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Hi,

Is there a specific trigger for the coup against the Nazis?

I'm not sure if it is part of the main game, or is it the Cold War mod, but I keep having the Nazi's overthrown. Every time I reload the save game it happens on the same day - April '42, right after the USSR declares war on me.

I've played this mod many times before, and have never seen this before. Is there a way to avoid it in game? There are no spies in Germany.

Thanks for any help.
 
That's a new one on me. I know the Soviet AI is programmed to DOW Germany in 42 if there is no war yet (vanilla). But as for the coup, it must be some vanilla event because I did not put anything in. Who coups you, and what is the resulting government? Also are you using Arma 1.2 or 1.3?
 
Well, its not like a regular coup like you do through the Intel section. Its more like a scripted event I think. I doesn't say anyone coups you. Its the plot to assassinate Hitler - as it was historically (but obviously successful). General Beck is put in place of Hitler.

It says something along the lines - Hitler has been assassinated! The new government wishes to seek peaces or something along those lines. But nobody wanted a simple peace with me.

I don't mind the loss of a few government officials, but you also lose a few dozen generals... including most of your best panzer leaders. You are left with a pretty worthless collection IMO.

I think the government is the same, but the slider moves a little to the left of authoritative. You get 15.00% dissident hit, and probably a bunch of other things I didn't notice.

ARMA 1.3
 
Event 2025. Most of the cabinet is replaced, domestic policies are set to democratc 6 and left 2, you lose a lot of ministers (most of them NS), and quite a number of leaders. You gain a blueprint for Volksturm doctrine.

The event triggers are almost same as for the failed assassination attempt, 2026, (which also loses you [different] ministers and leaders, although not as many, and only gives 10 dissent)- the differences are that the assination can't fail if it has already succeeded, or visa versa, and that the failed assination can happen from the 1st of June, whereas the successful can happen from the 3d of June.

As for avoiding it, er, not without cheating, I suspect- the events can't occur if Bitter Peace (with or without Japan), US surrender, UK surrender or the other assassination event has happened. So... uhm, you could trigger the failed assassination, I guess.
 
The events are proper but badly written. There should be a random factor to the whole thing but there isn't. You just get whichever one happens to be in the cycle first. The moral of the story is don't get into a losing two-front war with Hitler in the saddle. It's a little late to fix it for 0.28, which is out

Changelog
v 0.28
--Database
--UPR tag renamed to 'German Confederation' with flag change
--UPR ministers changed to FA, except for HOS/HOG who are PA. The ministers who would be available after Nazi defeat are cloned as Market Liberal.
(this enables Armageddon fantasy/normal real world compatibility) UPR would normally be released by autocratic puppet masters, or in the aftermath
of DDR defeat in Red Barons.
--non_English translation of technologies hould be improved over 0.27
--added Vanuatu and Belize as revolters
--added ministers for SPA, SAF, YUG, VEN, ROM, DEN, DDR, SCH, LEB, and BRA from previous Cold War Mod
--added ministers and teams for Egypt (some Cold War Mod some my own)
--added ministers for CHI and CHC from Cold War Mod
--changed ideology Deng Xiaoping to Leninist (reflects role in post-Mao era in which CHC was really more LWR)
--Changed country name Persia --> Iran (official name since 1935)
--Changed country name Siam --> Thailand. Name adopted in 1938 and again in 1947. The name was Siam only until 1938 and from 1944 to 1947.
Bugfixes
--incorrect 'Death of King George' message replaced by 'One of Our ministers has Died'--
(wrong message had been displayed for several minor nation death events)
--fixed typos preventing some Tibet events from working correctly
AI
--Improved German AI build scheme to cope with game imbalance introduced by Armageddon 1.3 patch
(works only for Arma 1.3--Arma 1.2 does not have the game imbalance issue and the file is structured for 1.3)
--DDR Red Barons AI build scheme improved
--AI only Belgium event--peacetime IC mod 36 scenario only also to address game imbalance issue
Fatherland
--fixed bug whereby Primorsk territories were not added to Chinese cores when they should have been
--Kuriles now ceded to Japan if China (Republic or Empire) absorbs Primorsk
--AI only Tibet annexation for Empire of China (complements CHI and CHC events)
--Japan adds cores when appropriate--sometimes gains territories if Primorsk is absorbed.
--slightly increased frequency of partisan revolts in German colonization of the east.
--UK Loss of Indian units slept in fatherland scenario (is already reflected in scenario)
--added UK pathway choice event series
--added Fatherland descriptions and propaganda pictures--most questions about why the fatherland
scenario is the way it is should now be answerable by clicking on a country description in scenario.
Events
Cold War
--Marshall Plan events series added
World War 2
--Soviets get events to demand Baltics join USSR or face war after Vichy event
(historical event mysteriously missing from HOI2 vanilla--M-R pact required in some form)
--Yugoslav surrender event added (if at war with GER, ITA and BUL)
--Greater Scandinavia event added (SCA gets Greater Finland if Finland doesn't exist)
 
