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I play with the sprites on (no counters) and I have no problem with telling unit stacks apart.

As of today I have officially rebegan work.

TODO:
-Make sure game loads.
-AI files.
-Switch Files.
-Editing MAP to make sense for AOD's supply ESE system.
 
Updated my original post; game successfully loads and now back to where I originally was. I am now going to begin work on the AI files first and then edit the map.
 
Updated my original post; game successfully loads and now back to where I originally was. I am now going to begin work on the AI files first and then edit the map.

My friend...

Why reinvent the wheel?

A lot of AOD events and most probably the AI files as well .. could well be common .. for early versions of mods ported to Darkest Hour?

AOD used the HOI2 map, as so did these mods, but of course probably for Doomsday?

You should check out my port of World in Flames mod from the DD version?, AND check out the Darkest Hour Tools section in the Modifications area... Bizon had an excellent tool to AUTOMATICALLY convert these files...

... worth a look..:blink:
 
That, that may well be the case; it wasn't when I first started though.
 
Yeah those automaters aren't working, this might have to be done by hand.
 
Gringo, are you thinking about porting your mod over to the DH map for AoD? Because that would be excellent.
I'm not sure. Once Sid finishes updating all the AI files, I will take a look at how much effort would be involved porting TRM to the new map. I imagine it would be a tremendous amount of work, even with Sid's mod as a starting point. And even once the TRM port seemed to be "done", it would take many playthroughs on handsoff playtests and lots of tweaks to get the right balance.

I finally got into a few DH play-throughs but even with the latest patch the combat and logistics models are a straight HoI2 throwback... which is unfortunate but it means AoD (IMHO) is still the best out there.
That's how I feel, as well. DH is a good game and the WiF mod looks promising. But while playing DH, the Player does not suffer the logistical issues of long supply lines, the Allies cannot mount an effective strategic bombing campaign, superstacks are not penalized, etc. I prefer AoD because to me it has a more "realistic" feel. That being said, given that I spent part of my time in the Army as a battalion S4 (supply officer) and I am an economist, my perspective may differ from many people's. AoD with the TRM Mod on the DH map would be incredible....

TRM v1.08 has been out for about two months and has been downloaded 199 times so far, so it seems that people are still playing it. I bet it would be a lot more popular if it used the DH map.

SID -- are you using the AI files from AoD 1.08 as your starting point? I believe several new softcoding ai instructions were created in 1.06, 1.07, and 1.08, for example infrastructure = 0.X0 which tells the AI how much of its production slider to dedicate to repairing damaged provincial instructure and buildings.
 
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I'm into the "c's" for country name's now in the base AI folder, haven't been to switch yet. Was using 1.07; downloading and installing 1.08 right now.

e: I went and grabbed WinMerge so I could side by side compare differences between my two AI files, works pretty good. Using it to fix the infra thingy.

Anyone know difference between "relative_build = yes/no" is? Seems to change between 1.07 and 1.08...

e2: Fixed the files I've worked on so far to conform to 1.08; changed all files ahead of me as well, so now its just doing what I was originally doing and so on.
 
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Anyone know difference between "relative_build = yes/no" is? Seems to change between 1.07 and 1.08

I would leave them as "no" since that is what was in HOI2, DD, Arma, and AoD up through and including 1.07. Nothing in the AoD 1.08 change control suggests an exe modification to support this softcoding alteration. My motto is, if it ain't broke, don't fix it. AI files that I created for TRM have always used "no".

The Paradoxian Wiki on AI modding says, "....an AI with relative_build_scheme set to yes is a very bad idea. It will try to produce the same amount of everything! Can you imagine the USSR building a battleship for every single infantry divison?...."

If that statement was correct back when it was written a couple years ago, and unless the AoD .exe was updated, then changing it to "yes" was the wrong thing to do.

To summarize, I would leave them as "no" unless the actual person who coded the .exe says differently.
 
That's what I mean, several minors had it changed from "no" to "yes" between .07 and .08.

