ICBM: Escalation

ICBM: Escalation

Extended Configuration Limits
21 Comments
Who Dunnit?  [author] 6 Jan @ 5:42pm 
@夜‧時羽 That's a lot of units. At that point it becomes a game engine problem rather than a mod problem.
夜‧時羽 6 Jan @ 5:16am 
@Who Dunnit?
Mod crashes,Use the mod and run the game,Produce and place units in large quantities,The game will crash after about 600~800 units,Various solutions are not working
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Mod運行崩潰,使用該模組並運行遊戲,大量生產並放置單位,大約600~800單位遊戲就會崩潰,使用各種解決辦法一樣不行
Who Dunnit?  [author] 26 Dec, 2024 @ 9:41am 
@Captain rex Unsubscribe then subscribe again, should be good to go.
Captain rex 26 Dec, 2024 @ 8:08am 
its not letting me put contamination at 0
Who Dunnit?  [author] 22 Dec, 2024 @ 5:57pm 
Thanks for the feedback. I will look into it once I'm back on the 26th. In the meantime, I have reverted the mod to an earlier version that excludes the expanded starting points slider. Let me know if you encounter any issues.

If you would like the increased starting points, you can subscribe to a separate mod for it, either my 150,000 one or another's unlimited points mod.
Endicott 21 Dec, 2024 @ 8:45am 
As many have pointed out, the AI is getting 100,000 starting points regardless of what the points bar is actually set to. They have a huge number of advantaged technologies the moment the game begins.
Lord Yoda 20 Dec, 2024 @ 7:42pm 
yeah, this mod is unusable at the moment, the ai gets like 100,000 starting points.
Azi9 [ZSU] 19 Dec, 2024 @ 5:47pm 
Alright, after further experimentation, there's definitely something else deciding what starting points the AI use. I just set the starting points to zero, and not only does every other faction have noticeable economic tech boosts, but I built a single radar and stuck in on the border with another nation. They've got jamming vehicles, SAM sites, Airfields with 4.5th gen SEAD aircraft, etc.

My suspicion is that the points that the AI gets is likely something to do with whatever the actual default is that the slider is set to. It's definitely not using the setting I apply.

This may also explain why I tend to do better vs AI in games where I crank the starting points to max, and worse when I lower it, if the AI is just using a set default amount no matter what.
Who Dunnit?  [author] 19 Dec, 2024 @ 7:39am 
It is indeed likely that the starting points set at the start of a new game affect all players/AI just like setting the starting resources in RTS games. I don't see anything in the accessible code to the contrary that would separate starting points by player.

Regarding AI rapid development, it may be due to their starting points being allocated towards tech as determined by their research logic, but it also may be due to the new game update to version 1.0.4 which apparently significantly improves AI performance and aggressiveness. It could also be due to the AI trading tech or cooperating with each other, not certain of that though.

What I do know is that this mod by itself should not grant the AI any new advantage over you. It only affects specific lines of code to increase the min and max limits on new game configuration sliders.
Azi9 [ZSU] 18 Dec, 2024 @ 9:48pm 
Does the AI use the same amount of starting points that you set in the configure menu? Ever since installing this mod, even when I set starting points to something like 10,000... The AI is starting out with faaaar more than I can ever manage to start out with. Like, 4th gen aircraft with advanced cruise missiles, nuclear and chemical artillery, army divisions with at least the second upgrade for IFVs, SEAD aircraft, upgraded navy, upgraded radar, all while still managing to have a higher level of economic techs than me.
Who Dunnit?  [author] 16 Dec, 2024 @ 2:06pm 
@PhantomCrestTV Per the dev, for the surrender threshold, "100% means the faction will surrender instantly. This is the reverse value. The default 15% means the faction surrenders when less than 15% of the initial population remains."
PhantomCrestTV 16 Dec, 2024 @ 12:11pm 
Anyway to be able to change the surrender threshold to 100%?
Who Dunnit?  [author] 16 Dec, 2024 @ 12:11pm 
@dogeec Thank you for letting me know. I have made a quick update to the mod that will address the issue. You may need to resubscribe.

The issue is due to the way the mod's map files are handled instead of including the entire file. The fix should have no other impact unless you're changing the default map files in which case your changes are ignored.

I will see if I can maintain the single line edit instead of a full file override after I get back from work.
dogeec 16 Dec, 2024 @ 11:14am 
Can't change map when mod is enabled. Maps just don't list on selection menu. No map mods installed
Who Dunnit?  [author] 15 Dec, 2024 @ 9:14pm 
@Azi9 [ZSU] Sure, added an increase to your starting points up to 150,000 points. You can specify the amount in the Configuration screen when starting a new game. Might need to unsubscribe then subscribe again to force the update. It only works with the default maps for now, but let me know if other maps should be included (I would need the mod or map file name).
Azi9 [ZSU] 15 Dec, 2024 @ 8:21pm 
Could we also get increased starting points from this mod? That'd be awesome. Atm the only other mod that touches it just gives you an infinite amount which I don't vibe with personally.
schnupfi 15 Dec, 2024 @ 3:01pm 
@whodunnit

wow, very nice. thank you so much!
Glumbly 15 Dec, 2024 @ 2:26pm 
Glad I can force the ai to actually use conventional weapons instead of nuking my cities to hell
Who Dunnit?  [author] 15 Dec, 2024 @ 1:00pm 
@schnupfi Updated the mod, now you can adjust the Ceasefire and PeaceTreaty timers, but the sliders will go the opposite way. It will still work as long as the duration is what you want it to be. See the screenshot added to the gallery above.
schnupfi 15 Dec, 2024 @ 10:14am 
extended peace treaty timer would be nice
perl 15 Dec, 2024 @ 10:02am 
Thanks for making this