We need to decrease the practicals yet again for ARM, possibly for mot, and raise practicals for INF.

    Daniel, can you post the entire changelog for you last mod? So we can get an overview on what has changed.

    In Soviet Russia, Schuermann defeats YOU!
    Ederon
    Posted: Monday, June 07, 2010 5:20:28 PM
     Field Major


    Joined: 2/28/2007
    Posts: 5,949
    Location: Heart of Europe
    Changes in mod used in Monday Game XIV

    Original values are commented out.

    Map Changes by Gormadoc
    Code:
    All credits to Gormadoc.
    Bug fixing the map (rivers, provinces etc.) and refining the climate so we actually have decent winters in europe and everywhere else


    Balancing Changes
    Code:
    - Italy gets more base IC
    - SOV gets about 10-13 MP more daily on full war gearing
    - Japan, Germany and Italy get decision to DoW USA
    - when DoWed this way, USA gets 300 MP
    - when USA loses Pacific bases, it gets another 300 MP
    - when SOV loses key cities in West Russia, it gains 500 MP
    - when ROM loses Bessarabia, it gets 50 MP
    - fixed Nat.China position in facion triangle


    common\defines.lua.
    Code:

    SPY_THREAT_INCREASE_ACTION = 0.004    --0.01 -- daily threat increase from spy action
    LEADERSHIP_TO_DIPLOMACY     = 0.3    --0.5,     -- Leadership to Diplomatic Influence factor.
    BUILDING_REPAIR_SPEED         = 0.08    --0.1,
    FACTION_JOIN_DIST = 25    --50.0,
    BASE_FORT_PENALTY = -0.06,    ---0.09,
    STRAT_REDEP_BASE_SPEED = 25,    --20,
    STRAT_REDEP_ORG_LOSS = 0.03,    --0.02,
    JOIN_FACTION_NEUTRALITY = 40,    --50.0,
    INVITE_FACTION_NEUTRALITY = 40,    --50.0,


    Really minor changes, only real change is reduced diplo influence conversion rate from leadership and faction distance necessary to join alliance. This should make it little less of a planet conflict by 40/41.

    common\laws.txt.
    Code:

    ...
    industrial_policy_laws = {
        consumer_product_orientation = {
            ...
            dissent = 0.2        #-0.2
        }
    ...
    }
    ...


    Just a fix of consumer goods orientation CG need.


    common\buildings.txt.
    Code:

    air_base = {
        on_completion = construction_practical
        completion_size = 0.10    --0.13
    }
    naval_base = {
        on_completion = construction_practical
        completion_size = 0.20    --0.33
    }
    industry = {
        on_completion = construction_practical
        completion_size = 0.30    --0.67
    }
    coastal_fort = {
        completion_size = 0.16    #0.33
        time = 120    #180
    }
    land_fort = {
        completion_size = 0.16    #0.33
        time = 120    #180
    }


    Reducing construction practicals. Forts being built faster, but has lower effect (see defines.lua editing above).

    units\armor_brigade.txt
    Code:

    completion_size = 0.8    --1.7
    on_completion = armour_practical


    units\heavy_armor_brigade.txt
    Code:

    completion_size = 1.4    --2.5
    on_completion = armour_practical


    units\infantry_brigade.txt
    Code:

    completion_size = 0.35    --0.2
    on_completion = infantry_practical


    units\light_armor_brigade.txt
    Code:

    completion_size = 0.45    --1.0
    on_completion = armour_practical


    units\super_heavy_armor_brigade.txt
    Code:

    completion_size = 1.4    --2.7
    on_completion = armour_practical


    units\cag.txt
    Code:

    completion_size = 1.4 --1.8
    on_completion = single_engine_aircraft_practical


    units\cas.txt
    Code:

    completion_size = 1.2    --2.0
    on_completion = single_engine_aircraft_practical


    units\interceptor.txt
    Code:

    completion_size = 1.2    --2.0
    on_completion = single_engine_aircraft_practical


    units\multi_role.txt
    Code:

    completion_size = 1.3    --2.1
    on_completion = single_engine_aircraft_practical
    Traks
    Posted: Monday, June 07, 2010 5:31:16 PM
     Centurion
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    Joined: 11/4/2009
    Posts: 853
    Hi,
    First with should check if this mod does not conflict with Semper Fi.
    Secondly, I agree with all practicals except fort nerfing. In our Monday XIV game forts were practically useless.
    Third, we should check is weather closer to what mod offers. If it is good enough, we can drop weather mod.
    Fourth, adding 0.5-1 leadership for SU would be good idea in 1938 scenario. Right now SU starts with 5 dissent, no forts it had previously,
    France is severely weakened, Italy is boosted (by mod).
    As for Italy, I feel that this adding was very balanced and should stay as it is.
    Fifth, I thinkwith Semper Fi paratroopers are much better. Do we keep rule of "attack only battles and airfields/VPs" or paratroops can work freely?
    Gen.Schuermann
    Posted: Monday, June 07, 2010 5:31:49 PM
     Generalfeldmarschall

