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Np still gonna finish my UK game first then I'm gonna install 0.23 and make USSR a great power again!
 
Samilou,
Thanks for your figures. They represent a great start. I'd consider natural gas to be Energy. Oil means directly usable for fuel. Anything else has to be converted. I'm curious as to whether anything of note can be credited to Siberia in this time period. Now keep in mind that in the late stages of the game countries get an energy to oil conversion ration of GREATER than 1.0. So I'd count natural gas as being about 2/3 of what it would be as oil.

You are welcome.

But I wasn't referring to the conversion rate of energy to oil, but how you will implement the figures I gave you.
 
*****FOR IMMEDIATE RELEASE*****
Please patch your db/events2.txt file
One of the files was mistakenly commented out
It will be fixed in 0.24
It should read as follows:

#
#
#
# The Hearts of Iron 2 - Events Database
#
#
# New Hoi2 events, not yet moved to specific files
# file modded for surrender events compatibility
event = "db\events_vl\hoi2plus.txt"

# Hoi2 death and coup events

event = "db\events_vl\death_events.txt"
event = "db\events_vl\coups_hoi2.txt"

# The nation specific historical events

event = "db\events_vl\albania.txt"
event = "db\events_vl\austria.txt"
event = "db\events_vl\croatia.txt"
event = "db\events_vl\czechoslovakia.txt"
event = "db\events_vl\nationalist_china.txt"
event = "db\events_vl\denmark.txt"
event = "db\events_vl\finland.txt"
event = "db\events_vl\france.txt"
event = "db\events_vl\vichy_france.txt"
event = "db\events_vl\germany.txt"
event = "db\events_vl\hungary.txt"
event = "db\events_vl\italy.txt"
event = "db\events_vl\japan.txt"
event = "db\events_vl\japanese_fascism.txt"
event = "db\events_vl\lithuania.txt"
event = "db\events_vl\poland.txt"
event = "db\events_vl\romania.txt"
event = "db\events_vl\slovakia.txt"
event = "db\events_vl\nationalist_spain.txt"
event = "db\events_vl\republican_spain.txt"
event = "db\events_vl\Siam.txt"
event = "db\events_vl\sweden.txt"
event = "db\events_vl\UK.txt"
event = "db\events_vl\USA.txt"
event = "db\events_vl\ussr.txt"

# Political events

event = "db\events\sc events.txt"
event = "db\events\ml events.txt"
event = "db\events\sl events.txt"
event = "db\events\sd events.txt"
event = "db\events\election_events.txt"

# Random events

event = "db\events\Randomevents.txt"

# Invention type events
event = "db\events\secret_weapon_events.txt"

# AI events
event = "db\events\AI_capital_move.txt"
event = "db\events\AI_ministers.txt"
event = "db\events\AI_sliders.txt"
event = "db\events_vl\AI_Inherit_Chi.txt"
event = "db\events\AI_minorshutinvasion.txt"
event = "db\events\AI_reactive.txt"
event = "db\events\AI_CHI_spheres.txt"
event = "db\events_vl\ai_revolters.txt"

# New 1.3 events
event = "db\events_vl\vichy_new.txt"
event = "db\events_vl\colonial_release.txt"
event = "db\events_vl\japanmanpower.txt"
event = "db\events_vl\bulgaria.txt"

# Doomsday events
event = "db\events_vl\doomsday_election_events.txt"
event = "db\events_vl\doomsday_death_events.txt"
event = "db\events_vl\doomsday_coup_events.txt"

# Armageddon events
event = "db\events_vl\armageddon_events.txt"
event = "db\events_vl\armageddon_elections.txt"
event = "db\events_vl\armageddon_deaths.txt"

#Customized surrender events
event = "db\events_vl\japan_korea.txt"
event = "db\events_vl\ger_surrenders.txt"
event = "db\events_vl\china_surrenders.txt"

#CCIP modified
event = "db\events_vl\ccip.txt"
event = "db\events_vl\ccip2.txt"
event = "db\events_vl\ddccip.txt"
event = "db\events_vl\china_fixes.txt"

#New revolters support
event = "db\events_vl\revolters_deaths.txt"

