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anti-commi said:
i am still confused how to work it with java

me too. but who cares. i'll just w8 til that dude comes out with a windowed version.
 
I just put up the first windowed version of the program at RandRoadProject.zip
The Microsoft .net framework is required to run it.

At the moment it is only using the original 78 country tags from the 36 scenario. Tags can be added in the HOI2CountryTags.txt file and it will use them. Tags can also be commented out there to keep them from appearing.

Some changes so far:
1. Name the scenario yourself.
2. Make all countries use the slider values you select.
3. Make all countries use the same ai file you select.
4. Multiply the province resources by a number you choose.
5. Set your own minimum infrastructure value.

The files come out in a folder with the selected name ready to be dropped in and used from moddir.

The leaders, ministers, and tech teams are not included yet but the game will load the defaults for now since I'm using the original countries.
 
The algorithm for placing the terrain was just my first idea at it and isn't working very well yet. I have some ideas for it that I haven't tried out yet.

That can be turned off in the interface if you want a map with the original terrain.

I won't be working on the province parts again until I have transferred the leader, minister, and tech team generators over from Java.
 
Ok thats cool. IC also seems to be a problem, lots of nations with high IC but not many resourcs, and vice-versa. I know thats part of the randomness, and to be honest im not fussed, makes games very interesting if you have to rush to conquer another nation to get resources.
 
I didn't play the new version ( waiting for 1.3 ;) ), but just one quick note: you should offer that some sliders are randomized and others - like interventionism - can be settled by the user.
General options like, you get all or nothing, aren't the best idea :)

And i would appreciate if the amount of countries would be selectable again.
 
I just put up the latest version. I've got the leaders in it again. You can select how many each country gets and whether or not to include female names. The leaders are created on a 2/1/1 ratio of ground/sea/air leaders for now. I still keep all my leaders in one file, but the program creates empty files with the names of the default leader files so that the default leaders will be hidden when the mod is run from moddir.

It also automatically creates a save games folder for saves in the mod directory.

but just one quick note: you should offer that some sliders are randomized and others - like interventionism - can be settled by the user.
General options like, you get all or nothing, aren't the best idea

And i would appreciate if the amount of countries would be selectable again

The countries can be turned on and off in the HOI2CountryTags.txt file by commenting them out or in with #. This is a pain but it does allow everyone to customize their own list of countries to play with, included user created countries if added to the file.

I intend to make many more things optional in the future. For now, I'm just trying to get everything from the Java version back in the windowed version.
 
Nice work on an excellent mod!

The only problem I'm experiencing is that all the leaders generated gets lumped in one big file and when I play the scenario, none of the countries has any leaders unless I delete all the 0kb leader files that the mod generated. Is there a way to automate leader file generation so that I won't have to manually cut/paste into the individual 0kb csv's?
 
The only problem I'm experiencing is that all the leaders generated gets lumped in one big file and when I play the scenario, none of the countries has any leaders unless I delete all the 0kb leader files that the mod generated. Is there a way to automate leader file generation so that I won't have to manually cut/paste into the individual 0kb csv's?

I should have thought of that. My leaders were placed into a file that doesn't exist in the vanilla game and so they weren't read from moddir.

I have just posted a fixed version of the program. All of the leaders are now put into the csa.csv file. This should make them appear in your game.

The 0kb files in the folder are there to keep the game from loading its normal leaders. You shouldn't need to do anything with them.
 
why can i only have the same amount of countrys as the 1936 Senerio or it wont make the file

The program uses the tags from the HOI2CountryTags.txt file. I've tested it with Scandinavia and the Confederate States included so it worked here with 80 countries. The tags have to be added to the file though.

The original 1936 scenario had 78 countries. In my experience the game is pitifully slow with 78 real countries. So I didn't include any more for this project. I did leave it open for everyone to suit themselves by changing the tags in that text file.

Sooner or later I will probably include an interface for country selection in the program, but it isn't a priority.
 
I have just put the latest version of the program online here.

The ministers are added now, but the tech teams are still to be done. You can select how many ministers for each country, and male, female, or both names.

I included some tech options. The countries can start with minimum tech, Germany 36 tech, or USA 44 tech. The minimal tech is what it had before. That has been changed to include a random choice of firepower or mobility for land doctrine since they all chose the same when it wasn't included.