    Forum Supporter Medal 1st ClassOne Year Membership MedalTwo Year Membership MedalAuthor of 9000th Post

    Joined: 3/5/2007
    Posts: 3,505
    Location: guarding Democracy
    Ok after a quick look:
    - quadruple building repair speed (why did we lower this in the first place?)
    - put practicals of airbase/naval base/forts building back in place.
    - double the production speed of infra, but double the cost? or triple/triple?
    - double the production speed of ports and airports. double the cost for airports, leave it for ports (10 IC would be too much imo)
    - up fort effectiveness to a middle ground between old and new?
    - halve armor practicals across all models yet again.
    - double inf practicals across all models

    no map enhancements for soviets (traks had what, 3000 mp in the end?), but just MP triggers like the USA gets (USA needs more or = triggers, otherwise it's a sitting duck)

    In Soviet Russia, Schuermann defeats YOU!
    Gen.Schuermann
    Posted: Monday, June 07, 2010 5:33:46 PM
     Generalfeldmarschall

    Forum Supporter Medal 1st ClassOne Year Membership MedalTwo Year Membership MedalAuthor of 9000th Post

    Joined: 3/5/2007
    Posts: 3,505
    Location: guarding Democracy
    @Map and weather: looks good from here, it should have all of gormadocs fixes in there and more.

    @Italy: Maybe you are right, they might want to have more again/the same.

    In Soviet Russia, Schuermann defeats YOU!
    Traks
    Posted: Monday, June 07, 2010 5:37:45 PM
     Centurion
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    Joined: 11/4/2009
    Posts: 853
    no map enhancements for soviets (traks had what, 3000 mp in the end?),

    That was due to bug. My MP should have been around 1500. I will check if there events adding MP to SU, but MP boost to SU from mod can be halved.
    Twice faster infra, triple cost.
    Forts - okay for middle ground.
    Ports, airfields - don't know.
    Armor practicals - 25%, not 50% extra decrease.
    Infantry - 50% increase?
    Yes, higher repair speed. Best would be low speed at high infra and high speed at low infra, but that can't be done I suppose.
    Ederon
    Posted: Monday, June 07, 2010 5:55:32 PM
     Field Major


    Joined: 2/28/2007
    Posts: 5,949
    Location: Heart of Europe
    We are talking mod here, no rules. Let's just avoid exploits, that's all. I think paratroopers add surprise element to the game and force opponents to think out of the box. Like not all units stacked on the border but keeping some behind to avoid being caught with pants down. Dropping to province where enemy is retreating is an exploit though, by all means.

  • lets return repair speed to original value, no mods.
  • forts/bases practicals back to vanilla
  • infra - double speed/double cost
  • bases - why speeding them? - at most, I'd go for 25% speed with equivalent cost increase
  • fort effectiveness - lets go with vanilla
  • armor and motorized practicals down by additional 25%
  • infantry practical 50-75% up
  • Gen.Schuermann
    Posted: Monday, June 07, 2010 6:17:04 PM
     Generalfeldmarschall

    Forum Supporter Medal 1st ClassOne Year Membership MedalTwo Year Membership MedalAuthor of 9000th Post

    Joined: 3/5/2007
    Posts: 3,505
    Location: guarding Democracy
    the repair speed is really too low, daniel. continually moving back and forth almost leaves the front at 0 infra, it devolves the game into a WW1 gridlock, and it remains that way for half a year or a year even. we are talking some tactical bombing here, not nuking of provinces. I may run some tests regarding repairspeed, but 4 times as quick is not a far stretch.

    @bases: i just want to play in additional theatres, Around suez was a grid lock because we couldnt ship in more stuff. Italy had a bunch of level 10s, while we had to deal with level 3s or less all around. this way you can never get that back. again ww1 gridlock.
    The build time might be alright for the scope of the entire game, but seeing that the game is usally over within a few years (3-4 max, with only 1-2 years of decent combat on the ostfront or even less) it could need a boost.
    Maybe you didnt experience it much as Japan, but as UK/Italy/USA it was a huge pain in the ass not to quickly dump naval bases like Overlord.