#Post War Series
event = "db\events_vl\soviet_union.txt"
event = "db\events_vl\communist_china.txt"
event = "db\events_vl\eastern_europe.txt"
event = "db\events_vl\western_europe.txt"
event = "db\events_vl\east_asia.txt"
event = "db\events_vl\south_asia.txt"
event = "db\events_vl\middle_east.txt"
event = "db\events_vl\united_states.txt"
event = "db\events_vl\commonwealth.txt"
event = "db\events_vl\latin_america.txt"
event = "db\events_vl\africa.txt"
event = "db\events_vl\tech_resources.txt"
event = "db\events_vl\nazi_germany.txt"
event = "db\events_vl\nazi_europe.txt"
event = "db\events_vl\chinese_empire.txt"
event = "db\events_vl\russia.txt"
event = "db\events_vl\nuclear_weapons.txt"
include = "scenarios\1945\als.inc"

#ai enhancements
event = "db\events_vl\ai_ww2.txt"
event = "db\events_vl\ai_coldwar.txt"
event = "db\events_vl\ai_vland.txt"
###end

------------------------------------------------------

This was the reason for Empire of China not firing correctly and some other issues.

Another issue to be brought up is the addition of "nuclear club" members. Came up with the following (most of these nations actually do have nuclear physics teams!)
Cascadia (u64) potential West Coast Revolter in Japan vs Germany Cold War. Has several nuclear research teams.
Deseret (U68) they have the Los Alamos team!
Switzerland--despite its neutrality they have a team!
New England (U22)--unlikely revolter nation but they have a team
Free France (U55) has a team! (Comes into play if Communists take over France)
Quebec (no team but national pride may demand a nuke)
Greece (no team but they make a lot of trouble as AI)

Does anyone have any other suggestions? It's probably better to err on the side of adding nations rather than not adding them.
 
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ScreenSave1-15.jpg


that happens when I run the mod on arma 1.3b :wacko::rofl:
 
Swizerland historically had an actual nuclear weapons program until sometime after the war, they did get quite far if i'm not mistaken. I believe in the Fatherland scenario there should be the possibility of Germany objecting to this program, and Switzerland (as well as Sweden, which also had a quite successful program going on) proceeding with it's development.

However Sweden historically had problems getting materials for this, and I can imagine Switzerland will have even more difficulty. I guess you could add events for USA attempting to smuggle it into Sweden and possibly Switzerland.
 
kris4o1993,
If you use arma 1.3 you must overwrite with the zpatch files after installation.

samilou,
Thanks for your input letting me know that it's not a crazy idea to allow the Swiss into the nuclear club. Probably I'll go with the countries mentioned plus U19 (hypothetical future revolter) and the armageddon/abyss tags I haven't used yet. That should be enough. Sweden and Scandinavia are in the club already but Finland is not. Will consider events later but right now the issue is simply whether they should be in the club--a requirement in order to make nuclear authorization work as designed. I doubt the USA would entertain the idea of promoting nuclear use by 3rd countries that are not allied. IRL, for example, they stopped South Korea from making its own bomb. If they stopped an ally, I'm sure they would not promote nuclearization by Switzerland or Sweden. They probably wouldn't oppose it, but they wouldn't promote it either.
 
Allright. I've tried four or five times to download the newest patch, but all I get is a errornotice: "The key you provided for file download was invalid. This is usually caused because the file is no longer stored on Mediafire. This occurs when the file is removed by the originating user or Mediafire."
 
The latest version is 0.23 and I just checked the mediafire link--it is working. See my sig.
 
I have just noticed while playing Communist China, that the game always CTD's, (I have reloaded and played through the whole month three times now), with the same result, as soon as this happens: 1945-10-29 : 0:00 November 30, 1945 : Netherlands had Battle of Surabaya. I do also believe the Chinese civil war needs to be less balanced, as currently it always seems to end up being an almost endless war of attrition with no advances apart from in the west, with a frontline staying along the Yellow river.


Best solution to that CTD?

EDIT: I'm talking about the CW scenario.



The frustrating problem causing an end to the Korean War battlescenario no matter what you do when Pyongyang falls is also remaining.
 
