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scubasteve1233 said:
is there going to be a new version eventually? or at least a no time limit that works?


If IIRC Erno said there might be a new version this fall (beginning of one).


the NTL link is broken and I bet Erno and Quintelosky are on vacation somewhere warm :p
 
expanded techtree

Hi,
I liked mod34 very much from the beginning. And because I had a little spare-time this summer I did a Austrian-Hungarian mod based on your mod. It was fun and I couldn't resist to try expanding your fascinating techtree even a bit more. So I added PAR and SAM for infantry. I don't know if this fits well into your concept but in case you would like to use it for the next version here's tha core data added to your infantry techtree:

#####################################################
# added by nGueRRe
label = {
tag = ARM_TECN_ABRE_COMBSOL
position = { x = 5 y = 178 }
}
label = {
tag = APP_TECH_SW_33_NAME # Mis.tierra-aire
position = { x = 42 y = 178 }
}

#####################################################
# PAR added by nGueRRe

application = { # PAR/RPG basico
id = 1810
Name = APP_TECH_INFANTRY_PAR1_NAME
Desc = APP_TECH_INFANTRY_PAR1_DESC
position = { x = 16 y = 124 }
### Year = 1936
component = { #
id = 1811
Name = CMP_TECH_INFANTRY_PAR1_1_NAME
type = mathematics
difficulty = 4
}
component = { #
id = 1812
Name = CMP_TECH_INFANTRY_PAR1_2_NAME
type = rocketry
difficulty = 4
}
component = { #
id = 1813
Name = CMP_TECH_INFANTRY_PAR1_3_NAME
type = mechanics
difficulty = 4
}
component = { #
id = 1814
Name = CMP_TECH_INFANTRY_PAR1_4_NAME
type = chemistry
difficulty = 4
}
component = { #
id = 1815
Name = CMP_TECH_INFANTRY_PAR1_5_NAME
type = training
difficulty = 4
}

required = { 5150 } # Materials
required = { 5260 } # Army

effects = {
command = { type = urban_defense which = militia value = 1 }
command = { type = urban_defense which = infantry value = 1 }
command = { type = urban_defense which = motorized value = 1 }
command = { type = urban_defense which = mechanized value = 1 }
command = { type = urban_defense which = paratrooper value = 1 }
command = { type = hard_attack which = militia value = 1 }
command = { type = hard_attack which = infantry value = 2 when = on_upgrade }
command = { type = defensiveness which = infantry value = 1 when = on_upgrade }
command = { type = hard_attack which = garrison value = 1 when = on_upgrade }
command = { type = defensiveness which = garrison value = 1 when = on_upgrade }
command = { type = hard_attack which = bergsjaeger value = 1 when = on_upgrade }
command = { type = hard_attack which = marine value = 1 when = on_upgrade }
command = { type = hard_attack which = paratrooper value = 1 when = on_upgrade }
command = { type = hard_attack which = motorized value = 1 when = on_upgrade }
command = { type = hard_attack which = mechanized value = 1 when = on_upgrade }
command = { type = research_mod value = 1 }
}
}
application = { # PAR mejorado
id = 1820
Name = APP_TECH_INFANTRY_PAR2_NAME
Desc = APP_TECH_INFANTRY_PAR2_DESC
position = { x = 16 y = 140 } # x = 8 y = 140
### Year = 1936
component = { #
id = 1821
Name = CMP_TECH_INFANTRY_PAR2_1_NAME
type = mechanics
difficulty = 6
}
component = { #
id = 1822
Name = CMP_TECH_INFANTRY_PAR2_2_NAME
type = mechanics
difficulty = 6
}
component = { #
id = 1823
Name = CMP_TECH_INFANTRY_PAR2_3_NAME
type = rocketry
difficulty = 6
}
component = { #
id = 1824
Name = CMP_TECH_INFANTRY_PAR2_4_NAME
type = rocketry
difficulty = 6
}
component = { #
id = 1825
Name = CMP_TECH_INFANTRY_PAR2_5_NAME
type = technical_efficiency
difficulty = 6
##double_time = yes
}
required = { 1810 } # basic PAR
required = { 4490 5070 } # Sol.Prod (aircraft tech)/ Piezas avanzadas (adv pieces - industry)