    In Soviet Russia, Schuermann defeats YOU!
    Ederon
    Posted: Monday, June 07, 2010 6:29:02 PM
     Field Major


    Joined: 2/28/2007
    Posts: 5,949
    Location: Heart of Europe
    Do those experiments with repair speeds. I'd be interested in comparing vanilla to doubled/trippled speed.

    I don't quite agree on those ports. What was your problem in Africa (and anywhere else) was overusing of armor/motor. If you had supply problems, the I guess it's just right. And I don't want to accelerate the games just because SU was once weak spot in Allied chain. As I said, 25% (50% at most) should improve the situation enough.
    Gen.Schuermann
    Posted: Monday, June 07, 2010 6:45:38 PM
     Generalfeldmarschall

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    the problem is you cannot retake the Suez that way ever.
    There must be a way to crack them. We sure had a little much there, but how am i supposed to match even a slight italian mock up?

    In Soviet Russia, Schuermann defeats YOU!
    Ederon
    Posted: Monday, June 07, 2010 6:52:07 PM
     Field Major


    Joined: 2/28/2007
    Posts: 5,949
    Location: Heart of Europe
    What should be promoted (and by increasing INF practical while decreasing that of ARM/MOT it is) is use of combined army built around infantry core. Now it even makes more sense them before with ability to upgrade footmen to motor, etc.

    50% port speed increase in not enough you think? Pity there is not production model as it's in AoD where you can put an emphasis on certain production, speeding it up.
    teamgene
    Posted: Monday, June 07, 2010 7:08:26 PM
     Lieutenant Colonel

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    Location: Texas
    I agree with Shuermann it takes an unrealistically long time to repair.

    On Bases, I can go vanilla or with change here. Would like to see at least airfields speeded up.
    As Japan our army was built around the idea of low supply so this did not impact us as much, but would not like to see that totally modded out of the game.

    Forts, no opinion, other than the stronger they are the longer they take.

    Practicals I am fine with, would like to see build time on CAG's reduced 25%, but not is not a big issue.

    If Italy I am all for more IC for Italy....If UK, I don't have a problem with it, just not as enthusiastic, hehehe.(joking)










    Ederon
    Posted: Monday, June 07, 2010 7:17:57 PM
     Field Major


    Joined: 2/28/2007
    Posts: 5,949
    Location: Heart of Europe
    One thing that also makes 14th game experience with supplies so bitter is lowered repair rate. So I'd wait with increasing port build speed beyond 50% until this aspect is considered and evaluated.

    When bases take longer to build, it does increase importance of existing ports/airfields a lot. Which is good IMO.

    @CAG's - I think we should go somewhere before 1.4. Production speed of CAG's is matched with CV's, but it's nonsense IMO.
    Forgiven
    Posted: Monday, June 07, 2010 9:48:37 PM
     Pilus prior

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    Location: Up north (cet+1)
    I'm half in opinion, that taking Suez by marching up from upper Egypt would have been next to impossible in real life as well, so thus I don't really think you should model any fixing by that battle..
    ...I take the view that to recapture Suez you need to come from west, or at least by sea, if there is even semblance of resistance (though, at the end, I had around over 20 divisions there, and could only supply them with airdrops from Japanese & German planes)

    While I don't plan to play, I'd advise against too drastic changes in those build speeds, sure building up ports was pain, I built 3 into middle east to help the supply situation in Caucasus, not that it did much good since I lost those ports for a while really messing things up...

    ...and if you plan overlord, you plan it for a year or more, so you can build those mulberries during that year, still, I'm not totally against speeding up the build speeds, although my brain says faster building completion will speed up practical gains?

    If I get to play soviets one day, I'd rather take the fast but less efficient forts, but for now I'll abstain on this issue Rolleyes

    The one thing I really agree on is to speed up repairs of infra/ports/airbases/industry, they get bombed to ground very easily and take like a year to repair with the current mod, at least double what it was in last game, might be worth testing around a bit what it actually does that modifier though, it might not be just direct multiplier, things work in mysterious ways.

    Absolute power corrupts absolutely. Which is a problem, if you are powerless.
    Traks
    Posted: Monday, June 07, 2010 10:40:07 PM
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    I am overall "moderate camp" player. So I prefer not so big changes to evaluate overall picture.
    Ports could get 25% faster build speed.
    Repair needs to set back to vanilla value at least, yes.

    I tested and found another minor bug. If you mobilize before war, your CG skyrockets. Let's say 62 (for SU).
    During war it is 0 with proper laws etc, after war it is around 10. So no point in demobilization, unless you want to remove that annoying icon.

