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Thanks for the input!

von Adler said:
Lvov I planned to lose, a dangerous salient, skipping it shortens my lines considerably (I really think you should make it Russian, the border looks very unlike 1914 with that big blob in the borderline).

Unfortunately, Lemberg was Austria-Hungary's fourth largest city in 1914, and a major strategic centre. Its loss to Russia in August 1914 was a huge morale blow to the Austro-Hungarians, and recapturing it was a principal objective of the 1915 Gorlice-Tarnow campaign. In other words, it pretty much has to start as Austrian.

It's not our fault that Paradox designed the provincial borders to look odd. :)
 
One could be mean and via a clever event punish a human A-H for losing Lvov to an AI Russia in 1914. A one-percentile dissent hit and an insult about being gamey should do just fine. :)
 
von Adler said:
It seems like the HoI1 1914 way of low defence of the troops, causing huge causalties, but long battles, are gone. I liked it, it felt very ww1 as everyone had time to rush in reinforcements before a breakthrough was achieved and it went prestige into the battle despite divisions ticking off, "Just two more divisions and I'll win, I can't stop now that I've lost nine divisions!". V ery, very ww1-ish and I loved it. Is there any way to bring it back?

Yeah, i know what you mean. In TGW the Battles were much more like WW1. High losses, mostly without any land-gains.
However, i´m currently reworking some unit-stats to make the battles longer, because i always steamroll France in 1914


The first changes i made were highening the defense-values and lowering the thoughness to make offensives much more lossy.
Playing as Germany it resulted in Russia becoming unstopable. They had way more troops than me and beeing outnumbered 2:1 (i wondered about the fact, ´cause i changed the values in a way which should disable winning a battle with such a constellation) or 3:1 means that you are loosing the battle.
This meant i had to make some country-specific changes...
First i modified the GDE-values, max-org and morale:
Russia got a lower one, furthermore a org&morale-malus. (which is a little bit too low as i realized in a test, i will rework Russia.)
Germany got 100% GDE and a Bonus on org&morale.
France & Britains GDE is at 90% at the beginning of the war, enabling Germany a Summer-offensive in 1914.
If they reach a province bordering Paris, the French GDE is set to 100%. I´ll create an event which highens the British GDE as well, if the home-island is invaded.

It was way more fun, the average lenght of battles is now increased, a battle takes now several days instead only hours (more like in the Historical Improvement Project)
France survived until Spring 1916, my autumn-offensives of 1915 enabled me to break through. (Italy had joined the Central Powers after A-H offered them Trento, so France was fighting a two-front-war)
Russia was no match - it was much too easy to defeat them. That´s why i´ll slightly increase their fighting-ability.
Ottoman-Empire had no chance against Britain and Russia, because i forgot to modify their GDE.

I´m still balancing this. In my opinion the attacker should suffer higher losses than he does at the moment, even if he´s attacking with a 3:1 superiority.

If anyone is interested and the dear 1914-Team allows it, i could release the relating files.

Best regards,
Black Guardian.
 
Black Guardian said:
If anyone is interested and the dear 1914-Team allows it, i could release the relating files.

I have no objection to that. :)

The necessity of lengthening the time scale of battles appears quite clear to me. However, I would be wary about strengthening GDE values to such an extent that the game becomes a mere test of numbers and where capturing provinces is rendered extraordinarily difficult. After all, there were rapid advances made during the conflict - those carried out through Belgium, Serbia and Romania to name the most prominent examples.

Perhaps Russia may be strengthened by reducing the infrastructure of many of her European territories, thereby protecting her from penetrating German advances?
 
what about giving russian doctrine increased defensiveness/toughness for all units by 1915? like, enough to make it incredibly difficult for germany to advance? and then a compulsory 'civil war' doctrine that drops it dramatically--to normal levels?
 
Okay, i finished a small playtest a few minutes ago...
Playing Germany (as usual) i advanced very fast through Belgium, thanks to very few opposing forces. I was able to advance to the outskirts of Paris, then the resistance got harder (the event works fine and "Mobilization" triggered only days after). Then it got fiercly.
two examples for the prolonged battles:
Battle for Le Havre:

Germany attacks with 22 Divisions, France defends with very few at the beginning (i remember 6 to 8 divisions).
The battle started at the 16th of September and finished on November the 7th, when i canceled it. During this time France called in around 19 Divisions...

Second example:
French attack on Compiegne, hold by 10 German divisions.
Battle lenght: Oct. 12th to Oct. 25th
Result: Attack canceled / German Victory

The eastern front is relatively stable, although i managed to advance a little bit. (Maybee because i didn´t concentrate as much troops in France as Germany did historically and sent more troops to defend East Prussia instead.)


