Darkest hour руководство

Overview

Добро пожаловать на фронт, дружок-пирожок! Сегодня я буду твоим инструктором. Бери винтовку и п…дуй на фронт, мясо сынок!

1. Немного о том, во что ты решил ввязаться!

Darkest Hour: Europe ’44-’45 – бесплатная модификация к Red Orchestra: Ostfront 41-45. Покупая ее, вам в придачу и дается эта сладкая конфетка. Игра 2008 года, а это значит, что причиной приобретения данного продукта является:

  • Ностальгия
  • Любовь к старым играм
  • Владение слабым компьютером
  • Поиск новых ощущений

Данную игру (именно эту модификацию) по геймплею можно поставить с НАТЯЖКОЙ между Battlefield и ArmA. Движок игры немного “деревянный”, но вы это сами увидите, и даже полюбите!
Игра удивит необычными для такой старой игры фишками и особенностями и, возможно, она может еще потягаться со своими сверстниками и не только.

2. Ты прошел военкомат!

Ты запустил шарманку и…


Это первое, что ты увидишь, если зайдешь в игру! Советую выучить английский и поменять управление или можете привыкнуть к нему (описывая игру дальше, я буду говорить об оригинальном управлении). Я ставил русификатор, который все превратил в сплошные ~~~ и NNNNNNNN, а язык остался тем же (или я сам где-то натворил дела). Обучение лучше всего проходит в бою! Не бойся, друг. Ты не испортишь никому игру отсутствием навыков в ней, поэтому заходи смелее.

Сервера упали, или нет???


Вот и список серверов. Негусто, да? Серверов мало, а то и можно обнаружить, что игра мертва. А вот и нет. Основная масса игроков заходит в игру в вечернее – ночное время по мск. Заполняется один сервер и второй начинает оживать. Заходим и ждем загрузку карты.

Ты фошызд или камуника или ваще капиталюга

– Сержант Долбик Дигитал
Дальше перед вашим взором появится выбор:

  • США, СССР, Канада, Великобритания (один из списка)
  • Германия (+ на некоторых карта фланговые румыны)

У каждой стороны/страны есть свои преимущества и особенности. В зависимости от карты и ее режима каждая из сторон будет иметь свои плюшки и лишения. От карты к карте все будет меняться. Но неизменным останется одно: война!

Теперь разберемся с самым замысловатым

Здесь поможет мой старый друг Старшина РККА Саня “Сатан”. Вот его Личное дело.

Смотрите на скриншот сверху
(Коричневый, светло-зеленый) Сторона и количество игроков в каждой стороне, количество возрождений, время игры (может меняться от условий карты/стороны). Описывать такие вещи, думаю не стоит.
(Красный) Карта с выбором специализации (слева) и (зеленый) выбором взвода (справа). Будучи новичком, советую брать Rifleman (Стрелок). Их может быть сколько угодно, а вот других ролей количество ограничено.
(Сизый) Ваш будущий инвентарь. Иногда в нем можно поменять некоторые образцы на другие по желанию (в данном случае на скриншоте пистолет можно поменять на другой).
(Темно-красный) Красными диагоналями отмечены неигровые зоны, где вас расстреляют вы помрете от мины. К ним относиться и ПЕРВОНАЧАЛЬНЫЙ СПАВН врагов.
(Ну по бокам карты, не будь идиотом) Цифры и буквы ыыы созданы для лучшей координации и точной передачи данных о дислокации противника/союзника.
(Индиго и оранжевый) Флаги (прозрачные) и не очень. Некоторые (или все) точки нужно брать 2+ игрокам. В режиме Командной игры нужно сначала превратить точку во флаг Франции и только затем покрасить в свой родной. Если флаг мигает, то его берут без боя, а если видим винтовки, то там забив. Прозрачные захватить нельзя, ибо это не фронт. Флаги с замками тоже, ибо недавно были схвачены.
(Твоя ориентация Голубой) Спавны бывают 5 видов. Белые точки, белые квадраты, рюкзак, Штаб-Палатка и наша техника с ЭКИПАЖЕМ в БЕЗОПАСНОЙ ЗОНЕ. Тыкаем на них и идем на забив с врагами, нажимая Continue. Если рюкзак, палатку или технику атакуют, то спавн с них исчезает.
(Не указано, но ты поймешь) Человечки, зеленые круги с цифрами, палатки, и т.д. – Все красное – враг. Зеленое – союзник (кроме зеленых палаток и ящиков, это тип план пятилетки). Если вы в этом не сможете разобраться, то у меня для вас плохие новости, Вы – пойдете в атаку первый Враг Народа. Оранжевый круг со стрелкой – Вы.
(Розовые розы) Кустики – чертовы кусты, на которых гуки через которые нельзя пройти.

Его описание не самое удачное тут, ну и ладно.

3. Ты на поле боя, ЛОЖИСЬ!

Добро пожаловать на фронт, мясо сынок.

Расскажем за простые вещи и про самое лучшее оружие в игре – ВИНТОВКА!

Originally posted by Комендор-сержант Хартман:

Сегодня вы, блевотина ходячая, будете спать со своими винтовками! Вы дадите винтовкам женские имена! Потому что никаких других кисок вам не достанется! Прошли те времена когда вы совали пальцы своим подружкам под розовые трусы! Отныне вы женаты на этом оружии из дерева и железа! И вы будете ему верны!!

Надеюсь, ты не выеживался и выбрал обычного стрелка. В зависимости от карты/стороны, твоя винтовка, как и оружие у любого другого класса будет меняться, но запомни главное:

  • Винтовка ваншотит, одна пуля – один труп, если ты не косоглазый/криворукий.
  • Это тебе не калдобьюти и не каэски, стрельнул из Мосинки/Карки/Лиэнки, дерни затвор.
  • Если ты не за капиталистов, то у тебя 5 патронов в магазине, а дозарядить не получиться, поэтому, считай выстрелы.
  • Надень штык на сладкую, используя [N] для присоединения и нажатие колесиком для забива. Чем дольше держишь колесико, тем сильнее шваркнешь.
  • Окно, заборчик, столбик, мертвая корова – на все это можно положить винтовку/любое оружие и повысить точность до “много”. (Выше компаса увидишь значок).
  • Лежа и сидя стрелять лучше, ибо лучше точность.
  • Винтовка — это праздник!
  • Если ты американец, то радуемся, у тебя M1 Garand. Она самозарядная. Если канадец/чаехлеб, то можно тоже порадоваться – Lee Enfield и его отъёмный магазин на 10 патронов, заряжаемый обоймами по 5 патронов.

Originally posted by Комендор-сержант Хартман:

Это моя винтовка. Таких винтовок много, но эта — моя.
Моя винтовка — мой лучший друг. Она — моя жизнь. Я должен научиться владеть ею так же, как я владею своей жизнью. Без меня моя винтовка бесполезна. Без моей винтовки бесполезен я. Я должен стрелять из моей винтовки метко. Я должен стрелять точнее чем враг, который пытается убить меня. Я должен застрелить его прежде, чем он застрелит меня. Да будет так…
Я и моя винтовка знаем, на что идёт счет в этой войне — не на количество застреленных нами патронов, не на грохот наших выстрелов и не на пороховой дым. Мы знаем, что счёт будет вестись только на убитых. И мы будем убивать.

На поле боя соблюдай простые правила:

  • Стреляй по врагам, а не по союзникам! Если попадешь по технике своих, то услышишь соответствующий звук (можно издалека понять своя техника или нет). Убьешь своего, блокируется оружие на n-ное кол-во секунд. Больше убийств своих, больше переменная n.
  • Используй положение лежа или сидя, так твою тушку сложнее заметить.
  • Используй любое окружение, чтобы спрятать себя. Куст, труп, техника, дом, трава.
  • Избегай продвижение по дороге/полю без травы, тут ты как на ладони. Лучше беги через леса или дома. Но помни – враг может быть там, где ты его меньше всего ожидаешь.
  • Если нужно перебежать открытую местность – ползи или кидай дым, беги змейкой на худой конец.
  • Здесь хорошо реализован подавляющий огонь. Стреляй по врагу и сбивай ему прицел. Он не сможет нормально прицелиться, но и враг будет делать тоже самое.
  • Если видишь кучу трупов своих союзников у маленького прохода, то лучше туда не лезть, а если нужно, то используй гранаты/дымы/хитрость.
  • Дымами можно испугать противника (может подумать, что это осколочная).
  • Не беги один на точку, слушай переговоры взвода и действуй согласно плану.
  • Будь самым умным, смотри туда, куда никто не смотрит, делай то, что другие не делают.
  • Иногда легче нажать Alt и лечь, чем отойти и присесть.
  • Стены в игре несовершенные, куски текстур могут быть видны. Особенно ноги в положении лежа.
  • Подбирай с земли только то, что нужно. Тебе не нужен пистолет, если до врага 10 км. Тебе не нужен гранатомет, если техники нет. Тебе не нужна снайперская винтовка, если ты должен держать лестницу дома.
  • Прицеливаясь на пкм, ваш персонаж немного поднимает свой зад. Учитывайте это при стрельбе из-за заборов.
  • Перелазить через заборы часто плохая идея, несколько секунд на одном месте без возможности стрельбы. Только если нет возможности обойти.
  • Кидай осколочные гранаты только врагам. Для зачистки комнат или окопов самый раз. Можно отвлечь ими врага. Также бронетранспортеры можно уничтожить такими гренами, если закинуть их сверху. Удерживаем лкм для большего расстояния.

3.1 Хех, ты еще жив?

Originally posted by Джеймс Т. «Шутник» Дэвис:

Армии не нужны просто роботы, армии нужны убийцы. Армия хочет создать неуязвимого человека… человека без страха.

Как только ты освоишься в игре и завалишь пару противников, настроишь управление, научишься более-менее понимать саму игру и чувствовать ее, как самого себя, то можешь попробовать себя и в других ролях. Я видел руководство от другого человека. Почитай, может, получишь еще инфы. Расписывать и объяснять что к чему, я не буду. Какой танк лучше и какой пистолет лучше. На мой взгляд все это субъективно, т.к. лучшим оружием всегда был человек, а все остальное лишь инструменты.

4. Благодарность товарищам.

Благодарю Сату, Лироя, Адика и Матвея-монархиста!


Разбираем конкретно по стране.

Многие из ниже идущих коэффициэнтов не следует изменять, так как сохранка может навернуться, или конкретной пользы они не принесут, так что буду указывать только те которые менять можно(или менял сам):

Ищем tag = и далее до country = {

Видим:

ountry = {

tag = GER

ai = {

switch = no

flags = { }

max_front_ratio = 1.5000

max_front_ratios = { }

max_garrison_prop = 0.3000

min_garrison_prop = 0.2000

evac_islands = yes

use_offensive_supply = yes — будет ли АИ выделять припасы в наступлении

neutrality = 50.0000

war = 0

ferocity = no

reinforcement = 0.0000

upgrading = 0.0000

desperation = 0.3000

spyprefs = { percentage_on_spies = 0.2000 percentage_foreign_mission = 0.7000 spyprefsdata = … = no country = GER } } — бонусы для шпионских заданий

strat_redeploy_threshold = 21

max_redeploying = 0.2500

max_fuel_offensive = 1.0000

protect = { — гарантия независимости данных стан

ROM = 80

BUL = 80

SWE = 80

SCH = 80

AUS = 300

POL = 80

SLO = 80

NOR = 80

ITA = 80

TUR = 80

}

befriend = { — дружественные страны

SLO = 50

SPA = 20

ITA = 60

SWE = 10

FIN = 20

JAP = 30

POR = 10

TUR = 30

DEN = 40

}

claim_acceptance = -49 — вероятность принятия территориальной претензии

liberate = { HUN BUL ROM FIN SPA } — сателлиты, которых страна будет освобождать

target = { — приоритетность целей (провинций) для страны(повышает вероятность того, что ради них страна объявит войну)

373 = 80

377 = 80

462 = 80

461 = 80

465 = 80

464 = 80

463 = 80

460 = 80

472 = 60

471 = 60

466 = 60

467 = 60

303 = 50

206 = 50

}

далее,

exp_force_ratio = 0.1000

exp_force_ratios = { }

no_exp_forces_to = { JAP SIA MAN VIC } — станы которым не будут отправляться экспидиционные корпуса.

admiral = { — коэфициэнты ВМФ

target = { }

core = { 2473 2474 2475 } — «родные» морские провы

base = { }

ignore = { «Coast of Brazil» «Cap Verde» «Gulf of Guinea» «…»English Channel» «The Hebreides» «Irish Sea» } — морские зоны, где флот АИ не должен шарахаться (но самого АИ похоже это мало волнует)

min_org = 100.0000

min_dmg = 98.0000

return_org = 60.0000

return_dmg = 80.0000

min_core_attack_fleets = 0.0000

}

далее,

trade = { embargo = { ENG FRA AST CAN NZL } favored = { SWE = 150 FIN = 100 ROM = 150 ITA = 100 HUN = 100 YUG = 100 SPA = 80 BUL = 100 JAP = 50 CHI = 50 } cancel_deal_threshold = 4.0000 } — торговля, embargo = с какими странами АИ торговать не должен, favored = увеличенная выгода(вероятность) от торговли, cancel_deal_threshold — порог, после которого АИ разрывает торговлю.

tech_sharing = { favored = { ROM = 200 SLO = 200 BUL = 200 HUN = 200 SPA = 200 ITA = 200 FIN = 200 JAP = 200 CRO = 200 } prioritized = { 1010 = 100 1020 = 100 1030 = … 5330 = 100 5340 = 100 } } — tech_sharing = с кем АИ будет делится технологиями, prioritized = вероятность передачи той или иной технологии (первое число номер теха, второе вероятность)

invasion = { — коэффициэнты расставления акцетов агрессии (вторжения)

base = 1.0000 — стандарт

random = 1.0000 — произвольно

coastal = 1.0000 — укрепления

beach = 1.0000 — пляжи

distance = 1.0000 — расстояние для агрессии

max_distance = 99999.0000 — максимальное расстояние для агрессии

max_staging_distance = 10.0000 — максимальное расстояние для перемещения войск

pocket = 1.0000 — окружение (как я понял)

island = 1.0000 — острова

enemy = 1.0000 — враги

adjacentenemy = 1.0000 — союзники врагов

air_base = 0.1000 — авиа базы

naval_base = 0.1000 — морские базы

air_support = 0.1000 — небо

ignore = no

invasion = no

help_allies = no — помощь союзникам

redirect = nearest — агрессия, для ближайших стран, priority — по надобности (то есть на всех)

Ниже могут быть цели (приоритеты) на захват или удержание каких-либо провинций:

target = { 18 = 5000 32 = 5000 … 932 = 1000 933 = 1000 924 = 1000 } или

staging_province = { 1322 }

}

далее,

air_marshal = { — коэффициэнты эффективности эффекта авиазаданий (не советую менять,хотя в принципе можно, но зачем?)

icxdayscostfactor = 10.0000

manpowercostfactor = 100.0000

………………………………………..