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I don't find the Communist Civil War to be balanced at all...as NatChi I usually crush them in the amount of time it takes for my units to move from Taiyuan to Yan'an

Edit: WHICH IS FINE since I consider that to be realistic IF the Nationalists had defeated Japan they would be able to steamroll the Communists...wait do you mean from 1936 or in the Scenario?

I have just noticed while playing Communist China, that the game always CTD's, (I have reloaded and played through the whole month three times now), with the same result, as soon as this happens: 1945-10-29 : 0:00 November 30, 1945 : Netherlands had Battle of Surabaya. I do also believe the Chinese civil war needs to be less balanced, as currently it always seems to end up being an almost endless war of attrition with no advances apart from in the west, with a frontline staying along the Yellow river.


Best solution to that CTD?


The frustrating problem causing an end to the Korean War battlescenario no matter what you do when Pyongyang falls is also remaining.
 
I don't find the Communist Civil War to be balanced at all...as NatChi I usually crush them in the amount of time it takes for my units to move from Taiyuan to Yan'an

Edit: WHICH IS FINE since I consider that to be realistic IF the Nationalists had defeated Japan they would be able to steamroll the Communists...wait do you mean from 1936 or in the Scenario?

I'm talking only about the CW scenario.
 
Re: Game crashing--(EDITED POST) I have loaded myself as Communist China and played until the Battle of Surabaya with no crash. You need to post a link to a savegame or zip it up and email it (address via PM).

The Chinese Civil War (as AI vs AI) should be a stalemate for the first two years followed by communist advances beginning in mid-1947 or so. This seems to be the result in AI to AI play with the Communists usually winning the civil war slightly earlier than historical, which is OK. If your result is different by 1948-49 I need to know. Yes, I too in testing easily crushed the Commies as Nationalist China. On paper they seemed about ready to do so when George Marshall stepped in. That plus a few other things turned the tide. Also AI is still not as intelligent as a human. The scenario is set up giving BOTH sides the chance to encircle and destroy some enemy divisions at the outset. I've also done well as Communist China.

Re: Korean War battlescenario (not the main campaign) will not be fixed until 0.25 at the earliest.
 
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pu7z,
My Japanese surrender annexes and re-releases Japan. How is Germany doing in Churchill's Nightmare? Did you beat them or come to terms?

Quite well since i'm playing with germany :rofl:

but when the surrender event happen nothing happens to japan, you can see the other events firing in the log, but with japan it just continue the same way, like being bombed to stone age by USA, this may be related to the fact that USA invaded Korea before attempting to invade homeland japan, and consequently annexed all japanese puppets in asia
 
Re: Game crashing--(EDITED POST) I have loaded myself as Communist China and played until the Battle of Surabaya with no crash. You need to post a link to a savegame or zip it up and email it (address via PM).

Everything in this post refers to the CW scenario:


The Chinese Civil War (as AI vs AI) should be a stalemate for the first two years followed by communist advances beginning in mid-1947 or so. This seems to be the result in AI to AI play with the Communists usually winning the civil war slightly earlier than historical, which is OK. If your result is different by 1948-49 I need to know. Yes, I too in testing easily crushed the Commies as Nationalist China. On paper they seemed about ready to do so when George Marshall stepped in. That plus a few other things turned the tide. Also AI is still not as intelligent as a human. The scenario is set up giving BOTH sides the chance to encircle and destroy some enemy divisions at the outset. I've also done well as Communist China.

Re: Korean War battlescenario (not the main campaign) will not be fixed until 0.25 at the earliest.

I am also finding myself in huge trouble being able to sustain my IC (I'm extremely low on all natural resources) as well, having to spend a lot on supplies for trading. In reality both coal and metal ores existed in abundance in the Northern parts of China that I am occupying.

Here is the save: very briefly before the crash, it is played on ARM 1.3:

http://www.savefile.com/files/2070678

That's the best place I could find to upload it.





This kind of problems with resources are persistent in the Soviet block too, and any resources I keep sending them while playing the USSR only comes back to me. I'd say it may be a good idea to not have them as Soviet puppets at all, at least not for a long time. In reality the Russians did take a lot of resources and moved infrastructure and production plants from the occupied countries to the Soviet Union. This went on for a much longer period as well as to a much greater extent in East Germany though. I think some events could represent factory and infrastructure moves, and the player may choose to what extent he wishes to do so, with varying degrees of risk of revolts, dissent and other opposition there. Overall increase production of natural resources around the world may be a good idea anyhow, in some cases less IC.


