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I have just played a game of TGW 1.5 as germany. It is now 1920 and I have found a great many things that do not work concerning the end of the war:

- Although Russia was defeated and the bolshevik's took over, the civil war never started.
- France was overrun in the Kaiserschlacht of 1918, but did not surrender until i went into their game and made them surrender. I had been occupying the whole of france for a year.
- The British Isles were conquered, but just like france, they only surrendered when I personally made them surrender.
- Italy surrendured immediately after I took rome after my sweep through france.
- Despite forcing my opponents to surrender, it has been a year since the french and British defeat and there have been no reparations.

In other words, the TGW staff ought to look at these mistakes and know why they came up. I was personally irritated by this result
 
If the USA were at war on Entente side, I guess defeat events for France and UK do not fire.

I do personnaly think that if france is defeated, there should be some "white peace" event between Central Powers and UK - US. Why would these powers continue a war that is obviously lost on the continent? Things were differents during WW2...
 
Gordon Freeman said:
In other words, the TGW staff ought to look at these mistakes and know why they came up. I was personally irritated by this result

All of these problems have been sorted already. :)

So there won't be any need for the 'staff' to look at the mistakes, after all.


Emp_Palpatine said:
I do personnaly think that if france is defeated, there should be some "white peace" event between Central Powers and UK - US. Why would these powers continue a war that is obviously lost on the continent? Things were differents during WW2...

Something like that has been written now :)
 
Ok, here comes a lengthy one. I've been a passionate HoI player since 1.02(ah the days when you could conquer the world as Nepal...), and for the last year I've been playing Stony Road. Now I'm playing my first TGW game as Germany, and am enjoying myself a lot. This mod has a lot of great stuff in it. The huge naval battles make for a lot of micromanagement, but I'm enjoying the sound of those big guns smashing up British steel. The 'trench warfare' events are a crucial feature of the mod, although not, as I'm sure the good Field Marshal is aware, a perfect solution. The technology tree has a lot of potential! In fact, maybe it's got too much potential. Research in this war was a lot slower, and there less political will to spend money on development instead of production. Personally for now I feel there is such immense advantages to be had from specialized tech research that I impose some extra rules on my research. How the AI manages to blunder his way through that tree, I do not know...

However, these issues are all being dealt with, discussed, and improved even as I write this, I'm sure. And since time and again it has come to my attention that even the slightest tweak of a game variable usually involves hours and hours of scripting, I hereby take my Stalhelm off for the developers who managed to create a new game. Congrats! The lamps go out all over Europe, replaced by the fire in my eyes...

P.S. After the first week of combat in Very Hard mode, I knew for certain that I wouldn't lose this war. Given the way the AI stays in a fight where it loses MP or ships, it will be easy to bleed him dry, and any veteran player will quickly find a way around the trench lines. Would you consider making a 'Kaiser level' for this mod? Doubling AI division strength would be a way to start. Unhistorical, yes, but so is the performance of the AI.
 
We could do something at the beginning that alters the starting positions by event. What I mean by that is the player chooses just how hard they want their current game to be...Easy, no change, or hard.

Easy would cut AI resources in half, and randomly delete a few units (major powers only). The player would get a small increase in resources, and another event that gives them say an extra ten regular infantry divisions.

No change would not do anything to the scenario.

Hard would cut the players resources in half, randomly delete a few units, and increase AI countries resources and give them extra divisions.

However, I would rather shore up the scenarios themselves than resort to do something like this, but that's just my two cents.
 
Shadow Knight said:
However, I would rather shore up the scenarios themselves than resort to do something like this, but that's just my two cents.

Pardon?


Emp_Palpatine said:
"Something like that has been written now"

What do you mean Allenby?

I've already written an event that gives Britain a choice as to whether to fight on or not. :)

...but I've not made it available, yet.
 
Made a new VP list for China and related territories:
###############################################
# China
###############################################