effects = {
command = { type = urban_attack which = infantry value = 1 }
command = { type = urban_defense which = infantry value = 1 }
command = { type = urban_attack which = motorized value = 1 }
command = { type = urban_defense which = motorized value = 1 }
command = { type = urban_attack which = mechanized value = 1 }
command = { type = urban_defense which = mechanized value = 1 }
command = { type = urban_attack which = paratrooper value = 1 }
command = { type = urban_defense which = paratrooper value = 1 }
command = { type = hard_attack which = infantry value = 1 when = on_upgrade }
command = { type = defensiveness which = infantry value = 1 when = on_upgrade }
command = { type = hard_attack which = bergsjaeger value = 1 when = on_upgrade }
command = { type = defensiveness which = bergsjaeger value = 1 when = on_upgrade }
command = { type = hard_attack which = garrison value = 1 when = on_upgrade }
command = { type = defensiveness which = garrison value = 1 when = on_upgrade }
command = { type = hard_attack which = marine value = 1 when = on_upgrade }
command = { type = defensiveness which = marine value = 1 when = on_upgrade }
command = { type = hard_attack which = paratrooper value = 1 when = on_upgrade }
command = { type = defensiveness which = paratrooper value = 1 when = on_upgrade }
command = { type = hard_attack which = motorized value = 1 when = on_upgrade }
command = { type = defensiveness which = motorized value = 1 when = on_upgrade }
command = { type = hard_attack which = mechanized value = 1 when = on_upgrade }
command = { type = defensiveness which = mechanized value = 1 when = on_upgrade }
command = { type = research_mod value = 0.7 }
}
}
application = { # Panzergrenadiere
id = 1830
Name = APP_TECH_INFANTRY_PAR3_NAME
Desc = APP_TECH_INFANTRY_PAR3_DESC
position = { x = 28 y = 159 }
### Year = 1936
component = { #
id = 1831
Name = CMP_TECH_INFANTRY_PAR3_1_NAME
type = mechanics
difficulty = 10
}
component = { #
id = 1832
Name = CMP_TECH_INFANTRY_PAR3_2_NAME
type = mechanics
difficulty = 10
}
component = { #
id = 1833
Name = CMP_TECH_INFANTRY_PAR3_3_NAME
type = rocketry
difficulty = 10
}
component = { #
id = 1834
Name = CMP_TECH_INFANTRY_PAR3_4_NAME
type = rocketry
difficulty = 10
}
component = { #
id = 1835
Name = CMP_TECH_INFANTRY_PAR3_5_NAME
type = technical_efficiency
difficulty = 10
##double_time = yes
}
required = { 1820 } # adv. PAR
required = { 1450 } # Media Mech

effects = {
command = { type = urban_attack which = mechanized value = 1 }
command = { type = urban_defense which = mechanized value = 2 }
command = { type = hard_attack which = mechanized value = 4 when = on_upgrade }
command = { type = defensiveness which = mechanized value = 2 when = on_upgrade }
command = { type = research_mod value = 0.7 }
}
}
#####################################################
# SAM added by nGueRRe

application = { # SAM basico
id = 1910
Name = APP_TECH_INFANTRY_SAM1_NAME
Desc = APP_TECH_INFANTRY_SAM1_DESC
position = { x = 168 y = 150 }
### Year = 1936
component = { #
id = 1911
Name = CMP_TECH_INFANTRY_SAM1_1_NAME
type = mathematics
difficulty = 8
}
component = { #
id = 1912
Name = CMP_TECH_INFANTRY_SAM1_2_NAME
type = rocketry
difficulty = 8
}
component = { #
id = 1913
Name = CMP_TECH_INFANTRY_SAM1_3_NAME
type = mechanics
difficulty = 8
}
component = { #
id = 1914
Name = CMP_TECH_INFANTRY_SAM1_4_NAME
type = chemistry
difficulty = 8
}
component = { #
id = 1915
Name = CMP_TECH_INFANTRY_SAM1_5_NAME
type = training
difficulty = 8
}

