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Allenby said:
I'd like to remind users that the use of all extinct and ancient languages, including Latin, Assyrian, Swedish, Klington, Keltic and Cornish are strictly forbidden.

Swedish? hey, thats pushing it buddy, I know atleast two people whos peak swedish! :rolleyes:
 
Gordon Freeman said:
I like that very much :)

When can we expect the next version?

I have a lot of work to do - next month would seem to be optimistic. :)


Zuckergußgebäck said:
Swedish? hey, thats pushing it buddy, I know atleast two people whos peak swedish!

Apologies. I just realised that I spelt 'Klingon' with a 't'. But now I have corrected this error, you can now laugh at my excellent humour, in all its glory.
 
:) I did read SK's reply, and I think his ideas are good; one way of many to achieve a challenging game. I'm still wondering however, if there are actually any plans to implement any such ideas. I say this is a really great mod, and it would have a lot of replay value if there was a way to make the game more challenging. If you're interested, I'm sure Aregorn and the rest of the stonyroad team would be happy to share their experience in the matter, as I'm sure you're aware they've been working specifically towards that goal with their mod for a long time.
 
Stoner said:
:) I did read SK's reply, and I think his ideas are good; one way of many to achieve a challenging game. I'm still wondering however, if there are actually any plans to implement any such ideas.

If SK elaborates on his idea, then I shall certainly consider it. :)
 
Here's an example of a startup level ajustment event(taken from HSR v1.03c). Introduce a few global techs ajusting GD and the like and link them to a startup level ajustment event like this one, and you'll have difficulty levels included in your mod in a relatively easy manner. :)


#########################################################################
# Level adjusting GER 123910-12314
#########################################################################

event = {
id = 123910
country = GER
trigger = {
OR = {
AND = { ai = yes event = 123900 event = 123902 event = 123908 }
AND = { ai = yes event = 123901 event = 123905 }
AND = { ai = no event = 123900 event = 123902 }
}
}
date = { day = 2 month = january year = 1936 }
offset = 1
deathdate = { day = 30 month = december year = 1947 }

name = "Beginner Mode"
desc = "You have got the Beginner Mode for your country."
style = 0

action_a = { name = "Mr. Burns: distinguished"
command = { type = gain_tech which = 4000 }
command = { type = gain_tech which = 13000 }
command = { type = gain_tech which = 13004 }
command = { type = manpowerpool value = 3810 }
command = { type = supplies value = 22000 }
command = { type = oilpool value = 22000 }
command = { type = coalpool value = 22000 }
command = { type = rubberpool value = 22000 }
command = { type = steelpool value = 22000 }
command = { type = trigger which = 779 }
command = { type = gain_tech which = 4004 }
 
It might be easier, with regards to the tech tree, to simply have an 'easier' level offer certain extra techs by event with the 'gain_tech' command, rather than create brand new ones for the sole purpose of having differing levels of difficulty.

And as of yet, the tech tree is not yet complete :)
 
But those new techs would adjust the cost of tech research, so you could have techs at 100% if you wanted an easier game, and get, say, 120% cost for the harder level. And you could also have that tech adjust the industrial_modifiers to produce less IC and a lower supply/IC ratio.
 
Hello,

I just started playing TGW mod and I must say it's extremely good.

However, I've got a few questions:

1. All ships seem to be upgradable except the ships that are being built. Why is that?

2. Shouldn't there be a few free divisions of volunteers for Germany in September-October 1914 (43. to 54. Reservedivisionen and 6. Bay. Reservedivision) to represent the massive amount of volunteers early in the war?
Besides, I've discovered that the first new divisions are 86-89 and then 50-58 and then +100. In history, 43-54 Reservedivisionen came first, then 75-80 Reservedivisionen and then 50-58 and +100... (just a unimportant remark)

Jan
 
Java of Flanders said:
1. All ships seem to be upgradable except the ships that are being built. Why is that?

