Hello!
While tinkering with the Darkest Hour game files, I would like to make the Argentine Trelew (id = 2038, at water area 2293), the Brazilian Macapa (2006, next to waters 2304) and a dozen or so other "land" lands into maritime provinces with a port and a beach. However, when I try to do this and if I enter the id of the adjacent sea in place of '0', the game refuses to work. What is going on, what have I not taken into account and how should I deal with it? Here is a graphical cheat sheet:
And now my suggestions and proposals regarding the game:
1. The game calendar should be improved. Now each month has 30 days, including February, which is grotesque! It should be fully consistent with the original: 30 or 31 days, while in February 28 and every four years 29 days - watch out for leap years! There is also an error in the game code shifting one day, where "day = 0" means the first day, "day = 29" the thirtieth day and so on everywhere, which is also WORTH CHANGE, just like the hours are set correctly.
2. If someone is playing with the game files and causes it to hang by mistake, then when trying to start the scenario being played, a scrollable window with sliders should pop up like in Windows with, let's say: 7-9 lines of game code - an odd number, so that the place of the error that the program does not understand is located in the middle, and the ill-fated text itself should be underlined with a different background color below it. If there are more errors, then the windows should pop up one after another, with the possibility of scrolling them forwards and backwards, and at the top the ordinal and total numbering (e.g. "CRITICAL ERROR 2/21").
3. The limitation of trading divisions / cities / technologies to only five should be lifted - for the sake of unlimited value! Just like with planes, where currently you can combine at most 8 units, and in TRP even less, because only 5! Commanders can control more machines, so it's time to throw out these nonsense limits!
4. A form of CONDOMINIUM power should be possible, when a given dependent territory is ruled by two or more countries. An example from history is Anglo-Egyptian Sudan.
5. When a given area lies on the border of two or more water bodies (e.g. Jaffna - 1509 or Victoria - 2090; Greenland - 1783 has as many as 5!), its port should be accessible from EACH OF THOSE SEAS, not just one strictly assigned one.
6. "Search for oil, metal and rare materials" - if the country is large, this event should occur MORE OFTEN and give bonuses to proportionally MORE num of provinces, and if small - it should be CHEAPER.
7. Regarding the following elements of province expansion: infrastructure, radar station, anti-air batteries, land & coastal fort (optional yet: air & naval base), instead of the standard expansion possibility from 0 to 10, there should be OPTIONAL LIMITS and such as Greenland, due to the climate, lack of trees and where everything has to be brought, and especially the area itself is very vast, should have ZERO limit for building land and sea fortifications there, and the naval base at most 2-3 levels, airport 4, radars and anti-aircraft batteries 3 each. Similarly to the inhospitable eastern Siberia on the Sea of ??Okhotsk: land/naval fort max 1-2 levels, slightly larger Petropavlovsk Kamchatski (prov 1184) 3 levels each, Vladivostok 5.
8. In technologies - industry should provide a series of achievements for building ic in a time shorter by 10%, 20%, 30%, ..., max 80%. Some countries, like Germany and the Soviet Union, should have this enabled at the start. I also suggest a spy option "sabotage expansion of factories", where the percentage bonus over time would be reduced, and even a penalty slowdown of 10%, 20%, 30%, 40% and 50% would be possible, with cumulation, for a period of 2 to 18 months, depending on the level of development and advancement of intelligence.
9. Secret weapons should have "spy operational gadgets" available - level 1 to 5; or specific examples can be given in the names, if someone working on the game has knowledge about secret services, their activities and equipment. However, to achieve this in tech teams, that of course in addition to the icon of the intelligence itself, you need to use a component of chemistry with medicine (for use drugs or KGB poison, such as the "Bulgarian umbrella", with a needle soaked in poison, to increase the effectiveness and undetectable killing), components of electronics, mathematics and mechanics (nanotechnology, Bluebird/MK-ultra, HAARP-type installations, psychotronic espionage and other derivatives of Dr. Robert Monroe's OOBE work, or devices for organized electromagnetic torture of the CIA) and a component of central and decentralized control (social engineering, psychological warfare - to manipulative playing and sabotaging social initiatives/uprisings).
10. To the tech teams working on secret weapons, especially the one mentioned in point 8, I propose to add a component: frequencies! With the tornado vortex icon, because it expresses subtle matter and "becoming". The HAARP installation in Alaska is based on this to some extent. Also the technology researched by Germany: "antigravity drives", where using mercury and cylinders rotating in the opposite direction (chemistry and mechanics component) a vehicle emitting a deadly, bluish glow "die Glocke" - Dzwon, and "Haunebu" - UFO type drives were achieved. You can let your imagination run wild and develop models of these weapons for the equipment of the German air force (very high speed of UFO, strong tactical shock of Dzwon). As a technological predecessor, we should introduce: "ariosophical studies of ancient books" (Hindu sources, or rather from Tibet), whose parallel with the Germans, recognition by American nuclear physicists gave a BONUS for the invention of nuclear weapons by the USA in modern times. The fall of the Third Reich could create a global event about the secrecy of Wunderwaffe weapons such as die Glock and Haunebu - deactivation of all existing models. And as the last, the culmination of all the rest of secret weapons, we can add around 2020-30 "sonic/ultrasonic cannon" and - don't laugh: "spell thrower"! This is the specificity of one of the weapons of the upcoming World War III, when according to the prophecies of various clairvoyants, human faces, hands, hair and feet "will grow old in one second". This is an electromagnetically forced "express becoming" of a distant stage of self, just as in normal mode a person or a tree grows slowly.
