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messed up with the Sweden events, somehow the bandaid fix still shows up, now it shouldn't show up.
a small edit to the scenario files to give France a non-aggression pact with Switzerland until 1919
 

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Hello, I was wondering where I could find the information or get the information for what the beginning trigger (FORCE HISOTRICAL) for WWI/1914 actually means?

Force Russian Revolution
Force historical WWI ending
Force historical WWI
Force everything
No Thanks

My best guess (please let me know where I am wrong or what would be correct_.


Force Russian Revolution - The Russian revolution will definitely happen but only when/if Russia is forced out of the war by the Central Powers/loses enough land/has a triggered armistice

Force historical WWI ending - No matter how well the Central Powers do in 1918 they will lose the War and the agreements that happened historically will occur with an Allied/TE victory. There are no guarantees though the other events before the historic victory/peace agreement will be historical by the AI.

Force historical WWI - All AI events that happened from 1914-1918 besides peace agreements/final conclusions of the war will be historical. The player can make different decisions when there are options. The winner of the war will be determined by gameplay.

Force everything - Events are historical, Russia will have a revolution after it is kicked out of the war, and the ending will be historical no matter what.

No Thanks - Events, ending, and Russian revolution are not guaranteed to be historical. They will mostly use the base game calculations but will tend to be historical but not always.
 
Is it me or are the newer versions of the mod very unstable compared to older ones in that historical outcome seem to not happen for example the russia revoluton ending right and switerland joining in ww1 etc .
 
Is it me or are the newer versions of the mod very unstable compared to older ones in that historical outcome seem to not happen for example the russia revoluton ending right and switerland joining in ww1 etc .
It is because the mod was built off of a 2016 build which had many of those issues.
 
Is it me or are the newer versions of the mod very unstable compared to older ones in that historical outcome seem to not happen for example the russia revoluton ending right and switerland joining in ww1 etc .
Yeah, over the years, different modders added different things and now TGC require some cleanup or soft reboot, but that's a lot of work, so I doubt that will happen.

Maybe some good soul will fix some minor bugs, like Redwolf in All in One thread, but we should not expect to much. Unfortunately, DH modding almost completely stopped.
 
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Hello - love this mod. I have lots of fixes I have been working on - some small - some a little bigger to make this 1914 start the best out there.
love to chat on what I have & get them into the official release as all the changes just make TGC the best mod.
please contact me: paul_wakeman@yahoo.com

All my fixes & edits are for 1914 start.

PAW
 
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I'm having trouble with all the counters in this mod being purple. Any idea how to fix this?
Post # 60 has a fix for this:

 
Hi! I've been playing some The Grand Campaign 9-21v2 Version 2 Released 09/14/2021 and noticed some problems:

Units have wrong modifiers like lack of shore attack malus. I've figured out it's because of wrong separator used in db/units/modifiers.csv, as well as lack of columns for modded divisions. I've made a quick patch that should fix this issue. I've also made a small fix in db/units/brigade_modifiers.csv to include effect of brigades on shore attack.

WW1 land doctrines make no sense in the way that they allow to research some of the options that were mutually exclusive in Darkest Hour Full. I'm attaching db/tech/land_doctrines_tech.txt where I changed them to work like they used to. You can use the attached file if you like this change.

Several countries (maybe even all of them) from 1945 and 1950 scenarios have wrong starting land doctrine techs - they lack the Strong Point tech and have both Central Control and Forward Control.

Some sidebar_A.bmp files are too bright IMO - checked Japaneese, USA and Polish ones. Can't see the IC of other countries.

Countries released after WW1 like Poland, Belarus and Czech Republic should get some starting military, at least so they won't be ravaged by partisans left over after Soviet Revolution. I've also come across a situation where Lithuania didn't own Kaunas, I guess because that province was owned by partisans during the liberation.