convoyraidtolerance = 1.0000

convoyraiddesirability = 0.0000

min_mission_strength_org = 0.7000

Ниже эффективность самих заданий, и разрешено ли их выполнять или нет (к примеру технологии не изучены) yes или no

taskforcetype = { name = «Air Superiority» desiredratio = 0.4000 rangeweight = 10.0000 airkillpowerweight = 2000.0000 hardkillpowerweight = 0.0000 softkillpowerweight = 0.0000 navalkillpowerweight = 0.0000 strategickillpowerweight = 0.0000 transportcapacityweight = -1000000.0000 airvulnurabilityweight = -1.0000 surfacevulnurabilityweight = 0.0000 idle = yes reorganize = yes air_superiority = yes }

taskforcetype = { name = «Soft Bombing» desiredratio = 0.2000 rangeweight = 10.0000 airkillpowerweight = 0.0000 hardkillpowerweight = 0.0000 softkillpowerweight = 2000.0000 navalkillpowerweight = 0.0000 strategickillpowerweight = 0.0000 transportcapacityweight = -1000000.0000 airvulnurabilityweight = 0.0000 surfacevulnurabilityweight = -1.0000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }

taskforcetype = { name = «Hard Bombing» desiredratio = 0.1000 rangeweight = 10.0000 airkillpowerweight = 0.0000 hardkillpowerweight = 2000.0000 softkillpowerweight = 0.0000 navalkillpowerweight = 0.0000 strategickillpowerweight = 0.0000 transportcapacityweight = -1000000.0000 airvulnurabilityweight = 0.0000 surfacevulnurabilityweight = -1.0000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }

taskforcetype = { name = «Strategic Bombing» desiredratio = 0.1000 rangeweight = 10.0000 airkillpowerweight = 0.0000 hardkillpowerweight = 0.0000 softkillpowerweight = 0.0000 navalkillpowerweight = 0.0000 strategickillpowerweight = 2000.0000 transportcapacityweight = -1000000.0000 airvulnurabilityweight = -0.5000 surfacevulnurabilityweight = -0.5000 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes }

taskforcetype = { name = «Naval Bombing» desiredratio = 0.1000 rangeweight = 10.0000 airkillpowerweight = 0.0000 hardkillpowerweight = 0.0000 softkillpowerweight = 0.0000 navalkillpowerweight = 2000.0000 strategickillpowerweight = 0.0000 transportcapacityweight = -1000000.0000 airvulnurabilityweight = 0.0000 surfacevulnurabilityweight = -1.0000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes }

taskforcetype = { name = «Airlift» desiredratio = 0.1000 rangeweight = 10.0000 airkillpowerweight = 0.0000 hardkillpowerweight = -2000.0000 softkillpowerweight = -2000.0000 navalkillpowerweight = 0.0000 strategickillpowerweight = -2000.0000 transportcapacityweight = 1000000.0000 airvulnurabilityweight = -1.0000 surfacevulnurabilityweight = 0.0000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes }

}

далее,

garrison = { — различные коэфициэнты, большинство которых лучше не трогать

defend_overseas_beaches = yes — защита берегов

key_point_prio_mult = 0.5000

revolt_risk_mult = 0.2000 — риск восстания

beach = 50

reserves = 20

capital = 75

human_border = 100

war_target = 150

opposing_alliance = 50

claim_threat = 0

unstable_border = 0

war_zone_odds = 2.0000

home_multiplier = 1.0000

overseas_multiplier = 1.0000

home_peace_cap = 101

country_priorities = { VIC = -1 FIN = -1 ITA = -1 SCH = -1 AUS = -1 CZE = 75 POL = 100 YUG = 25 HOL = 5 BEL = 25 DEN = 25 SOV = 25 }

province_priorities = { }

area_multiplier = { 304 = 3.5000 510 = 3.5000 }

ignore = { }

}

далее,

military = { — приоритеты производства войск (на который АИ тоже не слишком смотрит)

relative_build_scheme = no

max_batch_peace = 270

max_batch_war = 270

max_batch_home_front = 270

infantry = 48.0000

cavalry = 0.0000

motorized = 0.0000

…………………………

police = 0.0000

engineer = 20.0000

cag = 100.0000

escort = 100.0000

}

далее,

front = { — коэфициэнты эффективности атаки и защиты

strength = 1.0000

organisation = 2.0000

dig_in = 1.2500

soft_attack = 1.0000

hard_attack = 2.0000

ground_defense = 1.0000

support_defense_prop = 0.3300

river = 1.0000

frozen_attack = 1.0000

snow_attack = 1.0000

……………………………

passivity = { }

province_priorities = { }

}

далее,

строительство улучшений в провинции

construction = {

max_factor = 1.0000

transports = -1

escorts = -1

AA_batteries = no

max_AA_level = 0

AA_provs = { }

coastal_fort = no

max_coastal_level = 0

coastal_fort_provs = { }

radar_station = no

max_radar = 0

radar_provs = { }

air_base = no

max_air_base = 0

air_base_provs = { }

naval_base = no

max_naval_base = 0

naval_base_provs = { }

land_fort = no

max_land_level = 0

fort_borders = { }

fort_provs = { }

nuclear_reactor = no

max_nuclear = 10

rocket_test = no

max_rocket = 10

ic_at_war = yes

force_ic_until = 1936

ic_end_year = 1936

IC_provs = { }

}

с улучшениями:

construction = {

max_factor = 0.5000

transports = -1

escorts = -1

AA_batteries = yes

max_AA_level = 10

AA_provs = { 67 74 75 76 80 81 87 90 300 311 314 315 67 74 75 76 80 81 87 90 300 311 314 315 67 74 75 76 80 81 87 90 300 311 314 315 67 74 75 76 80 81 87 90 300 311 314 315 }

coastal_fort = yes

max_coastal_level = 5

coastal_fort_provs = { 18 32 33 34 35 39 41 42 43 45 46 47 59 78 90 91 92 292 325 326 18 32 33 34 35 39 41 42 43 45 46 47 59 78 90 91 92 292 325 326 }

radar_station = yes

max_radar = 2

radar_provs = { 67 80 90 300 314 67 80 90 300 314 67 80 90 300 314 67 80 90 300 314 }

air_base = no

max_air_base = 0

air_base_provs = { }

naval_base = no

max_naval_base = 0

naval_base_provs = { }

land_fort = no

max_land_level = 0

fort_borders = { }

fort_provs = { }

nuclear_reactor = no

max_nuclear = 10

rocket_test = no

max_rocket = 10

ic_at_war = no

force_ic_until = 1935

ic_end_year = 1935

IC_provs = { }

}

далее,

technology = {

endgoal = { 1010 1020 1030 … 14100 14000 14010 14020 14030 14040 } — цели

preference = { 1010 1020 1030 … 14100 14000 14010 14020 14030 14040 } — приоритеты

ignore = { 2170 2180 2190 … 9460 17010 14090 } — игнор

armor = 5.0000 — приоритеты на общие направления

infantry = 7.0000

industry = 4.0000

aircraft = 6.0000

naval = 4.0000

land_doctrines = 3.0000

secret_weapons = 2.0000

air_doctrines = 6.0000

naval_doctrines = 5.0000

}

далее,

leader_ratio = { — коэфициэнты генералов, соотношения различий между рангами

land_field_marshal = 0.0560

land_general = 0.0740

land_lt_general = 0.3330

sea_grand_admiral = 0.0330

sea_admiral = 0.0560

sea_vice_admiral = 0.0830

air_marshal = 0.0630

air_general = 0.1250

air_lt_General = 0.2500

}

далее,

}

capital = 300 — номер провы столицы

policy = {

date = {

year = 0

month = january

day = 0

hour = 0

}

democratic = 1 — политическая напрвленность(демкратия-авторитарность, левые-правые и пр.)

political_left = 1

freedom = 1

free_market = 1

professional_army = 10

defense_lobby = 10

interventionism = 9

}

belligerence = 285.5227 — агрессивность страны

dissent = 0.9861 — недовольство в стране

war = { — последняя война

year = 1950

month = september

day = 8

hour = 21

}

lastpeace = { — последнее состояние мира (то есть видно что война идет 21 год)

year = 1939

month = august

day = 29

hour = 0

}

далее,

combatlosses = { }

attritionlosses = { }

disbandlosses = { }

revolt = 0.0000 — недовольство для восстания

revoltrisk = 0 — риск восстания

revoltriskdate = {

year = 0

month = january

day = 0

hour = 0

}

Ниже идут различные коэффициэнты эффективности модификаторов и атак, интеллект и пр.

land_fort_eff = 1.0000 — эффективность укрелений

coast_fort_eff = 1.0000 — береговые укр.

ground_def_eff = 0.8000 — наземная защита

convoy_def_eff = 0.5500 — защита конвоев

energy_to_oil = 1.2000 — энергия в нефть

oil_to_rare_materials = 0.0000 — нефть в сырье

industrial_modifier = 1.2500 — эффектвность про-ва.

supply_modifier = 30.0000 — про-во припасов

minisub_bonus = 1

AA_efficiency = 1.9000 — ПВО

nuke = 0 — атомные бомбы

nukedate = {

year = 0

month = january

day = 0

hour = 0

}

carrier_level = 0

intelligence = 125.0000 — интеллект

enemy_intelligence = -10.0000 — вражеский интеллект

Далее идут модификаторы обнаружения, шансы застать врасплох и пр.

army_detection = 85.0000

enemy_army_detection = 20.0000

land_surprise = 2.0500

naval_surprise = 2.0500

air_surprise = 2.0500

hq_supply_eff = 0.0800

sce_frequency = 3.0000

counterattack = 0.0900

assault = 0.0600

encirclement = 0.1300

ambush = 0.0600

delay = 0.0900

tactical_withdrawal = 0.0900

breakthrough = 0.1800

Затем набираем team_slots = и вниз

Видим

}

team_slots = { 10 13 1 5 2 }

manpower = 2372.5652 — кол-во манповера

free = {

oil = 0.0000

supplies = 0.0000

rare_materials = 0.0000

metal = 0.0000

energy = 0.0000

money = 0.0000

transport = 0.0000

escort = 0.0000

ic = 0.0000

manpower = 0.0000

}

Тут тоже все понятно: кол-во ресурсов на складе, модификаторы производства и потребления, снабжения, небоевых потерь.

oil = 29.9645

supplies = 12357.1650

rare_materials = 207488.8750

metal = 1119218.5000

energy = 3053364.5000

money = 24.3826

consumer = 0.0800

supply = 0.5896

production = 0.0755

reinforcement = 0.0048

upgrading = 0.2500

transports = 471.0000

escorts = 153.0000

relative_manpower = 1.2000

allow_convoy_escorts = yes

allow_dig_in = yes

missile_carrier = no

nuclear_carrier = no

tc_mod = 1.4000

tc_occupied_mod = 1.8000

attrition_mod = 1.6000

trickleback_mod = 1.2500

supply_dist_mod = 1.4000

repair_mod = 1.6000

research_mod = 1.4000

radar_eff = 1.6000

upgrade = {

Ну вот практически и все. Ниже идет стоимость и время про-ва дивизий, современные и устаревшие модели дивизий и бригад, модификаторы конвоев, минимальные-максимальные позиции кораблей, модификаторы атаки/защиты по местности.
 

Shamilboroda

Стоит ли проводить эмиссию денег? Из отрицательных эффектов она добавляет недовольства на единичку, а также понижает эффективность производства на 1%. Из плюсов — 800 золотых

Это обратное девальвации событие. Если совсем припекает ситуация — можно использовать, но 1% отдавать очень жалко. Минус банкроства в том, что когда денег нет, исследования прекращаются. Если это важно то можно использовать.

Shamilboroda

что именно и где лучше строить из инфраструктуры?

Инфраструктура есть 5-и видов:
1) дороги (в игре называется инфраструктура)
2) аэродромы
3) укрепрайоны
4) базы флота
5) заводы

Дороги имеет смысл строить всегда, они дают большой плюс к скорости перемещения войск, благотворно влияют на экономику, улучшают военное снабжение регионов. Строить их лучше артериями от столицы до важных регионов (например будущей линии фронта). Обратите внимание на то, что чем выше уровень инфр-ы в одной провинции, тем больше она влияет на соседнюю. Например вы построили в Москве 100%, в соседней провинции 50%, но по факту будут все 70% (цифры наугад взял, но принцип понятен). Есть ещё показатель «ФЭС» (фактическая эффективность снабжения) — этот покатель отображается в окошке характеристик юнита на глобальной карте. Надо кликнуть на иконку юнита и там в самом низу таблицы будет. ФЭС означает эффективность снабжения юнита в провинции, где он стоит, чем выше ФЭС, тем больше КПД юнита, тем меньше санитарных потерь он несёт.

Аэродромы влияют на следующие показатели:
а) скорость восстановления организации после вылета
б) скорость пополнения юнита (ремонт)
в) КПД юнита зависит от снабжения
Чем выше уровень аэродрома, тем выше эти показатели. 1 уровень аэродрома может полностью обслуживать 1 воздушный юнит. Если юнитов больше, их КПД падает.

Укрепрайоны накладывают 10% штраф на противника (за каждый уровень, в итоге можно довести до 100%). Имеет смысл строить, если у вас есть чёткий план действий или абсолютно опасное направление. В горах можно устроить адъ, если построить УРы.

Базы флота действуют аналогично аэродромам + выполняют роль инфраструктуры. Необходимы для снабжения войск. Если высадились и базы нет (не смогли захватить, не учлии т.д.), считайте, что послали десант на смерть.

Заводы и так ясно.

Shamilboroda

в какие по составу флоты нужно объединять корабли?

Это зависит от модов или ванилы. Я играл только в моды последнее время, поэтому не могу точно сказать, но есть базовые рекомендации, типа как собрать АУГ:
нужен 1-2 авианосца, к ним добавить несколько крейсеров (например 1 тяжёлый, три лёгких и т.д., тут вариаций множество) и 5-10 эсминцев, можно пару ПЛ. Получается большой флот. Самые эффективные — авианосцы. Тут надо учесть, что игра подскажет вам, если вы переборщили с крупными кораблями, окошко с адмиралом станет красным (емнип). В общем это как-то отображается, там штраф накалдывается.
ПЛ по отдельности нужны для уничтожения конвоев, при встрече вражеской эскадры большой риск потерь. Обычно делаю эскадры по 5 ПЛ и отправляю охотиться за конвоем, при этом ставлю галочку, что б не вступали в бой. Профилактику своих вод от ПЛ противника делают эсминцами, в меньшей степени лёгкими крейерами, можно оказать помощь с воздуха морсими бомберами.

Shamilboroda

сколько конвоев и эскортов требуется (хотя бы приблизительно)?

Если противник совсем наглый, то 1 к 1 (если цифры в районе 0-20 конвоев), если ваши конвои кораблей по 60-80 и более, то эскортов 40, что б наверняка. Если конвои небольшие или противник охотится малыми группами, то нескольких эскортов хватит на крупный конвой. Но всё равно, на супер-конвои (более 20), лучше побольше эскортов, они же везут вам важные ресурсы.

Shamilboroda

Как в Darkest Hour сбивать недовольство? Ростом производства ТНП, как в «тройке»?

Да.

