• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
The last time I worked on it I made a random terrain generator for it. I was tired of having the Himilayas in the way all the time. There are some screenshots of it at the web page now. I also put something in to randomize the infrastructure so that there are high and low infra areas in the world. It still allows a minimum to be set though.

The last thing I plan to add for now is a name generator. I'm tired of Leader112 and Minister34. I wrote it using names from the US Census for a database program so I just have to add it in here. I may also make a tech team name generator while I'm at it.

I will probably put up a scenario with this stuff added this weekend.
 
Can someone in short terms explain the "moddir"-thing ? I'm not 100 % sure I did understand it correctly.

If I make a new folder, called RandRoad50 or whatever, and I copy the AI files into the original AI-directory ai/RandRoad50, and copy the db-folder in the hoi2/RandRoad50 and copy the scenario-folder into the "moddir" or hoi2/scenario ? (and I'm careful so I don't overwrite my own save game-files.. ;) ) Is this it ?

I want to test this mod, but if there are a way where I don't have to back-up and overwrite and stuff, that would be kinda nice.. :)
 
I think everything except the ai should be in HOI2/RandRoad50. So you would have HOI2/RandRoad50/db and HOI2/RandRoad/scenarios.

The RandRoadAI folder located in the ai directory has to moved to the ai directory of the game itself to be used. This will result in it being in HOI2/ai/RandRoadAI. It won't overwrite anything there since all the files will be in their own subfolder.

So basically you just unzip the RandRoad50 folder into the HOI2 directory and then move the RandRoadAI subdirectory from there to the main ai folder. Then play from "hoi2.exe RandRoad50".
 
Oh, thanks.. It works now..

Chances are, I'll be sitting up all night playing this.. Memo to self: Do not discover ass-kicking stuff 1 o'clock at night !
 
I just added the name generators for leaders, ministers, and tech teams. There are some screenshots of the leaders and ministers at the web page.

RandRoad Page

I expect to put up a couple of new scenarios this weekend with the new terrain, infrastructure, and name generation. I think I will make them with 2x the normal IC and resources too.
 
I'm confused now ..

I just highlight everything in the HoI2 directory except ai and paste it into the RandRoad100_July24 folder ?

Or am i wrong ?
 
I just highlight everything in the HoI2 directory except ai and paste it into the RandRoad100_July24 folder ?

No, you unzip the RandRoad100_July24 folder to the HoI2 directory. Then you take the RandRoadAI folder out of the ai section you unzipped and put it in the ai section for the game itself.

So there should be an HOI2/RandRoad directory with all of the files you unzipped.

There should also be an HOI2/ai/RandRoadAI folder which you copied from the modded ai directory to the normal ai directory.

Don't do anything with the normal game files, that is the point of trying to use moddir in the first place.
 
AlenlorDRot said:
No, you unzip the RandRoad100_July24 folder to the HoI2 directory. Then you take the RandRoadAI folder out of the ai section you unzipped and put it in the ai section for the game itself.

So there should be an HOI2/RandRoad directory with all of the files you unzipped.

There should also be an HOI2/ai/RandRoadAI folder which you copied from the modded ai directory to the normal ai directory.

Don't do anything with the normal game files, that is the point of trying to use moddir in the first place.


Okay i did the following ..

1. Opened the zip file.
2. Clicked Extract.
3. Found Paradox Interactive/hearts of iron 2
4. Extracted it there
5.opened the folder "ai"
6. Copied the folder RandRoadai
7. Opened Normal Ai folder
8. Putted the RR ai folder in there
9. Started the game .. ? Nothings new ..

So is this the right way to do it ?
 
So is this the right way to do it ?

That is the correct way to install it.

It won't start up by starting your normal game, otherwise where would your normal game have gone?

You need to make a copy of the shortcut to your normal game. Then change the target of the copy to
C:/Paradox Interactive/hearts of iron 2/HoI2.exe RandRoad
where the RandRoad is the name of the modded folder in your game directory.

Find the target of a shortcut by right clicking on it and selecting properties.

You should be able to start it from there.
 
AlenlorDRot said:
That is the correct way to install it.

It won't start up by starting your normal game, otherwise where would your normal game have gone?

You need to make a copy of the shortcut to your normal game. Then change the target of the copy to
C:/Paradox Interactive/hearts of iron 2/HoI2.exe RandRoad
where the RandRoad is the name of the modded folder in your game directory.

Find the target of a shortcut by right clicking on it and selecting properties.

You should be able to start it from there.

Okay i wrote this in the Target area:"C:\Programmer\Paradox Interactive\Hearts of Iron 2\HoI2.exe RandRoad'"

The only thing i added was RandRoad.



