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Sure would be possible, but again: Would it see use where necessary?
- I guess a switch that turns those off might be slightly better, because then people have to expend at least a token amount of effort not to be buggered by their mistakes, but then - would it not just move the effort from modders to users ("I'll not fix this, you can just turn off the warnings.")?

I mean, the whole point is of course to actually fix the cause of the errors. Because they might be or might without warning become actual causes for faulty behaviour.
The game will not complain about errors that do not exist, after all.

... I guess I could add an error-pooling option or something, so that one is still buggered by a couple of errors, as long as any remain, but not by a prohibitive number of them...

addendum:

A06 is up, now displays meaningful error message for new checks.

can you remove the hardcoded limitation of number of provinces in the game, please (or make it much more)
I just checked and the current limits on provinces seem to be as follows:
Code:
10000 provinces in total (currently used: less than 3000)
 3000 naval provinces    (currently used: less than 1200)
This seems to be plentiful.
Do you really need more? How many would you like?
 
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Thanks for the correcting in A06!

We, german and russian modders, among other descendants of the white and red Don Cossacks,
keep the game (battle , Logistics, ...) System of AoD for better than in DH, HoI3 and Hoi4. There are in AoD three major hardcoded weaknesses for Modding: too few provinces , divisions and brigades.

We need MORE
1) provinces: 30.000 provinces in total and 10.000 naval provinces (for the future)
2) brigades: b_u01.txt, ..., b_u100.txt (or better 1 - 200)
3) divisions: d_u01.txt, ...., d_u100.txt (or better 1 - 200)

4) and the possibility to add more brigades to land and air divisions.
5) More different ressouces species would not be bad, but probably too much effort to implement this

Tzar, you and your (AoD) team have created unchallenged the best global strategy wargame of all time , but now we need some new changes, so that it stays that way.

We love AoD.

Tzar, please help us to keep this love.
-------------------------------------------------------------------------------
"Zsar1 is really our hope to level AoD to new heights" KostasL
 
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>A06 is up, now displays meaningful error message for new checks.
> ai/admiral/ignore checks now displaying filename and line number of affected AI file (instead of source)

Hip, hip, hooray!

you have exceeded my expectations, it is even the invalid area name displayed (not only the filename and line number)!

That is very very helpfull! Thank you very much!


>. I guess I could add an error-pooling option or something, so that one is still buggered by a couple of errors, as long as any remain, but not by a prohibitive number of them...

it's ok

Please make displaying of transportweight, max_supply_stock, max_oil_stock of units (divisions and brigades!) in production menu, it would very helpfull.

Next problem / question:
(that's not super important , only if you have time)

Tzar, my computer monitor has the screen resolution of 1920x1200, in setings.txt is:
...
0 #WINDOWED MODE (1 for on)
europa.valkyrienet.com
1920 #Width
1200 #Height

But if i start the game the file gfx \ Load_1920.bmp is never loading, but the file "Load_1024.bmp".

Why? Or better: is it really right so?

I have testet to rename the file "Load_1920.bmp" (with picture resolution 1920x1200) in "Load_1024.bmp", but at the game start it's not displaying the whole picture.

what can I do to solve the problem, or is it hardcoded?

The next display with menu after load the game come too with the small resolution of 1024x...
 
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Hrrch. Zs. Like ß, but the other way around. Zs.
I have very deliberately chosen a combination of letters, which is not customary in any latin-typed or latin-transliterated language as the beginning of the word "emperor".

There might be an ukrainian photographer who uses the same handle, but that, again, is not related to regalness of any sort.

... I'll see how the game will perform with the increased province counts you propose.
Cannot quite fathom what you'd want with that - as far as I am aware the largest map currently available for AoD is the E3 map with ~8000 provinces in total and therefore a comfortable cushion of 2000 to go.

Mayhap @fabfeingold or @Fürstbischof could provide a more fine-grained statistic? It seems that both their projects currently do not offer download links, and apparently there are differently fine-grained versions of E3.
The DH version I've seen here advertises 7000 provinces in total, which would leave a reserve of 300. Too bad a connection currently for me to just download and take count myself, but that's in the description at least.
 