Shamilboroda

На каком уровне оно становится критичным и какие дебаффы с собой несёт?

Чем выше, тем критичнее, проблемы могут начаться в оккупированых провинциях после 20%. Штрафы следующие:
1) уменьшается эффективность заводов (т.е. фактически у вас снижается ПП)
2) увеличивается риск восстания в провинции
3) требуется много ТНП, что бы покрыть недовольство, могут возникнуть проблемы с производством юнитовпополнением.
4) уменьшается эффективность снабжения (в самом вехнем правом углу на мониторе есть показатель эффективности дорог. При росте недовольства он уменьшается, это уменьшает ФЭС всех юнитов, что приводит к большим потерям)

Page 1: Guide to Darkest Hour

Guide to Darkest Hour

IndexIntroduction……………………………………………………………………………………………………………………………………3How to port a HOI2 Arma Mod to Darkest Hour………………………………………………………………………………..4

The Darkest Hour Mods Pack………………………………………………………………………………………………………4Usual 1.3 Mods porting steps……………………………………………………………………………………………………….5

New concepts…………………………………………………………………………………………………………………………………6Claims………………………………………………………………………………………………………………………………………6Decisions…………………………………………………………………………………………………………………………………..7New Spying System……………………………………………………………………………………………………………………8Improved trade system and stockpiles…………………………………………………………………………………………..9Automatic release of nations………………………………………………………………………………………………………..9Actions and commands with triggers…………………………………………………………………………………………..10Events with only one action……………………………………………………………………………………………………….10Events with saved date………………………………………………………………………………………………………………11Hints & Tips…………………………………………………………………………………………………………………………….11

Changes in modding from HOI2 Armageddon………………………………………………………………………………….13Changes to setting.cfg……………………………………………………………………………………………………………….13Changes to misc.txt…………………………………………………………………………………………………………………..13

Economy……………………………………………………………………………………………………………………………..13Diplomacy / Government………………………………………………………………………………………………………18Intelligence………………………………………………………………………………………………………………………….19Combat / Missions………………………………………………………………………………………………………………..19Units…………………………………………………………………………………………………………………………………..23AI……………………………………………………………………………………………………………………………………….23Map…………………………………………………………………………………………………………………………………….25Other changes………………………………………………………………………………………………………………………25

Changes to diplo_costs.txt…………………………………………………………………………………………………………26Changes to spy_costs.txt……………………………………………………………………………………………………………26Changes to policy_effects.csv…………………………………………………………………………………………………….27Changes to Triggers…………………………………………………………………………………………………………………..27Changes to Commands………………………………………………………………………………………………………………31Decisions…………………………………………………………………………………………………………………………………32Other Changes………………………………………………………………………………………………………………………….34

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Map…………………………………………………………………………………………………………………………………………….41List of provinces……………………………………………………………………………………………………………………….41

Page 3: Guide to Darkest Hour

IntroductionDarkest Hour: A Hearts of Iron Game, or DH, is a grand strategy wargame that is based on Paradox Interactive’s Europa engine. It is described as a 1914-1964 Grand Strategy Game and it allows the player to take control of and manage nearly any nation-state during the 1914-1964 timeframe including its political, diplomatic, espionage, economic, military, and technological aspects.Darkest Hour is, at its core, an evolution of Heart of Iron 2 Armageddon. The DH Development Team took this decision in order to make it easy to port community-made modifications from HOI2 to DH. This means the Core version of the game has many of its new features disabled or set as close as possible to HOI2 Arma values. However, to take full advantage of the many new features and improvements, two mods have been created by the DH Team to use the full potential of the new code right from scratch, «Darkest Hour Light» and «Darkest Hour Full»:

• Darkest Hour (core game): this version is focused on compatibility with Heart of Iron 2 Armageddon and all mods available for it. The number of changed files has been kept as low as possible and all new options are disabled or set as close as possible to the original settings.

• Darkest Hour Light: this version is available as a mod with only a few changes from HOI2, but nearly all new features are enabled.

• Darkest Hour Full: this version is available as a mod without any compatibility with HOI2 and implements or reworks many new features, the most visible difference being the new map.

Another important characteristic of Darkest Hour is full Moddir support. Thanks to its launcher, it is possible to choose a specific Mod before launching the game, without having to make multiple installation: a single installation of Darkest Hour will be enough to choose each time among different mods.

The following chapters will contain useful information on these subjects:

– instructions on how to port a Mod from HOI2 Arma to Darkest Hour;

– the new concepts introduced with Darkest Hour;

– the changes in modding introduced by Darkest Hour;

– useful informations on the new map;

Page 4: Guide to Darkest Hour

How to port a HOI2 Arma Mod to Darkest HourPorting a HOI2 Armageddon Mod to Darkest Hour is very simple, because DH Core is fully compatible with Armageddon. There are only a few things that need to be changed for a mod to start properly because some bugfixes and new features introduced by DH were not possible without modification that affect basic files.

The Darkest Hour Mods PackIn the main folder of Darkest Hour there is a folder called Modding documentation which, among many useful things (this Guide included!), contains another folder called Darkest Hour Mods Pack that can be used for easy Armageddon 1.3 to DH mod conversion. It contains the following files: configButtons.txt configmods.csv dbdifficulty.csv dbdiplo_costs.txt dbleaders.txt dbministers.txt dbmisc.txt dbspy_costs.txt dbteams.txt gfxinterfaceill_prov_overlay.bmp gfxinterfacemap_circle.bmp gfxinterfaceplate_division.bmp gfxinterfacetc_icons.bmp

These are the files that need to be in the new DH format in order for the game to work and are the only files that modders should worry about when porting their mods to DH.

• configButtons.txt — new button definition *we changed certain interface elements for new features, and of course those need new buttons*

• configmods.csv — the file where all modders should put mod specific texts to ensure compatibility with further game patches. This file will never be modified by any patch.

• dbdifficulty.csv — new difficulty settings *some of our new features are influenced by the difficult settings and got their own entry here*

• dbdiplo_costs.txt — only one change here from 1.3: removed «-» sign from all costs• dbspy_costs.txt — some changes from 1.3 as most spy system modifiers are moved to misc.txt now.

Only cost and chances are left here.• dbmisc.txt — tons of new modifiers here, but all are set to Armageddon 1.3 defaults, so you have

only to edit those values you changed for your mod for 1.3• dbteams.txt — list of all tech team files that should be loaded by the game. These files could be

either in MODDIR or in main game folder. By default it is populated with all 1.3 file names so you just need to add your new file names and (optionally) remove those you don’t see need to be loaded by your mod

• dbleaders.txt — list of all leader files that should be loaded by the game. These files could be either in MODDIR or in main game folder. By default it is populated with all 1.3 file names so you just need to add your new file names and (optionally) remove those you don’t see need to be loaded by your mod

• dbministers.txt — list of all minister files that should be loaded by the game. These files could be either in MODDIR or in main game folder. By default it is populated with all 1.3 file names so you just need to add your new file names and (optionally) remove those you don’t see need to be loaded by your mod

• gfxinterfaceill_prov_overlay.bmp — changed file. • gfxinterfacemap_circle.bmp — changed file. • gfxinterfaceplate_division.bmp — changed file.

Page 5: Guide to Darkest Hour

• gfxinterfacetc_icons.bmp — changed file.

Notes:

1) This pack is supposed to be Merged with the mod.

2) Only files that were actually changed by the mod, which are included in this pack should actually be updated/replaced by files from the pack. The rest (except 3 — see next) can be skipped as they are identical to DH Core files already installed in the game’s main folders.

3) The only files that must be included into mod’s folder are dbministers.txt, dbleaders.txt and dbteams.txt

Usual 1.3 Mods porting steps1) Create a new folder for your mod in Mods folder;

2) Extract all mod files into that folder preserving original game folders tree;

3) Using a program like WinMerge compare mod’s folder with Darkest Hour Mods Pack folder and update files as required:

• Copy dbministers.txt, dbleaders.txt and dbteams.txt and add any mod specific file names there;

• Copy and update configButtons.txt, dbdifficulty.csv, dbdiplo_costs.txt, dbmisc.txt, dbspy_costs.txt ONLY if these are changed by your mod from vanilla 1.3 values;

• Copy gfxinterfaceill_prov_overlay.bmp, gfxinterfacemap_circle.bmp, gfxinterfaceplate_division.bmp and gfxinterfacetc_icons.bm ) ONLY if these are changed by your mod;

4) Create an empty «save games» folder in your mod’s scenarios folder;

5) Select your mod from DH game Launcher;

6) Play;

Page 6: Guide to Darkest Hour

New conceptsDarkest Hour introduces some new interesting concepts:

– claims

– decisions

– automatic release of nations

– new spying system

– improved trade system and stockpiles

– actions and commands with triggers

– events with only one action

– events with saved date

ClaimsClaims have been introduced. Claims are basically used for diplomatic purposes and are useful to assert the desire of a country to own and control a province. There are no economic benefits of claiming provinces: they are counted as non-national when it comes to IC/MP/Resources or revolt risk and there will be no way to transform those claims into cores.However, claimed provinces are counted as national when it comes to diplomacy or country release. That means that a claimed province appears in the «Have claims against…» section and can be asked with the «Demand Territory» mission in the Diplomatic tab. The AI won’t secede provinces it has claims on to allies/puppets even if those provinces are cores to that ally. In most cases claims will be used by players just to «redraw» the map in the way they wanted it to be after a successful war, especially in case of partition. Via the right-click menu it is possible to add and remove claims to single provinces, areas or regions. Claiming non-owned province increases belligerence and removing claims from such provinces decreases it (both values are set in misc.txt). Claimed provinces can be seen best on the Diplomacy map mode — they use lighter green than cores and also a black dot as opposed to the red one used for cores.However, there are some limitations to avoid exploiting this new mechanism: it is not always possible to claim provinces of another country. New claims can be freely set to war enemies, but can be set to neutral countries only if policy allows that (interventionism must be high enough). Moreover claims cannot be demanded from countries that you are guaranteeing at the same time.Another new useful feature is that peace negotiations now take into account cores and claims:

• «Insist on Demands» automatically adds all claims and cores the initiating country has to the demanded provinces list;

• «Beg for Peace» automatically adds all claims and cores the receiving country has to the demanded provinces list;

This new concept of course requires new triggers, commands and configurations:– Manual claims can be enabled or disabled from misc.txt (diplomacy section :

Allow manual claims change in-game for players: 1 — Enabled, 0 – Disabled );– It is possible to set in misc.txt the increase and decrease of belligerence for

adding and removing claims (does not apply for owned by enemies or claimed province via event command);

– There is a new provinces list named «claimedprovinces» available for countries which can be set in scenario (INC) files and in revolt.txt (claims = { } list);

Page 7: Guide to Darkest Hour

– New trigger: claims = { province = a [data = tag ] } # check if that province is claimed by TAG (or country in question if not specified);

– New event command: type = addclaim which = [prov id] # Add province to country claims;

– New event command: type = removeclaim which = [prov id] # Remove province from country claims;

– Added restrictions to demand and set new claims:* new claims can be set to war enemies or allies/puppets/masters* new claims can be set to neutral countries only if policy allows that (new policy modifier in policy_effects.csv)* claims cannot be demanded from guaranteed at the same time countries

DecisionsDarkest Hour implements a unique “Policy decisions” concept that allows players to take a specific decision when they think the time is right (provided that they match all requirements). As an example, when playing the 1936 Grand campaign as Germany, a “Reoccupation of Rhineland” decision will be available with specific requirements to be activated. As soon as the player activates the decision, a newspaper notification appears, offering him a little bit of historical background. From the point of view of the code, a decision is an event with two new clauses: — decision = { … insert normal triggers here … } : if these triggers are fullfilled the decision appears in the decision list for the human player;- decision_trigger = { … insert normal triggers here … } : if these triggers are fullfilled the decision can be taken by the human player;When the decision is taken, it fires as a normal event. Please beware that for AI nations decisions are treated as events, this means that only the usual trigger = { … } section is checked! This means that all three sections (decision = {}, decision_trigger = {} and trigger = {}) must be correctly compiled to make the decision work. Moreover, the decisions appear and can be taken only during the chosen date-deathdate, so that part of the code must always be compiled too!Here are more technical informations on decisions:

Decisions concept:* new modifier in misc.txt (“mod” section): #Enable decisions for players. 0 — Disabled, 1 – EnabledBasics1. Decisions will be just slightly modified events.2. They will differ from regular event only by the presence of a new section: decision = {}3. New entry in the event : decision_trigger = { }. It is optional and will be used instead of trigger = { }. When it is true the decisions will be active for selection. When not present trigger = {} section will be used for that.4. Decisions will be treated as regular events by the AI (only the trigger = {} section will be checked).5. Players will have the power to choose when a decision could be applied.6. Decisions will be hidden until all triggers in decision = { } section is true.7. Decision will be available for selection when all triggers in decision_trigger = { } section (if available, otherwise trigger = {}) in the event are true.8. Once selected the decisions will fire as regular event via standard event window with all the usual information and actions on it.9. Decisions will be logged in event history as regular events.10. Decisions list will be populated on game start and updated daily.11. Decisions can be enabled/disabled via a new setting in misc.txt («mod» section).12. New entry in the event : decision_desc = «….», optional decision specific text (used on tool-tips instead of event description).13. New entry in the event : decision_picture = «picture_name.bmp». Optional

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(there will be a generic picture loaded by default — gfxevent_picsdecisions_empty.bmp), placedon the decision plateUI1. Available decisions will be listed in a new list similar to units/provinces list.2. Decisions list can be selected via a new button (next to Provinces/Army… buttons).3. Decisions that cannot yet be taken will have a red X to mark them.4. Active decisions can be selected and applied.5. Tool tips:

a) Decision Name = event titleb) Decision description = event textc) Triggers — already valid triggers will have a green «+» or «*» as prefix, while inactive will have a red one.d) Action name + effects.e) Decision only text — specified in the event as decision_text = «….». Optional, will be used in place of decision description text on the tool-tip.6. There will be notification when new decision is added to the list.7. The deicision list button should change state to inactive when there are no visible decisions.8. The deicision list button should not be visible when Decisions are disabled from misc.txt.

