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Out of curiosity is that a matter of personal preference (ala Darkest Hour)? Right now I'm at I think v0.9996 :D
 
Hopefully soon we can transition to trying to get Cold War Extension in this as well.
 
would you consider transitioning the 44 scenario? there is a mod here a couple of pages back called 44 scenario revised which has historical improvements. i don't know how popular 44 scenario is but it offers a different challenge than 36 as you're thrown into the fire immediately.
 
I copied and pasted from the Darkest Hour scenario files which might be a part of that problem; doesn't stop Germany from curbstomping France in most tests but I'll look into it.

would you consider transitioning the 44 scenario? there is a mod here a couple of pages back called 44 scenario revised which has historical improvements. i don't know how popular 44 scenario is but it offers a different challenge than 36 as you're thrown into the fire immediately.

It's a low priority but we might look into it.
 
Code:
event = {
	id = 929204
	random = no
	country = GER
	
	trigger = {
		war = { country = GER country = FRA }
		NOT = { exists = CZE }
		war = { country = GER country = SOV }
	} 
	# Triggered by CZE 919199
	name = "Czech's are gone."
	desc = "Oh free stuff!"
	style = 0
	picture = "czechs_annexed"

	action_a = {
		name = "OK"
		command = { type = dissent value = -4 }
		command = { type = domestic which = defense_lobby value = 1 }

		command = { type = gain_tech which = 2050 } # Improved Light Tank
		command = { type = gain_tech which = 1240 } # Improved Motorized Division
		
		command = { type = add_corps which = "Reserve Heeresgruppe Nord" value = land where = 163 }
		command = { type = add_division which = "10. Panzer-Division" value = light_armor when = 2 }
		command = { type = add_division which = "11. Panzer-Division" value = light_armor when = 2 }
		command = { type = add_division which = "12. Panzer-Division" value = light_armor when = 2 }
		
		command = { type = manpowerpool value = -7 } # Manpower for 10. Panzer
		
		command = { type = independence which = SLO value = 1 }
		command = { type = make_puppet which = SLO } 
		command = { type = alliance which = SLO }
		
		command = { type = trigger which = 919213 } #POL
		command = { type = trigger which = 919214 } #HUN
		command = { type = trigger which = 919215 } #ROM
		command = { type = sleepevent which = 919204 }
	}
}

I can not seem to get this event to fire, any thoughts?
 
command = { type = domestic which = defense_lobby value = 1 }
...it has to be set_domestic

Sid, how did the Italian-Ethiopian war turn out in your campaign? I don't know if this is due to my modifications (I didn't change any ai files) but in my campaign the Italians just occupy the coastal provinces and Ethiopia garrisons it's capital. They never attack each other.
 
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Remove the trigger conditions if you intend to trigger this event via another event.

Its a duplicate, I have two versions of this event, one thats triggered by another event (that also never fires, hence this event) and this one with triggers to try to get it to fire.

Sid, how did the Italian-Ethiopian war turn out in your campaign? I don't know if this is due to my modifications (I didn't change any ai files) but in my campaign the Italians just occupy the coastal provinces and Ethiopia garrisons it's capital. They never attack each other.

The Italians annex Eth after about a year or less, right now my problem is that France curbstomps them because the Italians just retreat without fighting and then France ends up wasting half of its army in Italy rather then fighting the Germans (and thus getting curbstomped by Fritz).

I think I'll take italy out of the early war and only have them join after Paris falls or something.

I'm currently uploading release candidate 2, which is version 0.95; there's many and massive differences and should play like and entirely different game.
 
Release Candidate 2

List of changes:
-Gave every country a little more on map manpower.
-Gave Japan, CHC more IC to make them more competitive.
-Doubled American peacetime modifier as in DH they seem to have 500 base ic, which isn't wrong but its imbalancing if they activate it too early.
-Reworked the event chains so that there's a viable early war around 1938 over Czechoslovakia, aciddentily left the AI chances such that it always fires, so just edit the AI chance entries in the Czech event files around to fix it back to historical.

If Czech refuses, SOV demands MA from Poland, if POL refuses they ally Germany and become GER puppet (Ger cores removed on the corridor), FRA and ENG put at war with GER. SOV gets their M-R cores. POL gets their Polish Commonwealth cores for funzies. Japan will randomly dow SOV via Nanohan incident, and will peace out once they take vladivostok, right now they never spare the troops up north though SOV takes care to reinforce the far east, working on this still.

-Gave Japan more resources to run their IC somewhat, but then also promptly shipped most of it overseas so that they still need to worry about submarines strangling them.
-Fixed OOB for Germany, France, UK.
-Added some VP's because some nations were absurdly easy to annex.
-Fiddled with AI files, France should put up a fight, and GER should actually intelligently pursue FallWess and switches to defencive versus Soviet Union, they reenact Shieffilen Plan.
-Soemtimes GER dow's Denmark, mostly to do with Britain, will look at it later.
-Tweaked FRA and ITA ai's so they don't mess up the war for each other.
-AI and build queue tweaks all around so AI's don't waste AI and retooling times on stupid shit like paratroopers.
-Gave POL some IC if at war with SOV via the early war events to see what happens.

forgot a quick fix for a duplicate event id, put this over your db folder
 
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My test game has this problem where in June 10th or so or around there abouts the game hangs; it doesn't crash it just goes grey (Windows 7) and stops responding.
 
On hard mode the AI seems to play a lot better; too good in the case of Japan.
 
I found a bug with my Chi surrender event, wrong provinces are given in wildly incorrect locations will fix.
 
Any idea on how to define new ai files? The validator seems to like complaining about my new ones.

Sigh. Because the validator pre defines them instead of simply checking if the file exists :rolleyes:

e: finished validating, I'll continue my current Canada save and see whats up. Its been a little more stable I THINK *knock on wood*.

e2: HAHAHAHA and it randomly crashes as I start the saved game, :D it continues fine so far on the second attempt, hopefully a fluke from running it at too fast.

e3: Yup, its been pretty stable, I'm playing back on very fast now. Germany actually seems to be winning in USSR, but thats not too unexpected, whats good is that the USSR isn't going down without a fight either.
 
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I wonder if it would be instructive to tweak how long the AI will make serieses for to make their long range planning better, albeit at the expense of being able to react?
 
I think I might make a "Marshall Plan" event that gives bonus IC to any "divided" nation.

e: Germany surrender events now work a little better for early war, before next upload will fix vanilla as well.
 
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Bug in France surrender events no one spotted yet -_-' work in progress.

Denmark/Altmark doesn't fire until the wrong date as well if there's an early war, I'm thinking duplicate ai events best here. Not crucial but I'm working on it.

Yay! Britain and France now dow Sov properly. Just that it fired under the wrong circumstances -_-' fixed.

e: claiming memel never fired, found out why. Fixed.

e2: fixed Vichy events, now France loses its colonial possessions and fixed crash bug.
 
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Problem with the Japan-Vichy event chain, now fixed.

e: fixed a typo "Command = ..." to "command" in the nationalist spain events. -_-'

Now to figure out why AoD likes to randomly crash still, I thought it was more stable, but it seems still crash prone.

e: fixed scenario files for starting units for typos that don't seem to prevent game start of affect units existing but the validator complained so anyways.

e2: Fixed Vienna Diktat Event which didn't fire before (wrong province it was checking for, 196 instead of 296).

e3: Full screen mode seems remarkably more stable.
 
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