Zsar, a ok, sorry. The Fact is, you are our (of HoI peaple - modders and gamers) new HoI/AoD Imperor - the greeat hope to level AoD to new heights.

what i know, the download links for E3 will come in august - september

>I'll see how the game will perform with the increased province counts you propose
thanks, for future modding it would good,
computer become faster andfaster and game performace better :)

Zsar, do you know this (1 -4):

1) E3 MAP for DH
https://forum.paradoxplaza.com/foru...r-darkest-hour-1000s-of-new-provinces.620449/

Download:
DH-E3Map v1.1.7 (uploaded 20 June 2015):
https://mega.co.nz/#!9MJgFJpA!cD84N5jRttxmFrNbqB-h-hqaG6mGcAOgIT7lIrGgO10
or
http://www.mediafire.com/download/cwp43pi5vcbh96j/DH-E3Map v1.1.7z


2) E3 MAP Mod for AoD
The E3 map, completely reworked with a new topographic look. A couple more provinces in Germany, Italy, Belgium and the Netherlands. This is a mod for AOD,"
http://forum.paradoxplaza.com/forum...f-new-provinces.620449/page-113#post-20390250

Download Link:
http://www.filefactory.com/file/40w7tnoehmft/E3 Map Files for DH 1.04 - Topographical Look.rar
https://mega.nz/#!jx8QkYZJ!SZw3jX25DbL45VWyc8NktO-MSEleml15Tnic0gb1LUA

3)
Putin MOD for DH (with E3 Map)
http://forum.paradoxplaza.com/forum...ards-armageddon.636517/page-442#post-21417890

Download Link:
https://mega.nz/#!u85ygJyJ

Decryption Key : !bq45qO05nFr-r9TkcwmnH88L5gxLJEo2MCuEdhmmxXY

4)
New Mod (with moded E3 MAP) for AoD
https://forum.paradoxplaza.com/foru...is-still-anyone-out-there-playing-aod.856211/

Download Map:
https://www.filefactory.com/file/tuc9ca3p15/AOD-CTW_v.0.11.rar
https://mega.nz/#!Dk8hABpL!J-MtHZRA_hWMSl2qGfj9BND7LIjFi_8r44nK9MVqPRA

5) Iron Cross Map AoD/ DH

we have at the moment 4 map alternatives
 
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Zsar, what you think about

1) to increase the number of different buildings for construction (special factories): the aircraft factories , tank faktories, shipyards, equipment factories?
2) to increase the number of different ressources

difficult to implement?

and what do you think about the idea of a new projekt AoD 2.0?
do you know, no interest by paradox about AoD 2.0?
---------------------------------------------------------------------------------

Full suggestions list:
1) more provinces
2) more brigades: b_u01.txt, ..., b_u100.txt (or better 1 - 200)
3) more divisions: d_u01.txt, ...., d_u100.txt (or better 1 - 200)

4) the possibility to add more brigades to land and air divisions.
5) more different ressouces species in provinces (iron, cool, oil, rubber, aluminium, molybdenum, ...)
6) more different buildings (special factories) in provinces (aircraft factories , tank faktories, shipyards, equipment factories, transportation industry, Mining industriy, power plants (and/or heavy industry, light industy, chemistry industry, electonic industry, ...?), and implement shipyards, tanks and aircraft factory max. capacity : the player can only use some IC (in %) to build ships, tanks and air craft

7) implement that the high Infrastructure level (not (only) the terrain) reduce time construction of forts, infra and industry
8) speed-combat-bonus: add combat bonus for faster units in air combats
9) IC upper limit in provinces (misc.txt)
10) one infrastruktur factor in misc.txt for increases the industrial output of the province, and on another infrastructur factor for construktion sped bonus in the province
 
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... Too many wishes, too little time, is what I think.

As for "AoD 2.0" - it might end up in a similar vein to HoI4: notably different to the original, and mayhap shunned for that.
And how could it be different: Remakes... suck.
 
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... Too many wishes, too little time, is what I think.

As for "AoD 2.0" - it might end up in a similar vein to HoI4: notably different to the original, and mayhap shunned for that.
And how could it be different: Remakes... suck.

hm, any another Idea for programming a new even better AoD Game (not a bad remake like HoI4 / 3)? Only you can make hardcoded changes? Then we have only you for this.

>too little time
We understand that fully, and will wait, wait and wait. Ok?

Really, do we have an another alternative???
Is it possible to get to the code of AoD for onother peaple?

What should we do, Zsar? What can we do?

Look, that what you're doing now (AoD 1.11 A01 - A06) is just super :) Ok?

I know many games, AoD is very very funny, but we, modder, need more possibilities for modding.

Give us more opportunities to improve the game, for example, by misc.txt
(ex. speed combat bonus: add combat bonus for faster units in air combat)

But the most important , you and your team
please keep it up,
stays with us and with the beloved AoD! Ok????
 
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Higher Infra already increases the industrial output of a province. Also decreasing the time required to construct a building might be overpowered.
 
Higher Infra already increases the industrial output of a province. Also decreasing the time required to construct a building might be overpowered.

ach, Pang Bingxun, let please the modder decide what makes sense, and determine the height of all bonuses.

a) We need one infrastruktur factor in misc.txt for increases the industrial output of the province, and on another infrastructur factor for construktion sped bonus in the province.
We could then maker lower the factor for increases the industrial output :)

realistic is both! We need a factor to reduce time construction of forts, air bases, radars, ... (not (only) of IC)

b) then we need that a minister can speed up the construction of infrastructure

Unlimited expansion of industrial capacity in a province is a greet problem!

