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OK.

Repatched again.

Armor still flickers and now it starts in a window,making scrolling impossible..........how do I get the fullscreen back?

Thanks.

edit settings.txt manually
or start arsenal.exe for easy changes ;)
 
edit settings.txt manually
or start arsenal.exe for easy changes ;)

I suggest a thread should be open to discuss about default settings of the game.

For example default AI level (now weakling), default windows messages w/o or w pause, etc.

I would be curious to know if most of players, like me, like to be aware of each air or naval combat and are bored to reset settings at each new D/L.
 
I am playing latest patch with no problems -- lucky me -- I guess.

Just a thought -- is seems to me that most of the people reporting problems may be playing the German language version. I play English -- just a thought.
 
Is there a hotfix for line 61 error on the way. No reason not to test the latest version of the game. (yes I just had a few of them :p)
 
Not really a "bug," but currently when Vichy France is created Free France deletes her entire army, which is fine and appropriate. Free France receives three infantry units in Africa, while Vichy France gets an entirely new army also. However, Vichy creates an ENTIRELY NEW NAVY, too, and no naval units were deleted from the original French Fleet, causing a French Fleet of about 60 units to turn into a combined Vichy/Free French Fleet of 100 units.

Same happens with the air force, but it's less of a problem.

So what's the solution? Have France delete her air force and navy, also? Or remove the free naval/air units from Vichy? Hmmm...

Also, I'm having trouble finding how this is as useful as I'd hoped...

type = trigger which = [event id] value = [days] # Trigger an event, with delay if number of days specified

I was hoping to use this command to have an event fire for Vichy France on a delay based on when France fell to the Germans. Now, theoretically, I could have the Creation of the Vichy Regime event trigger the destruction of the French Fleet at Mers-el-Kebir on a delay, but what if, in the, say, 30 days between the two events, something happens that I would want to NEGATE this event from firing? For example,

Vichy is created, triggers destruction of French Fleet on a 30-day delay.
Vichy SOMEHOW ends up at war with the Germans and joins the Allies. The Allies now have no reason to fear the French Fleet falling into German hands.
The fleet destruction event fires anyway.

:(

This would be great for a Pearl Harbor event. As it is now, Japan "runs wild" for a RANDOM amount of time, which could be, really, ANYTHING. I'd prefer that after Pearl Harbor, Japan has 180 days to beat the snot out of the USA and then the "surprise attack" effects wear off. This can now be done using the delay-trigger event command.

However, it's not really helpful for events that shouldn't ALWAYS fire after another event fires. I really wish we had an event trigger for "fire X days after conditions are met."

An example: surrender events. Let's use the Eastern Front. Germany captures all key cities from the USSR. The conditions are met for victory. Currently all I can do is say "okay, I'll set the offset to 10 and make it a 50 percent chance of firing... that way it won't fire immediately and the USSR has time to try to fight back and make it so Germany has NOT met the conditions."

Well ugh. That is terribly frustrating. It's SO RANDOM! I'd rather have it so the USSR surrender event will fire, say, ONE MONTH after Germany has met all conditions. It would make AOD modding life and gameplay so much better!

Also, could we get a "control = { province = 19 data = AXIS } #London" type event?

Example: Yes, I could say that London is NOT controlled by the UK and that could cause the British to surrender to Germany... but what if the USSR took London? What if neutral Ireland took London in an unrelated war? Okay, so make it so Germany must control London... well, what if Axis Italy took London, somehow? What if a player as Axis Romania took London!? Just being able to trigger if ANYONE from the Axis controlled a city would be great! SMEP currently uses a work-around that is very cumbersome for the Middle East events...

control = { province = 1792 data = GER } #Damascus
AND = {
control = { province = 1792 data = ITA } #
alliance = { country = ITA country = GER }
}
AND = {
control = { province = 1792 data = VIC } #
alliance = { country = VIC country = GER }
}
}

This would be so much easier:

control = { province = 1792 data = AXIS } #Damascus


Last rant: What's up with the delete unit commands? -1 is land, -2 is naval, -3 is air, okay... but it doesn't seem to work sometimes. If I say delete 40 units, it won't. Why not? Strategic redeployment? That's a cop-out. Can this be fixed?
 
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Just because something is shiny and new doesn't mean it's meant to solve problems automatically.

You're trying to force the delayed event command into something it's not meant to do. The delayed event command is meant to fire after a certain amount of days. Period.

A naval build event would benefit from this. Mobilization events also benefit from this ( normally you should be able to abruptly switch from peace to war in one day ).

Historical context-sensitive events do not.

Especially since AoD is built on the HOI2 platform. Percents of one event taking place via the other are the territory of the Clausewitz engine ( EU III,HOI III,Vicky 2).

But what you can use for delays is the "offset" field and the "random" field. Combining those can give you a pretty decent effect. "Offset" says how often should the event be checked, "random" says what is the chance of that event firing upon evaluating true for the trigger.

Say you have an event that is tested every 10 days, with a 10% chance of firing each day. How long until the probability for the event approaches 100%?

Again,the new delayed event is meant for a number of things, but replacing the "offset" and "random" it is not.
 
Just because something is shiny and new doesn't mean it's meant to solve problems automatically.

You're trying to force the delayed event command into something it's not meant to do. The delayed event command is meant to fire after a certain amount of days. Period.

I urge you to re-read my post, as you clearly misunderstand me or did not read the entire thing. I am not trying to force it to do something it isn't meant to do. I even cited a way it could be used successfully. I am saying I wish we had ANOTHER event condition that would enforce a context-sensitive delay.

But what you can use for delays is the "offset" field and the "random" field. Combining those can give you a pretty decent effect. "Offset" says how often should the event be checked, "random" says what is the chance of that event firing upon evaluating true for the trigger.

Say you have an event that is tested every 10 days, with a 10% chance of firing each day. How long until the probability for the event approaches 100%?

Again,the new delayed event is meant for a number of things, but replacing the "offset" and "random" it is not.

Re-read my post. I mentioned this and said it was a crappy work-around.
 
I urge you to re-read my post, as you clearly misunderstand me or did not read the entire thing. I am not trying to force it to do something it isn't meant to do. I even cited a way it could be used successfully. I am saying I wish we had ANOTHER event condition that would enforce a context-sensitive delay.



Re-read my post. I mentioned this and said it was a crappy work-around.

I disagree that "offset"+"random" is a crappy workaround. In fact, it allows a decent amount of flexibility. This combination works well for alt-history surrender events precisely because the firing date is not fixed.

CORE uses this extensively, are you calling CORE "crappy"?

P.S. : That "ANOTHER" simply cannot be done in this context (an entry in the command section) due to engine limitations. And by "cannot be done" I mean "disproportionate amount of effort required".
 
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