I've been forging ahead in the game now and I'm coming close to a WC actually, or rather a world puppet spree :p
I've noticed a few things though:

with my help Japan dealth with the Chinese (help = militry control of japan) by invading through Hong Kong. China folded rather fast, as I had hoped :) The Japanese military comand was duefully spanked for their incompetence though :p. However, Japan annexed the whole of China and I didn't notice any events dealing with the policies of conquest. I might have just missed it, or they might not have fired at all cause I know they exist :)

then there is the US: It won't surrender to germany if germany is at war with both it and the UK. And the UK won't surrender if GER is also at war with the US. That's maybe something that needs some changing (?): assuming north africa or south italy aren't US controlled (springboards for european invasions) it might be more logical for the US to bow out if the UK falls. This leading to a cold war scenario as told by your fatherland mod. This would basically allow the GC 1936 campaign and the fatherland campaign to meld (assuming that is already the case)

alternatively: if the US surrenders there might some story to tell there too. The US falling is of course a far bigger what if than the UK or even the USSR falling as the US didn't even come close to the point of surrender.

another alternatively (though I could have sworn it's already in this mod): a cold war between Germany and Japan, though I'm not really sure how that would play out. I've got no idea over where there'd be conflict between the spheres of influence of Germany and Japan. The former German colonies in the Pacific are a possibility though they were rather worthless. Maybe Siberia where thechnological progress leads to the unlocking of ever more resources


oh well, I'm probably yapping useless stuff anyways :p
 
then there is the US: It won't surrender to germany if germany is at war with both it and the UK. And the UK won't surrender if GER is also at war with the US.

another alternatively (though I could have sworn it's already in this mod): a cold war between Germany and Japan, though I'm not really sure how that would play out. I've got no idea over where there'd be conflict between the spheres of influence of Germany and Japan. The former German colonies in the Pacific are a possibility though they were rather worthless. Maybe Siberia where thechnological progress leads to the unlocking of ever more resources


Jup, I also changed that in my game, 'cause it seemed more logical to me. I also had to fix something regarding "being @ war with France".


GER vs. Jap Cold War = Tomorrow the world

Just take a closer look around this forum ;)
I would love to see that scenario getting a little more love/work...
 
aah, I knew there was one :p my mind just placed it as part of this mod rather than an indepent effort.
 
Downloaded and have been testing this stuff out... very impressive so far. A few observations:

1. I like the expanded tech trees very much, my only "complaint" is how overwhelming/cluttered the land/air/sea doctrines are. Perhaps if I were playing a real game I wouldn't have that complaint. So that's my next step.

2. When Communist China annexes Xinjiang/East Turkestan, there is an error in the event for East Turkestan. The event fires for East Turkestan and East Turkestan responds, whereas it should fire for Communist China and then East Turkestan should respond.

3. In the Fatherland scenario, I crashed as soon as the two Chinas went to war.
 
Naval doctrines are a bit cluttered I admit. Largely I took the work of the original fatherland developers and merged some steps. Perhaps there are too many steps. But then naval technology was something that only the US and maybe a few other countries could really master--other nations just ignore the stuff. Air doctrines just look cluttered because of the compression of all the existing stuff on the top half of the screen.

