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I'm downloading the latest version now. I've been playing this version of Edge of Darkness as the USA and enjoying myself quite a bit. I like to extend the game play to incorporate the entire Special Units tech tree but could not find the line of code in the 1933.eug file to extend the game past January 1961. What am I missing?
I usually just change the end date in a save file and go from there.
 
Idk in that case, maybe it's hardcoded somewhere - I haven't touched anything related to the end date =) As Pasha said, you should still be able to change it in the save file pretty easily
 
Can you please redo the button so it doesn't use the space bar?

I very much like the space button to pause... and isn't it quite easy to change it if you don't like it (how to do so was already explained in several threads).
 
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Enjoying the mod a good bit. Is there a reason I can't get destroyed unit messages to appear in the log or as pop up messages? I saw that you modified some localization, is it possible that that broke the messages?
 
I like pause on space personally, but like Altruist said, you can modify config\buttons.txt on your end - change the shortcut for id = "BUTTON_PAUSE"

Displaying destroyed unit messages seems to work just fine for me, I'm not sure it's even modified in any way - maybe it's falling back to unmodded files and yours are borked somehow? In any case I don't know why it wouldn't function, sorry :(
 
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@Sheien greetings :)

This picture is the second game of the "Northern War." I got very lucky and twice now, China backed up the warlords and allied Japan. The first time around was a very bloody attritional war lasting until 1945-1947 or whenever I began a new game. The Japanese in that scenario pushed the Soviets to Lake Baikal, with Communists and Nationalists in China doing about 50/50.

Each game I began as Japan and later saved and quit and began as another country, Haiti in the first and Germany in the second. Interestingly, Germany didn't begin Barbarossa in the first game, conquered Europe sans Britain, and the French State - including African colonies - eventually joined the Axis in that game.

Clearly the difference is huge in outcomes. I'm not sure what I did differently the second time, but it is likely screw-ups on AI side maneuvering that Japan lost its armies the second game. I'm certain the Vladivostok pocket was much larger, better contained, than the second time. A Sakhalin crossing almost ensures a huge encirclement.

The timescale of the war is very far apart in each game. Japan-China incurred millions of casualties and handed them out to USSR-CCP in the first. Keep in mind the event for a Japanese-Chinese alliance and the entry of World War occurs in early 1933.

White Peace events would have been desired by about 1944, give or take a year. Germany's economy was "Trump" at that point and the Japanese had a square line, although the Communist Chinese could not be well adjusted for amnesty as much land was traded.
 

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Thanks for the input! I'll try to improve this when I eventually get around to adding the Northern Strike event support and AIs. Might not be for a bit, at least not until I get a bit of a break in my job :)

It's pretty weird to hear about Germany not starting Barbarossa at all and not conquering GB at the same time - did European WW2 proper even break out?
 
Hey Sheien, your mod looks very promising! Really like the northern strike idea, its nice to see plausible ahistorical actions by the AI.

How's the pacific theater.. island hopping for the US, and liberation of the Philippines?

Looked into modding the AI myself and find it well...challenging, so I hope your able and willing to continue your work.

If you ever get bored, a guide for modding the AI would be Christmas morning!

Thx for your work and a hope for more to come!
 
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The US has some new and improved scripts when it comes to the way they deal with Japan, but I'll admit it's really hard to balance dealing with Japan vs helping Europe and keeping a navy presence both in Pacific and around the channel/Italy. I think right now it can be a tossup whether USA manages to do anything or gets their navy annihilated.
 
Still an amazing mod. We play a version with vastly buffed air with it regularly in the MP community.
A lot of variety in games - something that was sorely lacking and drew people to hoi4.
 
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Still very keen on a buffet united scandinavia though. Nazi support was relatively high, area was relatively industrialized, and doing it now it becomes an RK - something like an eastern province for exploitation and subjugation of "racially inferior" elements.

It just doesn't apply, they should be useful, if you can get to it, through some coup event (an invasion would ofc kill support, warranting a neutered RK), it would be great.
 
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Still an amazing mod. We play a version with vastly buffed air with it regularly in the MP community.
A lot of variety in games - something that was sorely lacking and drew people to hoi4.
That's super cool to hear! If you guys have any AARs of those, or any suggestions re: balance or anything else I'd be super interested to hear them =)

(Also, are planes really too weak? I still feel like they're kinda strong...)
 
That's super cool to hear! If you guys have any AARs of those, or any suggestions re: balance or anything else I'd be super interested to hear them =)

(Also, are planes really too weak? I still feel like they're kinda strong...)
He made air supremacy a game winner straight up. I, personally, approve.