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Sadly not yet. With luck, and depending on how fast Allenby moves to collect needed stuff it should be out soon. (Don't hold me to that though, Allenby could just wait a few weeks by sitting on it to spite me. :) )
 
Shadow Knight said:
Sadly not yet. With luck, and depending on how fast Allenby moves to collect needed stuff it should be out soon. (Don't hold me to that though, Allenby could just wait a few weeks by sitting on it to spite me. :) )

I think I'll have an internal release ready by the weekend - there's just a few things to be sorted out first, though...
 
The game crashes

I played the game for 2 days now, but it crashed so many times, and now i can't continue to play it. Because it crashes at the same time when i play it everytime.
How do you guys solve this question?
 
If you send a private message to SykoNurse and ask him to merge this thread with the 'New Bug thread', then we shall solve your problem, give you some pieces of eight, some dubloons and a map showing where the hidden treasure is! a-harrrrr! *makes cut-throat gesture with hook*

Yo ho ho and a bottle of rum, SAYS I
 
TGW 1.03b
I have lost two fleets of some eight combat units each, suddendly and without a warning or a clear reason.
They were blockadind the shores of France in the Atlantic Ocean, and they stopped several times british navies (escorted transports) attempting to land reinforcements for France.
Here the what happened:
-The Brithis had landed five divisions with surprise in the backs of my front line; they could be supplied by sea only (convoys). :mad:
-To prevent both supplies and new landings, I placed three fleets in front of the shores, in different, but adiacent, sea zones. They formed a line, so that the British had to cross at least two patrolled sea zones to reach the landing province. :cool:
-The British moved their forces across these sea zones, meeting continuously my units; they were always pulled back and had some vessels sunk, due to the superiority of my navy. :D
-On the other hand, my fleets didn't find any of the convoys, that were supposed to be in the same sea zones; so the landed British continued to receive supplies (this kind of problem already exists in HOI and by now is not fixed). :confused:
-Despite the enemy transports being continuously pulled back or sunk, not less than 20 more divisions were able to land in the following weeks (it is absolutely not clear how they could, unless having invisible ships!). :eek:
-Moreover my fleets, even after the 10-20 naval battles fought, had suffered but minor damage, and had still a good organization. But, at a certain point, one of them suddendly became a 'phantom' unit (single ship 0-0), and disappeared immediately after. :confused: :confused:
-I then moved to port the more tired of the survived fleets, and sent a new, fresh one. But the identical thing happened to this last also, and even sooner (only some 5-10 battles fought). :confused: :confused: :confused:
 
I have a few problems. When I research bombers, carriers, and other things, they do not show up for me to build. Also, it seems that Germany and AH do not have enough manpower. They both run out of manpower in late 1914-early 1915. This should not be this way. Russia also has manpower problems. Also, Guards units have fortress infantry sprites. Any solutions to these problems?
 
Sprites, as I have said before, are temporarily set back as Gwalcmai's harddrive died. You've asked this question before in the Discussion on 1.03 thread. My answer was this:
Sprites will be fixed in the next version (hopefully) if Gwalcmai has fully recovered from his dead HD. I sometimes have that leader selection problem too but after a while it goes away.....
Manpower figures are not based on stuff pulled out of our behinds, as Shadowknight will gladly tell you. You make a bold statement about how things should or should not be. If you show us some sources we may be more inclined to believe you. Any sources to back this claim?

As for the problem with unable to build - try saving and reloading. It solved one of my problems with tanks.
 
Some points (played only once yet)

Playing Germany I puppetted France and Russia. After invading Britain, I conquered England (up to Scotland) and Cork. Suddenly I got the event "Our leader died!", received a 10% dissent hit and were put out of the Alliance. Afterwards I got the "Middle Africa" event and the "England pays!"-event. Really strange. I would have expected a "Hurray, we won!" and receive a dissent bonus!

I had the problem with not buildable units, too. "Save and load" didn´t help, edited savegame.

Light infantry units are IMHO much too strong.
New built recconplanes have a shorter range as the given ones. (Do they have a range at all? I couldn´t move it to neighboring provinces!)

A lot of "gas" techs do not do anything. (intended?)
 
SAME AS ABOVE .......THAT IS buildable units .....researched air units no other unit except recon appeared ever....continued playing till end no air no tank .And this is despite numerous reloads.my installation is totally clean and seperate from Another installation that has Core.

Other than that fun fun fun.......I think someone said and agree think the land speeds are bit high.
 
Looks like the entire aircraft tree should be redone.

The gas tree - forget it - we're doing a brand new one for 1.04 that will activate V1 rockets for use as gas cylinders.

Puppeting former Entente members causes serious problems with regard to defeat events - because you put France in your alliance, many Entente related defeat events can fire even though you are in the alliance.
 
With 1.02, I had no problems at all building new aircraft units once I'd researched them. It wouldn't be a problem introduced in 1.03, would it?

(The only related problem I did spot is that certain techs in the Naval tree - the ones to build improved cruisers and destroyers, I think - never became selectable, even though I'd researched all the prerequisites).

Regarding the defeat events, how would people feel about the idea of ###-ing them out as the default, and putting something in the Readme explaining how to activate them if you wanted to play with them? It seems to me that about 75% of the problems and criticisms people have about this mod relate to these events...
 
StephenT said:
the defeat events, how would people feel about the idea of ###-ing them out as the default, and putting something in the Readme explaining how to activate them if you wanted to play with them? It seems to me that about 75% of the problems and criticisms people have about this mod relate to these events...

No. It's a simple matter of sorting out the problems, not hiding them away so that no one will use them - and after so much work!

If a series of events are bugged, then it shan't be assumed that they are inherently broken, unable to be fixed - they can, and they shall be. 75% of the problems may arise from these events, but so what? Turning them off wont fix them, and leaving them on exposes the problems that arise, which gives us the opportunity to investigate and fix them - so turning them off would be a bad, bad move.
 
Installation Issues

When I installed TGW and then ran attempted to run "The Great War" Scenario" after It read the provinces a window with the title Critical Error Popped Up. It stated that there was a database mismatch, Abort, Retry and Ignore as Options. This led the program to immediatly close. So . . . uh . . . How do i fix this?
 
Well for starters my proof is that Germany didnt run out of manpower in late 1914 and early 1915 historically. That should be proof enough. I get tired of seeing the mighty German Army getting steamrolled by France and Russia because they run out of manpower 4 months after the war starts. It is kinda stupid. You are trying to make this game semi-historical arent you? :confused:
 
Confederate said:
Well for starters my proof is that Germany didnt run out of manpower in late 1914 and early 1915 historically. That should be proof enough. I get tired of seeing the mighty German Army getting steamrolled by France and Russia because they run out of manpower 4 months after the war starts. It is kinda stupid. You are trying to make this game semi-historical arent you? :confused:

Yes, I think it would be much better to give 2000 manpower to all nation as a event the day the war starts.
 
I dont run into any manpower problems.

Therefore I repudiate your proof which is based upon induction on ONE fact - that YOU ran out of manpower. Not me.

Using such atrocious standards of "proof", one could even "prove" that the Nazis were in fact messengers of God.
 
Id say the build problem is 1.03 I also had no problems building planes tanks in 1.02.But as germany despite research nothing is ever added to the build tree except the 2 start icons...Recon and Dirigble.Though the Dirigble list does develop and new types added.