required = { 1140 } # Modern Army
required = { 7330 } # Mis.tierra-aire


effects = {
command = { type = air_attack which = infantry value = 1 when = on_upgrade }
command = { type = air_defense which = infantry value = 2 when = on_upgrade }
command = { type = air_attack which = garrison value = 1 when = on_upgrade }
command = { type = air_defense which = garrison value = 2 when = on_upgrade }
command = { type = air_attack which = hq value = 1 when = on_upgrade }
command = { type = air_defense which = hq value = 2 when = on_upgrade }
command = { type = air_attack which = militia value = 1 when = on_upgrade }
command = { type = air_defense which = militia value = 1 when = on_upgrade }
command = { type = air_attack which = motorized value = 1 when = on_upgrade }
command = { type = air_defense which = motorized value = 1 when = on_upgrade }
command = { type = air_attack which = mechanized value = 1 when = on_upgrade }
command = { type = air_defense which = mechanized value = 1 when = on_upgrade }
#command = { type = air_attack which = paratrooper value = 1 when = on_upgrade }
command = { type = air_defense which = paratrooper value = 1 when = on_upgrade }
#command = { type = air_attack which = marine value = 1 when = on_upgrade }
command = { type = air_defense which = marine value = 1 when = on_upgrade }
#command = { type = air_attack which = bergsjaeger value = 1 when = on_upgrade }
command = { type = air_defense which = bergsjaeger value = 1 when = on_upgrade }
command = { type = research_mod value = 2 }
}
}
application = { # SAM mejorado
id = 1920
Name = APP_TECH_INFANTRY_SAM2_NAME
Desc = APP_TECH_INFANTRY_SAM2_DESC
position = { x = 168 y = 166 }
### Year = 1936
component = { #
id = 1921
Name = CMP_TECH_INFANTRY_SAM2_1_NAME
type = mechanics
difficulty = 12
}
component = { #
id = 1922
Name = CMP_TECH_INFANTRY_SAM2_2_NAME
type = mechanics
difficulty = 12
}
component = { #
id = 1923
Name = CMP_TECH_INFANTRY_SAM2_3_NAME
type = rocketry
difficulty = 12
}
component = { #
id = 1924
Name = CMP_TECH_INFANTRY_SAM2_4_NAME
type = rocketry
difficulty = 12
}
component = { #
id = 1925
Name = CMP_TECH_INFANTRY_SAM2_5_NAME
type = technical_efficiency
difficulty = 12
##double_time = yes
}
required = { 1910 4490 }

effects = {
command = { type = air_attack which = infantry value = 1 when = on_upgrade }
command = { type = air_defense which = infantry value = 2 when = on_upgrade }
command = { type = air_attack which = garrison value = 2 when = on_upgrade }
command = { type = air_defense which = garrison value = 2 when = on_upgrade }
command = { type = air_attack which = hq value = 1 when = on_upgrade }
command = { type = air_defense which = hq value = 2 when = on_upgrade }
#command = { type = air_attack which = militia value = 1 when = on_upgrade }
command = { type = air_defense which = militia value = 1 when = on_upgrade }
command = { type = air_attack which = motorized value = 1 when = on_upgrade }
command = { type = air_defense which = motorized value = 2 when = on_upgrade }
command = { type = air_attack which = mechanized value = 1 when = on_upgrade }
command = { type = air_defense which = mechanized value = 2 when = on_upgrade }
command = { type = air_attack which = paratrooper value = 1 when = on_upgrade }
command = { type = air_defense which = paratrooper value = 1 when = on_upgrade }
command = { type = air_attack which = marine value = 1 when = on_upgrade }
command = { type = air_defense which = marine value = 1 when = on_upgrade }
command = { type = air_attack which = bergsjaeger value = 1 when = on_upgrade }
command = { type = air_defense which = bergsjaeger value = 1 when = on_upgrade }
command = { type = research_mod value = 0.7 }
}
}
####################################################

Just tell me if you want the rest of the data including the new background picture and I'll send it to you.

