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I tried to combine the two mods, but I haven't tested it. Let me know if it works.
http://www.sendspace.com/file/qunpg9
problem with ministers photos

bf7y1.jpg



I know the reason of this problem:

You added in complete pack (Project Italy+ World in Flames II) "ministers_ita" file (in \WIF2+PIalpha0.31\World in Flames 2\db\ministers).
I didn't found this file ("ministers_ita") in your original release "alpha 0.31"
 
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Yes, that's the problem. The ministers file is still work in progress but it slipped into the folder I sent to you. Actually, the ministers are done and I only have to edit the events with the new codes. I hope to upload a new version by the end of the month, with ministers and leaders for both WW1 and WW2.
In the meantime, please delete that ministers file.
 

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Good news. I managed to create a new Italian surrender event, without that bug that caused territories not occupied by the Allies being given back to the Germans. And Germany liberates RSI which also receives a small number of units to start with.
To make things faster (and historical), I lowered the requirements for the Italian surrender and I also gave them a big malus as soon as the enemy lands on national territory. I adapted this malus event from an old mod for HoI2, the Compendium Mod by Luxor which I liked really much. As you can see, I gave control of Palermo to the USA at the start of the 1943 scenario, otherwise their AI would pull back from that province if it's controlled by the UK.
 

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Good news. I managed to create a new Italian surrender event, without that bug that caused territories not occupied by the Allies being given back to the Germans. And Germany liberates RSI which also receives a small number of units to start with.
To make things faster (and historical), I lowered the requirements for the Italian surrender and I also gave them a big malus as soon as the enemy lands on national territory. I adapted this malus event from an old mod for HoI2, the Compendium Mod by Luxor which I liked really much. As you can see, I gave control of Palermo to the USA at the start of the 1943 scenario, otherwise their AI would pull back from that province if it's controlled by the UK.

This looks great Melkor! I love playing as Italy and I too really enjoyed the Compendium Mod.
 
Good news. I managed to create a new Italian surrender event, without that bug that caused territories not occupied by the Allies being given back to the Germans. And Germany liberates RSI which also receives a small number of units to start with.
To make things faster (and historical), I lowered the requirements for the Italian surrender and I also gave them a big malus as soon as the enemy lands on national territory. I adapted this malus event from an old mod for HoI2, the Compendium Mod by Luxor which I liked really much. As you can see, I gave control of Palermo to the USA at the start of the 1943 scenario, otherwise their AI would pull back from that province if it's controlled by the UK.

This should be IMO incorporated into the new patch 1.04

eeeex
 
What about a brand new list of leaders for RSI without those unknown Italian soldiers or obscure German NCO?

This should be IMO incorporated into the new patch 1.04

eeeex

Well, I hope someone of the developers will take a look at this project and take some ideas for the next patch.
 

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I'm not sure of removing Amedeo from AOI at the beginning. As he is a silent workhorse, he (probably) boost the effective IC of the colony by 1. As it stands the AI already fails to reach the armies it has in the 1939 scenario (12 divs in total), instead having something like 6 (though one ins MTN). If you go ahead with it, his replacement should be an Old General


You could also make Mussolini a Stern Imperialist...
 
I'm not sure of removing Amedeo from AOI at the beginning. As he is a silent workhorse, he (probably) boost the effective IC of the colony by 1. As it stands the AI already fails to reach the armies it has in the 1939 scenario (12 divs in total), instead having something like 6 (though one ins MTN). If you go ahead with it, his replacement should be an Old General


You could also make Mussolini a Stern Imperialist...

Both Badoglio and Graziani are Old Generals. Anyway, I tweaked the AI for AOI so that it focuses on militia instead of bergsjager. This way, they should have quite an army by 1940. But remember that, if you play with Italy, you're supposed to help AOI by sending national divisions and not relying on local troops only.

About merging with other mods: I'll write a changelog of all the modifications file by file, so that it will be easy to see what has changed from vanilla.
 
quick question. if you lowered the requirements for the surrender event a human USA or UK player will have it really easy to exploit that, arent they? is it possible to only lower the requirements for AI?


edit: i love to play with italy and i think i will give your mod a try. i will let you know if i get any bugs
 
quick question. if you lowered the requirements for the surrender event a human USA or UK player will have it really easy to exploit that, arent they? is it possible to only lower the requirements for AI?


edit: i love to play with italy and i think i will give your mod a try. i will let you know if i get any bugs

Well, this is the situation when the surrender was made public. As you can see, the Allies had just conquered Sicily, Reggio Calabria and they were landing in Salerno. And Mussolini was fired 45 days before, when the Allies were still in Sicily.
ITALIA-1943_web-600x796.jpg

Actually, the surrender requirements in my mod are yet superior to this. The point is that Germany must send troops to help Italy from any invasion, because as soon as the Allies land, the Italians get the dissent event and their divisions are basically useless. This is what happened in reality (and, eventually, the Axis lost the war!). Italy was a big distraction for Germany, diverting a lot of divisions that could be used elsewhere.
Speaking of the game, I understand that when all the Italian army disappear, an highway is laid for the Allies, last stop Berlin. An human player knows this and, as Germany, he must send many divisions to Italy to prevent this. During my hands-off gameplays I noticed that AI Germany instead doesn't send troops to help the Italians defend their national territory. But this happens in vanilla too. It's not much different whether the Italians vanish when the Allies reach Taranto or Naples or Rome, while German AI never cares about them. So, I'd say that it's a problem of the vanilla German AI, not of my mod. My aim is to improve the historical flavour: Mussolini was fired 15 days after the Allied landed, the Italians couldn't defend their homeland at all, and they asked for peace way before the Allies got to invade the mainland. This is what I tried to represent. The only solution is to edit the German AI so that they send divisions to Italy when North Africa is lost - but this is beyond my modding abilities.
 
The AI usually does not know to defend allied territories. The only way with the current engine (afaik) is to make Germany inherit Italy.

What about delaying the liberation of RSI of like 15-20 days so that German AI has the time to send reinforcements to Italy?
 
Sure but once RSI is created, German AI is likely to leave.

Even if they have enemy troops in an adjacent province? I definitely have to test this solution and let you know.
 
Why not give to RSI the historical german divisions that had been sent to aid them?

I wouldn't consider it to be "fair", having all those divisions for free.
However, it's not that AI can't put up a puzzling fight, sometimes:
 

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Progress is slow due to lack of reinforc... free time. I'm working on the 1941 scenario.
I also made new pictures for the tech teams.
 

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