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I'll look into the -200 relations between North Korea and the USSR. That should not be.

As for the SMEP 6 crash--that might be due to the fact that in my mod there is no Volksturm doctrine to deactivate. Find out whether eliminating that line fixes the problem.

No I did NOT intend for fast training to be chosen as default. I expect to fix that issue by making the intensive and fast training a bit more difficult.
 
???

While Playing as soviets my game acts strange at january 1 1955 the time stops and resorces gets lower without any reasion I think its a bug...

Come on guys help me I love this mod I still play it how can I solve my problem?
 
Methinks if it is a bug it is paradox's for which I have no solution. But what did you set the end date as, and what, if any, no time limit solutions are you using?
I've had some problems that turned out to be due to other software--for example if your unit IDs are impossibly high numbers (in the billions) then the game ceases to function. Try posting a save.
 
Continuing the irritating "I can't create [insert nation here]!" saga:

While at war with a nation, and just controlling the required provinces (not outright owning) them, I can create any nation I like. Once I've annexed the nation I'm at war with, and own all the provinces outright, I can't create certain nations. Here's a list:

- Indochina
- Nationalist China
- Northern China
- China-Nanjing
- Xinjiang
- Arab Federation
- Caucasia

Anyone else encounter this problem?

Any news about that problem???
I'd try just disabling the no time-limit mods. IIRC, nomohan changed the end date to 1969.
 
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Edit: found a work around that involved putting the CWT tech files in a second mod folder and loading them after KR. Hope i haven't totally broken the game by doing so but only time will tell.



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Sorry if this is off topic at all but i figured this was probably the best place to come for help.


I think this mod is awesome, and in the past i've basically tacked it on to every other mod i have that didn't alter the tech tree. The key one being Kaisereich.

As you guys are probably aware that mod works by being put into a MODS folder and then being activated with JGSME. In the past i felt the mods worked really well together because Kaisereich has a really good tendancy to create a cold war that dwarfs the original, with one power dominating Europe, another dominating the entirity of north America and all to often a third superpower in the form of a united China or Japanese co proseprity sphere.

I've updated this mod recently (usual thing, fresh install of Armageddon over which CWTTEP is coppied followed by activiating Kaiser in JGSME)

It now works fine without Kaiser activated (love the battlescenarios by the way and nothing made me feel the darkness in this game so much as fatherland.) but as soon as i activate the Kaiser mod i get the problem of the names of all the new techs becoming "unknown sting wanted"

I know that cross mod compatibility is not something you're bound to support, nor is it somehting i would have you waste time ensuring but my knowledge of the ways files interact is quite limmited. Is there any ideas any of you more knowledgable types might have as to what is messing up the tech names on the tree or how to fix it?
 
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Some quick replies:
My mod has no time limit patch. It will support ONLY what HOI2 supports. Without patching it will go through 1963. After that a no time limit patch is required. The tech tree runs out in 1969.

In general the rule is "Install other mods first, then overwrite with CWE. For Kaiserreich my suggestion is to install Kaiserreich and then ONLY the technology portion of my mod.

I have been updating my computer (actually got a new one)--finally finished so I should finally be able to devote more time to other nagging questions like attending to the gentleman who sent me the Soviet Union files.
 
First of all I want to say that I made main installer witch is 15,6 MB (bajtów: 16*440*691). If I can I'd post it on RS.

I think that there isn't a lot of people using super heavy tanks. Maybe it's better to make something else. I think that the best are helicopters - as support and anti tank weapon.
 
Hmm.. So what, exactly (you know what I mean), are the problems, which prevent SMEP 6 and CWE from co-existing?

I'm planning an AAR with Germany, which may very well go into the time frame of your technology, so naturally I'm interested in your mod..

But I also need some more credible divisioning of Europe post-war, so SMEP is a must of course..

So.....

What's left to fix?

And is it close enough timewise, that I ought to wait for it to be fixed, before starting the AAR? weeks, months, unknown, when green monkeys and pink elephants make musicals at Broadway, or some such.. ;)
 
nomonhan, I am trying to use your mod with SMEP following your instructions in 0.28 Main..but I couldn't find a file named ai_revolters.txt which should be deleted in SMEP extraction according to your instructions..

I think the instructions are for the older SMEP version 5.0 Final, not for the new 6.0. There seems to be some issues with the SMEP V6.0 - see messages #1198, #1201 and #1210.
 
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i have a quick question related to this mod... I have installed Smep and DAIM in the mod files... but the DAIM files are on the regular 1936 scenario and not the user mod so i can't use both SMEP and DAIM together how can i fix this?


edit: Got it to work... after a little playing around... you have to copy the DAIM stuff from scenario 1936 into scenario 1936A testing it right now!
 
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I seem to be having a problem with the Doomsday scenario, the AI does not fire any nukes (aside from the first two) and when I activate a nuclear weapon on a strategic bomber I can not get any mission options from it at all.
 
I've been very bored with the all-same-old WWII lately and so I downloaded this mod yesterday!
Just one thing:
THIS IS HUGE! :)

Absolutely awesome. Playing the Cold War scenario right now as the US.
It is fun.

Thank you very much.

EDIT:
Just a few AI issues I recognized:
1st: Japan is producing CVs. That's hardly realistic.
2nd: The Soviets don't research any naval technologies at all. And they're just producing a few DDs or SSs.

Apart from that: It's a hell of a fun. :)
 
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For some reason thr Fatherland scenario keeps crashing on me. It doesn't matter who I try to play, after 3-6 months it just crashes. Ideas?