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1.033!

- Got motivated and tracked down alot of land doctrine tech IDs from various AI's ignore list and deleted them. The ID on the ignore list had the potential to cause the AI to not research land doctrines in the odd case its annexed and then liberated by a nation with another land doctrine path, hopefully found them all.
- Some small tweaks to research priorities for few AIs

Download from first page.
 
Some issues:
In \db\events\Improved\Improved Events\AI Sliders.txt you use "country =" as definition without a country tag. This may work or not but it's an improper use, as these events are valid for every country please remove the empty country definition.

\db\events\Improved\Improved Events\United Kingdom.txt
Error: Token "has" at line 350, column 22 must be an equals sign.
-> desc not marked as text

\db\events\Improved\AI Events\30_AI_Iraq.txt [event[16]\trigger\OR\owned[4]] (426, 2):
Name: ata
->Typo, should be data

\db\events\Improved\AI Events\68_AI_UnitedKingdom.txt [event[14]\trigger\event] (322, 2):
60452" is not a valid EventID

\db\events\Improved\AI Events\70_AI_USA.txt [event[16]\action_a\command[2]\which] (389, 33):
60416" is not a valid EventID

\db\events\Improved\AI Events\1007_AI_CSA.txt [event[12]\trigger\OR\technology[2]] (312, 70):
100710" is not a valid TechId or CountryValue

\db\events\Improved\AI Events\1008_AI_California.txt [event[13]\trigger\OR\technology[2]] (341, 70):
100810" is not a valid TechId or CountryValue.

\db\events\Improved\AI Events\1009_AI_Quebec.txt [event[11]\trigger\OR\technology[2]] (284, 70):
100910" is not a valid TechId or CountryValue.

\db\events\Improved\AI Events\23_AI_Germany.txt [event[38]\action_a\command[2]\which] (1000, 33):
60232" is not a valid EventID

\db\events\Improved\AI Events\1010_AI_Texas.txt [event[11]\trigger\OR\technology[2]] (284, 70):
101010" is not a valid TechId or CountryValue.

\db\events\Improved\Improved Events\Finland.txt [event[8]\action_a\command[2]\which] (213, 30):
50330" is not a valid EventID or EventIDBattle.

\db\events\Improved\Improved Events\Germany.txt [event[17]\action_a\command\which] (429, 30):
50217" is not a valid EventID or EventIDBattle.

\db\events\Improved\Improved Events\Germany.txt [event[13]\action_a\command[3]\which] (330, 30):
50213" is not a valid EventID or EventIDBattle.

\db\events\Improved\Improved Events\Germany.txt [event[5]\trigger\event] (108, 20):
50317" is not a valid EventID or EventIDBattle.

EDIT:

\db\events\Improved\Improved Events\Nationalist Spain.txt [event[4]\trigger\event] (98, 19):
50055" is not a valid EventID

\db\events\Improved\Improved Events\Vichy.txt [event[2]\trigger\event] (64, 2):
51457" is not a valid EventID

\scenarios\Improved 1936\Sarawak.inc [country] (11, 1):
At most 1 instance(s) of a literal "control" entry are allowed, but there are 2 instances.

\scenarios\Improved 1936\Brunei.inc [country] (5, 1):
At most 1 instance(s) of a literal "control" entry are allowed, but there are 2 instances.

\scenarios\Improved 1936\Nepal.inc [country] (6, 1):
At most 1 instance(s) of a literal "control" entry are allowed, but there are 2 instances.

\scenarios\Improved 1936\Bhutan.inc [country] (6, 1):
At most 1 instance(s) of a literal "control" entry are allowed, but there are 2 instances.
 
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1.04 is out! Download link can be found from the first post.