#China Proper#
province = { id = 1696 points = 1 } #Hangzhou
province = { id = 1697 points = 1 } #Ningbo
province = { id = 1714 points = 1 } #Fuzhou
province = { id = 1713 points = 1 } #Xiamen
province = { id = 1712 points = 1 } #Shantou
province = { id = 1703 points = 1 } #Kowloon
province = { id = 1692 points = 2 } #Wuhan
province = { id = 1618 points = 1 } #Luoyang
province = { id = 1694 points = 1 } #Huainan
province = { id = 1613 points = 1 } #Chengdu
province = { id = 1616 points = 2 } #Chongqing
province = { id = 1611 points = 2 } #Kunming
province = { id = 1574 points = 1 } #Lanzhou
province = { id = 1698 points = 4 } #Shanghai
province = { id = 1695 points = 2 } #Nanjing
province = { id = 1563 points = 5 } #Beijing
province = { id = 1562 points = 1 } #Jinzhou
province = { id = 1568 points = 1 } #Taiyuan
province = { id = 1564 points = 1 } #Shijianzhuang
province = { id = 1625 points = 3 } #Tianjin
province = { id = 1565 points = 1 } #Xinxiang
province = { id = 1569 points = 1 } #Handan
province = { id = 1705 points = 1 } #Liuzhou
province = { id = 1615 points = 1 } #Zunyi
province = { id = 1706 points = 1 } #Changsha
province = { id = 1693 points = 1 } #Zhengzhou
province = { id = 1570 points = 2 } #Xianyang
province = { id = 1704 points = 2 } #Guangzhou
province = { id = 1514 points = 1 } #Urumqi

#Foreign owned
province = { id = 1717 points = 1 } #Hong Kong
province = { id = 1626 points = 1 } #Qingdao

#Manchuria#
province = { id = 1559 points = 1 } #Changchun
province = { id = 1661 points = 4 } #Harbin
 
First Impressions

Hi there-

Got the game to work after running the "fix time" file and lots of good stuff is going on. Austria backed down after the assasination but the war eventually began in May of 1915.

I am playing as US with Fog of War ON so I can see whats going on in Europe. Only a few things Ive noticed so far-

1.) I am a neutral, but got a "5% dissent Christmas penalty."
2.) US Manpower seems to be rather low in the beginning
3.) I still have Vera Cruz (Jan of 1916). How can I give it back to Mexico, or can I?

Wonderful MOD, best I've ever seen I think...

Sincerely-
secondbsmn
 
secondbsmn said:
1.) I am a neutral, but got a "5% dissent Christmas penalty."
Allenby, I told you that there was to be an atwar = yes trigger to these events, yet you wouldnt listen. BAD allenby! :mad:

2.) US Manpower seems to be rather low in the beginning
That is so that the US cannot use their vast economy to build a super army which will romp around the world

3.) I still have Vera Cruz (Jan of 1916). How can I give it back to Mexico, or can I?
When the revolutionaries win the civil war, there is an event for ceding it back
 
Zuckergußgebäck said:
Allenby, I told you that there was to be an atwar = yes trigger to these events, yet you wouldnt listen. BAD allenby! :mad:

Contrary to popular belief, I don't actually update the available download every day to account for changes made after the release :)


secondbsmn said:
Wonderful MOD, best I've ever seen I think...

Quite concur :)
 
I am feeling angry today:

Allenby improba! Vel mihi ede potum vel mihi redde nummos meos!

Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

Utinam barbari spatium proprium tuum invadant!

Utinam coniurati te in foro interficiant!

Utinam logica falsa tuam philosophiam totam suffodiant!

Allenby mala! Cur cista non uteris? Stramentum novum in ea posui.
 
Stoner said:
Ok, here comes a lengthy one. I've been a passionate HoI player since 1.02(ah the days when you could conquer the world as Nepal...), and for the last year I've been playing Stony Road. Now I'm playing my first TGW game as Germany, and am enjoying myself a lot. This mod has a lot of great stuff in it. The huge naval battles make for a lot of micromanagement, but I'm enjoying the sound of those big guns smashing up British steel. The 'trench warfare' events are a crucial feature of the mod, although not, as I'm sure the good Field Marshal is aware, a perfect solution. The technology tree has a lot of potential! In fact, maybe it's got too much potential. Research in this war was a lot slower, and there less political will to spend money on development instead of production. Personally for now I feel there is such immense advantages to be had from specialized tech research that I impose some extra rules on my research. How the AI manages to blunder his way through that tree, I do not know...

However, these issues are all being dealt with, discussed, and improved even as I write this, I'm sure. And since time and again it has come to my attention that even the slightest tweak of a game variable usually involves hours and hours of scripting, I hereby take my Stalhelm off for the developers who managed to create a new game. Congrats! The lamps go out all over Europe, replaced by the fire in my eyes...

P.S. After the first week of combat in Very Hard mode, I knew for certain that I wouldn't lose this war. Given the way the AI stays in a fight where it loses MP or ships, it will be easy to bleed him dry, and any veteran player will quickly find a way around the trench lines. Would you consider making a 'Kaiser level' for this mod? Doubling AI division strength would be a way to start. Unhistorical, yes, but so is the performance of the AI.