I've noticed that the war between the two Chinas crashes sometimes but not always, for an unknown reason. But reloading a save seems to solve the problem. The only thing I can think of is that the whole thing relies upon mutual 'command = type = ai_prepare_war' commands which direct the ai to move troops to the front lines and then later declare war. Perhaps if both Chinas DOW on the same date there is a crash. Usually in my games Empire of China DOWS first and overruns the Nationalists.

You are right about East Turkestan. Event 6940 (file turkestan.txt) should read:
Code:
event = {
	id = 6940
	random = no
	country = [b]CHC[/b]
	
	trigger = { 
		owned = { province = 1433 data = CHC } #Urumqi
		owned = { province = 1390 data = CHC } #Xinjing
		owned = { province = 1225 data = CHC } #Tainyian
		owned = { province = 1235 data = CHC } #Nanjing
		owned = { province = 1258 data = CHC } #Guilin
		owned = { province = 1307 data = CHC } #Kunming
		owned = { province = 1442 data = CHC } #Golmud
		owned = { province = 1205 data = CHC } #Beiping
		NOT = {
			exists = CSX
			exists = CGX
			exists = CYN
			exists = SIK
			exists = MAN
			exists = MEN
			exists = CXB
			ispuppet = CHC
			war = { country = CHC country = TIB }
			war = { country = CHC country = SOV }
			war = { country = CHC country = JAP }
			war = { country = CHC country = USA }
		}
	}

	date = { day = 1 month = july year = 1944 }
	offset = 2
	deathdate = { day = 28 month =december year = 1964 }

	name = "Demand East Turkestan submission"
	desc = "With the victory of the Communists in the Chinese Civil War, Burhan Shahidi, governor of the pro-Nationalist region of Xinjiang, declared his allegiance to Communist China. All that remained was to convince the East Turkestani leaders to submit."
	action_a = {
		name = "Demand submission"
		ai_chance = 95
		command = { type = trigger which = 6941 }
	}
	action_b = {
		name = "Let them be"
		ai_chance = 5
		command = { }
	}
	
}


I expect to take over the Tomorrow the World Scenario (due to the inactivity of its originator) and package it with 0.29 for community development.

You have to annex either the UK or the USA for the UK surrender to Germany or the USA surrender to Germany to fire. In my opinion both surrenders are not worthwhile for the German side, and I just go for victory anyway. I guess if the USA had nukes I'd think twice though. I've no plans to change them but may add "New Order" events allowing Germany some options after final victory. Specifically they should have choices similar to Japan's choices when the conquer China. I think a good idea would be if the UK gets ridiculously low in IC to have Canada inherit the remains of the British Empire.

Stahlwolf,
Would you care to post your edits to the events you mentioned?
 
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I expect to take over the Tomorrow the World Scenario (due to the inactivity of its originator) and package it with 0.29 for community development.

Good news.

I've no plans to change them but may add "New Order" events allowing Germany some options after final victory. Specifically they should have choices similar to Japan's choices when the conquer China. I think a good idea would be if the UK gets ridiculously low in IC to have Canada inherit the remains of the British Empire.
That would be very much appreciated and seems like an excellent idea to me.

Stahlwolf,
Would you care to post your edits to the events you mentioned?
Well, the problem is, since merging your newest version with my "old" modified version, I lost some files/events in the progress. I'm afraid, the hoi2plus.txt was one of them... :eek:o


btw... did you actually notice, that if an event.txt is ridiculously long, hoi2 seems to NOT recognize the events that are at the bottom of that specific file? That gave me quite a headache, until I noticed what was going on...

edit: Although I think I can still remember some things about my UK surrender.
The trigger was: Ger not at war with the US and the SOVs;
in control of Paris, London, Scapa Flow, Belfast and some other province I can not recall;
random = 30-50? (dunno the exact number)

Effect was: UK leaves the allies;
makes peace with GER;
Scapa Flow and some former colonies are seceded to Germany and Italy;
British fascist government;
release of most of the british colonies to independence;
UK does not become member of the axies;

Every puppet got its own event for "unpuppeting" them and setting up a government.

