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bizkit said:
1. i think its well known enough 'latvia , estonia , lithuania declares indepence 'event crashes to the desktop

Yup. :(

bizkit said:
2. i donnow if it is a bug or what but, for Ottoman when i bought Rio De Jenario nothin happened

You'll have to wait for a while, the ship is still being built (abstracted).

bizkit said:
3. also Germany ai should be fixed a bit..because they dont have enough troops near strassburg and colmar so they re gettin beaten by France..

4. when i was playin with Ottoman , i easily get Kuwait and north Egypt..i think English forces should protect Egypt much more also they should invade with amphibious assault kuwait and basrah with about 20 division..(it was so in real)

AI is currently not the strong side of the mod, as we have no experienced AI-scripter, which is searched.

bizkit said:
5. also i think artillery researches should give more bonuses to soft attack

Why? :) If something should be changed, also specify why. :)

bizkit said:
by the way pretty good job guys..thanks

We try. :D

/Johan
 
Yanny said:
1) No convoys set up.
They might be included in later versions if enough people demand it, but resource convoys were deliberately left out both to get the mod ready faster and more importantly to give players something to do while they wait for the war to start :)
2) Not enough transports to set up a decent amount of convoys to colonial holdings.
This, however, sounds like a bug. The usa.inc file has transports=0 in it. A while ago I posted suggestions for number of transports for each country, but it looks like it wasn't included and now I can't find which thread it was in :( . However, the relevant data is as follows: (total tonnage of merchant steamships in 100,000s of tons):
British Empire 124
Germany 47
USA 20
France 18
Japan 16
Italy 13
Austria-Hungary 11
Russia 8
Belgium 2 (but note that a convoy line to the Congo has 16 areas in it)
Turkey 1
 
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bizkit said:
2. i donnow if it is a bug or what but, for Ottoman when i bought Rio De Jenario nothin happened
The ship is still under construction. It will be delivered to you (possibly ;) ) once it's ready, through another event.

4. when i was playin with Ottoman , i easily get Kuwait and north Egypt..i think English forces should protect Egypt much more also they should invade with amphibious assault kuwait and basrah with about 20 division..(it was so in real)
Actually, in real life Britain invaded Kuwait and Iraq with one understrength division (the 6th (Poona) Division of the Indian Army), reinforcing them with one more division in 1915 (and six in 1916). It's always going to be difficult to get the AI to defend far-flung colonies, even worse to get it to conduct invasions. However, I wonder if the Ottomans are too strong compared to history?
 
1.Ottoman army? it was all ruined man..funny:Ottoman Padisah destroyed his own navy in Marmara sea to keep possible revolters' strenght down..(just example) but i really know this that English army used about 200.000 soldiers to invade Iraq..that was from a decumentary film i watched about Turkey's history.

2.about artillery: for example howitzer 100 mm does not give any bonus, only reaches you to howitzer 150 mm.. so 100mm howitzer has never been used ?or doesnt it have any effect on battlefield?..that was the point i mentioned
 
Maybe the British had 200,000 men in Iraq at the height of the campaign (that would equate to about 10-15 divisions) but they certainly didn't have that many men there in the first two years of fighting. Unless the figure includes non-combatant Indian labourers, water-bearers, etc?

As for Turkey, I notice that they begin with all their units at full 100% strength. I did suggest once that it would be more realistic to have all their units at strength = 25 (and to have no available manpower to reinforce them), since Turkey's army was always far more impressive on paper than in reality, and they could never raise enough men to fill it. Perhaps this suggestion should be adopted?
 
Yes I think the Ottomans should start at strength 25, with only a small starting MP (10-20). There rest gained through their mobilization event.

Also me might when we get the mod working to a point give Turkey a specific tech only for them (like CORE's Italy) that gives them negatives to represent the sad state of their army. (And of course another tech down the tree that rectify's the penalty).
 
StephenT said:
As for Turkey, I notice that they begin with all their units at full 100% strength. I did suggest once that it would be more realistic to have all their units at strength = 25 (and to have no available manpower to reinforce them), since Turkey's army was always far more impressive on paper than in reality, and they could never raise enough men to fill it. Perhaps this suggestion should be adopted?