However, it is now much more like WW1...
 
hello

I play 0.21, installed over a 0.20 version with dd-mod

I have three major problems, but don´t know if it´s not connected to the doomsday-prob.
- the units still have their old names like light tanks, super-heavytanks or rocketart.. The same in the tec-tree.
- the ships have irritating symobls (ICBM) and the symbol and pic of a for example battleship is a light cruiser.
- all events are called "unknown string wanted" with no text and an ok and empty button. Also the button of the tec next to infantry is empty too.

I hope this isn´t a double post.

Oh, and austro-hungary is called: "benutzerdefiniert", china is "red china" and spain "nat. spain"
 
Last edited:
sonicsuicide said:
hello

I play 0.21, installed over a 0.20 version with dd-mod

I have three major problems, but don´t know if it´s not connected to the doomsday-prob.
- the units still have their old names like light tanks, super-heavytanks or rocketart.. The same in the tec-tree.
- the ships have irritating symobls (ICBM) and the symbol and pic of a for example battleship is a light cruiser.
- all events are called "unknown string wanted" with no text and an ok and empty button. Also the button of the tec next to infantry is empty too.

I hope this isn´t a double post.

Oh, and austro-hungary is called: "benutzerdefiniert", china is "red china" and spain "nat. spain"



You have to change the language to english - you are currently using German, so it can´t work ^^
You just have to open "settings.cfg" with wordpad or notepad and change the 4 into a 0.

lees said:
Not bad. Can you upload the files?

As soon as i have finished some more enchancements. The losses for offensive operations are still not high enough if you attack with numerical superior forces.
This is in fact not like it was in WW1.
I estimate this will be finished today.
 
Ok, the settig-change was a good idea. Now the names and the pics fit. Except for the navy. The battleship 4 has a pic of the bismark and is called unknown-string. BB3 is called isbm and shows the baden/bayern. the next strongest class is the ironclad, showing the roon. followed by the light cruisers, this time showing the right ships.
The pre-dreadnought shows a ironclad, the basic-dreadnought a helgoland. I also can build a improved (1917) and normal (1914) battlecruiser in the 1914-scenario. both show the right pics, but are the weakest units.

Is it connected to the dd-version?
 
sonicsuicide said:
Ok, the settig-change was a good idea. Now the names and the pics fit. Except for the navy. The battleship 4 has a pic of the bismark and is called unknown-string. BB3 is called isbm and shows the baden/bayern. the next strongest class is the ironclad, showing the roon. followed by the light cruisers, this time showing the right ships.
The pre-dreadnought shows a ironclad, the basic-dreadnought a helgoland. I also can build a improved (1917) and normal (1914) battlecruiser in the 1914-scenario. both show the right pics, but are the weakest units.

Is it connected to the dd-version?


It is, i have the same problem using Doomsday...
Furthermore my land-modification doesn´t work as supposed.
Have a look for this, i´m interested wether it´s the same in your game.
And by the way - i opened a new thread were you can find a download-link for the changed files!

Black Guardian
 
Hi everyone,

First of all:
Many thanks for those who work on this great mod.

1914
Version 0.21
Nation: USA

I experienced a reproducable (3 times in a row) crash to desktop-bug in May 1919.

Detailed report:

January 1st, 1914:
At the beginning, I order industry to be build everywhere where Manpower*2>IC (I will play with the house rule that no IC should be build that would exceed Manpower*2).
One step towards interventionalism.


March 3rd, 1914:
Vera Cruz incident


August 2nd:
Austria declares war on Serbia
Germany, France and Russia join into the slaughter
Italy remains neutral (later, it joins the Entente)

August 3rd:
Germany DOWs Luxemburg and Belgium

August 4th:
Montenegro joins the Entente
Britain joins Entente


January 1st, 1915:
USA takes one more step towards interventionalism
In Europe, Germany has occupied Luxemburg and (small) parts of Belgium.
In the east, Russia has captured Danzig!


May 18th, 1915:
Lusitania. I decide to warn the Germans and not to go to war.
Question: Wouldn't it be logical to modify the peacetime penality effect (currently 75%) a little when the Lusitania sinks?


January 1st, 1916:
USA takes one more step towards interventionalism (less than a month after Fords peace ship moved it towards isolationism)
In 1915, the Russians managed it to reach the gates of Berlin (but they didn't takle Berlin itself).
In a strange turning point of the great war, Germany managed it to push the Russians back to positions east of Warsaw.
In the west, after a disappointing 1914, they have managed to capture Paris!
It was an error not to go to war over the Lusitania.