Problems I noticed:
UK is still @ war with Japan, which was the main reason I didn't invite the UK to the axies myself (Japan was not axies).
Later, I think it was 1944 or '45 (?) the UK re-joined with the allies in the fight against the Empire of Japan, for some reason I don't know.
Making a former UK puppet join the Axies was not possible. Possibility of joining was always 0%.



I know, this changed the actual game a lot, but let's be honest. An official British surrender under the conditions stated above, would had been anything but unrealistic. ;)
Anyways, the UK also had a 50%-chance of not giving in and keep on fighting in the following event. So, in fact it's not unrealistic at all, I guess...
 
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Some ideas I've been thinking about are
1) creation of a French-British Union tag with regular_id set to ENG
2) set France to regular_id = ENG in 36, 38 and 39 scenarios
3) set Canada to regular_id = ENG in all scenarios up to and including 41 and possibly 44 as well.

This allows for the option of French-British Union upon the fall of France (Britain was in favor but France refused). It would also allow Canada to get the British units on annexation. Probably Canada should have some dormant hard-core British leaders in its files. If all that is done then I could do a "Canada Inherits the British Empire" event. Probably the best trigger would be no control of Gibraltar, Suez, Delhi, Cairo or any part of the home islands, and the Soviet Union does not exist, is out of the fight, or at war with the British themselves. possibly would add that British IC is 5 or less. (maybe lost_IC = 95). Likely the UK government would go into exile in Canada at that point, and Germany, the Soviets, or the Japanese would be free to dispose of what they captured from the British as they see fit. The big thing I've found out though is a need for new AI files, because a country like the UK is not going to agree to puppetry forever, but you'd like to at least have a loyal ally. Puppetry is also not good for England because it has to trade to survive (short of rares and metal), and it should be free to make its own trades but be politically loyal.
 
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First of all I want to thank you for this impressive mod and all the time/work you've invested on it.

Everytime I play a Götterdammerung scenario an unkown error appear, I just wanted to know if it's a known bug if it's any chance of fixing it?


Thanks in advance!
 
Tell me more about the unknown error. When does it happen? Can you post the history file when the error occurs? If you know when it is ABOUT to happen, can you send me a savegame? And what version of Arma are you using? 1.2 or 1.3?
 
Tell me more about the unknown error. When does it happen? Can you post the history file when the error occurs? If you know when it is ABOUT to happen, can you send me a savegame? And what version of Arma are you using? 1.2 or 1.3?

Well Im using Arma 1.3, The crash occurs when loading a scenario ( So I cant play it) The error says ---- Scenario File had errors--- And the game crash. They history file is blank.
 
I cannot reproduce your error. Are you trying to use any map mods (other than mine?) Also did you, when installing for 1.3, remember to overwrite all relevant files with the zpatch_arma13 section?
 
Some ideas I've been thinking about are
1) creation of a French-British Union tag with regular_id set to ENG
Well, I'd think the first one might be, hm, something of a comparative waste of tag (this Union is hardly likely to continue after the War, I'd say). Perhaps a USE tag, recycled for this (after all, this Union might set the seeds for such a federation if it is sufficiently successful and smooth, and the tag could be used for other situations in the post-1945 world when a deeper Community was considered- plus quite a bit, even most, of the sentiment that would be in favour of a continued Union would be the kind that would be inclined towards closer co-operation with other West European states), but, eh, hardly much of a priority...
 
Nomonhan, it has been an honor and a privilege to watch your incredible mod grow from the first version to the 28th version (and many more!). You have done an outstanding job on all levels. You are the epitome of what a mod designer should be. Thank you for your hard work and for giving the community such an excellent mod!
 
The French-British Union was intended to be temporary and break up after the war. Its advantage would be the inclusion of the French generals, and units. It would make the game pretty tough for Germany. Its disadvantage is that Germany could release France as its puppet. I don't think I'll go forward with that idea. Will only pursue the idea of a regular_id = ENG for Canada up through 44 so it can inherit the British empire in a contingency and get all the units.
 
For some reason i can't get nukes to work.

I am playing 0.26, and it is getting really annoying that i spend all of this time invested in my program and for some reason it won't even let me use them. :(