9. Add decision mini-picture — optional, specified in the event (decision_gfx = «picture_name.bmp»)10. Added cancel button to decision’s event panel.Limitations1. Decisions should not use random elements in any triggers so tool-tips to be correct. EDIT No problem to use random trigger in AI only actions or commands2. For better formatting on tool-tips NOT = { trigger1 … triggerX } should be used for individual triggers only NOT = { trigger1 } … NOT = { triggerX }

New Spying SystemDarkest Hour’s Spying System is based on the Arma 1.3 Spying System, but is further improved and enhanced. Its main features are:

– fixed spying AI — it can do any mission now

– send/kill spies missions removed and replaced with Spy Network levels (0…20)

– increased game speed

– all modifiers exported for better modding!The first thing that you need to know is that there two modes: manual and semi-automatic intelligence. While the manual mode has many similarities with HOI2 spying system, the semi-automatic is much more interesting. There you can allocate a certain part of the national income to intelligence operations. There are also others factors that you can play with such as spy activity or the minimum level of infiltration required prior to any foreign operation. Furthermore, as the Head of your State, you can assign generic or specific priorities to your intelligence services. Specific country priorities can therefore be set in that regard. But there are also missions specific priorities which allow you tell your intelligence services what specific mission to perform (either globally or in a certain country). You will for instance be able to perform only industry sabotage in one country or couple it with industrial espionage, provided that you need two times more sabotage missions.Automation:

– Can be enabled or disabled

– Even when enable players still can do any mission to any country manually if they want

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– auto-increase of spy levels to manually set Max level (0…20)

– set spy money threshold (use money above XXX)

– Min. spy level threshold before try to do any foreign missions (0…20)

– Spy activity

– Min chances for every spy mission (do no try a mission if chances are less than threashold)

– Can add/remove countries from spying list

– Can set country priority for each country in the list

– Can set missions priority for each country in the list

– Can apply same priorities to all countries at once

– Can clear countries list at onceSpy reports, added:

– Convoy/Escorts

– Resources

– Submarines, Transports

– HQ

Improved trade system and stockpiles

Automatic release of nationsAnother very interesting new feature introduced by Darkest Hour is the Automatic Release of Nations. First of all, claims are taken into account when a new nation is released and are considered like extra provinces. Moreover, Darkest Hour reviewed the automatic release of countries done by the AI, which suffered many limitations: the AI could release a country in its release = { } list only if it was a democracy, it was at peace and there were no more Axis powers. These limitations were removed and now even Germany or the Soviet Union can release countries during the war.Moreover, if it no more necessary to control all the provinces in the minimum list in revolt.txt: minimum, extra and claimed provinces are all taken into account and if enough of them are already under the control of the AI nation, it will release that country. No more bundled by fixed events, the AI will be able to release nations as soon as possibleCode:

New misc.txt parameters (“ai” section):* Use new AI release rules – all countries can release puppets even when at war.

1 – Yes, 0 – No* Masters become master of new puppet’s puppets too. 1 – Yes, 0 –NoNew parameters for country creation (revol.txt):* claims = { PROV_ID …} – populates claimedprovinces list* min = X — allows release if at least X provinces of minimum list are

controlled by releaser country. By default (no min_prov entry or min_prov = -1) it is equal to provinces in minimum list.

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* min_extra = X — allows release if at least X provinces of extra list are controlled by releaser country. By default (no min_ extra entry) it is 0.

* value = X.X (0.0 – 1.25) – used by the old release model (when no min or min_extra are defined).

Actions and commands with triggersThis means that you can add triggers to actions or even single commands. This is very useful to avoid writing many events to take into account every possible situation.Example 1 — you can have different actions based on the government:action = {

trigger = { government = democracy }command = { … }

}action = {

trigger = { government = communist }command = { … }

}action = {

trigger = { government = nazi }command = { … }

}Example 2 – a command can be executed only if the trigger is satisfied (surrender of France):action = {

command = { type = secedearea which = GER value = «Bourgogne_Champagne» }command = { type = secedearea which = GER value = «Lorraine_Alsace» }command = { type = secedearea which = GER value = «Pas de Calais» }command = { type = secedearea which = GER value = «Paris» }command = { type = secedearea which = GER value = «Normandy» }command = { type = secedearea which = GER value = «Loire» }command = { type = secedearea which = GER value = «Brittany» }command = { trigger = { control = { province = 87 data = ITA } } type = secedeprovince which = ITA value = 87 } # Nicecommand = { trigger = { control = { province = 86 data = ITA } } type = secedeprovince which = ITA value = 86 } # Touloncommand = { trigger = { control = { province = 90 data = ITA } } type = secedeprovince which = ITA value = 90 } # Grenoblecommand = { trigger = { control = { province = 91 data = ITA } } type = secedeprovince which = ITA value = 91 } # Chamberycommand = { trigger = { control = { province = 94 data = ITA } } type = secedeprovince which = ITA value = 94 } # Corsica

}

Events with only one actionThis means that when this option is selected, even if an event has more than one action, only one of the possible actions will be displayed to the player (who therefore will be forced to accept it).The choice of the action is based on the defined AI chance for each action. In this way the player cannot choose the action and is forced to accept whatever happens to him. Example: the effects of the attack on Pearl Harbour can be written as a one_action event, so that neither the Japan nor USA can choose the amount of losses:event = {

id = 1122334455random = nocountry = USAone_action = yes

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name = «Attack on Pearl Harbour!»desc = «4062desc»action = {

ai_chance = 10name = «We suffered very heavy losses»…

}action = {

ai_chance = 50name = «We suffered heavy losses»…

}action = {

ai_chance = 15name = «We suffered light losses»…

}action = {

ai_chance = 5name = «We suffered very light losses»…

}}

Events with saved dateIt is possible to save the date in which an event fired and then use it as a trigger in another event, for example to make an event fire at least 100 days after another event fired.Example: the first event will have save_date = yes:event = {

id = 1234567890random = nosave_date = yescountry = GER…

}The second event will have:

trigger = { event = { id = 1234567890 days = 100 }

}

Hints & TipsAbout event AI chances calculation

– Sum of AI chances of all valid actions could be any positive number (removed fixed sum = 100 prerequisite)

– Invalid actions are skipped in AI chances calculations

– Actions without specified AI chances are ignored by the AI if there is at least one valid action with AI chance set

– If no AI chance is set for valid action, random action is chosen from all valid actions (removed increased chance to pick 1st action)

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Here are some performance hints that should be taken into account when events are created1. Triggers (no matter if these are for events, actions or commands) should be as simple as possible

and those that are most likely to fail should be first.2. If there is at least one action that has no own triggers it should be on top of the actions — that’s

because action triggers are now considered as continuation of the event trigger and there should be at least one valid action in order for the event to fire. Actions without triggers are considered as always valid (no matter what commands they have in opposite to 1.2/1.3).

3. If all actions has triggers, actions with triggers that are most likely to be true should be on top. This will allow for faster event validation (if main trigger is true and there is at least one valid action the event is good to go).

The following two rules have smaller impact, but should be followed too as a good practice.4. Commands in actions should be arranged so most likely to be valid commands to be on top of the

list.command = { type = addcore which = 300 } #Invalid for Germany. Province #300 is Berlincommand = { type = money value = 10 } # Always valid command — good to have it on top!

5. Command without own triggers should be prioritized in commands list over commands using triggers.

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Changes in modding from HOI2 Armageddon

Changes to setting.cfg– New settings in settings.cfg:

1) Display resolution: 0 = do not change (default: 1024×768), 1 = 1152×864, 2 = 1280×768, 3 = 1280×1024, 4 = 1440×900, 5 = 1600×1024, 6 = user specified — see bellow; NOTE: Some of these works only in Windowed mode and other might not work at all; load_user.bmp is used for all new resolutions.2) Screen Width (used if 6 is selected as screen resolution — see above) — For advanced users only! Change on your risk!3) Screen Height (used if 6 is selected as screen resolution — see above) — For advanced users only! Change on your risk!4) Display mode: 0 = do not change (default: full screen), 1 = windowed.5) Start-up movie: 0 = skip it, 1 = play it (default).6) Extra debug logs (savedebug.txt): 0 = disabled (default), 1 = enabled, 2 = enabled + extra map statistics.7) Enable/Disable game sounds: 0 = no sounds, 1 = load sounds (default).8) Enable/Disable unit sprites: 0 = no sprites, 1 = load unit sprites (default).9) Enable/Disable country specific unit and brigade pictures/models: 0 = load only generic pictures/models, 1 = load all available (default).10) Refresh map on resolutions higher then 1024×768 when not on Map mode. Enabling this will decrease game speed a bit (on higher resolutions only!), but resolves some cosmetic problems. 1 = Enabled (default), 0 = Disabled

– Added MODDIR entry to settings.cfg. Mods should be placed in a sub-folder to “Mods” folder. It will be used if no moddir is specified from command prompt. Delete the entry or use “#” as first character to disable it* Mods #MODDIR folder. Default is Mods* Darkest Hour Full # Selected mod (must be a folder into MODDIR)

Changes to misc.txt

Economy– Trades that cannot be canceled by AI now can be canceled by

players only by diplomatic deal that reduces relationships (set in misc.txt).

– Resources from single trades can now be delivered in X days (specified in misc.txt) instead instantly. To avoid exploits cancellation is disabled for non-cancelable trades that will expire in less then days required for delivering resources from

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single trade deals. Delay treaty with 1 day for each day treaty is inactive because resource lacking.

– Added optional stockpiles limit (can be set from misc.txt (“economy” section)).

– New trade parameters in misc.txt (“trade” section):* Days between trade offers to a country* Delay in days on each game start/reload before allowing any new trades (AI, auto-trade and Diplomacy) 2 #0* Desired stockpile threshold * Critical stockpile threshold * Desired supply stockpile (for X days)* Desired oil stockpile (for X days)* Days to deliver resources from single trades* Percentage of max supplies that can be produced (using [total IC — IC for CG] as a base) and traded away by auto-trade (0.20)* Percentage of produced money that can be traded away by auto-trade (0.20)* Merge trade deals. 0 = do not merge, 1 = merge all active trade deals except those that cannot be canceled* Manual trade deals (players only, Diplomacy). -1 = Disable manual trade deals, [0 to 100] = Offer value threshold — AI returns 0 accept chance if bellow this* Percentage to over-import when below the desired threshold (0.20)* Stockpile. Values: > 0.0 — extra import (Percentage) on top of what is needed when «Stockpile» option is enabled for that resource, else export all other exceeding resources in order to import more; -1 = export all exceeding resources; -2 = export all exceeding resources and supplies; -3 = export all exceeding resources and money; -4 = export all exceeding resources, supplies and money; 0.30 #0.0* puppets send supplies and money to masters. 0 — disabled; 1 — send only supplies; > 1 -send supplies + money (when more then this value).* Auto-merge trade deals (optional – misc.txt).* Puppets max pool for oil, energy, metal and rare materials — give all above this value to the master. Use negative number to set max pool as percentage of the critical stockpile (for example -1.2 sets the max pool to 1.2 * critical stockpile). -1.2 #1000* Multiplier on puppets critical supply stockpile — all supplies above THIS * puppet’s critical supply stockpile can be sent to Master. Used when the previous setting is above 0.1.5 #1.5

– New modifiers in misc.txt (trade):* Critical oil stockpile threshold (in days). 30 # 1 month* Critical supplies stockpile threshold (in days). 15* Should puppets send supplies and money to masters? 0 — disabled; 1 — send only supplies (NOTE – only for neighboring countries!) when above the desired stockpile; > 1 -send supplies + money (when more then this value).0 # 0. * Puppets max pool for oil, energy, metal and rare materials — give all above this value to the master. 1000 # 1000

– New trade parameters in misc.txt (“diplomacy” section)* Relationship hit for cancel of a trade deal. Not used for trades

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between allies, puppet<->master, inactive trades or trades with efficiency less then 45%.* Relationship hit for cancel by players of trade deals that are set as permanent. Not used for trades between allies, puppet<->master, inactive trades or trades with efficiency less then 45%.* Force puppets to join their master’s alliance (creating a new alliance if Master is not already in one). Check alliances each day. 0 – No

– New modifiers in misc.txt (“economy” section):* Peacetime Manpower Multiplier (multiplied on the other)1.0 #1.0* Wartime Manpower Multiplier (multiplied on the other)1.0 #1.0* Daily retired Manpower — percentage of the current MP pool0.0 #0.0* Military Strength to Total IC ratio during Peacetime for AI countries (do not build new units if above this ratio). Use -1.0 to disable this.-1.0 #-1.0* Military Strength to Total IC ratio during Wartime for AI countries (do not build new units if above this ratio). Use -1.0 to disable this.-1.0 #-1.0* Military Strength to Total IC ratio for AI major countries (multiplied on the other).1.0 #1.0 * Stockpile limit. -1 = Disable, else = stockpile for days.-1 # -1* Over stockpile limit daily loss (percentage of the exceeding resource). 1.0 = 100%.0.0 # 0.0

– New/changed modifiers in misc.txt:* Wartime Desired Stockpile multiplier — multiplier on the Desired Stockpile for all resources and supplies when at war 1.0 # 1.0* New trade deals min effectiveness threshold — do not make new trades if effectiveness is bellow this value (0..100). Used by auto-trade 45 #45* Cancel trade deals if effectiveness is bellow this value (0..100). Used by auto-trade 33 #33* Stockpile limit multiplier for industry resources (energy, metal, rare materials). -1 = Disable, else = Desired Stockpile * this -1 # -1* Stockpile limits multiplier for supplies and oil. -1 = Disable, else = desired stockpile * this -1 # -1* Extra import (Percentage) on top of what is needed when «Stockpile» is selected for that resource. This also increases the Desired Stockpile for that resource 0.30 #0.0* Stockpile limit multiplier for industry resources (energy, metal, rare materials). -1 = Disable, else = Desired Stockpile (unmodified) * this -1 # -1* Stockpile limits multiplier for supplies and oil. -1 = Disable, else = Desired Stockpile (unmodified) * this -1 # -1

– New modifiers in misc.txt (trade section)* Peacetime modifier on desired oil import (it is a function of the max possible daily consumption which in peacetime is about 10 times more then actual consumption). 0.15 # 1.0* Wartime modifier on desired oil import (it is a function of the max possible daily consumption which in wartime is about 20-50% more then actual consumption). 0.75 # 1.0

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– Improved trade effectiveness recalculation for landlocked countries during war (trading through neutral countries or ports) and use closest ports between countries in the calculation. This model can be enabled from misc.txt (“mod” section).

– New modifiers in misc.txt (mod section):* Trade Efficiency calculation system and re-calculation interval selection. Any negative integer is number of days between trade efficiency calculations using default Armageddon system (-3 = 3 days). Any positive integer is the number of days between trade efficiency calculations using the new more intelligent but CPU demanding system. 0 is default Armageddon system, set to 1 day. 5 #0* Merge and relocate provincial depots to the best province in the area. This is new and more intelligent but CPU demanding system. 0 — Disabled (use the old system). Any positive integer is the number of days between areas analyzing using the new system. 7 #0

– New modifiers in misc.txt (economy section):* Max provincial energy/metal/rare materials depot size. 9999 #9999* Max provincial oil/supplies depot size. 9999 #9999* Max Manpower. 9999 #9999* Desired provincial stockpiles for oil and supplies (needed to supply friendly units in that area for X days). Used by auto-convoying. 7 #7* Modifier on convoy transports capacity — higher this modifier is, more resources could be transported. 1.0 #1.0

– Corrections to auto-trade oil and supply needs calculation – these are based on the actual needs now (multiplied by modifiers from misc.txt) instead on the max possible consumption.