I'm not sure why Czech Republic has cores on Katowice and can win it in a war (Polish elections in Silesia events). The 1918 conflict was about the Tesin.

Refueling aircraft brigade instead of increasing range decreases it. Maybe the brigade should be removed and instead the tech should launch an event that increases range of Str, Tac and Nav planes.
 

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Hi,

i would like to propose some fixes to the Balkan Front in WW1.
First Picture needs no explanation -> Serbia falls in September 1915 and now the mod gets it wrong:

1. Serbia is annexed ingame but in reality 120000 Serbian soldiers retreated to Corfu. There is an event about this ingame but it just reduced relations with Greece. Here is what it should do: Give Corfu and some offman ic/supplies to Serbia with that event and give it back to Greece when Serbia gets back Belgrade or Central Powers win. Either Serbia could be annexed and the event spawns it with around 120000 soldiers in divisions in Corfu or it gets Corfu and cedes the other territory to the Central powers, either way would work fine.

2. Greece occupies southern Albania until 1916, after that the French take it, that event should fire at the same time the Venizelos government declares independence from Greece in September 1916. France should give it to Albania after WW1 with a low chance for Greece or to AH if the Central Powers win.

3. Greece should vacate the eastern part of Macedonia with France taking Thessaloniki and Bulgaria the eastern part after the fall of Serbia in September 1915.

4. In spring 1917 the Veizelos givernment takes over Thessaly with french help in order to pressure the King into joining the Entente.

5. Greece annexes the Venizelos government in the summer of 1917 after enough Entente pressure and joines the allies, the mod gets that right but there should be some event with small chance for Greece joining the central powers because relations with the Entente were bad obviously.

6. Romania gives up too easily, it should hold out until the Russian front collapses, Moldavia is overrun too or when it is cut of from Russia or something like that. Romania only gave up when Lenin made peace with the Central Powers.

7. I think i made the Ottoman borders with Russia during the war wrong but it doesnt matter, i just want to say that the Russian ai got some problem with parking up to 80-100 divisions in Vladivostok and Ottomans do not focus on their front despite having enough divisions to hold out until atleast 1917 or 1918.

Balkan Front WW1.jpg
 
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I was planning on updating the old TGC mod with "Force Historical WW1 Results" but I will be moving my work here. Expect the files in about 2-3 weeks
 
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All the counters are pink. what;s the fix?

..................................\Darkest Hour A HOI Game\Mods\MODNAME\gfx\map\hoi_counter_strip.bmp
 
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Hi,

i think there is some big problem with ic building for the 1933 scenario. Playing Italy on very hard i roughly will achieve the 75-80 ic goal when war starts and it fits with the ic values in the 1936 or 1939 scenarios.

The problem are the ai countries for example soviets in the 1939 scenario got 277 ic and in my savegame they have around double the value....

Is this because very hard gives too much bonus to the ai or is there something else going on? Also you just cant achieve the division numbers on very hard starting from 1933 as Italy compared to what you should have in 1936 / 1939.... i think i will play again and try from 1936 if very hard is not the problem. ( Or should i play on normal to prevent ai from building so much and change to very hard for wartime?)
 
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Hi,

i think there is some big problem with ic building for the 1933 scenario. Playing Italy on very hard i roughly will achieve the 75-80 ic goal when war starts and it fits with the ic values in the 1936 or 1939 scenarios.

The problem are the ai countries for example soviets in the 1939 scenario got 277 ic and in my savegame they have around double the value....

Is this because very hard gives too much bonus to the ai or is there something else going on? Also you just cant achieve the division numbers on very hard starting from 1933 as Italy compared to what you should have in 1936 / 1939.... i think i will play again and try from 1936 if very hard is not the problem. ( Or should i play on normal to prevent ai from building so much and change to very hard for wartime?)
Although playable in 1933, this mod is really meant to be played from 1914. If you want to play from 1933, I'd suggest playing the All In One mod, which an older version is included in this mod.