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Do you mean if this scenario is going to be included in 1.09? In that case the answer is no.

I am just integrating the 1.09 changes to events and scenario files to this, havent had the time to add the very latest ones yet but they should get in upon next update.

Stalin Line looks interesting enough, will consider adding it in, and some sort of abandoning event that moves some forts to Molotov-line or something.
 
Do you mean if this scenario is going to be included in 1.09? In that case the answer is no.
Yes, i meant that and well, anyway it won't be a problem to try :)

Stalin Line looks interesting enough, will consider adding it in, and some sort of abandoning event that moves some forts to Molotov-line or something.
That's what i wanted and eventually planned to do for vanilla. I guess it should be OK, to have this in both your scenario and official release, as yours has many further improvements.
Just a little question- if You name scenario files to be able to exists next to current ones, would it be possible to make also separate AI files? Or eventually i missed something?
 
Just a little question- if You name scenario files to be able to exists next to current ones, would it be possible to make also separate AI files? Or eventually i missed something?

Well, the game always loads a TAG_1936.ai file when a game is started in GC, if there isnt one then it tries to load some default one, or something, not quite sure. But in any case, the starting AI has to have the TAG_1936.ai name for it to load.
 
Hi...I seem to be having troubles with the link to your mod. It seems it has gone dead. I was wondering if it has been moved to another site, or has the entire mod died off?
 
Lord Jarski, do you have events that move the sliders of AI controlled countries away from what are historical settings for some nations ( eg full dove to full hawk, full standing etc)? This helps to make all AI nations stronger. If you do have such events, does the exe act against this and change the slider settings back ?

Also, does the UK get some compensation for the setup of India (as indep nation or puppet?) at the start of 1936 ?
 
Edited the first post to include a new download link to the mod, and here it is also: http://speedy.sh/hzQyP/Imp.rar

MagooNZ: Yes, I have made slider events for several nations. AIs tend to go to the extreme end in the sliders that suit them the best, usually this means full hawk, interventionism and so on, give them a few years and you will see the AIs moving the sliders to more favourable positions. Exe does not repell this, some events like elections or coups may mess the sliders for some nations but they will still change them untill the sliders are at good positions.

UK does not get compensation for the setup of India, India as such becomes a massive troop building factory, able to wield 100 divisions or so, so I do not see any compensation justified.
 
Edited the first post to include a new download link to the mod, and here it is also: http://speedy.sh/hzQyP/Imp.rar

.

I am of the opinion that I picked up a virus in downloading from your site posted above. It took me over an hour to remove the crap. I will never go to that site again. It loaded at least 3 unwanted programs that couln not be removed bycomputer control panel uninstall method. The exact date and time of the programs installed was the same as the download time.
 
I am of the opinion that I picked up a virus in downloading from your site posted above. It took me over an hour to remove the crap. I will never go to that site again. It loaded at least 3 unwanted programs that couln not be removed bycomputer control panel uninstall method. The exact date and time of the programs installed was the same as the download time.

Terribly sorry about that, I tried downloading the file myself and didnt seem to get any malware, so strange stuff, but just to be safe, im taking that link down and attached the file through the forum.

EDIT:

Apparantely I had a new version waiting to be uploaded, so here it is:

- Few bugged events fixed
- Japan AI no longer declares war on Soviet Union if CHC is still around, as for that to happen, most chances are Soviet Union has attacked Japan and liberated CHC
- Added Iceland to the triggers for USA gearings
- Netherlands AI now attaches AA to its new ships rather than radar equipment
- Events concerning british sabotage operations against german heavy water production are now in, with some tweaks to the old event
- More AI events to make certain nations drop their neutrality if they are dowed
- Indian AI no longer researches aircrafts or doctrines for them
- Gave naval brigade constructions to nations with a starting fleet, meant to help AIs since they cannot disband or sell their old ships, so might aswell make them a bit tougher with brigades
- Gave India some starting IC constructions, they now achieve 80 base IC well before 41
- Also reworked Indian minister and national idea events a bit so they change them when they get in war to ones that dont boost their already exhaustingly large IC
- Added an event that changes Soviet capital to Kubyshev after Moscow has fallen, and another event that moves it from Kubyshev to Sverdlovsk if it falls
- Edited the Nat.Chinas industry transfer event so it transfers VPs together with IC aswell, thanks to Bobo!

Heres a link: View attachment 101184
 
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Uploading files to websites for free has always been a tricky one; it seems the uploader has to find a new website every month or so, otherwise the links will go dead.

But it's great to see your immense mod is still receiving further improvement! :D
 
No harm done.

I looked at the Improved 1936 Mod for the first time yesterday playing as USA untill ~1941. I like what I see.