Now when i press okay it says that the target destination is invalid :confused:
 
Lazy said:
Write it like this:
"C:\Programmer\Paradox Interactive\Hearts of Iron 2\HoI2.exe" RandRoad

(with the RandRoad outside of the quotes; make sure there is a space, though)

Oh now it's working :D Thanks :)
 
Just an update. The terrain maker is working. The infrastructure can be randomized with a set minimum. The leaders, ministers, and tech teams have names.

I've been trying to work out a bug which makes the ministers of some countries invisible. They are in the file but don't show up in the game. I noticed it recently but it may have been a problem all along. It seems to have something to do with the whole moddir thing but I'm not sure what the problem is yet.
 
Another update. I think I have worked out the problem that made the ministers and tech teams invisible.

One problem is that it seems that moddir won't look for files that aren't in the normal game folder. So if the original game folder has no minister_pal it won't read those in from the moddir.

The other problem was something obvious in the program that I fixed.

I just got the 1.2 patch today. The readme said it had ministers and tech teams for most countries which would resolve the first problem. I have fixed the other problem by clearing the old files before making the new ones.

Since installing the 1.2 patch I have ridiculous 2300 problems though. A 160 country game grinds to a halt in April 1936. Hopefully it is just my equipment or installation.

I may put another example online soon and will post when I do. But, if it doesn't run well here, why impose it on others :wacko:
 
Hi again AlenlorDRot1

And thanks for those leader files you cooked up for me. Even without leader names I found a goodly way to make use of them. Very handy.

One thing I wish to pass on to you. The map or province file is modified in 1.2 from 1.1. So, when I switched over early on in making the first version of RISK_Mod I actually had to start from stratch. :eek:

So, I am watching with baited breath to see if something similiar will be up with 1.3 now in the making.
 
Hello. I've just about given up on the moddir idea. I like the way it works on my own system, but there are too many variables involved to make something others can use. That means I will have more than one version of HOI2 on my drive, which means your RiskMod will be one. That means I may get so busy playing that I don't come back for a while.

My program only shuffles the values in the province file, so that whatever it finds in land province #x it exchanges with #y and so on to the end for each. It can also multiply it by 2x or 3x or whatever, but the distribution is the same. As long as the fields remain the same in the province.csv it should work.

If you want anything else random let me know, odds are I've got something for it.
 
Thanks! Yes I will. Come visit at the RISK Forum sometime we are getting close to a beta test of next version of RISK_Mod. :D

The beta will be much better and be mostly complete except for events and graphics. I held off using some fine work done around here (Phil K. comes to mind) to beautify the game till last, after all the mechanics are worked out thorough through. Feedback, observations are most welcome and quite useful as you know! :cool:
 
I've just updated the website here.

The major change is that the generator is now available for anyone to use. Download the RandRoadProgram zip. Then call 'java RandRoadGUI' from that location. It will ask how many countries to put in the game, just pick a number from 3 to 160. The files will be made in the CreatedFiles folder. After that you can use them however you want. They can be put separately for a moddir thing, or you can overwrite your regular files. This program won't do any of that to you or for you.

Included are a random group of countries, randomly located on the map. The terrain and infrastructure are randomly distributed with a minimum of 60 infrastructure. The resources are multiplied by 2 and randomly distributed. Each country has random slider values, ai, leaders, ministers, and tech teams. The victory points are randomly distributed as well. Did I mention this is random?

This version has very low tech for each country. I edited the misc.txt so that there should be no penalty for researching ahead.

I've also found no luck with HOI2 version 1.2. It is slow as crap here, even in the vanilla game. I'm using 1.1 for now and I'm not sure that adding more countries or leaders to your 1.2 game would be a wise thing. Hopefully it is just an issue here.

I hope someone tries this out and provides some feedback. Good luck!
 
You think 1.2 is inherently slower than 1.1?

For feedback I definately noticed the game going to a crawl with the 160 countries I received from you earlier.

I think one good solution (besides buying a better computer; that is much faster) is what someone is doing here in the mod section by restricting game play to one area of the world at a time. Such as greater Europe.
 
I'm not sure if the problem was 1.2 or something else. I've changed so much inside and outside of the game I should just be pleased that it works at all.

I have noticed the 160 countries running slowly. One game I made had 160 countries and each had 1000 leaders, 400 ministers, and 100 tech teams. I played it for a couple of years but it was slow. It didn't stop at 2300 though like I was experiencing with 1.2.

I think a smaller number of countries is better, maybe 50 or 60.