Err... :rolleyes: bump? Allenby, what I'd like to know is do you have any plans to make an additional difficulty level for your mod. It's a great mod, with the greatest potetial of all the mods since it's basically a new game, but it's just too easy to be any fun for me to replay. Not bragging here, please understand. I'm used to playing Historical Stony Road, where you basically face 2-3 times the historical opposition forces, giving the stupid AI a big enough hammer to hurt you. The 'little hammer' of TGW is very well balanced and I'm not at all suggesting a departure from that in an MP environment, but compensating for the lackings of the AI seems a legitimate reason to at least give the player a choice to make things harder for himself?

In my first game ever of TGW I was playing as Germany. Starting in November 1914, it was possible to go on the offensive on all fronts until July 1915, when Paris, Petrograd, Moscow and Rome was in Alliance hands. With more battleships afloat than the RN and with little opposition left on land, I saw little joy in bringing things to an end. I had great fun getting to that stage of the war, but it was relatively quick and painless. Again, this is not to brag, but to make my point that the AI needs help in order to be a historically correct opponent.
 
Um ZgB this is an English language forum, if you would please post a translation to your Swedish rant. Thanks.
 
OK, here comes the translations from latinus:

Stupid Allenby! Give me my soda or return my mony!

I have a catapult. give me all your money or I throw a gigantic rock on your head

May barbarians intrude on your private areas!

May conspirators slander you in the supermarket!

May false logic undermine your entire philosophy!

Bad Allenby, why doesn´t you use the box? I have added new sand!
 
Zuckergußgebäck said:
May barbarians intrude on your private areas!

No thank you. :) I'll leave that pastime to you.


Aldo said:
Looks more like Latin(ish) to me.

A point of irrelevance, surely? I'd like to remind users that the use of all extinct and ancient languages, including Latin, Assyrian, Swedish, Klingon, Keltic and Cornish are strictly forbidden.

If Comrade Gzalin wasn't on holiday he would have destroyed this thread long ago.



Stoner said:
Err... :rolleyes: bump? Allenby


Stoner said:
Ok, here comes a lengthy one. I've been a passionate HoI player since 1.02(ah the days when you could conquer the world as Nepal...), and for the last year I've been playing Stony Road. Now I'm playing my first TGW game as Germany, and am enjoying myself a lot. This mod has a lot of great stuff in it. The huge naval battles make for a lot of micromanagement, but I'm enjoying the sound of those big guns smashing up British steel. The 'trench warfare' events are a crucial feature of the mod, although not, as I'm sure the good Field Marshal is aware, a perfect solution. The technology tree has a lot of potential! In fact, maybe it's got too much potential. Research in this war was a lot slower, and there less political will to spend money on development instead of production. Personally for now I feel there is such immense advantages to be had from specialized tech research that I impose some extra rules on my research. How the AI manages to blunder his way through that tree, I do not know...

However, these issues are all being dealt with, discussed, and improved even as I write this, I'm sure. And since time and again it has come to my attention that even the slightest tweak of a game variable usually involves hours and hours of scripting, I hereby take my Stalhelm off for the developers who managed to create a new game. Congrats! The lamps go out all over Europe, replaced by the fire in my eyes...

P.S. After the first week of combat in Very Hard mode, I knew for certain that I wouldn't lose this war. Given the way the AI stays in a fight where it loses MP or ships, it will be easy to bleed him dry, and any veteran player will quickly find a way around the trench lines. Would you consider making a 'Kaiser level' for this mod? Doubling AI division strength would be a way to start. Unhistorical, yes, but so is the performance of the AI.


Shadow Knight said:
We could do something at the beginning that alters the starting positions by event. What I mean by that is the player chooses just how hard they want their current game to be...Easy, no change, or hard.

Easy would cut AI resources in half, and randomly delete a few units (major powers only). The player would get a small increase in resources, and another event that gives them say an extra ten regular infantry divisions.

No change would not do anything to the scenario.

Hard would cut the players resources in half, randomly delete a few units, and increase AI countries resources and give them extra divisions.

However, I would rather shore up the scenarios themselves than resort to do something like this, but that's just my two cents.


Allenby said:
Shadow Knight said:
However, I would rather shore up the scenarios themselves than resort to do something like this, but that's just my two cents.

Pardon?

Stoner, did you read SK's post or where you specifically waiting for me to reply? :confused:
 
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I'm generally not for this sort of stuff, but one method of doing things is making qualitative changes - making wholescale numerical changes messes up the OOB and deciding which divisions to remove are rather arbitrary.

On another note - Italy doesnt have a claim over Corsica, and if they have a claim over Provence, then surely Corsica is only natural?
 
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