11-END:
After the start of Operation Barbarossa, initially entire divisions of the Red Army went over to the Third Reich and if it weren't for Hitler's excessive radicalism, the Russians tortured by Bolshevik tyranny would have carried him to Moscow themselves. It is worth taking into account these mass betrayals and changes of front in the game, whereby:
- the GER player can use the option "act brutally and with fanaticism" (AI chance 95%), which will increase the determination and ferocity of the attackers, reduce the discontent in the country by 8% and increase the effectiveness of intelligence and counterintelligence by 20%, but will also immediately gradually reduce the scale of Soviet desertions and betrayals in direct contact with the attacking Germans, and after 60 days, i.e. 2 months from this event, it will completely eliminate them; while clicking "show understanding" (AI chance 5%), ex-Red Army soldiers will be automatically assigned to the Wehrmacht and to the German labor market, causing an influx of new divisions, an increase in industrial production in wartime by 15% and in peacetime by 5%, a shortening of the research time for new projects and an avalanche of "blueprints" in tanks, infantry and aircraft (because some tamed Russian commander can pass on KNOWLEDGE on this subject to the Germans), but will raise discontent in the Reich by 10% immediately and four times in monthly intervals: by 8%, 6%, 4% and 2%, warning the player in advance, with the justification: Slavic element and ideological sabotage.
- the SOV player then has the opportunity to introduce NKVD units behind the front to shoot retreating soldiers (AI chance 85%), resulting in a SIGNIFICANT(!) increase in discipline and attrition modifiers on the front, or use them to intimidate civilians to counter anarchy and tighten the prison system in the gulags, causing a 5% drop in discontent in the country and a 3% increase in industrial production, or possibly an increase in the effectiveness of intelligence and counterintelligence (AI chance 15%). IMPORTANT: simultaneous selection of options giving both sides a bonus of soldier ferocity should, for historical reasons, favor the Soviets more than the Third Reich.
Finally, I would like to thank you very much for each specific answer and honest attitude to my conclusions. Greetings from Poland!
While tinkering with the Darkest Hour game files, I would like to make the Argentine Trelew (id = 2038, at water area 2293), the Brazilian Macapa (2006, next to waters 2304) and a dozen or so other "land" lands into maritime provinces with a port and a beach. However, when I try to do this and if I enter the id of the adjacent sea in place of '0', the game refuses to work. What is going on, what have I not taken into account and how should I deal with it? Here is a graphical cheat sheet:

And now my suggestions and proposals regarding the game:
1. The game calendar should be improved. Now each month has 30 days, including February, which is grotesque! It should be fully consistent with the original: 30 or 31 days, while in February 28 and every four years 29 days - watch out for leap years! There is also an error in the game code shifting one day, where "day = 0" means the first day, "day = 29" the thirtieth day and so on everywhere, which is also WORTH CHANGE, just like the hours are set correctly.
2. If someone is playing with the game files and causes it to hang by mistake, then when trying to start the scenario being played, a scrollable window with sliders should pop up like in Windows with, let's say: 7-9 lines of game code - an odd number, so that the place of the error that the program does not understand is located in the middle, and the ill-fated text itself should be underlined with a different background color below it. If there are more errors, then the windows should pop up one after another, with the possibility of scrolling them forwards and backwards, and at the top the ordinal and total numbering (e.g. "CRITICAL ERROR 2/21").
3. The limitation of trading divisions / cities / technologies to only five should be lifted - for the sake of unlimited value! Just like with planes, where currently you can combine at most 8 units, and in TRP even less, because only 5! Commanders can control more machines, so it's time to throw out these nonsense limits!
4. A form of CONDOMINIUM power should be possible, when a given dependent territory is ruled by two or more countries. An example from history is Anglo-Egyptian Sudan.
5. When a given area lies on the border of two or more water bodies (e.g. Jaffna - 1509 or Victoria - 2090; Greenland - 1783 has as many as 5!), its port should be accessible from EACH OF THOSE SEAS, not just one strictly assigned one.
6. "Search for oil, metal and rare materials" - if the country is large, this event should occur MORE OFTEN and give bonuses to proportionally MORE num of provinces, and if small - it should be CHEAPER.
7. Regarding the following elements of province expansion: infrastructure, radar station, anti-air batteries, land & coastal fort (optional yet: air & naval base), instead of the standard expansion possibility from 0 to 10, there should be OPTIONAL LIMITS and such as Greenland, due to the climate, lack of trees and where everything has to be brought, and especially the area itself is very vast, should have ZERO limit for building land and sea fortifications there, and the naval base at most 2-3 levels, airport 4, radars and anti-aircraft batteries 3 each. Similarly to the inhospitable eastern Siberia on the Sea of ??Okhotsk: land/naval fort max 1-2 levels, slightly larger Petropavlovsk Kamchatski (prov 1184) 3 levels each, Vladivostok 5.
