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UberFoX MOD 1.0RC9
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// Changes to 1.0RC9

* Login system updated and finalized it works as follows:
# Everybody must have a login to play your server (IF LoginSystem is set to 1 in XML)
# You create the accounts for your server using the command accadd for example:
# To create account "cat" with password "123" type "accadd cat 123"
# Now a person can login by pressing F9 and typing "login cat 123"
# In order for this to be secure you must ONLY give each person 1 account and only 1 account
# Make the person PM you on forum and ask for an account then send them an account back
# Make the account similar in NAME to the persons forum name so if banned its easy to identify who it was
# If your a PLAYER never give a server owner any password that you use for ANYTHING only create a NEW password
# Make sure EACH password you use is unique and never use same password on more than 1 server
# If all the above is done the login system will work correctly and prevent great confusion with trolls
# WARNING: Player must use the RC9 (or higher) client in order to login at your server they can either download RC9 MOD
# Or they can download the client file directly at http://uberfox.no-ip.org/clientx.zip
# It must be unzipped to "../Superpower2/MODS/SP2" folder

// Changes to 1.0RC9

// Changes to 1.0RC8


* You can now set a "Welcome Message" to be displayed to anybody who joins the server. * Fixed a Research hack that allowed people to gain Tech10 in everything within 10 days.

// Changes to 1.0RC8

// Changes to 1.0RC7

* New command added "maxplayers" this can be used to change how many PLAYER SLOTS the server has at any time (increase and decrease).
* Comes with a new client.dll that allows the use of the server console if the player is an Admin or Moderator (Now Moderators can use the server console if they have this new client).
# To use the server console from a client follow these steps:
# Make sure you have the client.dll from UberFoX MOD RC7 and the server your on is using UberFoX MOD RC7
# Get promoted to admin/moderator
# Press F9
# Type "x help" (Without "" quotes) to see a list of commands
# Type a command for example to ban Meows from the game type "x ban,meows" (without "" quotes)
* The client.dll can view all country IDs and region IDs by using TAB key.
* Ballistic Missile Submarines can no longer be *trained* since it provided an exploit to dupe nukes.
* New command added "autosave" this allows you to start autosave on your dedicated server and specify at what interval it will save it (for example "autosave myfile 30" will cause it to save to myfile every 30 days and yea it will overwrite the existing file but you can change the file name by typing autosave again if you wish).
* Game announces when a moderator is added/removed
* Added an XML option (called CombatRange) to change the range at which units will engage in combat... Increasing this will make it harder for people to do guerrilla warfare of course you could just set it to 999 and the second your army enters a region it will engage a battle with all armies in that region totally destroying any chance of guerrilla warfare.
* New XML settings to change the % of damage nukes do to armies this includes the ability to make it do vanilla damage and wipe out armies instantly if you wish it.
* Kick and Ban commands work using partial names and ignore case for example to ban "UberFoX OMG" you can simply type "ban uber" or even "ban fox" (From the server console... To use this in client console u must enter it like "x ban,uber")

// Changes to 1.0RC7

// Changes to 1.0RC6

* Fixed ALL treaties being called *Fake* treaty when anti-fake treaty is turned off
* Game now goes to T0 (pause) automatically if any nukes are launched allowing the host to see what happened and then you can continue to T1 or whateva (However this is controllable in the XML you can decide if the game goes to T1 or T0 when nukes are launched... Default is T0)
* AIArmyDrop no longer drops navy sizes (Since AIs dont build ships yet)
* "players" command now shows who is admin/moderator etc
* New command added "print_wars" this will display a list of all wars with their ID and show the countries on both sides by name and id.
* New command added "peace" this can be used to end any war or all wars; To end a specific war you first use "print_wars" to find the ID of a war you wish to end then use this command to end it. [Use of this command will notify all players in the game that you used it]
* New command added "disarm" this command will disable all nukes making them do no damage on impact (This command can be used to disarm the nukes of a country when the player joins game then nukes then quits instantly... You can now disable their damage allow them to hit and nothing will happen) [Use of this command will notify all players in the game that you used it]
* New command added "freeland" this command can be used to force all land occupied of another country to be freed back the country of origin (This is for use when a player joins game, declares war, quits... Allowing you to free any land his country conquered then simply use the "peace" command to end the war its recommended you "peace" the war first then use "freeland") [Use of this command will notify all players in the game that you used it]
* A few changes in XML were made to make the AI not as hard to kill (Although it will still put up a good fight it just wont be extremely hard anymore of course your welcome to change the improved AI however you want or even disable it)
* Fixed Annex Resource Drop from dropping twice (Oh my)
* Fixed the Tech Hack which allowed players to get Tech 10 units in 2001.