– New (modified) option in misc.txt (trade section) — Puppets max pool for oil, energy, metal and rare materials — give all above this value to the master. Use negative number to set max pool as percentage of the critical stockpile (for example -1.2 sets the max pool to 1.2 * critical stockpile). -1.2 #1000

– New modifier in misc.txt (trade section): * Multiplier on puppets critical supply stockpile — all supplies above THIS * puppet’s critical supply stockpile can be sent to Master. Used when the previous setting is above 0. 1.5 #1.5* Auto-trade (and AI) single resource trade deals (only at war when an ally badly needs a resource/oil/supplies and trade effectiveness is high enough). 0 — Disabled, 1…100 – Trade deal effectiveness threshold. 0.75 #0

– New modifiers in misc.txt (economy section):* Land Units — supply consumption modifier 1.0 #1.0* Land Units — supply consumption modifier when in combat 1.0 #1.0* Land Units — fuel consumption modifier 1.0 #1.0* Land Units — fuel consumption modifier when in combat or in bombardment 1.0 #1.0* Air Units — supply consumption modifier 1.0 #1.0* Air Units — supply consumption modifier when in combat or in bombardment 1.0 #1.0

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* Air Units — fuel consumption modifier 1.0 #1.0* Air Units — fuel consumption modifier when in combat or in bombardment 1.0 #1.0* Naval Units — supply consumption modifier 1.0 #1.0* Naval Units — supply consumption modifier when in combat 1.0 #1.0* Naval Units — fuel consumption modifier 1.0 #1.0* Naval Units — fuel consumption modifier when in combat or in bombardment 1.0 #1.0

– Code optimizations to current fuel and supply consumptions functions. Changed some of the supply and fuel modifiers in misc.txt:* Land Units — supply consumption modifier when in redeployment pool or not moving 1.0 #1.0* Land Units — supply consumption modifier when in combat 2.0 #1.0* Land Units — fuel consumption modifier when not moving 0.25 #0.25* Land Units — fuel consumption modifier when in combat or in bombardment 2.0 #1.0* Air Units — supply consumption modifier when in redeployment pool or at air base 1.0 #1.0* Air Units — supply consumption modifier when in combat or in bombardment 1.5 #1.0* Air and Naval Units — fuel consumption modifier when at air base or port 0.01 #0.01* Air Units — fuel consumption modifier when in combat or in bombardment 3.0 #1.0* Naval Units — supply consumption modifier when in redeployment pool or in port 0.5 #0.5* Naval Units — supply consumption modifier when in combat 2.0 #1.0*- Naval Units — fuel consumption modifier when not moving and not in port 0.25 #0.25*- Naval Units — fuel consumption modifier when in combat or in bombardment 3.0 #1.0

– New parameter in misc.txt (“economy” section):* If Blue Prints can be sold to non-allied countries. 0 = No, 1 = Yes (player could offer BP), 2 = Yes (player could offer and ask for BPs) 0 #0* If owned (!) provinces can be sold/transferred to non-allied countries. 0 = No, 1 = Yes (player could offer such provinces), 2 = Yes (player cold offer and ask for such provinces) 0 #0* Allow non-owned (just controlled) provinces to be transferred to allied (!) countries if provinces are cores for that ally. 1 — Enabled, 0 — Disabled (default). 1 #0

– Fixed bugged misc.txt parameter: “If units can be sold/transferred to non allied countries”. Changed to:* If units can be sold/transferred to non allied countries. 0 = No, 1 = Yes (player could offer units to all countries and ask for units from allied countries), 2 = Yes (player could offer and ask for units from all countries) 1 #1

– New parameter in misc.txt (“trade” section):

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* Limit new trade deals to allies, preferred countries (AI), current trade partners or neighbors for X days on every game start or reload. 5 #0

– New modifiers in misc.txt (“economy” section):* Min. Available IC as percentage of the final IC (applied in case of resource lack) 0 #0* Min. final Available IC (modified by negative free IC only) 0.0 #0.0* TP to convoy transports conversion ratio 0 #0* DD to convoy escorts conversion ratio 0 #0* CL to convoy escorts conversion ratio 0 #0* CVL to convoy escorts conversion ratio 0 #0* Nationalism per MP (added to stating value) 0.0 # 0.0* Max unmodified nationalism = starting + MP*mod + added by events or partisan funds 20 # 30* Max final province revolt risk = THIS + current country dissent 40 # 100

– New modifiers in misc.txt (“economy” section):* IC multiplier for puppets 0.3 #1.0* Resource multiplier for non-national provinces 0.5 #0.5* Resource multiplier for occupied provinces (overrides non-national) 0.4 #0.4* Resource multiplier for non-national provinces for AI countries (replaces both above). Use -1 disable this AI cheat. -1 #0.75* Resource multiplier for puppets 0.5 #1.0* MP multiplier for puppets (multiplied on the other) 0.4 #1.0

Diplomacy / Government– Make alliance between puppets and masters – checked daily. This

can be disabled from misc.txt. Disabled “Ban from alliance” option for puppet states.

– Each minister personality has a value that can be either auto-calculated on game start or can be specified in minister_personalities.txt. This value is used by AI to target ministers for assassinations and to assign best ministers to posts (optional — set from misc.txt)

– Ministers are assigned to Gov. Positions based on their personality value (optional – set from misc.txt)

– Added a new modifier in misc.txt for days between diplomatic missions.

– Puppets with neutrality 150+ (set in misc.txt – see #617) that are not allied to their master will not join automatically master’s wars anymore

– New modifiers in misc.txt (“ai” section):* Puppets should join Master’s war if AI Neutrality is equal or greater then THIS. Note: this works only if puppet is not part of Master’s alliance! 0 = always join Master’s wars 150 #0

– New misc.txt parameter (“diplomacy” section):* Masters become master of new puppet’s puppets too. 1 – Yes, 0 –

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No– New parameter in misc.txt («economy» section): — # Allow non-owned

(just controlled) provinces to be transferred to allied (!) countries if provinces are cores for that ally. 1 — Enabled, 0 — Disabled (default): 1 #0).

– New modifiers in misc.txt (“diplomacy” section):* Allow manual claims change in-game for players: 1 — Enabled, 0 – Disabled* Added belligerence for every manually claimed non-national and not owned province. Does not apply for owned by enemies or claimed province via event command. 0.2 #0.0* Added belligerence on manual claims removal for every not owned province. Does not apply for owned by an enemy province or when claims are removed via event command. -0.1 #0.0

– New option on misc.txt (“diplomacy” section):* Should not aligned countries join automatically Allies/Axis when DoW by Axis/Allies and both alliances are at war? 1 = Yes, 0 = No

Intelligence– Added new key in misc.txt and to select mode of IC modifier on spy

mission cost (enabled/disabled + 2 IC modes).– New modifier in misc.txt (intelligence section):

* percentage_on_spies to money modifier #100.0

Combat / Missions– New parameter in misc.txt – movement bonus on terrain trait when

moving on such terrain (jungle rat in jungles and marshes, hills fighter on fills and so on) or weather (winter specialist gives bonus on frozen, snowing and blizzard weather)

– New parameter in misc.txt – movement bonus on terrain trait when moving on similar terrain (Ranger in jungles, Mountaineer on Hills and so on)

– New parameter in misc.txt – combat bonus from terrain traits on similar terrain (Ranger in jungles, Mountaineer on Hills and so on)

– Added a new combat modifier in misc.txt: Days in offensive supply (was hard-coded at 30).

– Added a new combat modifier in misc.txt: Hours for Air-to-Air battles (was hard-coded at 4).

– Added a new combat modifier in misc.txt: Hours for Naval and Port bombing (was hard-coded at 5).

– Added a new combat modifier in misc.txt: Hours for Strategic bombing (was hard-coded at 5).

– Added a new combat modifier in misc.txt: Hours for Ground attack bombing (was hard-coded at 4).

– Added a new combat modifier in misc.txt: Wartime oversea MP

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modifier (was hard-coded at 0).– Moved “Requirement for Influence Nation» from economy to diplomacy

section in misc.txt.– Added a new combat modifier in misc.txt: Should fleets on convoy

riding missions return to port because of low Organization or not.– New combat modifiers in misc.txt:

* Land vs. Land — Org dmg — Increasing this will increase ORG damage land unit takes in battle with other land units* Land vs. Land — Str dmg — Increasing this will increase STR damage land unit takes in battle with other land units* Air vs. Air — Org dmg — Increasing this will increase ORG damage air unit takes in battle with other air units* Air vs. Air — Str dmg — Increasing this will increase STR damage air unit takes in battle with other air units* Air vs. Land — Org dmg — Increasing this will increase ORG damage land unit takes from air units* Air vs. Land — Str dmg — Increasing this will increase STR damage land unit takes from air units* Air vs. Land — Ground Attack Org dmg — Increasing this will increase ORG dmg land units take from Air unit on this mission* Air vs. Land — Ground Attack Str dmg — Increasing this will increase STR dmg land units take from Air unit on this mission* Air vs. Land — Interdiction Org dmg — Increasing this will increase ORG dmg land units take from Air unit on this mission* Air vs. Land — Interdiction Str dmg — Increasing this will increase STR dmg land units take from Air unit on this mission* Air vs. Navy — Org dmg — Increasing this will increase ORG damage naval units take from air units* Air vs. Navy — Str dmg — Increasing this will increase STR damage naval units takes from air units* Air vs. Subs — Extra ORG damage multiplier to subs in combat vs. air units* Air vs. Subs — Extra STR damage multiplier to subs in combat vs. air units* Navy vs. Air — Org dmg — Increasing this will increase ORG damage air units take from naval units* Navy vs. Air — Str dmg — Increasing this will increase STR damage air units take from naval units* Navy vs. Navy — Org dmg — Increasing this will increase ORG damage naval units take from other naval units* Navy vs. Navy — Str dmg — Increasing this will increase STR damage naval units take from other naval units* AA to Air — Org dmg — Increasing this will increase ORG damage air units take from province AA* AA to Air — Str dmg — Increasing this will increase STR damage air units take from province AANew economy, diplomacy and research modifiers in misc.txt:* Province buildings repair modifier — how fast damaged or just built province buildings will reach max level* Province resource repair modifier — how fast resources output is increasing to the max (after bombing or conquering)* Days between policy slider moves* Research Post-Historical Date Mod (1 + value * days post

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historical year). Highest possible value is equal to Blueprint Bonus. This bonus do not apply on Nuclear or Rocketry components research time

– New parameter in misc.txt (“combat” section): * AA to Air night modifier. 1 – no change, 0 – no attack, 0.5 – 50% effectiveness and so on 1 #1* AA to Air Radar bonus. (1 + Radar size * Radar Efficiency * THIS). 0 – no radar bonus 0 #0

– New modifiers in misc.txt (combat section)* Naval units range modifier when on Sea transport mission. 3.0 #3.0* Naval units range modifier when on Convoy raiding mission. 2.0 #2.0

– New modifiers in misc.txt (combat section): * Organization regain bonus for units on friendly soil. It depends on infra and is capped (see below) (infra*2 + THIS <= cap). [0.0 = 0%, 1.0 = 100%] 0.0 #0.0* Organization regain bonus for units on friendly soil cap. 1.2

– New parameter in misc.txt (combat section):* AA to Air firing rules: 0 — fire only to passing enemy units on bombing missions, 1 — fire to all passing enemy units: 1 #0

– New modifiers in misc.txt (combat section):* Movement speed modifier to land units in combat 1.0* Movement speed modifier to land units in bombardment 1.0* Convoy interception by naval units on Interdiction, Combat Patrol, Shore Bomb., and ASW missions: 0 disabled for all, 1 — optional for players only (disabled by default), 2 — optional for players (enabled by default) and enabled for AI 0 #0 * Auto-return transport fleets to base on Amphibious assault and Sea transport missions (players only): 0 — enabled, 1 — enabled by default, optional, 2 — disabled by default, optional 0 #0* Allow single province and region targeting for air and naval units (players only): 0 — disabled, 1 – enabled 0 #0* Removed # Should fleets on convoy raiding missions return to port because of low Organization or not: 1 = yes, 0 = no (return only for low strength) 1#1 – The Project 0.5* Night hours during winter — used in land unit speed calculations. Values: 0.0 (Disabled) to 24.0 14 #0 – Addition to * Night hours during spring and fall — used in land unit speed calculations. Values: 0.0 (Disabled) to 24.0 12 #0 * Night hours during summer — used in land unit speed calculations. Values: 0.0 (Disabled) to 24.0 8 #0 – Addition to * Fleet size range penalty — for every ship above the max threshold (see below) 0.0 #0.0* Fleet size range penalty — apply for every ship in the fleet above this. -1 = Disabled -1 #-1* Fleet size range penalty — max penalty value. 0.0 to 1.0 (no penalty) 0.5* Apply air and naval unit’s range limits on missions to Areas and Regions. 0 = Disabled, 1 = Enabled, 2 = enabled for Ai countries too (Not recommended!!!) 0 #0* Radar bonus on detection — used to guide friendly air units on

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Air Superiority and Scramble missions (This * Radar level * Radar efficiency). Higher the better5.0 #0.0* Bonus on detection of enemy air units when they are over a friendly province (added to radar and mission bonuses) — used to guide friendly air units on Air Superiority and Scramble missions. Higher the better 10 # 0.0

– Exported all mission modifiers to misc.txt (new section “mission”):* mission availability at game start (1/0)* default (starting) mission efficiency (0.05 – 10.0)* detection modifiers to Convoy Raiding, Sea Transport, Naval Rebase and Sneak move* detection bonus to Air Scramble and Air Supperiority* distance modifier to Convoy Raiding, Sea Transport and Sneak move* speed modifier to Attack, Support Attack, Reserves, Support Defense and Naval Scramble* suppression modifier to Anti partisan duties* Org. and Str. Damage for Interdiction and Ground Attack (moved from “combat” section)* Shore Bombardment multiplier (moved from “combat” section)

– misc.txt – transferred to “mission” section modifiers from other sections:* Combat Modifier: Shore Bombardment Multiplier (Applies to the SB value of ships for org damage)* Naval units range modifier when on Sea transport mission.* Naval units range modifier when on Convoy raiding mission.* Air vs. Land — Ground Attack Org dmg — Increasing this will increase ORG dmg land units takes from Air unit on this mission* Air vs. Land — Ground Attack Str dmg — Increasing this will increase STR dmg land units takes from Air unit on this mission* Air vs. Land — Interdiction Org dmg — Increasing this will increase ORG dmg land units takes from Air unit on this mission* Air vs. Land — Interdiction Str dmg — Increasing this will increase STR dmg land units takes from Air unit on this mission

– Refined enemy detection for units on Air Superiority missions – see new mission and radar modifiers in misc.txt

– New modifiers in misc.txt (combat section):* Air dogfight XP gain factor 1.5 #1.5 – use that one for air combats* Recalculate land units arrival times when not in combat. 0 — Disabled, 1 — recalculate each hour and so on. (see #409) 0 #0

– Mission control (air and naval units) – added colors to provinces covered by selected mission. Unit’s ranges are taken into account too (when set so in misc.txt).