October 27th, 1916:
Ordered 3 parallel runs of 5 Merchantman each (to expand my transport capacity from 9 to 24).

November 6th, 1916:
Theodore Roosevelt returns to the white house. The same day, the US joins the Entente.

November 7th, 1916:
12 runs of 12 Tank brigades (1916) launched. The Divisions will be start building when the 1917 Guard model becomes available, 3 runs of 4 Merchantman started (so that the total transport capacity will be 36).

January 1st, 1917:
Moved one step towards hawk
In France, Italian and French troops desperately attempt to hold a defensive line from Bordeaux to Besacon. Northern France - except Brest and Rennes -
is overrun by the Germans. In the East, Germany has taken St. Petersburg.
In the South, they have taken Venice and other northern Italian provinces.

March 2nd, 1917:
At last, the 1917 Guard infantry becomes available.
18 parallel runs of 8 Guards divisions started.

June 2nd, 1917;
The first 18 Guards division (each equipped with tanks) arrive at Marseilles.

June 10th, 1917:
For the first time, the US troops went into action against the Germans!

October 27th, 1917:
Paris liberated!

October 30th, 1917:
Le Havre captured. German troops in western France cut off.

December 14th, 1917:
With the capture of Lorient, western France has been liberated.

January 1918:
While the US troops are advancing from Paris into the east towards Belgium, in the east the German troops are standing at Tyumen in Siberia.


January 26th, 1918:
Antwerp captured! German troops in western Belgium cut off.


February 18th, 1918:
Western Belgium now under US control. I move the troops so that frontline provinces are occupied by 6 Guard divisions, while the remaining Divisions are centered at Antwerpen.


February 30th, 1918:
The invasion of the Empire of the Evil has begun. 48 Guard divisions attack Aachen.


May 20th, 1918:
Berlin taken by US troops!

July 3rd, 1918:
Warsaw taken by US troops!

August 11th, 1918:
Ordered 18 runs of 4 Garrisions (1917) and 9 runs of 8 police brigades.
The situation in europe is simply mad. Part of the US forces pushes toward the east, the rest toward the south to remove the Austria-Hungarian thread.
Germany has a huge empire and occupies provinces like alma-ata in the east. The German capital is now St. Petersburg.

October 8th, 1918:
St. Petersburg liberated by US troops. The German governement relocates to Helsinki.

October 22nd, 1918:
Helsinki captured. Emperor flees to Beltsy.

October 26th, 1918:
German emperor now at Kiev.

November 29th, 1918:
Stopped the building of Garrisions/police brigades after 36 units - that should be sufficient to keep the US occupation zones quite.

April 29th, 1919:
France annexes Austria-Hungary
All US Guard divisions could be committed to the east. But I decide to send some to the Ottoman empire - Constantinopel is the last stand of the Ottomans, besieged by a couple of UK divisions.

May 20th, 1919:
A 54-Division assault against Constantinopel starts.

After this, the game crashes.
Two attempts to reload showed the same result:
The game crashes in May (sometimes before the troops arrive in the Ottoman empire).
A save game file (zipped 780 kb; With previous auto-saves 2.4 MB) is available.


Questions/Remarks:
- Technology Basic/Recon bomber: 5 ton freefall bombs? In 1915?
- Belgium: The Germans have annexed the Belgian provinces. Once they are liberated by the Entente, there should be an event giving the provinces back to Belgium.
- Revolt.txt: Many nations can't be created before 1936. For example, Luxembourg should be creatable when Entente troops liberate her only province.
- In the late game, there should be an event for the German capitulation. I could hardly believe that the German governement is fleeing into the east and continuing the war in ice deserts like the rebels in Star Wars Episode V.
- Germany should concentrate on defending in the west when the allies approach the empire and not chasing Russian stragglers in Alma Ata.

All in all, it was a very entertaining game.

Again, many thanks to everyone who is involved in this great mod,

Roland
 
Hello

version 0.21 with doomsday: The basic scout fighter is called practical turbojet engine, historical date 1943 (!) and i cannot even choose it. Against a dd-version problem?
Also the kuk-units are mostly still with original pics, but i think thats normal...
 
RolandRahn said:
- In the late game, there should be an event for the German capitulation. I could hardly believe that the German governement is fleeing into the east and continuing the war in ice deserts like the rebels in Star Wars Episode V.

I think that might be a good idea for all combatants. A generic event that considers the loss of national province VPs and then increases dissent appropriately. :)
 
Yes, that is an excellent idea. But in addition to this, for some nations specific events are needed. I am currently playing Germany and I had to annex Russia - with the result that my belligerence jumped to 198.
I captured the British islands (inluding Ireland), and the Britons carry on from Canada, India e.t.c.
I captured the French hexagon, but France still don't make peace with me.

