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Monday Multiplayer Mod for HoI3:SF 2.04d Revision 69 (LRKO) Options · View
Ederon
Posted: Friday, December 31, 2010 1:27:35 PM
 Field Major


Joined: 2/28/2007
Posts: 5,949
Location: Heart of Europe
Applying mod using moddir
  1. Download mod using link provided below.
  2. Unpack it in 'mod' directory you can find within HoI3 directory
  3. Run the game via launcher (hoi3.exe) and choose 'Monday Multiplayer Mod for HoI3:SF 2.04d Revision 69' as a mod to load.
  4. Alternatively, create shortcut to hoi3game.exe somewhere (I have it on my desktop) and change 'Target' in properties of this shortcut to something like this 'C:\Games\HoI3\hoi3game.exe -mod mmm'.
  5. Check whether your checksum is LRKO. If not, you may have altered some game files yourself. Either revert these on vanilla SF 2.04d (AJBM) and restart the mod.
Monday Multiplayer Mod for HoI3 SF 2.04d Revision 69 (checksum LRKO)
  • download Monday Multiplayer Mod for HoI3 SF 2.04d Revision 69 (LRKO) (123 kB)


    Changes & Additions

    Original (vanilla) values are commented out where applicable.

    1. Country Balancing

    1.1 Soviet Union Soviet Union

  • Starting officer ratio in 1938 scenario is 85% (original value 60%)
  • About 25% more leadership is now located behind the Urals.
  • When Soviet Union loses key cities in West Russia, she gains 500 MP via decision.
  • Transfer of industry behind Urals event now moves also manpower from given cities (up to 50% of it).

    1.2 United States United States

  • When Nationalist China is annexed, USA gains 100 MP via decision.
  • When Vichy France is created, USA gains 300 MP via decision.
  • When USA loses Pacific bases, they gain 300 MP via decision.

    1.3 Italy Italy

  • Italy gets more base IC (11 more)

    1.4 Romania

  • When Romania loses Bessarabia, she gets 50 MP.

    1.5 Hungary

  • Germany get option to not create Slovakia on End of Czechoslovakia event and former Slovak territory goes to Hungary.


    2. Fixes

  • Fixed partisans popping up in impassable territory via event.
  • Added missing Italian TP to Italy's 1938 OOB.
  • Misplaced UK CAG's from battleship HMS Ramillies goes to carrier HMS Furious as intended.


    3. Changes to General Modifiers

    Changes of modifiers in 'defines.lua' in 'common' directory.

    3.1 Economic & Intelligence Modifiers
    Code:
    SPY_DETECTION_CHANCE            = 0.05,         -- 0.1,
    BUILDING_REPAIR_SPEED           = 0.175,        -- 0.1,
    LEADERSHIP_TO_OFFICERS          = 3,            -- 6,


    3.2 Convoys and Escorts
    Code:
    CONVOY_BUILD_COST               = 1.3,          --2,
    CONVOY_BUILD_TIME               = 90,           --100,
    ESCORT_BUILD_COST               = 2.7,          --4,
    ESCORT_BUILD_TIME               = 180,          --240,


    3.3 Military
    Code:
    SUPPLYPOOL_DAYS         = 20,           -- 30,    -- days of supply.
    UNIT_DIGIN_CAP          = 15,           -- 10,
    OFFICER_COMBAT_LOSS     = 0.014,        -- 0.007,
    BASE_FORT_PENALTY       = -0.075,       -- -0.09,
    STRAT_REDEP_BASE_SPEED  = 30,           -- 20,
    STRAT_REDEP_ORG_LOSS    = 0.035,        -- 0.02,
    MAX_OFFICERS            = 1.65          -- 1.4 -- officer ratio max for bonus


    3.4 Diplomacy
    Code:
    GUARANTEE_INFLUENCE_COST    = 30.0,        -- 5.0,
    NAP_INFLUENCE_COST              = 50.0,         -- 5.0,
    MILACCESS_INFLUENCE_COST        = 15.0,         -- 1.0,
    NAP_JOIN_INFLUENCE_COST         = 50.0,         -- 5.0,
    LEAVE_NAP_INFLUENCE_COST        = 50.0,         -- 1.0,
    EXPEDITION_INFLUENCE_COST       = 5.0,          -- 1.0,
    LICENCE_INFLUENCE_COST          = 75.0,         -- 1.0,



    4. Changes to Buildings

    Changes of modifiers in 'buildings.txt' in 'common' directory.

    4.1 Air and Naval Bases
    Code:
    #air base
    cost = 3          #2
    time = 120        #180

    #naval base
    cost = 7.5        #5
    time = 120        #180


    4.2 Land and Coastal Forts
    Code:
    #land fort
    cost = 7.5        #5
    time = 120        #180

    #coastal fort
    cost = 7.5        #5
    time = 120        #180


    4.3 Infrastructure
    Code:
    cost = 2          #1
    time = 180        #365



    5. Changes to Units

    Changes of modifiers in 'units' directory.

    5.1 Land Units
    ...description in progress

    5.2 Air Units
    ...description in progress

    5.3 Naval Units
    ...description in progress
  • Traks
    Posted: Friday, December 31, 2010 1:49:21 PM
     Centurion
    One Year Membership MedalTwo Year Membership Medal

    Joined: 11/4/2009
    Posts: 853
    Honestly Diplomatic costs look wacky now, as we agreed to change only buying licenses serious increase?
    Partisan fix event can be removed, as it is fixed in vanilla finally.
    Forgiven
    Posted: Friday, December 31, 2010 9:16:48 PM
     Pilus prior

    One Year Membership MedalTwo Year Membership Medal

    Joined: 8/1/2009
    Posts: 1,097
    Location: Up north (cet+1)
    Mmm, yea, I suppose I'll agree with that, not that the original diplo costs are more than 'nominal', so I'm not totally against the increases, but maybe not ten fold for starters on naps and guarantees... (Mil Access is only one I might use the next game I think though, and 1 diplo cost sounds real cheap, even with the 'expected failure rates' of such requests...