- Thanks Dennis for reporting the errors, seems a bunch of them had escaped my eyes when using Validator, all of them have now been fixed, apart from the AI Sliders.txt one, its only a placeholder file, not being currently used
- Full support for the latest 1.09 RC1
- French&UK research AI optimized
- Took out some unnecessary naval research from South Africa, Australia and New Zealand
- Some starting constructions tweaked
- Soviet AI now builds and researches some interceptors
- Integrated naval/air bases, fortifications and AA values from the wonderfull CORE mod
- Updated some AIs to build bases due to the new CORE values
- Some other minor AI updates, mostly for revolter nations
- Added a bunch of missing airforces and updated the airforces for few major nations, USSR being the biggest receiver
- Recognition by the Vatican event for Nat. Spain
- UK guarantee events now really create a GoI on Poland and Greece which UK has to pay for
- Also a new event where UK guarantees Romanian independence
- Event for Italy concerning the capture of Yugoslavian light cruiser Dalmacija
- Event for Italy where they can create some Albanian militia after the conquest
- New minister resignation/dismissal events for Italy, Germany and UK
- Aimone di Savoia-Aosta becomes King of Croatia event for Italy
- Event for Croatia, forming armed forces after its creation
- Croatia receives extra cores upon its creation event by Germany
- USA GoI on Switzerland removed from starting scenario
- UK cores removed from Cyprus and Malta
- Purchase of cruiser Lutzow event for USSR and Germany
- UK now controls Port Said at the start of the scenario
- Italian cores on Yugoslavia removed, but added the ones for Nice, Grenoble and Corsica
- Italy no longer returns the three cores to Vichy, nor Tunisia if it has managed to capture it
- USSR Purges changed so they add combat penalties to airforces/navy too
- VP triggers for USA Gearings have been adjusted to the current set of VPs, it was still for vanilla set, so the values were way too high
- Nanjing massacre no longer gives USA a free click of interventionism, it also gives less dissent reduction for China and some for Japan too
- Began importing the CORE resources to the starting map for Africa, Asia and Caribbean, removed the old resource events and edited revolter events accordingly
- Experimentation in India, it now has more starting resources and a great deal of manpower, but suffers from a -50% peacetime penalty
- And once again a bunch of minor fixes/changes here and there
 
Thanks, summer has been and will be busy so dont think I can provide much direct help to your mod, but anything Imp has to offer, feel free to integrate, and ill eagerly answer if you have any questions about it :)

Hotfix 1.041!

- Integrated latest changes to events from Pangs 1.09 RC1 set35
- Corrected the slightly bugged Romanian AI neutrality drop event

Download from first post.
 
This mod is unplayable as the US. I installed it over the latest 1.09RC3, and Germany has failed to attack Belgium, the Netherlands, France, and Luxemburg. Germany declares on them in September/October 1939, but then never does anything. I've played as the US three times, and the result is always the same - DoW by Germany against Belgium, the Netherlands, and Luxemburg in October 1939, but come December of 1940, Germany has yet to actually go on the offensive: it just sits there doing nothing.

Okay, so here's the timeline from my latest attempt playing as the USA:.

Germany declares on Poland, like always, on 30 August 1939. Poland is annexed on 19 September 1939.

On 1 September 1939, Germany declares on Denmark, which then joins the Allies.

On 3 September 1939, The Altmark Incident event happens and Germany makes preparations for invading Norway and Denmark (perhaps this is where the problem starts?)

On 7 September 1939, the "Denmark Stands Down its Army" event happens and Germany annexes Denmark on 8 September 1939.

On 9 October 1939, Germany declares on Belgium, the Netherlands, and Luxemburg, who all join the allies. Then nothing happens - Germany stops attacking and just sits.

On 21 November 1939, I intervened with the "fullcontrol" cheat to order German divisions along the western front to attack targets in the Netherlands, Belgium, and Luxemburg, then immediately deactivate the cheat, giving control back to the AI. After taking the objectives from my orders, Germany resumes passivity.

20 December 1939, Germany finally annexes Luxemburg after taking it as a result of my orders in November.

30 March 1940, Italy annexes Sudan, but still has yet to attack France along its northwestern border.

10 April 1940, Germany goes with "Attack Denmark and Norway" in the Fall Weserubung event. Norway subsequently joins the allies.

21 May 1940 (pictured below), Germany has failed to launch an offensive against Norway after 41 days. It has 30 submarines doing convoy raiding duty off of Arhus, and has 15 transports just sitting in Rostock's Port. No troops have been mobilized to attack Norway, and nothing is happening along the western front. Neither the Allies nor Germany are fighting each other. Deadlock. Full stand still.

I'm thinking things got fouled by the timing of events involving Denmark and Norway, which has resulted in the AI getting gridlocked. Does anyone know how to fire the necessary events for the AI to recognize that Denmark has already fallen? I'm thinking this might wake Germany up and get it moving again. I think the AI is confused because it cannot invade an already annexed Denmark.

