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Looking forward to trying this, but whenever I try to activate the AoD gfx file in JGSME (in the order you suggest) the program just locks up.

Never asks me to decide over conflicts, which I supsect is the cause.

Anyone else have this problem? I haven't used JGSME before so it is quite likely I am making some noob mistake.

How JSGME works is you place the JSGME.exe file in the base AOD directory. Run JSGME once and close it to create the MODS folder.
Place HWM folder (or any other mod) in the new MODS folder.
Run JSGME again and enable the mod by highlighting it in the available mods section and then click > to move it to the activated mods section.
Close JSGME and run AOD.
 
Hi Aidan, I haven't tried your mod yet even if I've downloaded it and take a deep look and I found it really good, I'm looking forward to try it this week end (probably my girlfriend will hate you, but you will be one among AOD and Paradox guys :) ). I'm quite familiar with HSR and Panzergranadier's old SS mod. I've seen that the new SS brigade/divisions are again Panzergranadier's work and it is a very fine job, as your whole seems to me. I had spent some time thinking around the idea of some elite brigades and some other forum members and me discussed that possibility in a thread roughly one month ago, and we mentioned Panzergranadier's SS brigades made for HSR. My personal concern was that the new stacking penalty system AOD introduced made quality superior to quantity and this is fine for me, but I was worried that the concentration of firepower a division could deploy with an elite brigade will turn it in an uberkiller unit, especially if the division brigaded is an ARM which are rightly claimed to be overpowered in this AOD. I've seen you didn't made any change in the combat modifier file, so I was wondering if a corp o 2 or 3 ARM+SS would have been able to kill everithing on its way without any possibility for enemies, with the possible exception of air units, to stop them. In HSR comabt penalties for ARM where so huge that even if brigaded with SS my uptodate 2ARM+1MOT corp couldn't dislodge a 5 INF+1 CAV entrenched behind a river in the jungle (I know I was asking a lot to my Waffen guys but gave a try anyway :) ).

I don't think I've made the SS brigade overpowering (in particular early on.) As you said ARM is already powerful but I've tried to keep the ss brigade in line with having a TD or SP-ARTY brigade but with some extra morale/manpower/supply burden thrown in.
 
How JSGME works is you place the JSGME.exe file in the base AOD directory. Run JSGME once and close it to create the MODS folder.
Place HWM folder (or any other mod) in the new MODS folder.
Run JSGME again and enable the mod by highlighting it in the available mods section and then click > to move it to the activated mods section.
Close JSGME and run AOD.

Perhpas I didn't explain myself clearly. I have done that - but whenever I try to move the gfx mod to the activated mods section it locks up. I can run your mod (and the others) successfully through JSGME, just not AOD gfx.
 
Aidan i like those build up events, its just that because of the retooling time they are a disadvantage for a (human) german player, so i usually cancel those as germany. dont know if there's a way to make a serial run of these?
 
Yeah I cut the gearing to 25% so you can build the historical Wehrmacht OOB. It is possible to get the units finished in time even with the gearing.

There's no way to make a serial run via event though. That would be great if there was.
 
I've tried a '36 Germany game, and the "German historical mobilization" event chain didn't fired. Now I'm in middle '37. At the beginning I wasn't worried since I expect the events to start in '37 or so on, but then I looked at the events file and it should have fired at the very beginning of the game.

Anyone other here had this happened?

Tommorw I'll be able to get in '38 and tell you about the SS eventes chain.
 
Hmm the initial event should fire on Jan 2 1936 everytime.

This was my understanding from what I've read

Are you sure it's installed properly?

My idea, but I have to check it this night when I come back home, is that there I have some trouble with the "events.txt" file.. isn't this one checked by the program to know which event file read?
 
Yes, exactly right. So if AoD doesn't have the modded 'db/events/events.txt' the extra events won't work.

Thank you in advance, tonight I'll check