• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Allenby I think some of our problems stem from the Diplomatic option to puppet. A standard option that is used quite a bit with HOI. Perhaps we should discourage people from using it if they have not removed the defeat events. I know we can't get rid of it, but the only option left would be to, if possible, have the DI cost for puppetting be excessively high.
 
yea christmas events suck :)

anyway i dont know if this is a bug or what but i cant make any type of plane with Ottoman even if i researhced the required researches..any help?
 
bizkit said:
yea christmas events suck :)

anyway i dont know if this is a bug or what but i cant make any type of plane with Ottoman even if i researhced the required researches..any help?

Get the new tech files that I put up - that ought to work :) It's in the same thread as the mod download - here
 
Not sure iif it was already meantioned, but I'll post it anyway... :D

In all the technologies "Ground defense efficiency" got positive value (like +3, +5). If you check MathGuy threads, you can see that it's wrong apporach - "Ground Defense Efficiency" works the opposite way.

Basically, by rising GDE you LOWER chance for hiting with your units. If you lower GDE, you rise the chance of hitting enemy. What's the most important, this modifier not changes your defence in any way.

It would be great if in next GW mod versions technologies had corrected values - right now, may of them rise GDE, thus lowering effectiveness of the land units. :(
 
Could you provide a link so I can have a look? I'm not sure which one of his threads this information would be in, and I'd like to have a read myself or hear someone else's opinion on this.
 
Allenby said:
Could you provide a link so I can have a look? I'm not sure which one of his threads this information would be in, and I'd like to have a read myself or hear someone else's opinion on this.

Main thread dealing with variables and HoI mechanics:

http://www.europa-universalis.com/forum/showthread.php?t=101944

Mithel's Starfire Historical Mod, mod focused on the realistics economical and combat simulation:

http://www.europa-universalis.com/forum/showthread.php?t=123457

Since it was quite old thing, I couldn't find exact link to the series of posts about that, but if you ask about that on any of those threads I'm sure you will get the answer. And reading them is very useful for understanding HoI mechanics in general. :D

BTW, I still got a lot of db mismatch messages during the scenario loading - is it normal? I'm 100% I've 1.05c and everything installed right.

And one more thing (you probably already know about that) - German leaders list got wrong name, so mod uses WW II leaders instead of it.

Saying all that, I have to add that I had great time playing it, even with all those bugs. Great work!

EDIT:

One more link to the thread about Ground Defense and ground defense efficiency modifier:

http://www.europa-universalis.com/forum/showthread.php?t=136035
 
Last edited:
ptan54 said:
You need to delete all the old files before pasting TGW over it.

I experience none of the WW2 problems you just mentioned.

I had to manually change name of GW leader file from germany.csv to german.csv. Probably the problem with not-deleted old files, but still...

So if I delete all the files from db directory, db mismatch during the scenario loading won't happen anymore?
 
Anarchy in the Ukraine event CTD's..could somebody edit that? here it is (if you want)
# Anarchy in the Ukraine

event = {
country = UKR
id = 69002
random = 40
style = 0

name = "EVT_69002_NAME"
desc = "EVT_69002_DESC"

trigger = {
event = 48100
}

date = { day = 0 month = january year = 1914 }
offset = 30
deathdate = { day = 0 month = january year = 1925 }

action_a = {
name = "ACTIONNAME69002A"
command = { type = independence which = U17 value = 0 }
command = { type = trigger which = 75001 }
}
}
 
I would not have thought that it is related to the Light Aircraft problem as this was solved some while back, and I have had no problems with granting independence to countries in any tests whatsoever.

The one exception, however, seems to be Makhnovschina which always crashes the game.
 
i patched the newer tech tree that allenby posted before..so its not about tech..

then what we gonna do about this? i cant start my game because everytime i load this event comes and CTD's.. any way toı remove this event?
 
bizkit you can try to just edit it out by putting # in front of each line, then so the game doesn't break up the event chains you can use the F12 cheat to activate the two events that this event triggers: 48100 and 75001.
 
Copper Nicus said:
Main thread dealing with variables and HoI mechanics:

http://www.europa-universalis.com/forum/showthread.php?t=101944

Mithel's Starfire Historical Mod, mod focused on the realistics economical and combat simulation:

http://www.europa-universalis.com/forum/showthread.php?t=123457

Since it was quite old thing, I couldn't find exact link to the series of posts about that, but if you ask about that on any of those threads I'm sure you will get the answer. And reading them is very useful for understanding HoI mechanics in general. :D

BTW, I still got a lot of db mismatch messages during the scenario loading - is it normal? I'm 100% I've 1.05c and everything installed right.

And one more thing (you probably already know about that) - German leaders list got wrong name, so mod uses WW II leaders instead of it.

Saying all that, I have to add that I had great time playing it, even with all those bugs. Great work!

EDIT:

One more link to the thread about Ground Defense and ground defense efficiency modifier:

http://www.europa-universalis.com/forum/showthread.php?t=136035

I've read a few articles and I think I get the gist of it..... :eek:o

Let's take part of the tech tree as an example:

Code:
application = { # Blockhouses
			id = 1305
			name = TECH_APP_INF_4_5_NAME
			desc = TECH_APP_INF_4_5_DESC
			
			required = { 1102 1202 4302 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 30
			pos_offset = 60

			effects = {
				command = { type = ground_def_eff value = 5 }
				command = { type = ground_defense which = infantry value = 2 }
				command = { type = ground_defense which = motorized value = 2 }
			}

Ground Defence Efficiency grows by five as a result of this tech advance. Ideally, what should be done to actually improve a unit's capabilities, as opposed to putting them into regression with regard to this command?
 
Allenby said:
I've read a few articles and I think I get the gist of it..... :eek:o

Let's take part of the tech tree as an example:
(...)

Ground Defence Efficiency grows by five as a result of this tech advance. Ideally, what should be done to actually improve a unit's capabilities, as opposed to putting them into regression with regard to this command?

As a general rule, Ground Defence Efficiency (GDE) should not be connected with defensive technolgies, but rather with the most agressive ones. In reality, GDE modifies the chance for dealing damage to enemy units, so maybe changing the name in text.csv for Enemy Defense Efficiency (EDE)would be good start?

What's more, EDE should not rise, but drop. I would give small EDE (like -1%) to flamethrowers, assault weapons and so on, bigger the tanks... things like that.

You can modify initial EDE by adding in national inc files the line taken from the save game file (if I recon right, it's ground_def_eff = X, where X is the chance to not hit the enemy with each of your attacks). This gives you additional possibility - you can make those values different for different countries.

In general, I don't think EDE should change more then by 20% during the whole game - bigger change can result in very short battles, even if soft attack values are relatively low.
 
im sure you already noticed that i wanted to point that these techs dont effect anything..

Massive Arms Coordination (land doctrine)
Motorized Headquarters (land doctrine)
Water Ballas (heavy air craft)