    Increasing threat of enemy does not bring war declaration closer. If it does, then very minorly really.
    Forgiven
    Posted: Monday, June 07, 2010 11:04:05 PM
     Pilus prior

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    The point where you can declare war is when:
    Your neutrality minus threat (yours to them, or theirs to you, which ever is higher, thus it only matters for the 'first ever' war for most nations.) equals zero.

    And interesting that low CG for post war mobilization, I'm sure it wasn't so in 1.4...

    Absolute power corrupts absolutely. Which is a problem, if you are powerless.
    Traks
    Posted: Monday, June 07, 2010 11:31:24 PM
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    It wasn't that way in 1.4 Smile
    Ohhh. And Turkey now got a lot of southern ports, making life easier for Axis.
    Forgiven
    Posted: Monday, June 07, 2010 11:43:39 PM
     Pilus prior

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    The convoys to land connected ports already make life easy for Italy in that sense, the only reason I never thought of touching turkey was to keep convoys going and a supply depot in Africa...
    Awful long way from Rome to Casablanca by road.

    Absolute power corrupts absolutely. Which is a problem, if you are powerless.
    teamgene
    Posted: Tuesday, June 08, 2010 12:38:38 AM
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    Hmm, was playing with Italy and declared war on Switzerland and Yugoslavia at same time just to see what would happen. While the allies did not declare war, I saved and both GB and France had to ability to declare war, so the threat level most certainly goes up, just the AI countries are not quick to pull the trigger it seems.
    Hytzon
    Posted: Tuesday, June 08, 2010 11:47:29 AM
     Brigadier General

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    I am also in the 'moderate camp' as Traks put it. We haven't tried SF before, so we should keep our mod minimal.

    As it is now harder to get countries to join a faction, I don't think we should change LEADERSHIP_TO_DIPLOMACY nor FACTION_JOIN_DIST from vanilla values.
    The consumer goods law seems to be supposed to decrease dissent, so we better leave that as it is. I agree with slowing the armour practicals, but I am not sure infantry needs a boost.
    I built a lot of infantry as Germany in the last game and the practicals increased a lot during the early builds.

    Other than that I think I am okay with it all, especially the repair speed being upped.

    You can't say civilization don't advance - for in every war, they kill you in a new way.
    Traks
    Posted: Tuesday, June 08, 2010 12:24:59 PM
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    Consumer goods - leave vanilla. It seems that people are more happy when not on any kind of war footing.

    SPY_THREAT_INCREASE_ACTION = 0.004 --0.01 -- daily threat increase from spy action
    LEADERSHIP_TO_DIPLOMACY = 0.3 --0.5, -- Leadership to Diplomatic Influence factor.
    BUILDING_REPAIR_SPEED = 0.08 --0.1,
    FACTION_JOIN_DIST = 25 --50.0,
    BASE_FORT_PENALTY = -0.06, ---0.09,
    STRAT_REDEP_BASE_SPEED = 25, --20,
    STRAT_REDEP_ORG_LOSS = 0.03, --0.02,
    JOIN_FACTION_NEUTRALITY = 40, --50.0,
    INVITE_FACTION_NEUTRALITY = 40, --50.0,

    Threat increase - in 1938 can be vanilla, as it is really slow and spies die in a week. In my last SP game I caught 40 spies/month.
    Distance - put back vanilla. Joining is much more balanced now.
    Forts - put 0.07

    Agree with Hytzon on other points.
    Weather - it seems it has been improved in Semper Fi. I will test Winter War conditions in SU for number crunching.

    Hytzon
    Posted: Tuesday, June 08, 2010 2:44:45 PM
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    Since partisans can spawn in territories that are impassable, we should probably include this event: http://forum.paradoxplaza.com/forum/showthread.php?p=11214615#post11214615

    You can't say civilization don't advance - for in every war, they kill you in a new way.
    Gen.Schuermann
    Posted: Tuesday, June 08, 2010 5:41:59 PM
     Generalfeldmarschall

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    Yes we might want to include that event.

    In Soviet Russia, Schuermann defeats YOU!
    Gen.Schuermann
    Posted: Tuesday, June 08, 2010 6:53:39 PM
     Generalfeldmarschall

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    btw the practical gain on reserves has been fixed.

    if you are on 100% manpower, you get 100% practical.
    if you are on 25% manpower, you get 25% practical, etc.

    So we dont have to completely nerf it.

    In Soviet Russia, Schuermann defeats YOU!
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