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GoldLeader

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Aug 5, 2009
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Hello everyone. Some time ago I set about fixing problems in some of the mods I had been playing since the HoI2 days, and before I knew it, my skills had improved quite a bit. For the time being I'd like to share with you a little project that I worked on to make a 7-player game of great power politics possible.

I give you BX 1914 DH. This is the original 1914 mod for HoI2, as complete as you may ever see it. No, it doesn't use the Darkest Hour map, nor has it filled in the many graphical and minor-country gaps. It is first and foremost playable. It is my personal conviction that no mod is really up to par if the mechanics are fundamentally broken, be they thematic balance mistakes, unit stat inconsistencies, illegible or mixed up unit model pictures, redundant technologies and units, major event chains with broken alternatives, etc.

It was not my intention to add to this mod so much as to fix what I found. No more will the tech tree unravel past 1920 with broken unit types. No more will strange unit model gaps result in all-metal airplanes reverting to 1910 experimental monoplanes. No more will the AI produce fleets of Monitors because it had a higher BB model than a superdreadnought. No more will the offense be superior to the defense in a game so focused on this era. No more will major decisions like the Bosnian Crisis railroad to inevitable conclusions. The only thing I can't be confident in is the AI, but it is what it is. This game is manifestly playable in multiplayer, which is where its simpler mechanics and less network-intensive numbers really shine.

All that being said, I did touch up some things. For starters, I'm a firm believer in using the decision system to the hilt, and the best way to do that is to make money valuable. Small countries can do wondrous things with foreign investments from big nations. Likewise, 1 level of intel provides "perfect" information on enemy stats, because everyone should have access to a copy of Jane's Fighting Ships in the modern era. Some serious historical injustices were corrected, such as huge stockpiles enabling Britain to fight forever despite a solid blockade, and France and Russia having their impressive fleets short-changed at scenario start. Land border tweaks have made France and Austria far more defensible against their respective foes using the original HoI2 map. Resources are tighter, causing players to really jostle for control of key locations with other empires. Victory Points were re-allocated to reflect great power competition at the turn of the century, restoring that system as a meaningful multiplayer goal beyond complete annexations. Naval ship stats were completely overhauled to reflect the capabilities of the times, and attachments were narrowed to only 2 per capital ship, turning a case of simply adding them all to carefully picking which systems are more useful for your country. Defensive stats grow over time, adding to deadlock right up to the point where high-value armored and aircraft units are able to break the lines open. To top it off, tech embargoes between great powers retain the flavor of each nation's research capabilities, preventing certain alliance arrangements from simply out-teching the rest of the world.

As I said, though, the AI is my current weak spot. As of this writing, I haven't been able to work through how it handles fronts and intelligence missions yet. Likewise, I haven't added non-core claims to provinces in order to give players some roleplay flexibility, but this can be easily abused by humans. My group game has a few house rules which will greatly improve the experience until I can figure ways around them:

- Do not claim and then demand territory from AI without a "great power conference," as the AI is too willing to let go of land.
- Do not use the Coup mission, as AI is not intelligent enough to defend against it by raising intel levels.
- In the event reloading a game causes the tech embargoes to disappear, and/or joining a new alliance does the same, refrain from abusing it until failsafe events fire to reinstall them.

Play 1897! The latter campaigns and scenarios weren't all that complete even when this was still an HoI2 mod in its prime. All of my playtesting was based on 1897.

Other than that, good luck and have fun. I added a high-quality, fleshed out soundtrack combining the original mod with Victoria 2 and a few thematic favorites. Let me know if you have any questions or problems.


UPDATE: August 26, 2020

The group game has long since ended, but we made more tweaks as we went, so I've updated the mod here. Mostly bug fixes, some things to make Imperial China slightly more viable. I added a comprehensive equipment purchase system (more use for money) and rebalanced some of those money-related events, including a rather serious blunder with loan repayments.

There is a significant but kind of unavoidable glitch with multiplayer games, relating to the Dreibund Treaty: With more than 2 players, and when any Dreibund countries are human-controlled, there is a momentary desync at game start in which one of them doesn't "exist" yet, breaking the alliance and therefore firing the Dreibund termination events. The bypass was to make the event only check after day 3 of each month, so when playing multiplayer, be sure to only use start of the month autosaves (or manual saves), otherwise you'll have to go in and tweak the alliances.txt file every time you load in.


 
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Playing USA in 1897. No decisions. I use the DHEC. cheats. Where do I put them? Provinces cannot be edited using the HoI editor.
Can't comment on DHEC cheats compatibility. I never put anything into the config files to enable or accept them by default, and for all I know they share event numbers.

Provinces probably can't be edited because it's no longer the same "map" as DH or vanilla. As mentioned in the post, I tweaked some borders to make fronts more thematic, and also had the DH-style distance recalculation performed. The latter prompted me to fix some of the most glaring GPS coordinate errors too in Europe and in a few sea zones, so all told it's a "custom map."

Edit: Here's what the decisions for US should look like one day after game start. Should be far from empty. Decisions are tied to techs and government types, too, so small countries won't have nearly as many at the beginning, etc. etc.
 