I would agree - few Turkish divisions in 1914 were up to full strength, and by 1918 it was generally accepted that an 'army' was the size of a corps, a 'corps' was the size of a division, a 'division' the size of a brigade, etc. As a general rule, the further away Turkish formations were away from Constantinople, the worse equipped and trained the rank and file were likely to be - that ought to correspond to their strength in game. T.E. Lawrence in Seven Pillars (half fact, half fiction of course ;)) also makes much of how lacklustre the Turkish infantry were in fighting the Arabs in the Hejaz, and how uncommitted to the fight they were. The fact that the Turks in Medina held out until 1919 might suggest otherwise, though...
 
1.Playing with Serbia,Austro Hungary done nothing about assasination....
But game crashes in august 5 1914 0:00 after hearing that "Schwuf" sound when an something important hapens (for example oyu get rejeceted for military alliance proposal).

2.Oh yeah A-H crushes me when I played earlier games in a second.
I dont know but Serbia managed to resist till the end of 1915 ....

3.Well done I am really shocked how this mod looks.Damn I have to study like an idiot now and wont have much time fot TGW.But I know were I ll spend my second winter holiday.
 
Nidza said:
1.Playing with Serbia,Austro Hungary done nothing about assasination....
But game crashes in august 5 1914 0:00 after hearing that "Schwuf" sound when an something important hapens (for example oyu get rejeceted for military alliance proposal).

Sounds like a bug in one of the July crisis events - I'll have a look to see what could have caused the problem.
 
Playing as Germany, August 6 1914 the game CTDs always. A-H backed down after Russia had "We are behind our Slav brothers".
 
When playing Germany I CTD at 1st Jan 1916. It is likely due to an Ottoman event that occures that day. I have a save from that very day but I only have time to see its about the Ottomans before I CTD.

Regarding similar counter colour for several majors, is that recognized as a bug (not top priority I understand but even though)?
 
Aldo said:
When playing Germany I CTD at 1st Jan 1916. It is likely due to an Ottoman event that occures that day. I have a save from that very day but I only have time to see its about the Ottomans before I CTD.

What makes you so sure from looking at what happens that it was an Ottoman event? :)
 
Allenby said:
What makes you so sure from looking at what happens that it was an Ottoman event? :)
A serie of event triggers and the last of them (before CTD) is an Ottoman one. When looking more closely I can see that it is about the Sykes-Picot agreement. The event I see (the last one) is from what I can see this one:

#################
# Sykes-Picot Agreement
#################

event = {
country = TUR
id = 41803
random = no
style = 0
name = "Sykes-Picot Agreement"
desc = "Sir Mark Sykes, a Conservative Member of Parliament and a distinguished expert in Middle Eastern affairs met François-George Picot, from the Quai d’Orsay and agreed that after the war, Great Britain and France should share the Turkish Empire, including Arabia. Palestine and Mesopotamia would enter the British sphere, whilst the Levant including Beirut and Damascus would fall under the French sphere. Sykes and Picot signed an agreement to this effect, and now that Turkey has been defeated, it is time to implement the terms of the agreement."

trigger = {

OR = { event = 41800
event = 41563
event = 41561
}
}

date = { day = 0 month = january year = 1914 }
offset = 10
deathdate = { day = 0 month = january year = 1925 }

action_a = {
name = "We must give up these territories"
command = { type = secedeprovince which = FRA value = 1273 }
command = { type = secedeprovince which = FRA value = 1274 }
command = { type = secedeprovince which = FRA value = 1270 }
command = { type = secedeprovince which = FRA value = 1269 }
command = { type = secedeprovince which = FRA value = 1268 }
command = { type = secedeprovince which = ENG value = 1205 }
command = { type = secedeprovince which = ENG value = 1275 }
command = { type = secedeprovince which = ENG value = 1280 }
command = { type = secedeprovince which = ENG value = 1281 }
command = { type = secedeprovince which = ENG value = 1355 }
command = { type = secedeprovince which = ENG value = 1354 }
command = { type = secedeprovince which = ENG value = 1272 }
command = { type = secedeprovince which = ENG value = 1267 }
command = { type = secedeprovince which = ENG value = 1271 }
command = { type = trigger which = 56808 }
command = { type = trigger which = 20805 }
}
}
 
I know long event descriptions cause the game to crash, but I wonder whether ones of a medium-long length have a destablising effect on the game to cause it to crash randomly when they are triggered...
 
Allenby said:
I know long event descriptions cause the game to crash, but I wonder whether ones of a medium-long length have a destablising effect on the game to cause it to crash randomly when they are triggered...
Well this crash doesn't feel very random, quite the opposite (occurs at every start of save). ;)

Do you want the save?