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

Full suggestions list:
1) more provinces

2) more divisions: d_u01.txt, ...., d_u100.txt (or better 1 - 200)
3) more brigades: b_u01.txt, ..., b_u100.txt (or better 1 - 200)
4) the possibility to add more brigades to land and air divisions.

5) more different ressouces species in provinces (iron, cool, oil, rubber, aluminium, molybdenum, ...)
6) more different buildings (special factories) in provinces (aircraft factories , tank faktories, shipyards, equipment factories, transportation industry, Mining industriy, power plants (and/or heavy industry, light industy, chemistry industry, electonic industry, ...?), and implement shipyards, tanks and aircraft factory max. capacity : the player can only use some IC (in %) to build ships, tanks and air craft

7) one infrastruktur factor in misc.txt for increases the industrial output of the province, and on another infrastructur factor for construktion sped bonus in the province.
[ implement that the high Infrastructure level (not (only) the terrain) reduce time construction of forts, infra and industry ]
8) minister bonus for increase of construction of buildings / infrastructure
9) speed-combat-bonus: add combat bonus for faster units in air combats
10) IC upper limit in provinces (misc.txt)
 
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a) the infrastructure expansion in a state also depends on the government / minister, can you agree with me? or no?

(the expansion of infrastructure costs money in reality)

we dont have in AoD this: https://en.wikipedia.org/wiki/Ministry_of_Transport

"Specific responsibilities may include overseeing road safety, civil aviation, maritime transport, rail transport, developing government transportation policy, organizing public transport, and the maintenance and construction of infrastructural projects. Some ministries have additional responsibilities in related policy areas such as infrastructure, public works, waterworks, construction, communication, housing and economic activities, such as industry and trade.

In many jurisdictions, transportation policy is often assumed by an Infrastructure Ministry"


b) in the desert or in the forest with high infrastructure all buildings can be built more quickly than on a flat, where is little infrastructure exists, can you agree with me? or no?
 
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wHAT WE HAVE.

// Head of Government:
13_PERSONALITY_Ambitious Union Boss: CG need -15%; Dissent growth rate +5% Money production -30%
14_PERSONALITY_Backroom Backstabber: IC -5%; Chance to coup us -30%; Coup Nation 900 (1000)
15_PERSONALITY_Corporate Suit: Money production +50%; Dissent growth rate +10%; Unit build costs +5%
16_PERSONALITY_Flamboyant Tough Guy: Alliance chance with close ideologies +50%; Leader skill efficiency -10%
17_PERSONALITY_Happy Amateur: Dissent Growth Rate -10%; Money Production -5%
18_PERSONALITY_Naive Optimist: CG need -10%; Belligerence required for DOW +10%
19_PERSONALITY_Old Admiral: CA+CL+DD constr bonus -5%; Tac+Escort constr bonus +5%;
20_PERSONALITY_Old Air Marshal: Tac + Escort constr bonus -5%; Inf + Mount + Mill constr bonus +5%;
21_PERSONALITY_Old General: Inf, Mount, Mil constr bonus -5%; CA, CL, DD constr bonus +5%;
22_PERSONALITY_Political Protege: CG need +3%; Dissent growth rate -5%
23_PERSONALITY_Silent Workhorse: IC +5%; Diplomacy costs +20%
24_PERSONALITY_Smiling Oilman: Alliance chance -20%; Oil production +10%
 
b) then we need that a minister can speed up the construction of infrastructure

They already exist, if only as national ideas. But changing ministers to achieve the same is possible for modders already, just copy the entries from ideas to ministers.

speed-combat-bonus: add combat bonus for faster units in air combats

That does seem a bit redundant as the faster units already have better combat values that reflect their higher speed.

a) the infrastructure expansion in a state also depends on the government / minister, can you agree with me? or no?

It does depend on ideas, on sliders and techs influencing gearing bonus. That is at given effective ic spend on infrastructure. By spending more ic it can be accellerated aswell.

b) in the desert or in the forest with high infrastructure all buildings can be built more quickly than on a flat, where is little infrastructure exists, can you agree with me? or no?

Well, usually infra is higher in flats. Building Infra up in forest(+25%), hills(+50%), swamp(+100%) or desert(+150%) takes way longer than in urban or plains. So in most circumstances the opposite of your presumption is true.

I tend to agree that constructing buildings at higher infra will be cheaper, the question is whether the degree of cheaperness exceeds the savings from faster repairs. That is unclear to me. Also most buildings can be constructed outside a province and be placed into one afterwards.