Any thoughts? Am I on the right track at least? Please help!

third shot.jpg
 
The early DoW on BeNeLux on 9 October 1939 might be the problem or not. When in vanilla i triggered the war there early, than it complicated the norway invasion. But it had little negative impact on the main campaign in europe which went on as to be expected.
 
Reinstall the mod. You have not properly overwritten the AI folder and are running with the vanilla AIs.

Vanilla German AI has full passivity modifier against France and Benelux, explains why they are not attacking, my own AI does not have such modifiers.

Other clues are the 30 submarines, my German AI does not have 30 submarines nor has this ever happened in my hundreds of testgames.

So you are somehow running with the vanilla AIs but with my AI events, which result in this mess you are experiencing.

So follow the installation instructions:

Extract the files to your AoD installation folder and overwrite when asked. Before that, make a backup of the AI folder, hopefully you did so before the first installation attempt.

Note that this will not fix your current game, so you need to begin a new campaign after you have successfully installed it.

It is likely that the German standdown can be fixed with few edits to the savegame, but it might not be the only issue since you are basically running the mod with unmodified AIs for all the countries. If you cannot bother to start a new game, PM me your Skype address or upload link to your savegame and I can try to salvage something, at least I can get the Germans to push forward.

EDIT: Explained the issue further in Tech support.
 
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Reinstall the mod. You have not properly overwritten the AI folder and are running with the vanilla AIs.

Vanilla German AI has full passivity modifier against France and Benelux, explains why they are not attacking, my own AI does not have such modifiers.

Other clues are the 30 submarines, my German AI does not have 30 submarines nor has this ever happened in my hundreds of testgames.

So you are somehow running with the vanilla AIs but with my AI events, which result in this mess you are experiencing.

So follow the installation instructions:

Extract the files to your AoD installation folder and overwrite when asked. Before that, make a backup of the AI folder, hopefully you did so before the first installation attempt.

Note that this will not fix your current game, so you need to begin a new campaign after you have successfully installed it.

It is likely that the German standdown can be fixed with few edits to the savegame, but it might not be the only issue since you are basically running the mod with unmodified AIs for all the countries. If you cannot bother to start a new game, PM me your Skype address or upload link to your savegame and I can try to salvage something, at least I can get the Germans to push forward.

EDIT: Explained the issue further in Tech support.

Thanks, Lord Jarski! I will follow these directions. I knew it had something to do with the interplay between the mod and the latest patch, but I am not the most tech savvy guy around. :D
 
Hello!

First I would like to say that I really enjoy playing your mod. Thank you for putting in all the time and effort and then being kind enough to share the fruits of your labors with all of us. That makes you a pretty righteous guy in my book.

Also just wanted to pass along some info on a couple of minor glitches with your mod. As you can see in the image below,two things:

1) The map shows the southern portion of Ohio as Columbus, but everywhere else in the game (including the build queue), this province is called Cincinnati (see the open province view menu in the picture).

2) If you look at the last item in the game log of this screen capture, it refers to "UNKNOWN STRINGS WANTED" related to the British guaranteeing Romanian independence event.

Finally, not pictured on the map, the Seattle and Columbia US naval fleets are said to be based in Tacoma (naval base rating of 3), but are in fact based in Seattle (zero level naval base). Not sure if the fleets should start the game based in Tacoma, or if they should correctly be in Seattle - in which case it might make more sense to have the two port values switched. However, it could be correct as it stands and I just have no clue what I am talking about (and I say this sincerely, not sarcastically).

Again, at any rate, I really am enjoying your mod and the fresh face it puts on an already great game. As you can see by the game date, I'm just a few months away from the German DoWs. I'm excited to finally be wading into war with the Germans soon! I almost always play as Germany, so I am really looking forward to the change!


Improved bug.jpg
 
Wow, that was quick! By the time the USA entered the war (after the Surprise Attack on Pearl Harbor event on 3 December 1941), Germany and Japan controlled half of the world together.

Japan had already defeated the Chinese (1940) and had captured all of Indochina, plus had declared war against the USSR, and together with Germany, had pushed the Soviets into suing for peace, leaving Japan with a huge chunk of eastern Siberia and Yakutsk.