// Changes to 1.0RC6

// Changes to 1.0RC5

* You can now assign moderators in your game who can change speed/kick/ban to do this you must MOD their country ID here is a step by step guide
#First ask the player you want to be moderator to join game and pick a country.
#Now type "players" in the Joshua console to get a list of all players + their country + country id
#Now type "mod 100" (CHANGE 100 TO THE ID SHOWN FOR THE PLAYERS COUNTRY!)
#Now the player should be a moderator and can change speed etc however since there can only be 1 true admin in game the kick/ban buttons do NOT work so for a moderator to kick/ban they must following this guide:
#How Moderators KICK players select the players country offer to give the player $1 then press propose trade; The player will be kicked from game instantly (Player does not need to accept trade its just instant kick)
#How Moderators BAN players select the players country offer to give the player $2 then press propose trade; The player will be kicked from game instantly
#NOTE - Moderators can only kick/ban somebody who has picked a country and joined the game; Only the ADMIN can kick/ban people who are in the LOBBY and have not selected a country
* Fixed split + occupy bug causing army to poof
* AMDS research time lowered (it is now just over twice as long as vanilla to research 1730 days instead of 5475 days)
* Units bought off the world market no longer come fully trained (They will alway be recruit now)
* Nuclear research time and cost can now be changed from the XML (As well as AMDS time and cost)
* Cost of nuclear research has increased to 1 T (However AMDS remains still 1.5T)
* First 2 tech levels are now easy to research so small nations have a chance.
* Stability loss from being nuked is much lower (So just 1 nuke isnt exactly going to put you in anarchy but a lot of nukes will)
* Fixed the bug (Vanilla SP2 bug) that would cause your army upkeep to drop in half if you merge as one then split equal)
* Fixed a newly discovered tradehack
* XML option to allow/disallow AI accepting debt (debt dumping)
* The console now displays when a country begins nuclear research or AMDS research
* Significantly lowered damage to units from nuclear attacks (It was too extreme... 200k armies disappearing in a flash) now it is 5% for non-fortified units and 2% for fortified units (from 50% and 25%)
* Since nukes do such incredible damage on a country and its population the chances for AMDS has been hardcoded at a value best suited for the strength of the nukes (80% approx success rate)
* New console command "players" it will list all players in game with the country name + country ID to help you with console information (Mainly so you know which country the console is talking about)
* New console command "admin" it will let you change the admin to a another player (useful if you lose admin on your dedicated server)
* Fixed a bug which made declaring war impossible after disabling AiArmyDrop

// Changes to 1.0RC5

// Changes to 1.0RC4

* Can now turn on/off stability loss on annex province in XML and set an amount to lose
* Can now set the amount of splits allowed per month in the anti-guerrilla function
* There is now a limit on how much unit stacks can be bought off the world market per year to avoid countries buying all markets units
* Can now turn on/of the anti-fake treaty stuff (It still reports a fake treaty in console but will allow it instead of rejecting it)
* AI now lets its sector taxes to same max tax as you set in the XML instead of 30% all time.
* Changed anti-guerrilla from 2 splits per month to 4 in default XML (although you can of course change it yourself)
* AIArmyDrop was doing nothing... Now it does what it was supposed to so fixed.
* Changed Resoruce Drop from province annex from 50% to 25% (0.50 to 0.25) since 50% was causing people to eco crash.
* The huge console spam "Country ID ?? was suspended from treaty ???" that would slow the game down more and more and create a lot of lag and big problems when there was huge wars going on has been disabled so this message will never spam the console or lag games anymore.