Thanks for this great mod :)
 
Is it possible that there is a manpower problem with Japan? We are playing a mp game. The Japanese player has big part of Rusland but his manpower is still 0.70.

Can I fix this myself?
 
I wonder... peace way or war way? What so you think is better, for example, for UK, for USSR?
 
Noffi a la Poff said:
the NTL link is broken and I bet Erno and Quintelosky are on vacation somewhere warm :p

yeh, august is traditionally a vacatin month in spain, wich is warm enough in summer, some would say 2 much...

that's beacuse erno and quinte should have gone to a cooler place ;)
 
Not much traffic here, is there?
I think there is a problem with light armor brigades, which are upgrading to "medium armor" brigades. At least I do think so, but didn't test it.
 
AX3L said:
first:
sry for english :p



i have one question.

when i play Poland i have event "Industrialization blablabla..."

there are 4 options:

max
moderate
minimum
and option "No"


i choose first option "full industrialization" but my IC is decrase not incrase, i must wait some time for incrase my IC? or this is bug?


NO. You will get over 12 IC in time of three years + some free rares, metal etc and infrastructure in a number of provinces. :cool:
 
Ive rescently discovered this mod and I Really Love It... love that you got more time to form your nation before the break of war, love all the events, and i really love the new tech tree... but i got a problem... when i start the game, it starts Oct '34... wonderful... but then it skips to Jan 1st 1935 :-(. Im queit sure that its the No time limit thing that doesnt work as it should... but does any one know why and how i can fix this? hope your willing to help, any advice are apriciatet... (hope you understand what i wrote, english aint exactly my first language :))
 
mortenskriver said:
Ive rescently discovered this mod and I Really Love It... love that you got more time to form your nation before the break of war, love all the events, and i really love the new tech tree... but i got a problem... when i start the game, it starts Oct '34... wonderful... but then it skips to Jan 1st 1935 :-(. Im queit sure that its the No time limit thing that doesnt work as it should... but does any one know why and how i can fix this? hope your willing to help, any advice are apriciatet... (hope you understand what i wrote, english aint exactly my first language :))

If you use arma 1.1, make sure you got the right no time limit tool.
 
Yeah, this thing is the best. Will there every be another version of it? And also, I've found it 100% compatible with Arm 1.1.
 
Hello,

First of all tanks for this mod, it seems great.
I've a strange problem and i write here hoping someone may help.
Started '34 campaign as Italy (HOI II DD), i noticed my light cruisers have too good stats to be true. If i remember well my type "III" have a sea attack of 12 and i can build fighters type "III" with air attack of 12 too, while other units seems to have right stats, as the Heavy cruisers (I'm writing from work now and i can't be more precise). I take a look at the unit stats and it seems i've the correct files in the right place, in other words the light_criuser file of the division directory is the one provided from the mod. After a couple of days of install and remove i am not able to figure where may be the error.
I've used the process of uninstall HOI II DD, reinstall, patch 1.3, install mod directly in the doomsday directory.

Any help will be greatly appreciated. Excuse my bad english.
 
Hi all

Thank you for this Mod. it might be the best that I have ever played. I thank you for the hard work that went into making it.

Dornski
 
Playing as germany

First time as playing germany in this mod. Its fall 1940 and france is soon to giveup. It is a nore difficult than i thougt. Had to lend 40 hungarian divisons.

Next will be the soviets and they have around 275 infantrydiv + 30 ARM divisions!! That will be fun, i hope.
 
Originally Posted by JFeatherston
"What is The Final War?"


Cold Evil said:
Alien battle? :p

Seriously, what will happen in this scenario? When I start it, it's 1934 and it looks like the standard 34 campaign? And if it's really some kind of alien attack, is there a trigger when you reach too many provinces or victory points?

Thanks