I'm officially in the "d's" now. Will sleep soon, might spring for E's if D category is sufficiently short.

e: Okay I had a rather productive spurt; made it to the "h's". Will try to accomplish h-i-j Monday.
 
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Darkest Hour Province convertor tool, is an excel sheet. Using notepad++ you can copy a whole column of province references and paste them into this sheet, to have them converted into the new DH map. I used it for all my ports, yes it is a manual job, but this does help... It is very accurate for areas except southern Russia going into Asia, where it is very hard to get your bearings.... ATTACHED.

Bizon's automatic mmc tool DOES work for INC files very well. I know this, as I used it for doing the MDS2 port a few months ago. You just have to look out for ? appearing in your files, but overall it speeds things up enormously.

hope this helps.

View attachment 66546
 
Your original link in your other thread(s) didn't work for me ;)
 
Waaait, I looked at your page again and isn't it only for going from the province excel sheet to another? That's not what I'm doing. I'm changing the ID's in the AI and Scenario files. Example:

Code:
#Default values
construction = { 
	max_factor = 0.30 

	AA_batteries = no
	max_AA_level = 2
	AA_provs = { 
		1781 # Port-au-Prince
	}

	coastal_fort = no
	max_coastal_level = 3
	coastal_fort_provs = { } 

	radar_station = no 
	max_radar = 5 
	radar_provs = { } 

	air_base = no
	max_air_base = 1 
	air_base_provs = { } 

	naval_base = no
	max_naval_base = 2 
	naval_base_provs = { } 

	land_fort = no
	max_land_level = 2
	fort_borders = { } 

	ic_at_war = no 
	force_ic_until = 1935
	ic_end_year = 1940
	IC_provs = {
		1781 # Port-au-Prince
	} 
	Infra_provs = { 
		1781 # Port-au-Prince
	}

Does your thing work for this and if so how? I don't see it on your page.
 
Yeah that province tool is ONLY for changing province ID's. I thought this was what you were doing.

Now I'm confused?

As for the relative_build scheme.... If you have it set to yes, then the AI tries to build the units in the ratio's that are in the units list, that comes immediately after it in the file.

The easiest thing to decide the issue is this: set it to yes/no and run the game on fast forward for a year or two, and compare the differences it makes..

EDIT;

The province ID tool is for going from the Old HoI2 map to the new DH map. But the ID's have to be done in the AI, INC and events files.

To be clear: it is only for province ID's. It is NOT for tech ID's.
 
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I am trying to adapt the AI files from vanilla AoD to be able to use the Darkest Hour map. I am not trying to change the province ID's from 1 to another, I don't mind fixing that by hand as I need to adjust manpower values regardless.

Meaning that I need to go to every AI and switch file and change the AOD ID's to DH ID's; thus none of the automater tools are of any use in this regard. For example Bizon's program changes it from AoD AI files to DH AI's files; it changes MORE than the AI province ID's.

Your automater afik only changes the .csv file; not the billion little AI files under the AI folder. Thus needs to be done by hand regardless.
 
For example:

Code:
[b]DARKEST HOUR eng.ai[/b]
###################################
# Construction and Tech Research
###################################
#Default values
construction = { 
   	max_factor = 0.9 

   	AA_batteries = no 
	max_AA_level = 5 
	AA_provs = { 29 24 18 22 26 27 } 

	coastal_fort = atwar
	max_coastal_level = 3
	coastal_fort_provs = {
		429  # Malta
		# England Coast
		26 # Dover
		25 # Norwich
		27 #Portsmouth
		23 # Plymouth
	} 

	radar_station = atwar
	max_radar = 3 
	radar_provs = {
		26 # Dover
		25 # Norwich
		27 # Portsmouth
		20 # Plymouth
		18 # Shefield
		5  # Scapa Flow
	} 

	air_base = atwar
	max_air_base = 5 
	air_base_provs = { } 

	naval_base = no 
	max_naval_base = 5 
	naval_base_provs = { } 

	land_fort = no
	max_land_level = 5
	fort_provs	= { 
		348 # Gibraltar
		790 # Alexandria
	}
	fort_borders = { } 

	ic_at_war = no
	force_ic_until = 1938
	ic_end_year = 1940
	IC_provs = { 4 5 6 7 11 13 36 35 } 
}