// Changes to 1.0RC4

// Changes to 1.0RC3

* Added an anti-guerrilla warfare thing that limits how many times per month a human can make a new split of their army stack (This does not count occupy commands)
* Fixed a bug where it would make you wait a year before you can create a new trade if you traded some land
* Fixed a bug that could cause game to crash on a trade

// Changes to 1.0RC3

// Changes to 1.0RC2

* Fixed a bug that can cause army to jump to 38927389237598237589723895237

// Changes to 1.0RC2

// Changes to 1.0RC1

* Death rate is now capped 1.5% (from 5%) max (To stop people from crying over high rates)
* Fixed a hack that lowers peoples resource production (causing eco crash)
* Removed stability drop from annex (Was causing anarchy)
* Region trade is now 1 per year (Since it is unrealistic to be trading regions like candy)
* Remove poverty from annexing land (It wasn't working as good as i wanted)
* Stability no longer goes down quickly and is more easier to gain
* Production slots no longer take into account resources (ONLY: Energy, Raw Materials, Industrial Materials) production to consume ratio for slots. (it was too damaging to most countries apparently)
* You no longer lose resources if education or environment or healthcare sliders are in the red
* Fixed a bug where DR could be gained by failed trades
* The console now states when a player creates a SPONSOR treaty (a treaty they are not part of but are sponsoring (This is so hosts can easily find out who is sponsoring stuff).
* The console now states when a player APPLIES PRESSURE to a treaty and when a player REMOVES PRESSURE from a treaty.
* It is now impossible to create *fake* treaties ie something like creating a treaty called "Alliance" and when somebody accepts it they declare war on somebody else, If you make a war treaty with USA it will be called "Request war declaration - USA" you can rename the " - USA" part but nothing else.... If you change in ANY way the "Request war declaration" your treaty will be reported as a fake and fail you can still name your treaties example, "Request war declaration - Operation Overlord"
* Humans cannot sponsor war/annex treaties (But they can create a war treaty if they are part of the treaty either attacking or defending)
* The creator of a treaty is always shown in the console the moment the treaty is made. (So if somebody is making treaties with rude names you will know who is doing it)
* A large XML sheet to modify the settings or turn/off almost all parts of the mod.

// Changes to 1.0RC1

MOD Features :