8. In technologies - industry should provide a series of achievements for building ic in a time shorter by 10%, 20%, 30%, ..., max 80%. Some countries, like Germany and the Soviet Union, should have this enabled at the start. I also suggest a spy option "sabotage expansion of factories", where the percentage bonus over time would be reduced, and even a penalty slowdown of 10%, 20%, 30%, 40% and 50% would be possible, with cumulation, for a period of 2 to 18 months, depending on the level of development and advancement of intelligence.
9. Secret weapons should have "spy operational gadgets" available - level 1 to 5; or specific examples can be given in the names, if someone working on the game has knowledge about secret services, their activities and equipment. However, to achieve this in tech teams, that of course in addition to the icon of the intelligence itself, you need to use a component of chemistry with medicine (for use drugs or KGB poison, such as the "Bulgarian umbrella", with a needle soaked in poison, to increase the effectiveness and undetectable killing), components of electronics, mathematics and mechanics (nanotechnology, Bluebird/MK-ultra, HAARP-type installations, psychotronic espionage and other derivatives of Dr. Robert Monroe's OOBE work, or devices for organized electromagnetic torture of the CIA) and a component of central and decentralized control (social engineering, psychological warfare - to manipulative playing and sabotaging social initiatives/uprisings).
10. To the tech teams working on secret weapons, especially the one mentioned in point 8, I propose to add a component: frequencies! With the tornado vortex icon, because it expresses subtle matter and "becoming". The HAARP installation in Alaska is based on this to some extent. Also the technology researched by Germany: "antigravity drives", where using mercury and cylinders rotating in the opposite direction (chemistry and mechanics component) a vehicle emitting a deadly, bluish glow "die Glocke" - Dzwon, and "Haunebu" - UFO type drives were achieved. You can let your imagination run wild and develop models of these weapons for the equipment of the German air force (very high speed of UFO, strong tactical shock of Dzwon). As a technological predecessor, we should introduce: "ariosophical studies of ancient books" (Hindu sources, or rather from Tibet), whose parallel with the Germans, recognition by American nuclear physicists gave a BONUS for the invention of nuclear weapons by the USA in modern times. The fall of the Third Reich could create a global event about the secrecy of Wunderwaffe weapons such as die Glock and Haunebu - deactivation of all existing models. And as the last, the culmination of all the rest of secret weapons, we can add around 2020-30 "sonic/ultrasonic cannon" and - don't laugh: "spell thrower"! This is the specificity of one of the weapons of the upcoming World War III, when according to the prophecies of various clairvoyants, human faces, hands, hair and feet "will grow old in one second". This is an electromagnetically forced "express becoming" of a distant stage of self, just as in normal mode a person or a tree grows slowly.
11-END:
After the start of Operation Barbarossa, initially entire divisions of the Red Army went over to the Third Reich and if it weren't for Hitler's excessive radicalism, the Russians tortured by Bolshevik tyranny would have carried him to Moscow themselves. It is worth taking into account these mass betrayals and changes of front in the game, whereby:
- the GER player can use the option "act brutally and with fanaticism" (AI chance 95%), which will increase the determination and ferocity of the attackers, reduce the discontent in the country by 8% and increase the effectiveness of intelligence and counterintelligence by 20%, but will also immediately gradually reduce the scale of Soviet desertions and betrayals in direct contact with the attacking Germans, and after 60 days, i.e. 2 months from this event, it will completely eliminate them; while clicking "show understanding" (AI chance 5%), ex-Red Army soldiers will be automatically assigned to the Wehrmacht and to the German labor market, causing an influx of new divisions, an increase in industrial production in wartime by 15% and in peacetime by 5%, a shortening of the research time for new projects and an avalanche of "blueprints" in tanks, infantry and aircraft (because some tamed Russian commander can pass on KNOWLEDGE on this subject to the Germans), but will raise discontent in the Reich by 10% immediately and four times in monthly intervals: by 8%, 6%, 4% and 2%, warning the player in advance, with the justification: Slavic element and ideological sabotage.
- the SOV player then has the opportunity to introduce NKVD units behind the front to shoot retreating soldiers (AI chance 85%), resulting in a SIGNIFICANT(!) increase in discipline and attrition modifiers on the front, or use them to intimidate civilians to counter anarchy and tighten the prison system in the gulags, causing a 5% drop in discontent in the country and a 3% increase in industrial production, or possibly an increase in the effectiveness of intelligence and counterintelligence (AI chance 15%). IMPORTANT: simultaneous selection of options giving both sides a bonus of soldier ferocity should, for historical reasons, favor the Soviets more than the Third Reich.
Finally, I would like to thank you very much for each specific answer and honest attitude to my conclusions. Greetings from Poland!