– New modifiers in misc.txt (“combat” section):* «Synchronize arrival» time modifier — Players only! (Stack arrival time = slowest unit move time * THIS). 1.5 #1.0* «Synchronize arrival» time modifier — AI only! (Stack arrival time = slowest unit move time * THIS). 1.0 #1.0* Recalculate arrival times for units in «Sync. arrival time» mode after combat/bombardment. NOTE: enabling this could de-synchronize

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arrival times! 0 — Disabled, 1 — Enabled for players only, 2 — Enabled for players and AI. 0 #0* AA to Naval — Org dmg — Increasing this will increase ORG damage a fleet takes from province AA. 0.15 #0.15

Units– New parameter in misc.txt used to modify convoy escorts models in

convoy battles (using researched DD model as a base)– The hard-coded 50% penalty for hard units (Softness < 50%) on

attacking urban provinces was moved as parameter in misc.txt– New option in misc.txt about interaction between division and

brigade minister bonuses: 1 = use division bonus if any else brigade; 2 = Use average of both; 3 = use Sum of all; 4 = Use min; 5 = use Max

– New parameter in misc.txt (“mod” section):* Allow brigade attaching as long as the unit is in supply no matter on whom territory it is. 1 — Enabled, 0 — Disabled (default): 1 #0* Multiple deployment — preferred unit size for armies. This could be overridden in-game by holding SHIFT (deploy all in a single group) or CONTROL (deploy each in own group) keys. 3* Multiple deployment — preferred unit size for fleets. This could be overridden in-game by holding SHIFT (deploy all in a single group) or CONTROL (deploy each in own group) keys. 6* Multiple deployment — preferred unit size for air. This could be overridden in-game by holding SHIFT (try to deploy all in a single group) or CONTROL (deploy each in own group) keys. 2

– New modifiers in misc.txt (“mod” section):* Rebels army composition — chance for infantry over militia. 0 — only militia, 100 — only infantry, 50 — 50%/50% and so on.* Rebels army tech level (based on the available model in the country that controls the province). -1 — Only model 1, 0 — Only the Latest model, else random model in the range from (latest model — THIS) to (latest model).

AI– New section in misc.txt for AI modifiers (ai):

* Overproduce of supplies when bellow desired supplies level (percentage of max needed supplies)* Multiplier on overproduce supplies when at war* Military Strength to Total IC ratio during Peacetime for AI countries (do not build new units if above this ratio). Use -1.0 to disable this.* Military Strength to Total IC ratio during Wartime for AI countries (do not build new units if above this ratio). Use -1.0 to disable this.* Military Strength to Total IC ratio for AI major countries (multiplied on the other).* Disables AI Peacetime offensive spy missions: 0 = all are allowed; 1 = Assassination, Coup, Fund Partisans and Nuclear sabotage are disabled; 2 = (1) + Delay TT and Disrupt Prod. are

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disabled.* AI spy missions cost modifier: 1.0 = No change; 0.5 = 50% discount; 2.0 = doubled cost.* AI diplo missions cost modifier: 1.0 = No discount; 0.5 = 50% discount; 2.0 = doubled cost. Note: Demand territory and Trade deals are for free.* AI influence modifier. Reduce or increase number of Influence missions AI does: 1 = no change; 0 = No influence missions; 2 = doubled.

– New modifiers in misc.txt (ai section):* Do not produce supplies when current supply stockpile is greater then THIS * max supply production. This overrides all other settings. 7.0 # 10000* Do not start producing any new units when more then THIS percentage of the total IC is needed to supply existing units (0.0 to 1.0; 1.0 = 100%, disabled). Enabling this will encourage AI to build more IC when this ratio is exceeded.

– New modifiers in misc.txt (ai section):* Do not use Offensive supply when supplies stockpile is below THIS * critical supply threshold. 1.0 #1.0* Do not use Offensive supply when oil stockpile is below THIS * critical oil threshold. 1.0 #1.0* Do not Offensive supply unit if its ESE is greater then THIS. 0.8 #0.8* Do not Offensive supply unit if its average (for all divisions) ORG or STR damage (in % of max) is above THIS. 0.2 #0.2* New DoW rules (AI only) — disallow DoW between alliance members if alliance leaders have NAP. Disallow DoW to or by puppets. 1 — Enabled, 0 – Disabled. 0 #0

– Improved event AI chances calculation (misc.txt):* Sum of AI chances of all valid actions could be any positive number (removed fixed sum = 100 prerequisite)* Invalid actions are skipped in AI chances calculations* Actions without specified AI chances are ignored by the AI if there is at least one valid action with AI chance set

– New modifiers in misc.txt (“ai” section) AI events action selection rules:* 0-100 : Chance for the first valid action to be chosen. Remaining valid actions have equal chances. Used for events that do not have valid action with AI chance set, else AI chances are used* -1 : Random — every valid action has the same chance. Used for events that do not have valid action with AI chance set, else AI chances are used* -2 : Historical — First valid action is always selected. Used for events that do not have valid action with AI chance set, else AI chances are used* -3 : Forced historical — First valid action is always selected if there is no AI chances set for a valid action, else — (first) valid action with the highest AI chance set is selected

– New modifiers in misc.txt (“mod” section):* Auto reply to events (players). 0 — Disabled, 1 — Enabled (using

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AI event action selection rules — see «ai» section) 0 #0* Force actions to show even if there are no valid commands as long as action trigger is valid (or there is no action trigger at all). Ignored for random and persistent events! # 0 – Disabled # 1 – Enabled only for actions that have valid triggers # 2 – Enabled for actions without triggers too

– New modifiers in misc.txt (“ai” section):* Force strategic redeployment if movement time is longer then X hours. This setting will override default AI settings. -1 – Disable, Else time in hours* Use quick area check (Garrison AI) — could be inaccurate in some rare cases. 1 — Enabled, 0 – Disabled 1 # 0

Map– New section in misc.txt – “map”:

* Total provinces. There is a hard-coded limit to 10000. adjacent.tbl must be updated after any change here (just rename/delete it and restart the game) 2608 #2608* Distance calculation model. 0 — use the old, map based calculation (slower and incorrect); 1 — use real world distances from airdist.tbl (based on distances.csv) and navaldist2.tbl files 1 #0* Map Width. Should be multiple of 32! NOT USED YET! 29952 #29952* Map Height. Should be multiple of 32! NOT USED YET! 11520 #11520

– Map provinces limit change. Max provinces are set to 10000, but currently used provinces are set in misc.txt. Except for increased memory usage (up to 10MB), there is no performance drop.

– Selectable game maps:* load all map related files including province.csv, province_names.csv from a user defined folder (mapMap_X)* load all province and city pictures from a user defined folder (mapMap_Xgfx)* set used map in misc.txt (0 – use default map, 1 – load map from mapMap_1 and so on)

– New modifier in misc.txt (“map” section):* Map: 0 — use default map, else load a new map from «mapmap_X» folder where X = THIS.

Other changes to misc.txt– Two new sections in misc.txt: intelligence and diplomacy.– New section in misc.txt for modding tools (mod)

* AI spy (LogSpyAI.csv) and diplomatic (LogDiploAI.csv) mission loggers: 0 = disabled (default), 1 = enabled* Country logger (LogCountry.csv): 0 = disabled (default), >0 = enabled, days between logs, -1 = log only player’s country

– New modifiers in misc.txt (mod section):* Use new auto-save file format: AutoSave_Country_Year_Month_Day.eug. 1 — Enabled, 0 – Disabled. 1

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#0* Load new AI settings on AI file switching to all clients in MP games. 1 — Enabled, 0 – Disabled. 0 #0* — Switched AI files logger (SwitchAI.txt): 0 — Disabled, 1 – Enabled. 1 #0

– New modifiers in misc.txt (“mod” section):* In-game losses logging (statistics). 0 — Disabled, 1 – Enabled: 1 #0

– New parameter in misc.txt (“mod” section):* Allow unique pictures to all land provinces. 1 — Enabled, 0 — Disabled (only urban provinces may have unique pictures) 1 #0

– Optional (misc.txt) — Fixed a bug preventing an action in event to show if all commands in it are invalid. This sometimes prevented the entire event from firing.

– New policy modifiers in policy_effects.csv:* MODIFIER_RELATIONSHIPS_DOW – Additive. Relationship needed to DoW – new, enabled from misc.txt

– New misc.txt parameters (“ai” section):* Use new AI release rules – all countries can release puppets even when at war. 1 – Yes, 0 – No

– Max active tech teams made moddable from misc.txt (up to 50).– New modifiers in misc.txt (“research” section):

* Use new Technology page layout — allow for more techs and better view. 0 — use vanilla; 1 — use new 1 #0* Max active tech teams at a time (cannot be more then 50). Note: New Technology page layout will be auto-set for values above 5! 5 #5* Min active tech teams at a time 1# 1* Required IC for each tech team above the min 20 #20

– Tie revolt risk to province MP. Introduced max base (unmodified) revolt risk. Optional, set in misc.txt

– Decisions concept:* new modifier in misc.txt (“mod” section): #Enable decisions for players. 0 — Disabled, 1 – Enabled

Changes to diplo_costs.txt– Changed diplomatic costs to positive numbers.

Changes to spy_costs.txt– Changed “diplomacy” section name in spy_costs.txt to

“intelligence”. A bug on error reporting on parsing has been fixed.

– spy_costs.txt format has been optimized. Most of the new spy

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system modifiers were moved to misc.txt.

Changes to policy_effects.csv– All policy modifiers are moddable from policy_effects.csv. (Use

“policy_effects.csv” file in game checksum calculation.)– Added new policy modifier _MODIFIER_RESEARCH_SPEED_.– Added new policy modifier _MODIFIER_INTEL_COST_.– Added new policy modifier _MODIFIER_INTEL_MAINTENANCE_.– _MODIFIER_UPGRADE_TIME_AND_COST_ modifier was split in two:

_MODIFIER_UPGRADE_TIME_ and _MODIFIER_UPGRADE_COST_.– _MODIFIER_PRODUCTION_TIME_ AND_COST_ modifier was split in two:

_MODIFIER_PRODUCTION_TIME_ and _MODIFIER_PRODUCTION_COST_.– Enabled _MODIFIER_RESOURCE_PROD_ modifier.– Policy modifier on stockpiles limit MODIFIER_STOCKPILES – set is

policy_effects.csv– New policy modifiers in policy_effects.csv:

* MODIFIER_USE_BELLIGERENCE_FOR_DOW — Additive. Use belligerence in “is DoW allowed” calculation – replacing old hard-coded threshold (democracy >=5 -> use belligerence based on Interventionism). Use Belligerence when sum of all sliders for is above 1.* MODIFIER_BELLIGERENCE_DOW – Additive. Belligerence needed to DoW. Used only when MODIFIER_USE_BELLIGERENCE_FOR_DOW is greater then 1* MODIFIER_RELATIONSHIPS_DOW – Additive. Relationship needed to DoW – new, enabled from misc.txt* MODIFIER_COUNTERINTELLIGENCE — Additive. Used as bonus to current counter-intelligence. The recommended max value from all sliders is 15!* MODIFIER_INTELLIGENCE — Additive. Added to spy levels in distance calculations. Higher it is – distance will have less impact on mission chances. The recommended current values from all sliders are from -5 to +4!

– 603. New policy modifiers in policy_effects.csv:* MODIFIER_RELATIONSHIPS_DOW — Starting value: -200

– Added new policy modifiers in policy_effects.csv:* CAN_ALLY_WHILE_AT_PEACE* CAN_ADD_CLAIMS_TO_NEUTRALS* CAN_DEMAND_CLAIMS* CAN_BREAK_NAP* CAN_GUARANTEE

– Added restrictions to demand and set new claims: * new claims can be set to neutral countries only if policy allows that (new policy modifier in policy_effects.csv)

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Changes to Triggers– Trigger: access = { country = TAG } # check if the country in

question has access to TAG

– Trigger: alliance = { country = TAG } # check if the country in question is allied to TAG

– Trigger: area = { area = name [country = TAG/-1/-2/-3] [data = 1/2] [value = X] } # check if all provinces in the area are controlled (data = 1 or no data) or owned (data = 2) by the current country (country = -1 or no country), enemy countries (country = -2) or allied/friendly countries (country = -3)); optional value = X (0 to 100, default is 100) – percentage of provinces (cannot be less then 1 province)

– Trigger: building = { province = ID type = building_type value = X [when = now] } # check if in the specified province that building_type is at least at level X; when = now for current size, else — max size

– Trigger: capital = { province = a [data = tag] } # check if that province is the capital of TAG (or country in question if not specified)

– Trigger: claims = { province = a [data = tag ] } # check if that province is claimed by TAG (or country in question if not specified)

– Trigger: control = { province = a [data = tag] } # checks if province is controlled by country x. If data = -1 or no data then it’s for country receiving event; -2 is Enemy; -3 is allied (war or diplomatic alliance) or event receiver

– Trigger: convoypool = X # changed to check for total convoy transports instead just for unassigned

– Trigger: core = { province = a [data = tag ] } # check if that province is core for TAG (or country in question if not specified)

– Trigger: embargo = { country = [tag1] country = [tag2] [value = 0/1/2]} # checks if tag1 has trade (value = 1), tech (value = 2) or any (value = 0 or no value) embargo to tag2. If no tag 2 check for current country against tag1

– Trigger: escortpool = X # changed to check for total escorts instead just for unassigned

– Trigger: guarantee = { country = TAG } # check if the country in question has GoI by TAG

– Trigger: ic = X / ic = { [country = TAG] value = X [when = now] } # check if TAG (or country in question if not specified) has X or more Total IC ([when = now] ) or Base IC; ic = X checks if current country has at least X total IC

– Trigger: intelligence = X / intelligence = { [country = TAG] value = X [data = 1/2/3] } # True if intel level is at least X in the current country (intelligence = X, or no TAG) or country in question (TAG); data: 1 (default) intell level, 2 – foreign intelligence, 3 – counter espionage

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– Trigger: intel_diff = { country = TAG1 [country = TAG2] value = X [data = 1/2/3] } # True if TAG1 intel efficiency in TAG2 – TAG2 intel efficiency in TAG1 is at least X (data = 1 or no data), TAG1 intel level – TAG 2 intel level is at least X (data = 2), or TAG1 intell efficiency in TAG 2 is at least X. If no TAG2 check for current country in TAG1. value could be negative.

– Trigger: ispuppet18 = [yes/no/TAG] # improved trigger, use ispuppet = yes to check if the country in question is puppet to another country.