Current version
* Production slots increase depending on many factors especially econmic health + total income (Up to 40+ production slots)
* Max 0% Global Tax Modifer (If you change GTM to any number (0-30) it will also change ALL sector taxes to that number
* Max 30% Sector Tax
* 100% faster stability gain under Martial Law
* 100% bigger penalty on approval under Martial Law (Penalty not increased under Communism and Military Dictatorship)
* Can no longer use the *Occupy* command on human players
* Poverty directly effects income tax (For each % poverty that % of pop will give 50% less in taxes) (25% only for Communism)
* No pop + mp is removed when building inf & none is gained by disbanding inf in the queue (Protection from PopHacks)
* Stability has new modifiers: Government spending increases it, High interest lowers it, High economy health increases it (Stability has a cap based on HDI, Infra, PIT, GovSlider)
* Need 30% or lower stability to get Matial Law
* Economic Failure gives 100% poverty, 80% inflation and auto Communism and no debt is removed from country
* Autarky is gone and you will always be able to export your goods for profit
* Poverty decreases over time with high infra, hdi, tele but increases with corruption
* Unit Training 75% faster
* Dupe Army hack is fixed (Both from occupy and modding HPs)
* AI builds new units (Always attempting to use best possible tech) and trains to lvl 3 and reinforces their armies
* Bonus to services production at 100% consme that will increase services to 30% consume production
* Players must be allied with the defender or attacker to join the corrosponding side in a war
* Martial Law can only be activated at below 30 stability or below 10 approval
* Impossible to sell Infantry, Nuclear Missiles, Nuclear missile submarine
* Nuclear bombs do extreme population damage in both cities and regions
* Nuclear bombs do extreme resource production damage
* Nuclear bombs dont destroy armies anymore instead each nuke will lower the army size it hits by 5% (Or 2% if fortified) also no damage is done to fleets anymore
* Trying to use "S" key when you have bought a nuke or produced a missile submarine will NOT be able to launch nukes
* Players joining game must wait 3 months before declaring war or joining a war is possible
* Players joining game must wait 4 months before launch nukes is possible
* You must have ONE or MORE of your provinces occupied by your enemy in order to nuke them
* If a country nukes another country the victim may launch nukes back immediately with no land requirement
* Since nations in this MOD can have up to 50 production slots they have now been divided into sections for example:
45% Of your slots can be used to make LAND units (This includes infantry)
30% Of your slots can be used to make AIR units
15% Of your slots can be used to make NAVAL units
10% Of your slots can be used to make STRATEGIC units (This includes Missile Submarine)
This means you can only use a percentage of your slots for each unit TYPE and can no longer put ALL production on Tanks this should encourage people to make a nice balanced army or they will be lacking in numbers
* Declaring war on a human will have the defender set to PEACE (This is to avoid land grab and make peace before other player knows what happened)
* It is impossible to trade regions (buy/sell) if you are at war (This is to prevent players giving away all their provincse to 50 different countries the second they think they are losing the war)
* Missile defense is now 80% effective (Even against subs) and costs 1.5 Trillion and takes around 10 years to research
* Nuclear Research now costs 1 Trillion and takes around 10 years Note - You will be unable to begin Missile defense research unless you have either 1.5 Trillion cash OR 180+ billion income (Same with Researching Nukes)
* Units on production will go *dark* if there are not not enough slots to build it however once a slot becomes available it will begin building all its own
* No DR drop from researching AMDS
* China can now go MPD to stop the cry of some certain individuals
* China cannot change to FreeMarket (It is perminently locked as StateControl why that must be puzzles me since India is just as strong as china but hey its what people want)
* If nukes are disabled the slots that go to Strategic builds are now divided into AIR + LAND (50% of Strategic into each)
* New GTM functions for STATE controlled economy :
* Setting GTM to 41% will set ALL state controlled resources to *Meet Domestic Consumption*
* Setting GTM to 48% will set ALL state controlled resources to import 0 and export 0
* Setting GTM to 51% will set ALL state controlled resources to export (with max possible export setting)
* Setting GTM to 56% will set ALL state controlled resources to import (with max possible import setting)
* Prime resources (Food, RawMaterial, Energy) increase depending on Environment slider (maxed slider = 1% increase every so often)
* Birth rate is now capped 1.8% max (The required value for a culture to sustain itself)
* Death rate is now capped 2% max (To stop people from crying over high rates)
* Emmigration + Immigration rates are now capped at 0.2% (Since lets face it when would immigration allow millions of people into country per year?)
* Service resoruces (Apart from HealthCare) now increase by 1% (Every month) from Education slider however the slider must be 90% or higher to get a 1% boost any lower and the boost will suffer
* Health Care resoruce now increase by 1% (Every month) from HealthCare slider however the slider must be 90% or higher to get a 1% boost any lower and the boost will suffer
* Annexing a province lowers resource production of that province (To simulate having to rebuild after annexing and maybe stop countries blobbing too quickly -- With all new production bonuses from budget this penalty is not as harsh as you might think however if you annex China etc expect it to HURT)