To prevent any misunderstandings:
It is a great mod and I am truely grateful to those who created it.

Kind regards,
Roland

(A detailed report for Germany under 0.21 will follow in a few days)
 
RolandRahn said:
Yes, that is an excellent idea. But in addition to this, for some nations specific events are needed. I am currently playing Germany and I had to annex Russia - with the result that my belligerence jumped to 198.
I captured the British islands (inluding Ireland), and the Britons carry on from Canada, India e.t.c.
I captured the French hexagon, but France still don't make peace with me.

The distribution of VPs is not quite fully ironed out and admittedly, not much consideration has been given to how to handle the end of the conflict other than letting the natural forces inherent in the game take effect.

Questions as to whether Britain or France would fight on if their metropolitan territories were overrun has often appeared on the forum as a matter of conjecture - it is not easy from the perspective of either argument to decisively conclude whether they would have possessed the reserve of willpower and resources to persist in the fight or not. :)
 
My 1914 experience

I remember when I played the 1914 campaign and was Germany. I conquered all of Russia, Africa, China and India, but I hadn't landed on England yet to finish them off because of their dominance of the seas. I was allied with Ottoman Empire, Austro-Hungary, Italy, and Bulgaria. It was around the beginning of 1918 and my country's dissent just skyrocketed because of the ongoing war. But we were winning the war! I eventually quit the game because my dissent was so high and it just kept getting worse. I had rebels from the Atlantic to the Black Sea!

I was curious if this problem could be fixed so that the dissent dosn't rise historicly if the Germany and its allies have conquered half the globe. Oh and I was also allied with Mexico and they were advancing down to panama but I wasn't at war with USA.

I also noticed that when I declared war all my units who were moving stopped and I had to tell them to attack or move again. It was so frustrating.
 
Which version of the mod did you use? (If you added any extra changes or tweaks to the published mod yourself, please describe them).
HOI2 + 0.20 + 0.21 patch + lees events for 0.21.

Which country did you play as? (If you play a 'hands-off' game, that's useful to know too)
Austria-Hungary, normal-normal, not a 'hands-off' game.

How long did you play for? (If you abandoned the game, it's still helpful to know what happened)
1916-05-10, the game is in progress but not so interesting now.

When did war break out in your game? (Was it at the historical time, earlier or later?)
War break out historically due to events.

Please describe the general course of the war. Which countries did well, and which did badly? If countries were conquered, how long did it take?
I tried to destroy Serbia first but failed. In the same time I have noticed that pushing Russians is easy and soon reached Kiev. Germans rolled over Belgium and advanced into France. I was stopped in Kiev as in the north Russians seized East Prussia and advanced into Germany as the AI left only 4-6 divisions in front of them. But while I managed to hold the front on the Warsaw-Lublin-Kiev line I suddenly noticed that France was defeated and massive stacks of Germans are moving to fight the Russians. After that it was easy to push them further and further. Meanwhile I coudn't push the Serbians yet they were almost overrun by Bulgaria. Defeated France bribed the Italians into war (!) and I had to SD some troops from the east but except one province I didn't loose any more land. When Russia surrendered it was easy to destroy Serbia, Montenegro and Italy (in fact I stopped playing as my troops reached Naples and no peace-event fired). And all this took only 2 years (it's May 1916 now). The Allies now consist of British Empire, Japan, Portugal and some British minors. Italy is not part of the Allies.

If the AI did anything really stupid or unhistorical (such as a country lending its entire army to an ally), please let us know.
The Germans focused so much on the French that they let the Russians reach Berlin (almost) and only due to my help they managed to defend their land until troops from France arrived (after that Russia was steamrolled). Also, 16 British divisions landed in Montenegro but didn't attack my stacks of 3xinfantry in bordering provinces. Then after the peace with Russia I felt robbed as I took Moscow and Baku and "Stalingrad" while the Germans took only the Baltic States and Leningrad, yet the events are scripted so that only Germany get puppets and land. This could be fixed. Also Italy didn't surrender event with their entire penninsula overrun.

Please let us know if there were any actual bugs in your game - such as events failing to work, ships appearing in land provinces, techs with no effect, pictures of jet fighters appearing in the unit roster, etc)
Two missing texts (posted in bugs thread), also text for brigades from original HOI2 but I guess it may be unfinished, not a bug. NO CTD's.
 
in the revolts.txt file in the \db folder, change all the dates to 1914 (or whenever). at the moment they're still at 1936.