    And I think I'll head to watch some fireworks shortly, enjoy the new year.

    Absolute power corrupts absolutely. Which is a problem, if you are powerless.
    Ederon
    Posted: Saturday, January 01, 2011 7:24:47 PM
     Field Major


    Joined: 2/28/2007
    Posts: 5,949
    Location: Heart of Europe
    NAP: NAP's are serious thing and increased cost just reflects this.
    MA: This is to avoid too cheap MA. I'd be even for higher increase.
    GI: Guarantees are exploity, esp. in MP. This is just to make you think more before you start guaranteeing spree.
    Exp. forces: Not so high increase. Again makes you think more what to expedition.
    Forgiven
    Posted: Monday, January 10, 2011 4:16:53 PM
     Pilus prior

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    Joined: 8/1/2009
    Posts: 1,097
    Location: Up north (cet+1)
    Btw, you getting those unit changes added to this too? (Was it anything else than the changed officer requirements?)

    Absolute power corrupts absolutely. Which is a problem, if you are powerless.
    Ederon
    Posted: Monday, January 10, 2011 5:03:08 PM
     Field Major


    Joined: 2/28/2007
    Posts: 5,949
    Location: Heart of Europe
    Officer requirements + slightly decreased practicals for armor (-10%). Apart from that nothing IIRC.
    Hytzon
    Posted: Tuesday, January 11, 2011 9:49:19 AM
     Brigadier General

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    Joined: 3/8/2007
    Posts: 1,199
    Location: Copenhagen, Denmark
    It would be good to have it on "paper" if you have the time Ederon. Just makes it easier to compare and look up Smile

    You can't say civilization don't advance - for in every war, they kill you in a new way.
    Ederon
    Posted: Tuesday, January 11, 2011 11:01:25 AM
     Field Major


    Joined: 2/28/2007
    Posts: 5,949
    Location: Heart of Europe
    Sure, but you know...time Smile

    I'll try to finish it soon...
    Nikitn
    Posted: Wednesday, January 12, 2011 4:16:12 PM
     Sergeant
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    Joined: 1/11/2011
    Posts: 61
    I donwloaded a few picture mods (all urban provinces get their unique WW2era picture)... Should the checksum change?

    BTW: Isn't an increase of 25% of the Soviet leadership behind the Urals.. insignificant?
    Ederon
    Posted: Wednesday, January 12, 2011 4:32:45 PM
     Field Major


    Joined: 2/28/2007
    Posts: 5,949
    Location: Heart of Europe
    Nikitn wrote:
    I donwloaded a few picture mods (all urban provinces get their unique WW2era picture)... Should the checksum change?

    Try it and see Wink

    Quote:
    BTW: Isn't an increase of 25% of the Soviet leadership behind the Urals.. insignificant?

    Err, how do you mean it?
    Forgiven
    Posted: Wednesday, January 12, 2011 4:43:57 PM
     Pilus prior

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    Joined: 8/1/2009
    Posts: 1,097
    Location: Up north (cet+1)
    Its moved from west, not meant as 'increased leadership already existing behind urals by 25%'

    (With the point being that when germany takes western soviet union, their leadership drops less)

    Absolute power corrupts absolutely. Which is a problem, if you are powerless.
    Hytzon
    Posted: Wednesday, January 12, 2011 4:50:37 PM
     Brigadier General

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    Joined: 3/8/2007
    Posts: 1,199
    Location: Copenhagen, Denmark
    Nikitn wrote:
    I donwloaded a few picture mods (all urban provinces get their unique WW2era picture)...


    I don't think the province pictures mod changes the check sum, but the one for historical units does. The reason for this is that it changes some of the definitions for the names of the units for various countries in the text files. But yea, just make a backup and then try it.

    Personally I use various graphic enhancement mods, like a re-textured map, colored icons etc.

    You can't say civilization don't advance - for in every war, they kill you in a new way.
    Ederon
    Posted: Wednesday, January 12, 2011 5:07:03 PM
     Field Major


    Joined: 2/28/2007
    Posts: 5,949
    Location: Heart of Europe
    Hytzon wrote:
    Personally I use various graphic enhancement mods, like a re-textured map, colored icons etc.

    W/o checksum change? I'd love to use map as you have (seen on that screenie you posted later), but I kept getting different checksum and didn't have time for it later so I went with vanilla map.
    Ederon
    Posted: Sunday, February 13, 2011 6:10:12 PM
     Field Major


    Joined: 2/28/2007
    Posts: 5,949
    Location: Heart of Europe
    Mod updated for 2.04d, mod checksum is LRKO
    Hytzon
    Posted: Thursday, February 17, 2011 10:59:09 AM
     Brigadier General

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    Joined: 3/8/2007
    Posts: 1,199
    Location: Copenhagen, Denmark
    Could someone update the missing changes? If I knew what files to look in I might even do it myself.

    You can't say civilization don't advance - for in every war, they kill you in a new way.
    juv95hrn
    Posted: Friday, May 20, 2011 12:10:02 AM
     Lieutenant Colonel

    One Year Membership MedalTwo Year Membership Medal2012 Good Cause Support Medal

    Joined: 9/15/2010
    Posts: 552
    Location: Sweden
    In our thursday game we have had another cake walk Axis victory it seems.

    For the next revision I would suggest strengthening China somewhat and maybe give Russia some more MP in the starting pool and some more LS on the map.

    Who knows what happens in Fotm but I doubt MP balance is high in the priority list.
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