* Can only trade for 1 region per year/COLOR]
* China begins as communist government
* Weapon trade embargo against ALLIES stops them ordering units now
* Players can no longer put army under AI control
* Russia has much lower corruption + poverty
* Research 10x slower
* Anarchy hits almost immediately at 5% or lower stability (and disappears on 20% stability)
* If a resource production is 100% higher than consume it will drop to 100% higher than consume and no higher (This is MORE than enough)
* TradeHack is 100% fixed and will not work at all
* You can no longer debt dump any any AI nations ever (This means a HUMAN on side A cannot debt dump to any AI on side B).
* Fixed a newly discovered TradeHack that was even stronger than old TradeHack!.
* Patched a newly found EcoCrash hack.
* There is a limit to when Increase Resources button can be pressed... It cannot be pressed if you are at or over 100% production of consume value... (exception to this is you can increase WAY past consume until you hit 200 B for small nations)
*A large XML sheet to modify the settings or turn/off almost all parts of the mod.
* The creator of a treaty is always shown in the console the moment the treaty is made. (So if somebody is making treaties with rude names you will know who is doing it)
* Humans cannot sponsor war/annex treaties (But they can create a war treaty if they are part of the treaty either attacking or defending)
* It is impossible to create *fake* treaties ie something like creating a treaty called "Alliance" and when somebody accepts it they declare war on somebody else, If you make a war treaty with USA it will be called "Request war declaration - USA" you can rename the " - USA" part but nothing else.... If you change in ANY way the "Request war declaration" your treaty will be reported as a fake and fail you can still name your treaties example, "Request war declaration - Operation Overlord"
* The console now states when a player APPLIES PRESSURE to a treaty and when a player REMOVES PRESSURE from a treaty.
* The console states when a player creates a SPONSOR treaty (a treaty they are not part of but are sponsoring (This is so hosts can easily find out who is sponsoring stuff).
* Region trade is now 1 per year (Since it is unrealistic to be trading regions like candy)
* New console command "admin" it will let you change the admin to a another player (useful if you lose admin on your dedicated server)
* New console command "players" it will list all players in game with the country name + country ID to help you with console information (Mainly so you know which country the console is talking about)
* The console now displays when a country begins nuclear research or AMDS research
* Stability loss from being nuked is much lower (So just 1 nuke isnt exactly going to put you in anarchy but a lot of nukes will)
* Cost of nuclear research has increased to 1 T (However AMDS remains still 1.5T)
* The client.dll can view all country IDs and region IDs by using TAB key.
* Game announces when a moderator is added/removed
* XML option (called CombatRange) to change the range at which units will engage in combat... Increasing this will make it harder for people to do guerrilla warfare of course you could just set it to 999 and the second your army enters a region it will engage a battle with all armies in that region totally destroying any chance of guerrilla warfare.
* XML settings to change the % of damage nukes do to armies this includes the ability to make it do vanilla damage and wipe out armies instantly if you wish it.
* Kick and Ban commands work using partial names and ignore case for example to ban "UberFoX OMG" you can simply type "ban uber" or even "ban fox" (From the server console... To use this in client console u must enter it like "x ban,uber")
* New command added "autosave" this allows you to start autosave on your dedicated server and specify at what interval it will save it (for example "autosave myfile 30" will cause it to save to myfile every 30 days and yea it will overwrite the existing file but you can change the file name by typing autosave again if you wish).
* Ballistic Missile Submarines can no longer be *trained* since it provided an exploit to dupe nukes.
* You can now assign moderators in your game who can change speed/kick/ban to do this you must MOD their country ID here is a step by step guide
#First ask the player you want to be moderator to join game and pick a country.
#Now type "players" in the Joshua console to get a list of all players + their country + country id
#Now type "mod 100" (CHANGE 100 TO THE ID SHOWN FOR THE PLAYERS COUNTRY!)
#Now the player should be a moderator and can change speed etc however since there can only be 1 true admin in game the kick/ban buttons do NOT work so for a moderator to kick/ban they must following this guide:
#How Moderators KICK players select the players country offer to give the player $1 then press propose trade; The player will be kicked from game instantly (Player does not need to accept trade its just instant kick)
#How Moderators BAN players select the players country offer to give the player $2 then press propose trade; The player will be kicked from game instantly
#NOTE - Moderators can only kick/ban somebody who has picked a country and joined the game; Only the ADMIN can kick/ban people who are in the LOBBY and have not selected a country
* Moderators can use the server console follow these steps
#To use the server console from a client follow these steps:
#Make sure you have the client.dll from UberFoX MOD RC7 and the server your on is using UberFoX MOD RC7
#Get promoted to admin/moderator
#Press F9
#Type "x help" (Without "" quotes) to see a list of commands
#Type a command for example to ban Meows from the game type "x ban,meows" (without "" quotes)