In the meantime, Germany had conquered or allied with all of Europe and Scandinavia. Further, it had allied with Chile, Argentina, and Paraguay, giving it a foothold in the Americas. Germany also holds the entire western third of the former SU and has 619 IC at its disposal. It's going to be one tough go against Germany and Japan ... we'll see how it turns out.

Based solely on this single experience playing as the USA, it appears that a little re-balancing might be a good idea so that Germany and Japan won't hold half of the world between them by mid-1941. Unless this was designed intentionally to give an Allied human player a real challenge - even then, it's a tall order!
 
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Here's a couple of screen shots showing the expanse of the German and Japanese empires. Although the game date is 9 December 1941, the map has looked pretty much exactly like this since the SU sued for peace on 7 July 1941. Seems a bit quick to me for this level of domination and conquest.

germany.jpg


japan.jpg
 
Hi again piratefish!

Thanks alot for posting the glitches, its really important people do that, because its hard for one pair of eyes to spot everything due to the massive amount of stuff going on.

1. Columbus/Cincinnati name problem is a "feature" of the AoD or HoI map, so its not anything I can deal with but it bares little consequences.

2. Unknown string was caused by a wrongly named event option, nothing too critical but it will be fixed in the next hotfix.

3. Tacoma/Seattle, well spotted! This was caused by me going for CORE naval base values instead of the vanilla ones, so the port in Seattle got removed, thought I had relocated all the fleets from such provinces but seems that one slipped past me. I fixed it for the next hotfix.


Seems like you are having one hell of a challenging and fun game, which is a good thing, but looking quickly at your pictures, things arent so bad, war with the Allies has just began for the Japan, so no territory losses in Asia yet, Suez and generally Africa/Mideast is still safe, keeping the Axis on its toes on the Mediterranea, and Britain is standing. So its just up for the USA to save the world :)

Japan AI is actually working as intended, if it sees that USA is played by a human, it will go for the weaker, less smarter target, aka AI USSR, hoping to take it out of the war with Germany before USA can jump in. USSR cant deal with such a heavy two front war, not without heavy Allied assistance.

But I bet the European Axis is very stretched, so if you can just get a nice foothold somewhere, you can cause some serious havoc, AI is not very good at dealing with massive invasion forces, I would suggest trying to isolate the troops in Spain/Portugal and kill them all.

Good luck with the war effort!
 
Wow, that was quick! By the time the USA entered the war (after the Surprise Attack on Pearl Harbor event on 3 December 1941), Germany and Japan controlled half of the world together.

In the meantime, Germany had conquered or allied with all of Europe and Scandinavia. Further, it had allied with Chile, Argentina, and Paraguay, giving it a foothold in the Americas.
Did the South American countries join the Axis before or after the USA entered the war?

Jarski has made events that reduce the South America AIs neutrality's once the USA is in the war, meaning they're much more likely to join the war, but I believe the intention was for them to join the Allies, not the Axis! It looks like Jarski needs to edit it a resistance to the Axis to ensure South America does not ally with Germany.
 
Actually Chile, Argentina and Paraguay joining the Axis is intended due to the on going circumstances in his game. USSR has been defeated and Gibraltar has fallen and so on, so the Axis triumph is likely. The three mentioned countries had sympathies towards Axis IRL so its not even so far fetched that they'd have joined the winning side. Of course..their decision may backfire once the USA comes roaring down south xD

Rest of South America is more likely to join with the Allies though.
 
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Oh right, very interesting. You've gone into so much detail with this mod, it's incredible!
 
Did the South American countries join the Axis before or after the USA entered the war?

They joined the Axis at least a couple of months BEFORE Japan attacked Pearl Harbor, bringing the US into the war. It's pretty much like Jarski explained. Kind of caught me off guard, though. All of a sudden, Chile, Argentina, and Paraguay just up and declare war on the UK, then ally with Germany out of nowhere. I agree that these countries had some Axis sympathies IRL, but difficult to say if history turned out differently if they actually would have been bold enough to cast their lots with Germany. Sure makes for an interesting game, though.
 
Well, they only join when precise conditions are met, which require a defeated USSR, after that, the Wehrmacht should be nigh unstoppable. Their ability to actually contribute anything worthwhile to the war is questionable though, but yes, main point is to spice up things, reward Axis for their successfull Barbarossa and give USA headaches :p