That's normal for HOI


Java of Flanders said:
2. Shouldn't there be a few free divisions of volunteers for Germany in September-October 1914 (43. to 54. Reservedivisionen and 6. Bay. Reservedivision) to represent the massive amount of volunteers early in the war?
Besides, I've discovered that the first new divisions are 86-89 and then 50-58 and then +100. In history, 43-54 Reservedivisionen came first, then 75-80 Reservedivisionen and then 50-58 and +100... (just a unimportant remark)

Jan

Yes. Done.
 
Hello,

A few other remarks:

1. Germany should defend its eastern border better, especially Königsberg. In my current game war breaks out and Germany strategically redeploys ALL its divisions in the East (not one remaining along the border). This results in the immediate loss of most of the border regions.

2. How can British and French ships enter the Baltic sea after the war breaks out. Shouldn't the strait between Denmark and Sweden be closed for them?

3. Can anything be done about the Überstacks of ships of the AI? I have no difficulty whatsoever to destroy dozens of enemy ships because these 50 ships are fighting my 12 ships at 1 %...

Regards,
Jan
 
Java of Flanders said:
Hello,

A few other remarks:
2. How can British and French ships enter the Baltic sea after the war breaks out. Shouldn't the strait between Denmark and Sweden be closed for them?

3. Can anything be done about the Überstacks of ships of the AI? I have no difficulty whatsoever to destroy dozens of enemy ships because these 50 ships are fighting my 12 ships at 1 %...

Regards,
Jan
You are addressing HoI issues, nothing that is connected to the TGW modification. This Mod is limited to the game of HoI you know.

2. The strait must be controlled by the enemy to be blocked, neutrals doesn't count.

3. HoI.
 
Aldo has it correct...the only way we could stop the strait would be to make Denmark either occupied by Germany or make Denmark part of the Central Powers...neither a good solution if you ask me.
 
Hello,

OK...

A few other remarks: the first German Jäger-Division should be correctly called Alpenkorps and not Alpin-'Korps'.

There is an error in the Schlieffen-plan event. The last thing is Trigger the 'AI_EVENT' Event. And then you get a message saying unknown string wanted.

Jan
 
Delthalazon said:
I'm totally addicted to TGW. I need an update.. update....

Next month.

Maybe.


Java of Flanders said:
A few other remarks: the first German Jäger-Division should be correctly called Alpenkorps and not Alpin-'Korps'.

:confused:

Where?


Java of Flanders said:
There is an error in the Schlieffen-plan event. The last thing is Trigger the 'AI_EVENT' Event. And then you get a message saying unknown string wanted.

How annoying. Does this happen to anyone else? Someone respond.
 
I've managed to get the AH AI to stop hurling men across rivers at Serbia, and the Balkan front doesn't collapse quite so easily - but whoever is defending Belgrade does a fine job (one of those skill 5 FMs) and the Austrians still get whipped - historical, but after a while the Serbians take bits of Hungary.....

The river crossing penalty and the shore bombardment penalties are both -70 for the affected parties - perhaps shore bombardment should be -30 and river crossing -20? It's not as if troops waited on the other side of a river to intercept the invaders - the strategic map in HOI cannot simulate the larger areas that the troops fought over.
 
Hello,

In the normal 1914 scenario, if you build a Jäger-Division as Germany, you get the Alpin-'Korps', which should be Alpenkorps.

The 'AI_EVENT' thing happens to me every time I play Germany, others should have this problem too I guess?

What about the Germans redeploying all their divisions in the East?

Jan
 
Er, so how do I get my unmovable gas attacks to attack? I managed to annex mexico and place 30 divs of gas attack in the province bordering on texas (though right across the rio grande).. and when I tell them to attack, they say it's out of their range! it's exactly 1 damn province away.. just across the river.

Also, I think you underpowered amphibious assaults.. like, they should be difficult.. but when I have 40 divisions of max tech marines with artillery, they should not be defeated by four regular infantry in a province with no sea fortification. This is why I needed to invade mexico to get at the USA. It's actually totally impossible to defeat the US.. heh.