Naval rule BELOW


* Must destroy the navy 100% of the country you wish to invade (Not counting undeployed units)
* Must have a fleet VERY close (250 KM) to the province you wish to invade
* There must be no enemy fleets within the surrounding area (2500 KM) of the place you wish to invade
* If you have a direct land connection (province to province with Poltical or Military control) you may take that province at any time with no naval rule requirements. This rule is a special case and also applies to allies so if Germany attacks France and UK is allied to France and they both at war with Germany then England can enter into Germany through France as if it was a land connection with England (NOTE - Invading from an Ally land ONLY works if that ally is at war with the same enemy as you)
* If your navy is stationed next to a province you wish to invade for 6 MONTHS you may invade it regardless all naval rules (This is to prevent cat and mouse with a single patrol craft roaming the ocean) of course the country you are camping could try kill your navy thus breaking this sequance (Only if your navy is killed or moves does this 6 month timer reset).

Naval rule ABOVE

Limited Personal Income Tax by Governemnt BELOW
Single Party = 70%
Multi Party = 65%
Communist = 80%
Militart Dictatorship = 75%
Monarchy = 75%
Theocracy = 70%

(Note - Changing to a different government will reset taxes to max possible if its higher than new government allows)

Limited Personal Income Tax by Governemnt ABOVE
Governemnt CONDITIONS FOR CHANGE TYPE BELOW
MultiPartyDemocracy - 65% or higher stability, 50% or higher approval
Activation - -15% stability, -10% approval, +10% corruption
Deactivation - +75% corruption, -60% approval
/*-------*/
SinglePartyDemocracy - 30%-50% stability, 30% or higher approval
Activation - -10% stability, -10% approval, +10% corruption
Deactivation - -10% stability, -10% approval
/*-------*/
Monarchy - 30%-45% stability, 10% or lower approval
Activation - -10% stability, +50% corruption
Deactivation - -10% stability, -10% approval
/*-------*/
Theocracy - 50% or higherapproval, 50% or lower stability
Activation - -15% stability, -20% approval, +20% corruption
Deactivation - -10% stability, -10% approval
/*-------*/
MilitaryDictatorship - MartialLaw, 40% or lower approval, 30% or lower stability
Activation - -5% stability, -40% approval, +30% corruption
Deactivation - -10% stability, -10% approval
/*-------*/
Communist - 40% or higher poverty, 10% or higher unemployment, 40% or lower stability, 40% or lower approval, 50% or lower approval
Activation - +30% corruption, -10% stability
Deactivation - -40% stability
/*-------*/
Note1 - Activation is an IMMEDIATE bonus or negative effect that occures when changing to this government type
Note2 - Deactivation is an IMMEDIATE bonus or negative effect that occures when changing from government type

Governemnt CONDITIONS FOR CHANGE TYPE ABOVE

/*--------------------------------*/

F9 Will open console where you can use more commands type "x help" (without "" quotes to see)

There are also many new console commands type "help" (without "" quotes) in joshua console

// SPECIAL NOTICE FOR ADMINS BELOW

* DupeHack fixed is fixed (From the hack/hp/occupy) all fixed
* Duping nukes is fixed (Selling on market and buying back to deploy and get free nukes)
* Firing nukes using S key without having nuclear technology is now fixed
* TradeHack is fixed 100%
* Tech Hack is fixed
* Research Hack (both versions) is fixed And lots more!
 
 
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