And for comparison england from AoD:

Code:
[b]Arsenal of Democracy eng.ai[/b]
###################################
# Construction and Tech Research
###################################
#Default values
construction = { 
	max_factor = 0.150 

	AA_batteries = no
	max_AA_level = 4 
	AA_provs = { }

	coastal_fort = yes
	max_coastal_level = 2
	coastal_fort_provs = {
		31  # Malta

		# England Coast
		20 # Dover
		17 # Norwich
		21 # Portsmouth
		23 # Plymouth
		13 # Sheifield
		22 # Bristol
		11 # Sunderland
		10 # Edinburgh
		9  # Glasgow
	}

	radar_station = yes
	max_radar = 10 
	radar_provs = {
		20 # Dover
		17 # Norwich
		21 # Portsmouth
		23 # Plymouth
		13 # Shefield
		5  # Scapa Flow
	}

	air_base = atwar
	max_air_base = 3 
	air_base_provs = { }

	naval_base = no 
	max_naval_base = 5 
	naval_base_provs = { }

	land_fort = yes
	max_land_level = 3
	fort_provs	= { 
		348 # Gibraltar
		906 # Alexandria
	}
	fort_borders = { }

	ic_at_war = no
	force_ic_until = 1938
	ic_end_year = 1940
	IC_provs = { 
		#3 # Stornoway
		#5 # Scapa Flow
		#6 # Inverness
		#7 # Aberdeen
		#8 # Dunfermline
		10 # Edinburgh
		#28 # Belfast
		#29 # Portadown
		19 # London
		14 # Liverpool
		16 # Birmingham
		13 # Sheffield
		11 # Sunderland
		12 # Blackpool
		} 
	Infra_provs = { 
		19 # London
		14 # Liverpool
		16 # Birmingham
		13 # Sheffield
		11 # Sunderland
		12 # Blackpool
		10 # Edinburgh
	}
}


Pretty much all of the AOD Province ID values, need to be changed to their Darkest Hour values.

Your automater, and Bizon's as far as I know doesn't do this to the AI files.
 
Should be done the base AI folder sometime late Tuesday; then will move onto switch and then I'm pretty much done as far as playability is concerned. Then I'll move on to fiddling by hand with the province.csv file so that the resource and manpower and ic values are adjusted to reflect AoD's design instead of DH.

Successfully reached the "I's""P's"."S's".
 
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New update; I could actually really use some help with events. Can people track down for me EVERY event that involves province id's?


edit: Yaaaaaaay! Finished base AI folder next is switches.
 
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I can help you, also with editing events if you want. With Notepad++ this should be quite easy. I've made a list of triggers and commands that use province id's but I'm not sure if these are all of them.

triggers:
owned = {
control = {
areaowned = { ?
areacontrol = { ?
garrison = {
province_revoltrisk = {
capital_province = {

commands:
type = capital
type = addcore
type = removecore
type = secedeprovince
type = control
type = province_keypoints
type = construct
type = add_corps
type = activate_division
type = add_prov_resource
 
Sure go right ahead! The switch folder isn't too tedious to edit so hopefully we can be finished at the same time.

I'm in the "E's""F's" in switch.

To save time on clicks I'm skipping verifying that the "ignore={ "sea zone name" {" are right. On my second pass through if I notice the AI isn't behaving correctly I'll do something. First pass will purely be getting this to be somewhat playable in singleplayer.

e: Okay in the "G's" now.

Anyone know if its a huge difference between DH and AoD regarding their values? Sometimes they have #ID = -1 for target, and the other will have #ID = 1000 for the same place.
 
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