I have been working on improving gameplay as a USA player with mainly efforts on making AI Japan a better opponent with my American MOD. I decided ~18 months ago that starting with the SEMP mod was at that time the best starting point, but now I may switch to your MOD which seems to have fewer bugs. My main suggestion immediately concerns the need for increased land unit and ship building times in your game for realism. Also, vanilla game ship speeds are way off as well.

My main audience of game testers are two buddies who with myself included play a networked game in-house once or twice a week.

Again, I like what I see here.
 
While playing Improved 1936 game as USA, in January 1941 I reloaded and looked at Germany. They had NO --- NO men on the Russian front!!! Nothing!!!

I loaded the game as Russia and could have declared war at that moment and NOTHING stood between the Russian army and Berlin. A lot of the Germany was up in Denmark seemingly being disturbed by the British having retaked Norway.

Just thought that I'd let you know. My guess is that your ai switch neglected to inform Germany to at least keep more than a token on the Russian boarder -- although this was less than a token, nothing at all. A human Russian player would have slaughtered them.
 
Working as it should be, if the USSR is AI, German AI wont garrison the soviet border untill year 41 when it intends to attack it, knowing that Soviet AI wont backstab it. If theres a human in USSR, then the German AI garrisons the border. In your game, give it a few months and it will have moved troops to the border, it has just switched to a new AI in january 41, hasnt had the time to move its men yet to the border.
 
My sources show there to be ~30 total subs belonging to Netherlands during thr WW2 era, so therefore that is ~ 6 sub units total.

The hol_1936 AI file shows submarines = 40 in the relative builds section thereby giving way too many for the game -- perhaps 20-50 depending.

I suggest this number be reduced from 40 to say 2-5 considering that they start the game with 3 sub units.

Just a suggestion-- anyway, nice mod!
 
I feel that due to modest IC and miniscule manpower the Dutch have, submarines, and generally light ships are the best units for the Netherlands to have. Due to their manpower, land divisions are hard to maintain in fighting condition, while small ships are much easier to repair due to their manpower/IC costs. A human player in the Allies can take control of the relatively large dutch fleet and be able to do some convoy raiding and Anti-Submarine Warfare.
 
I feel that due to modest IC and miniscule manpower the Dutch have, submarines, and generally light ships are the best units for the Netherlands to have. Due to their manpower, land divisions are hard to maintain in fighting condition, while small ships are much easier to repair due to their manpower/IC costs. A human player in the Allies can take control of the relatively large dutch fleet and be able to do some convoy raiding and Anti-Submarine Warfare.

I respect your opinion here on that. It is just a minor matter anyway since Netherlands is a minor player in the game. I was hoping that their building of more ground troops would helm them in the Pacific; but it does not because of manpower shortages.

I have come to really like your mod. I am now using it in my 3 human player networked games with my Pacific changes added.

If I may ask your suggestion upon an AI file change:

We have 3 human players : USA, GER, ITA. We would like to make it more difficult for Germany to take out USSR. I notice that the USSR has seemingly way too many ground forces on the East Asia/Japanese front that are needed to hold off the human German player even after Barbarosa begins. What exact line of code in the SOV AI files/AI switch files are keeping these forces in the East? They need to be reduced by 50%-90% to stop a human Germany when Japan as AI is no threat. I hope this question makes sense to you.
 
Glad to hear your liking the mod and even more so that it is being used :)

Soviet Union will bring everything to Europe once the war ignites, but granted, a human Germany will penetrate the USSR far too quickly before the reinforcements start pouring in. In order for the Soviets to bring more forces to Europe these lines should be edited in the savegame, editing them in the AI files wont matter as they would need to reloaded manually.

Find the Soviet garrison = { } AI section in the savegame and within it, find the country_priorities = { } section, in it, there are values for different nations, deciding how important it is to garrison borders with them. As Japan is AI and poses no threat, their value can be changed to -1, same can be done for Nat.China and Manchukuo, assuming they are existing. This will make the Soviets ignore borders with the nations in question completely, bringing all of their troops to other borders. Remember to backup the savegame, in case something goes badly.
 
I have noticed that none of the major nations AI is researching anything related to radar.

Does the following need to be added to the 1936 AI files for major nations?

After:

"technology = {
endgoal = { }
preference = {"
Add:

# radar
5410 5420 5430 5440 5450 5460 13030

If I am correct, this will cause the AI of a nation to research radar techs for this seems to be missing even from the England AI file.
 
Yep, if you want them to research radar, thats what you need to add.

UK AI does research them but does not have them prioritized nor will it build them. I feel that due to AIs rather poor skills in controlling and performing air combat, the usefullness of radar stations for the AI is rather miniscule and probably not worth the effort of researching and spending resources to build them. For a human performing fierce air defence the radars are good to have, but the AI doesent have the intelligence to utilize the radar so well, sadly.