Attachments

  • 2020-01-18 18_06_27-Darkest Hour v 1.05.1 (RJNN)  Mods_1914 DH.png
    2020-01-18 18_06_27-Darkest Hour v 1.05.1 (RJNN) Mods_1914 DH.png
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Is there a lite version for us bandwidth and/or processor challenged? A sandbox mod would be great for HOI but, necessarily it would require a very detailed AI directory.
Given all the optimization improvements to DH, and how simple this mod still is compared to DH Full, if you can't play this, then you can't play the original, unchanged 1914 port that it was based on. Compared to something like the EU3 map and Kaiserreich, this mod is as light as can be and is the most stable in multiplayer I've experienced to date.
 
Can't comment on DHEC cheats compatibility. I never put anything into the config files to enable or accept them by default, and for all I know they share event numbers.

Provinces probably can't be edited because it's no longer the same "map" as DH or vanilla. As mentioned in the post, I tweaked some borders to make fronts more thematic, and also had the DH-style distance recalculation performed. The latter prompted me to fix some of the most glaring GPS coordinate errors too in Europe and in a few sea zones, so all told it's a "custom map."

Edit: Here's what the decisions for US should look like one day after game start. Should be far from empty. Decisions are tied to techs and government types, too, so small countries won't have nearly as many at the beginning, etc. etc.

Which file do you use for events?
 
Which file do you use for events?
Actually, good point! I'm betting the scenarios past 1897 don't have them all plugged in. Original 1914 mod uses 1897events.txt but there's a 1914events.txt as well.

Play 1897. That scenario was more complete than the ones after it even back then, during HoI2.
 
Russia is too low. Both IC and Teams and Leaders.
As it was in the original mod, and just as then, they get more over time. Russia has great potential to grow, but in 1897 it's still heavily dependent on French capital to industrialize. They didn't win in 1905 for good reason, and they put up a serious fight in 1914 for the same reason.
 
You probably haven't heard about the Brusilovsky breakthrough. There are a lot of mistakes in the mod. Just enable debugging mode. But I liked the idea. Thanks!
The Brusilov Offensive was in 1916 and has nothing to do with the economy; its successes were organizational. This game starts in 1897. Per a reconstruction of the Imperial Russian economy's history by Paul Gregory in 1983, ("Russian National Income, 1885-1913." Cambridge University Press) national income in the empire, albeit very unevenly distributed, increased by at least 22 percent between 1897 and 1904. The rate would slow as time went by, but we're still looking in upwards of a 50 to 70 percent increase by 1914, which is a massive shift. The Russian AI can easily start to match Germany when left alone and a human player can do even better. A single tech at game start gives you a 25% industrial efficiency bonus when you reach the 2nd Industrial Revolution, and this tends to solve most of your unit upkeep problems.

The last time I checked, all of those errors are non-essential, including aesthetic things like missing tech component names. A few dozen errors are just Qing China's leaders/ministers being copies of the revolting states so that they have some semblance of usefulness if they survive the Xinhai Revolution, which as far as I'm aware doesn't actually prevent the revolts from having those leaders themselves. And in the original mod, they deliberately used nonexistant ministers to blank out air force commanders who would otherwise exist before airplanes did. Could always create a blank minister so that doesn't throw an error, but again it's non-essential. The game is serviceable and those are not "mistakes." It is far less broken than I found it.
 
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Firstly, I would like to thank you for making this mod functional! Despite the limitations of the HoI2 map I am quite enjoying it and the changes from vanilla DH mechanics.

There is one issue I would like to report thus far though: The "Revolutionary Mexico" seems very incomplete. It has no ministers and when it succeeds in winning the revolution and moves its capitol to Mexico City, it doesn't get cores on the remainder of Mexico so its IC and manpower is unfairly limited.
 
Posted an update compiled after our group game finished. Bug fixes, stability, odds and ends. Note the multiplayer glitch with the Dreibund if you play with more than one other friend.

To answer those old comments: Revolutionary Mexico was slapped together within the space of a day when somebody pointed out that nothing was happening over there. It was almost totally absent from the 1914 mod, just a few scraps of code and a flag. I apologize for not making it any more involved; it was a bandaid for flavor, and to make the USA player a little uneasy.

As for converting it to the DH Full map, offer to pay me a salary and maybe I'll consider it. The more I've learned how to mod this game, the more tedious it gets to make any serious facelift, and most certainly by myself. A map conversion would require an overhaul to every single event and AI file, and I don't envy anybody who's ever had to do that.
 
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I am getting these errors when trying to load the mod:

Mode Set.
ERROR : Database Mismatch (type = 17 / id 1221 ) already used!
ERROR : Database Mismatch (type = 17 / id 1222 ) already used!
ERROR : Database Mismatch (type = 17 / id 1223 ) already used!
ERROR : Database Mismatch (type = 17 / id 1224 ) already used!
ERROR : Database Mismatch (type = 17 / id 1225 ) already used!
ERROR : Unknown technology component! (difficulty)
ERROR : (Missing = in statement.) '= = difficulty' Line = 46 file = Mods\1914 19.December.2019\db\tech\naval_tech.txt
 
I followed the installation instructions. How about the naval.tech?

There's obviously something wrong with your base DH and you refuse to address it. You literally have issues with literally every mod on this forum.
 
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