– Trigger: lost_IC = { value = X } # X% or more of national IC of the country in question is in enemy hands

– Trigger: lost_national = { value = X } # X% or more of national provs of the country in question are in enemy hands

– Trigger: lost_VP = { value = X } # X% or more of _owned_ VPs of the country in question are in enemy hands

– Trigger: military_control = { country = TAG1 [country = TAG2] } # True if TAG1 has military control over TAG2, or country in question has military control over TAG1 (when no TAG2)

– Trigger: non_aggression = { country = TAG } # check if the country in question has NA pact with TAG

– Trigger: nuclear_reactor = X / nuclear_reactor = { [country = TAG] value = X [when = now] } # check if TAG (or country in question if not specified) has nuclear reactor at X or more current size ([when = now] ) or max size; nuclear_reactor = X checks if current country has at least nuclear reactor with X current size

– Trigger: nuked = X / nuked = { country = TAG1 [country = TAG2] data = X [where = Y] }* nuked = -1 # True if against that country have been used more the 1 nukes* nuked = 1 # True if that country has used at least one nuke against any country* nuked = { country = FRA country = GER data = 1 where = 300 } # True if France(FRA) has used at least 1 nuke to Germany (GER) in Berlin (ID #300) * nuked = { country = FRA data = -1 } # True if against France(FRA) has been used at least 1 nuke by any country* nuked = { country = GER data = -2 where = 300 } # True is against Germany have been used at least 2 nukes (by any country) at Berlin

– Trigger: owned = { province = a [data = tag] } # checks if province is owned by country x. If data = -1 or no data then it’s for country receiving event; -2 is Enemy; -3 is allied (war or diplomatic alliance) or event receiver

– Trigger: participant = { [county = TAG] value = 1/2/3/4 } # check if TAG (or country in question if not specified) is part of Allies (1), Axis (2), Comintern (3) or any alliance (4)

– Trigger: policy = { [country = TAG] type = [policy] value = X } # true if the policy of TAG (or country in question if not specified) is equal or greater then X. Value is 1 to 10

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– Trigger: puppet = { country = TAG } # check if the country in question has country TAG as puppet

– Trigger: region = { region = name [country = TAG/-1/-2/-3] [data = 1/2] [value = X] } # check if all provinces in the region are controlled (data = 1 or no data) or owned (data = 2) by the current country (country = -1 or no country), enemy countries (country = -2) or allied/friendly ); optional value = X (0 to 100, default is 100) – percentage of provinces(cannot be less then 1 province):

– Trigger: rocket_test = X / rocket_test = { [country = TAG] value = X [when = now] } # check if TAG (or country in question if not specified) has rocket test sites at X or more current size ([when = now] ) or max size; rocket_test = X checks if current country has at least rocket test site with X current size

– Trigger: tech_team = ID / tech_team = { id = X [country = TAG] } # checks if team with id X is active (current year is in between team’s start/end year) in the current country (no country entry), in a specified country (TAG) or in any country (country = -1, or just team = ID)

– Trigger: trade = { country = TAG } # check if the country in question has a trade deal with TAG

– Trigger: war = { country = TAG } # check if the country in question is at war with TAG

– Trigger: [div type] = { [country = TAG] value = X [when = now] } # check if TAG (or country in question if not specified) has X or more of that type of division. when = now counts only already built divisions.

– Extend garrison trigger to support [country = TAG/0/-1/-2/-3] (0 – all countries, current country (country = -1 or no country), enemy countries (country = -2) or allied/friendly countries (country = -3); optional area values: 0 = (no) / 1 = area / 2 = region /3 = (yes) owner area ):* garrison = { [country = TAG/-1/-2/-3] province = [province] type = [air/land/naval] size = [number of divisions] area = [0/1/2/3] }

– New trade system triggers:* stockpile = oil/energy/metal /rare_materials/supplies/money # Returns true if Stockpile is set for the given resource.* import = oil/energy/metal /rare_materials/supplies/money # Returns true if Import is enabled for the given resource.* export = oil/energy/metal /rare_materials/supplies/money # Returns true if Export is enabled for the given resource.* resource_shortage = oil/energy / metal / rare_materials / supplies / money/all # Returns true if there is resource shortage for that resource or for any resource when used with “all”. NOTE: This trigger is not very reliable because it is set correctly on the second game day on every game session.

– Additions to event trigger: event = { id = EVENT_ID days = X } # Check if event with EVENT_ID has fired at least X days ago

– Added (optional) triggers to individual commands or event actions.

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Example 1: action = {

trigger = {

NOT = { war = { country = GER country = AUS } }

}…

Example 2: action = {

command = { trigger = { ai = no } type = dissent value = 10 }…}

Changes to Commands– Fixed units stats added by events (example “command = { type =

soft_attack which = infantry value = 10 }” ) – those were not applied to newly built units.

– Added “when = XXX” entry to build_division event command to allow serial builds (default value is 1)

– Fixed a CTD bug with undocumented change country TAG command (command = { type = country which = TAG }) – tech-teams currently researching were not removed from research pool. On click game CTD

– Fixed a bug in change TAG command — only minimum provinces were added to nationalprovinces list. Add provinces from extra list too and also claims to claimedprovinces list.

– Addition to inherit command – added value = 1/0(default) argument. When set country will receive all units and production queue too.- type = inherit which = [tag] [value = 1/0 (default)]

– New commands and country specific modifiers on max stockpiles:* command = { type = stockpile which = (industry / supplies (used for oil too) / all) when = ( war / peace / all ) value = XX }

– New event commands to toggle auto-trade options.* command = { type = auto_trade which = (oil/energy/metal /rare_materials/supplies/money) when = (import/export/stockpile) value = 1/0 }Notes:a. Enabling Stockpile will disable Export and enable Importb. Enabling Export will disable Stockpilec. Disabling Import will disable Stockpile* command = { type = auto_trade_reset } — reset auto-trade options to defaults ( Stockpile disabled, Import and Export enabled for all resources)

– New event command – add/remove tech/trade embargoes:* command = { type = embargo which = TAG where = TAG [value = -2/-1/0/1/2/3] } # which – enforcer; where – subject; value: -2 – clear tech embargo; -1 – clear trade embargo; 0 or no value – clear all embargoes; 1 – enforce trade embargo; 2 – enforce tech embargo; 3 – enforce both trade and tech embargoes; If which =

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where then value = 0 (clear all embargoes the country has), -1 (clears all trade embargoes the country has), -2 (clears all tech embargoes the country has)

– New event command – trade:* command = { type = trade which = TAG where = TAG [energy = x] [metal = x] [rare_materials = x] [oil = x] [supplies = x] [money = x] [when = Days duration / default is 100 years] [value = 1/0 – default, can be broken, 1 = not] }

– New event command – change flag/shield/counter name and skin:* command = { type = flag_ext where = TAG [which = “string”] } # where – change flag of TAG; which — add that string to flag/shield/counter name and skin folder; use empty string (“”) or no which to clear.

– New event command – change country name:* command = { type = name where = TAG [which = “string”] } # where – change name of TAG; which — new country name; use empty string (“”) or no which to reset name to default.

– New event command – military_control:* command = { type = military_control which = TAG where = TAG value = 1/0 } # which – controlling country; where – controlled country; value – 1(assume MC), 0 (relinquish MC)

– New event command – secederegion:* command = { type = secederegion which = TAG value = REGION_NAME }

– New event command – secedearea:* command = { type = secedearea which = TAG value = AREA_NAME }

– New event command: type = addclaim which = [prov id] # Add province to country claims

– New event command: type = removeclaim which = [prov id] # Remove province from country claims

– Improved manpowerpool command – added optional [when = 1/[0]] switch. When set 1 add the MP as percentage (value = x.x) of the MP in all controlled national provinces.

– Corrected event command: type = carrier_level value = XXX.X #country-independent bonus to every carrier into a naval combat (Bonus = (OurCarrierLevel — TheirCarrierLevel) / 10). Specified value replaces currently used (it is not additive command). By default this value for all countries is 0.0 (and so the bonus is 0%).

– Extended alliance command (added Axis, Allies, Comintern alliances): type = alliance which = [tag] [where = 1/2/3] # This country enters in an alliance with country = [tag], [-1] for random country, where = 1 – Axis/ 2 – Allies / 3 – Comintern

– Added a new command to change leader of a major alliance: command = { type = alliance_leader [which = TAG] where = 1/2/3 } #sets TAG (or country in question if no which is specified) as the new leader of Axis (where = 1), Allies (where = 2) or Comintern (where = 3)

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– Added a new command to change major alliances name, strings, pictures: command = { type = alliance_name which = “XXXXX” where = 1/2/3 } #sets Axis (where = 1), Allies (where = 2) or Comintern (where = 3) name to defined as ALLIANCE_XXXXX in a CSV file, victory string — GAME_END_XXXXX_VICTORY, total victory string — GAME_END_XXXXX_TOTAL, alliance picture used on game quit/scenario end — gfxinterfaceXXXXX_ledg.bmp and background picture used on alliance victory — gfxinterfacefrontendendgame_XXXXX.bmp

Decisions– Decisions concept:

* new modifier in misc.txt (“mod” section): #Enable decisions for players. 0 — Disabled, 1 – Enabled

Basics1. Decisions will be just slightly modified events. 2. They will differ from regular event only by the presence of a new section — decision 3. Decisions will be treated as regular events by the AI. 4. Players will have the power to choose when a decision could be applied.5. Decisions will be hidden until all triggers in decision = { } section is true. 6. Decision will be available for selection when all triggers in trigger = { } section in the event are true.7. Once selected the decisions will fire as regular event via standard event window with all the usual information and actions on it.8. Decisions will be logged in event history as regular events.9. Decisions list will be populated on game start and updated daily.10. Decisions can be enabled/disabled via a new setting in misc.txt («mod» section). 11. New entry in the event : decision_desc = «….», optional decision specific text (used on tool-tips instead of event description).12. New entry in the event : decision_picture = «picture_name.bmp». Optional (there will be a generic picture loaded by default — gfxevent_picsdecisions_empty.bmp), placed on the decision plate13. New entry in the event : decision_trigger = { }. It is optional and will be used instead of trigger = { }. When it is true the decisions will be active for selection. When not present trigger = {} section will be used for that.

UI1. Available decisions will be listed in a new list similar to units/provinces list.2. Decisions list can be selected via a new button (next to Provinces/Army… buttons).3. Inactive decisions will be grayed out.

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4. Active decisions can be selected and applied.5. Tool tips:

a) Decision Name = event title b) Decision description = event text c) Triggers — already valid triggers will have a green «+» or «*» as prefix, while inactive will have a red one. d) Action name + effects. e) Decision only text — specified in the event as decision_text = «….». Optional, will be used in place of decision description text on the tool-tip.

6. There will be notification when new decision is added to the list.7. The button should change state to inactive when there are no visible decisions. 8. The button should not be visible when Decisions are disabled from misc.txt.9. Add decision mini-picture — optional, specified in the event (decision_gfx = «picture_name.bmp»)10. Added cancel button to decision’s event panel.

Limitations1. Decisions should not use random elements in any triggers so tool-tips to be correct. EDIT No problem to use random trigger in AI only actions or commands2. Preferable decisions should have only one action. EDIT No problem to have many actions3. Triggers for action(s) should be avoided. EDIT No problem to have triggers4. Triggers for commands should be avoided. EDIT No problem to have triggers5. For better formatting on tool-tips NOT = { trigger1 … triggerX } should be used for individual triggers only NOT = { trigger1 } … NOT = { triggerX } NEW

Notes1. Limitations — these are not stoned yet and most probably they could be ignored when this is needed, but as a rule should be avoided and when used should be extensively tested to ensure correct in-game results.

Other Changes– Changed absolute game years from 1935/1965 to 1/3000– Hide triggered AI_EVENT events on tool-tips (decisions, events). – Unlimited* event actions (* — limited by screen size only): action

= { … }– New event settings:

* save_date = yes / no (default); If set saves date when this event has fired and that date can be used as a trigger by other

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events (delay event B to fire at least X days after event A). NOTE!!! Valid event IDs range is 0 to 2,147,483,647!!!* one_action = yes / no (default); If set show just one (random) action to the player. The action is chosen based on AI chances (if present), else it is random using the same rules as for the AI (set in misc.txt).

– Added 8 new event display sizes: paper_400_576.bmp, paper_400_624.bmp, paper_400_672.bmp, paper_400_736.bmp, paper_400_800.bmp, paper_400_864.bmp, paper_400_928.bmp, paper_400_992.bmp

– New event display format: * style = 1 — allow bigger pictures to be used * smaller action buttons

– Added new event style (style = 2 in events):* Header picture 400 x 48 pixels. Generic (news_header.bmp) or country specific (news_header_TAG.bmp)* Display current game date and capital name* Event picture * Event title* Event text* Event Effects – if only one action with less then 5 effects* Event Action buttons

– New country IC modifier — wartime_ic_mod. Works like peacetime_ic_mod, but when at war.

– Enabled unlimited unit models (was fixed to 10). To use just add a new model = {….} entry in the respective txt file in “units” folder. As a bonus this change will decrease loading time and memory usage for unit types that use less then 10 models.

– Added new (optional) parameter for units: max allowed brigades. This overrides default hard-coded values. Add to division files in “dbunitsdivisions”. Format: max_allowed_brigades = X. Currently it is allowed to have up to 5 brigades for naval units and up to 1 brigade for land and air units.

– Added 10 new research types: avionics, munitions, vehicle_engineering, carrier_design, submarine_design, fighter_design, bomber_design, mountain_training, airborne_training, marine_training.

– Added 20 more Research Type (components): * Maneuver Tactics, Blitzkrieg Tactics, Static Defense Tactics and Medicine* rt_user_x (x = 1..16)

– activate_unit_type and deactivate_unit_type effects are now reversible on doctrine abandon.

– Added possibility to define new minister personalities with unique effects, including personalities that could be assigned to all government positions.