Here are figures for coal production in the year 1960, from the same source as with the oil:

World: 1972 million tons
USA: 372 million
USSR: 370 million
PRC: 250 million
West Germany: 142 million
France: 56 million
Benelux: 35 million (mostly Belgium)
UK: 197 million
Poland: 105 million
India: 52 million
Japan: 51 million
South Africa: 38 million
Czechoslovakia: 28 million
Australia: 22 million
Canada: 11 million
Others: 242 million

Concentrations are largely the same as in vanilla I believe though.

The parts of China I am currently occupying produced around 70 million tons.
 
Right now the priority is getting the game to not crash, and problems appear to be due to the executable, or perhaps an effort to hack it.

EDIT: I have tracked down the bug related to removing divisions. It seems, samilou, that your version causes units created by events to have higher id numbers than the remove_division command can parse. At first I thought it was a bug introduced by 1.3 but my version does NOT assign such high numbers which explains that my own running of the game does not cause the problem whereas the problem appears in your savegame--I need to know what modifications, if any, you made to the executable--for example did you apply a no-time limit patch and if so whose?

Removing divisions when proxy wars are finished is essential to cold-war modding.

NEW POLICY REGARDING CRASH REPORTS:
ALL REPORTS MUST BE ACCOMPANIED BY THE FOLLOWING:
1) Link to a savegame just prior to the crash
2) Let me know what modifications if any you made to the executable
3) What Armageddon version you are using.
 
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I have made no modifications whatsoever apart from music, which is not really relevant, nor do I use any NTL patch. If it makes any difference whatsoever, I can tell you I'm not using Anthology.
 
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Well I can tell you that your version has done something to the program so that it assigns too high a number to units created by events. When this is done it caused the remove_division command to crash. By editing the save file to remove the first 4 leading digits of the units I knew were to be removed I was able to solve the crashing problem.
e.g. from your version:

id = { type = 4712 id = 1344727295 }
name = "British Expeditionary Division #2"

And from mine:
id = { type = 4712 id = 23181 }
name = "British Expeditionary Division #2"


Removing the leading 1344 from the ID number resolves the crash issue. I ran tests with both an ummodified HOI2 file and one patched for resolution and time-limit (quintelosky's) and got the same results.
-----------------------------
New version is out! 0.24 with a number of small improvements. The download is in two parts. Users who have prior versions may not need the graphics support.
Highlights:
**Graphics
--all units added have available SKIF icons
**Technology tree
--added Radar Defense Networking (52), Advanced Defense Networks (61)
Practical Business Computer (65), 60s Consumer Electronics (67),
Mirved Missile (67), and ARPANET (69)
**Events
--If India becomes independent, British Indian units are usually removed and some go to India.
(India independence will not fire if UK and Japan are at war)
--Treaty of San Francisco events added affecting Japan and several other Asian nations
**Bugfixes
--India independence now properly gives Srinagar and Andaman Islands to India
(UK formerly incorrectly retained control)
--Sri Lanka independence should now fire
--revolters_deaths file now active--Empire of China and other events should now work.
**Fatherland scenario improvements

This is not a complete list.
I'd like ANYONE suggesting added technologies to do so now, because as of 0.25 I plan to declare the technologies to be complete.
Effects of new technologies are subject to improvement but I think now is the time to finalize the list, and I'm still open to new technologies giving added units such as new HQs and garrisons.
 
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Thank you for your help, although I wont be making use of it since you just came up with a new version.




Why call it complete? Nothing is ever complete in modding, there will always be things to improve or fix. I can however understand if you will put most of your focus on other things, but you shouldn't consider things complete.


But my suggestions for the tech tree would be a few techs for the space race for flavour, improving research efficiency, giving victory points and being quite many and very time consuming (perhaps special space agency techteams should be created, that are good on what the space techs usually require), reflecting many different inventions required, and in themselves requiring many other technologies. Helicopter brigades (as far as I know, helicopter divisions are not a normality...) would also be a good thing to add.
 
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