– All minister modifiers are moved to a moddable file (dbministersminister_personalities.txt; used also in game checksum calculation). Moddable effects:

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* Leader skill* Research time – per tech or for all* Research cost – per tech or for all* Resource production bonuses – oil, energy, metal, rare materials, money* Production bonuses – foreign IC, national IC, reinforce, upgrade, consumer goods, supplies* Units – build time, build cost, attack bonus, defense bonus, morale (org. regain), organization * Brigades — build time, build cost, attack bonus, defense bonus, morale (org. regain), organization * Land unit speed* Belligerence – required for DoW, wartime and peacetime * Transport capacity modifier* Provincial buildings (IC, coastal and land forts, flak, infrastructure, air and naval bases, radar stations, nuclear reactors and rocket test sites) time and cost* Detection – naval, land and convoy* Dissent* Manpower growth – total and non-national * Supply consumption* Spying networks bonus – intelligence (home) and counterintelligence (foreign). Limited up to 5% each!* Intelligence reports accuracy – land/air units, navy/convoys and production/research. Values from -10 to 10* Diplomatic action chances – trade (used also for trade agreements), alliance (offer, join and bring), non-aggression pact, demand territory, ask for military access, sue for peace (insist on demands, white and beg for peace), assume military control and influence* Diplomatic action chances extra modifiers – weak target (Total IC is less then ½), same alignment, opposite alignment, democracies, dictatorships, close government type (difference +/- 2)* Diplomatic action cost for each action. The final value can be no less then 0.0* Diplomatic action cost extra modifiers – weak target (Total IC is less then ½), same alignment, opposite alignment, democracies, dictatorships, close government type (difference +/- 2), national (actions against us: cost modifier = 1 + Sender’s modifier + Target’s modifier). * Convoy transports and escorts build time and cost (using transport ships and destroyers modifiers) * Intelligence mission cost for each mission – 2 modifiers: for sender and for target (Final cost modifier for a mission = 1 + Sender’s cost modifier + Target’s defense cost modifier). The final value can be no less then 0.0* Intelligence funding and maintenance cost modifiers* Intelligence mission chances for each mission – 2 modifiers: for sender and for target (Summary chance for a mission = Sender’s modifier + Target’s defense modifier)

– Minister modifier on stockpiles:* stockpile — modifiers on stockpiles limit* which = industry / supplies (used for oil too) / all (default)

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* when = war / peace / all (default)* value = x.xxxx

– Difficulty modifier on stockpiles limit STOCKPILES – set in difficulty.csv

– Modified, new text CSV files (config folder):* mods.csv — for use by modders* expansion_core.csv (renamed expansion.csv) – used for strings required by Darkest Hour’s core* expansion_extra.csv – used for new techs, minister traits descriptions and events

– Added Famous Quotes to loading screen (configfamous_quotes.csv)– Increased predefined map colors from 26 to 32 (UserColor1 to

UserColor6 in “mapcolosrcalses.csv”)– Added HQ icon to units in units list (icon_unit_HQ_active.bmp and

icon_unit_HQ_inactive.bmp)– Added unique colors on units list for more unit types:

I. Land: 1. plate_unit_land_gar.bmp — the unit has at least one GAR division 2.1 plate_unit_land_mobile_hard.bmp — the unit contains only ARM, LArm, MECH (+HQ) divisions 2.2 plate_unit_land_mobile_soft.bmp — the unit contains only MOT, CAV (+HQ) divisions 2.3 plate_unit_land_mobile_mixed.bmp — the unit contains only mobile divisions 3. plate_unit_land_mixed.bmp — the unit contains mix of mobile and foot divisions 4.1. plate_unit_land_mtn.bmp — the unit contains only MTN divisions (+HQs) 4.2. plate_unit_land_mar.bmp — the unit contains only MAR divisions (+HQs) 4.3. plate_unit_land_para.bmp — the unit contains only PARA divisions (+HQs) 4.4. plate_unit_land_commando.bmp — the unit contains only commando divisions (+HQs) 5. plate_unit_land_commando_mixed.bmp — the unit contains commando divisions mixed with other foot divisions (INF, MIL) (+HQ) 6. plate_unit_land_foot.bmp — the unit contains only regular foot units (MIL, INF) (+HQ) II. Air: 1. plate_unit_air_ftr.bmp — the wing contains only FTRs 2. plate_unit_air_int.bmp — the wing contains only INTs and FTRs

3. plate_unit_air_tac.bmp — the wing contains only TAC bombers

4. plate_unit_air_nav.bmp — the wing contains only NAV bombers

5. plate_unit_air_str.bmp — the wing contains only STR bombers

6. plate_unit_air_cas.bmp — the wing contains only CAS bombers

7. plate_unit_air_tra.bmp — the wing contains only TRA planes

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8. plate_unit_air_rocket.bmp — the wing contains only rockets and fl. bombs

9. plate_unit_air_mixed.bmp — all mixes III. Naval:

1.1.plate_unit_sea_ctf.bmp — fleet contains at least on CV1.2. plate_unit_sea_ctf_tp.bmp — the fleet has at least one

CV and at least one TP 2.1. plate_unit_sea_sag.bmp — fleet contains at least on BB,

BC, CA or CVL2.2.plate_unit_sea_sag_tp.bmp — the fleet has at least one

capital and at least one TP 3. plate_unit_sea_tra.bmp — fleet contains only TPs4. plate_unit_sea_sub.bmp — fleet contains only submarines5. plate_unit_sea_screen.bmp — fleet contains only screens 6. plate_unit_sea_mixed.bmp — for mixed screens/TP/submarines

– Added 4 buttons to show/hide leaders in Available leaders list by rank (btn_medium.bmp).

– Replaced buttons on production screen check-boxes with smaller one (btn_small.bmp).

– Replaced buttons on policy auto-slider check-boxes with smaller one (btn_small.bmp).

– Replaced buttons for Auto-promote and Auto-assign leaders with smaller one (btn_small.bmp).

– Added unique icons on unit plates:I. Land:

1.1. icon_unit_HQ_active.bmp – only HQ in the unit1.2. icon_unit_HQ_inactive.bmp – only HQ in the unit (no or

low rank leader)2.1. icon_unit_land_tank.bmp – only ARM, LArm (and HQs)2.2. icon_unit_land_combined_fast.bmp – only ARM, LArm, Mech,

Mot, Cav (and HQs)2.3. icon_unit_land_combined.bmp — ARM, LArm, Mech (and HQs)

mixed with other divisions types3. icon_unit_land_par.bmp – at least one PARA4. icon_unit_land_mar.bmp – at least one MAR5. icon_unit_land_mtn.bmp – at least one MTN6. icon_unit_land_mot.bmp – at least one MOT7. icon_unit_land_cav.bmp – at least one CAV8. icon_unit_land_inf.bmp – at least one INF9. icon_unit_land_gar.bmp – at least one GAR10. icon_unit_land_mil.bmp – at least one MIL(11. icon_unit_none.bmp – no divisions (yet))

II. Air:1. icon_unit_air_ftr.bmp – FTR only2. icon_unit_air_int.bmp – INT or FTR + INT only3. icon_unit_air_tac.bmp – TAC only4. icon_unit_air_nav.bmp – NAV only5. icon_unit_air_str.bmp – STR only6. icon_unit_air_cas.bmp – CAS only7. 1. icon_unit_air_tra_l.bmp – TRA only, at least one loaded

with land units7. 2. icon_unit_air_tra_e.bmp – TRA only, all empty

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8.1. icon_unit_air_flying_rocket.bmp – at least one Flying rocket

8.2. icon_unit_air_flying_bomb.bmp – Flying bombs or Flying bombs +Flying rocket

For mixed bombers with other aircraft type the is choosing in this order: STR, NAV, TAC, CAS, FTR, INTIII. Naval:

1. icon_unit_sea_cv.bmp – fleet has at least one CV2.1. icon_unit_sea_bb.bmp – fleet has at least one BB2.2. icon_unit_sea_bc.bmp – fleet has at least one BC 2.3. icon_unit_sea_ca.bmp – fleet has at least one CA2.4. icon_unit_sea_cvl.bmp – fleet has at least one CVL3.1. icon_unit_sea_tra_l.bmp – TPs only, at least one is

loaded with troops3.2. icon_unit_sea_tra_e.bmp – TPs only, all empty4. icon_unit_sea_sub.bmp – SS/SSN only5.1. icon_unit_sea_screen.bmp – at least one DD/CL in fleets

with screens or screens + TP + SS/SSN(5.2. icon_unit_sea_sub.bmp – SS/SSN + TPs)

IV. Special:1. icon_unit_none.bmp – transparent icon used on empty units

– Added engineer icon on unit plates when at least one division of the unit has an engineer brigade (icon_unit_engineer.bmp and icon_unit_no_engineer.bmp)

– Added extra Transport icon on unit plate for fleets that have TPs (icon_unit_sea_tra_l.bmp and icon_unit_sea_tra_e.bmp)

– Added extra Transport plane icon on unit plate for mixed air fleets that have Transport planes (icon_unit_air_tra_e.bmp and icon_unit_air_tra_l.bmp)

– Added extra Escort icon for air wings having at least one ESC brigade attached (icon_unit_air_escort.bmp)

– Added extra INT/FTR icon for air wings of mixed bombers and INT/FTR (icon_unit_air_int.bmp and icon_unit_air_ftr.bmp)

– Added extra FTR icon for mixed INT/FTR only air wings (icon_unit_air_ftr.bmp)

– ‘EF’ and ‘MC’ text on foreign units):* Changed to icons (icon_unit_EF.bmp, icon_unit_MC.bmp, icon_unit_own.bmp)* Allowed country flags to be used instead icons (gfxmapflagsicon_TAG.bmp)* When Flags are used two more icons are available (as a second layer) to allow easy recognition between EF/MC forces (icon_unit_EF_shade.bmp, icon_unit_MC_shade.bmp)

– Added new province category and list: claimedprovinces = { PROV_ID …}

– Added second frame to gfxinterfacemap_circle.bmp which to be used for claimed provinces in Diplomacy map mode.

– Added restrictions to demand and set new claims: * new claims can be set to war enemies or allies/puppets/masters

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* new claims can be set to neutral countries only if policy allows that (new policy modifier in policy_effects.csv)* claims cannot be demanded from guaranteed at the same time countries

– Added new AI parameter – liberate_nation = { }. It is similar to liberate = { }, but determines which countries the AI is going to relieve from puppet status (give them independence). Liberate chances are: 15% in peace, 10% in war, 5% for colonial countries.

– New parameters for country creation (revol.txt):* claims = { PROV_ID …} – populates claimedprovinces list* min = X — allows release if at least X provinces of minimum list are controlled by releaser country. By default (no min_prov entry or min_prov = -1) it is equal to provinces in minimum list. * min_extra = X — allows release if at least X provinces of extra list are controlled by releaser country. By default (no min_ extra entry) it is 0. * value = X.X (0.0 – 1.25) – used by the old release model (when no min or min_extra are defined). When “score” is above that value the country will be available for release. By default (no value) it is 0.51.

– Allowed (optional) unique province capital/city icons. Gfxmapcity_PROVID.bmp (city_55.bmp for Paris and so on). Code optimization.

– Added optional fonts support for each language. Fonts are expected to be found in gfxfontsX folder where X is the language set in settings.cfg (0 – ENG … 5- Polish). If not found in numbered folder fonts are read from fonts default location (gfxfonts).

– Added options to major alliances (Axis, Allies, Comintern):* new optional alliance parameter: name = “XXXXX”. It is used to set alliance name defined as ALLIANCE_XXXXX in a CSV file, victory string — GAME_END_XXXXX_VICTORY, total victory string — GAME_END_XXXXX_TOTAL, alliance picture used on game quit/scenario end — gfxinterfaceXXXXX_ledg.bmp and background picture used on alliance victory — gfxinterfacefrontendendgame_XXXXX.bmp* skip inexistent major alliances on scenario end statistics screen.

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MapList of provincesList to be included once finalized.Province ID, Province Name, Area Name, Region Name, Continent


26 апреля 2011


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Если вы, проглядев быстро оценку и картинки, не закрыли страницу и не отправились бороздить просторы Сети, то у вас сейчас возникает резонный вопрос: «Что это за херня?» Вот и когда Константин Т. предложил мне эту игрушку на рецензирование, я задал ему такой же вопрос: «Что это за херня?» А еще, когда я только учился писать обзоры, мне говорили, что во вступлении обязательно должен стоять вопрос. И я знаю подходящий: «Что это за херня?»

Paradox — немного странная компания. Она то ли пытается поддержать равновесие и сохранить баланс во вселенной, то ли выполняет какую-то еще более важную миссию, но Paradox-разработчик и Paradox-издатель — это две настолько разные конторы, что, встретившись на улице, они едва ли не попытались бы столкнуть друг друга на проезжую часть, дабы кого-то из них сбила машина.

Выдержите смотреть на такую карту часов этак тридцать?

Выдержите смотреть на такую карту часов этак тридцать?

Каждый месяц компания анонсирует новые проекты от сторонних девелоперов. Чаще всего — это какой-то очень уж узконаправленный треш, понять весь ужас которого могут только 3% пользователей. Остальные просто удаляют игру после трех минут знакомства.

Почему так происходит, и как создатели лучших глобальных стратегий умудряются заполнять рынок худшими — неизвестно.

И первое впечатление от Darkest Hour ни разу не приятное. Как сообщает издатель, это всего лишь модификация, причем модификация на движке второго «Дня победы». После третьей части она уже даже выглядит как-то… не очень приятно. Нет-нет, я понимаю, что это глобальные стратегии, они должны быть схематичны, но просто гляньте на первый скриншот. Как ощущения?

И вдобавок это ни разу не полноценная игра. Это больше напоминает дополнение, небольшую переделку «Дня победы». Вот только подают эту переделку под видом самодостаточного проекта.

Доступных стран мало.

Доступных стран мало.

Шпионы Первой мировой

Но ладно, теперь к сути. Одна из особенностей Darkest Hour — улучшенная по сравнению с тем самым «Днем победы» система разведки/шпионажа. Разработчики позволяют нам углубиться в «теневую» сторону глобальных стратегий. Играть средними по размеру государствами теперь приятнее. Например, если вы берете под контроль Японию, то можете начать активно именно шпионажем и всякими диверсиями прокладывать себе путь к господству в Азии.

Плюс эта штука совсем не рутинная — даже если вы руководите большой державой, у вас очень много возможностей развлечь себя, а заодно сделать страну сильнее. Необходимо заполучить пару новых колоний — пробуем устроить в небольших государствах переворот, поставить там свое правительство, а затем заставить пойти на слияние.

В оригинальных «Днях победы» шпионаж тоже присутствовал — в третьей части нам приходилось активно охотиться за вражескими агентами и постоянно посылать разведчиков к противникам. Но там это было все очень условно. Можно было примерно указывать, что им там делать. В Darkest Hour мы вольны давать конкретные задачи. И это здорово.

Еще одна отличительна черта — временной отрезок. По сути, доступны две кампании. Первая стартует в Первую мировую, другая — перед началом Второй. Но если события с 1933-го года мы видим в глобальных стратегиях частенько, то вот начало века — это весьма любопытно. Политика там совсем другая, Германия сильна, но сильна… иначе. Россия все еще царская, территория у нее «дореволюционная».

Количество же стран не впечатляет. После «Дня победы» и вовсе смешно, когда нам позволяют управлять только самыми-самыми крутыми государствами. Это же только в первый раз любопытно пройти игру, когда вы руководите огромной державой, способной поставить на колени весь мир. Совсем иной пласт — поднять с колен какой-нибудь Мозамбик и показать всем в регионе, какого цвета в ваших жилах кровь и из какого металла яйца.

Основная арена боевых действий в Первой мировой войне.

Основная арена боевых действий в Первой мировой войне.

Где ты, целевая аудитория?

В целом, несмотря даже на то, что Darkest Hour вполне способна лишить либо зрения, либо чувства прекрасного, проводить время за этой стратегией можно. Вот только зачем? Она предназначена для тех, кто полностью уже прошел и первый, и второй, и третий «Дни победы», потом попробовал «Европу» и подался с горя в шахматы.

Обычный пользователь не поймет, в чем ключевые достоинства проекта. Но зато увидит миллионы изъянов. Мне пришлось здорово попотеть, дабы начать получать удовольствие от Darkest Hour. В сравнении с эпохальными разработками Paradox она выглядит как… модификация. Просто небольшая модификация.

Тем же героям, которые все-таки решат в это поиграть, сообщаю приятную весть — модификация полностью переведена на русский язык. Впрочем, всем наплевать. Если вы прониклись идеей Darkest Hour, вероятно, в «Дне победы» вы уже завоевали мир Берегом Слоновой Кости и потому даже с закрытыми глазами можете привести любую страну в любой глобальной стратегии к процветанию…

Плюсы: мало весит; системные требования такие низкие, что Darkest Hour запускается не только на калькуляторах, но и на счетах; всем настолько наплевать на игру, что в достоинствах можно писать что угодно — например, что здесь можно напасть на Китай и освободить его от гнета панд.
Минусы: мало доступных фракций; кампания неинтересная; звуковое оформление заставляет засовывать в уши тампоны, иначе кровь заливает клавиатуру и просто не дает нормально играть.


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