I changed many default settings. The default is now to leave out the Allies, Axis, and Comintern. Resources, manpower, and ic are multiplied by 3. The minimum infrastructure at start is 75. Terrain is randomly generated with no urban. Each country has 200 male leaders. Each country has 75 male/female ministers. These things can be changed by the user, except for the urban terrain. I hated that stuff:)

The ai has been worked on to make it more aggressive. I stole Yukala's idea from the original Risk mod of having a 'combat = TAG = xx' for every country on every country. Then I changed xx to a random number from 0 to 99.

If you want a well thought out alternative game I recommend Risk 2 or maybe the Europe scenario. If you just don't care how things turn out, this program might suit you:)
 
I've just added the tags I could find to the HOI2CountryTags.txt file and uploaded the project with that in it at the website. All the new countries are commented out but you can include them at your command, ram willing.
 
I just uploaded the latest version of the program with the tech team generator included. The only option there is how many for each country. That should be the last thing moved over from the java version.

So, let me know if it is useful or how it could be modified to be more useful. Changes will be made according to Johan's Law. That is to say the changes will be made at my discretion and on my schedule.

If you can't wait for modifications the source code is available at the web site. I encourage any additions, subtractions, or multiplications, even divisions of it. You can use it, copy it, sell it, or whatever, have a good time:)
 
Thanks again for your fine work!! :cool:

I used the leader files you generated for me extensively in Risk Mod 2. I simply renamed them 'RiskLeaders' and it worked well.

Thanks Again! :D
 
Thanks for your kind words Yukala. My latest random ai has some borrowed/stolen ideas from your Risk Mod 1:)

If I can help you with anything, let me know.

This windowed program should make any leaders, ministers, and teams, for any country anyone wants. My goal was to make a scenario generator that
anyone could use and run from vanilla moddir.

Rando uber alles:)
 
Well, good job so far :)
I would still suggest to offer a various amount of countries over the GUI. The only reason why editing the taglist could be more usefull is if someone needed a special country under all circumstances. And why should anyone want this in a random scenario ?

And i'm not sure what the Universal AI option should do ? I didn't recognize any difference to the other option. It could indeed be usefull if you would include several general AI settings from other mods ( DAIM perhaps ? ), so that the users could just pick one.

I hope you didn't forget my old suggestion about the tech teams ;)
Here are some exampels how i would create those "perfect" templates:

Code:
U00;Name;Pic Name;Skill;Start Year;End Year;Speciality1;Speciality2;Speciality3;Speciality4;Speciality5;Speciality6;Speciality7;Speciality8;Speciality9;Speciality10;Speciality11;Speciality12;Speciality13;Speciality14;Speciality15;Speciality16;Speciality17;Speciality18;Speciality19;Speciality20;Speciality21;Speciality22;Speciality23;Speciality24;Speciality25;Speciality26;Speciality27;Speciality28;Speciality29;Speciality30;Speciality31;Speciality32;x
16100;Inf;T600;9;2000;2000;general_equipment;artillery;training;mechanics;electronics;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
16101;Ind;T601;9;2000;2000;industrial_engineering;chemistry;management;mechanics;electronics;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
16102;Comp;T600;9;2000;2000;mechanics;mathematics;electronics;management;chemistry;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
16103;Rak;T600;9;2000;2000;rocketry;aeronautics;management;technical_efficiency;electronics;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
16104;Nuc;T600;9;2000;2000;nuclear_physics;mathematics;chemistry;nuclear_engineering;management;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
16105;Ship;T600;9;2000;2000;naval_engineering;naval_artillery;electronics;technical_efficiency;aeronautics;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
16106;NShip;T600;9;2000;2000;nuclear_engineering;chemistry;naval_engineering;naval_training;electronics;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
16107;CAir;T600;9;2000;2000;aeronautics;mechanics;electronics;technical_efficiency;chemistry;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
16108;BAir;T600;9;2000;2000;aeronautics;mechanics;electronics;technical_efficiency;artillery;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
16109;Tank;T600;9;2000;2000;mechanics;artillery;electronics;technical_efficiency;chemistry;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
16110;Ari;T600;9;2000;2000;mechanics;artillery;electronics;training;chemistry;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
 
To explain a 'universal AI' as I coined it. The vanilla, DAIM etc. have an AI file behind each every country PLUS defaults. So when you swap in vanilla or otherwise country by country you get each country AI based on what is needed in a specific scenario setting (WWII for instance).

A 'universal AI' in concept is only the twin default AI files (one named 'minor'). All the country AI files are pulled. So if you have 100 countries in vanilla it would be 102 individual AI files. This is work, especially if each is tailored for who they are where they are and a individualized OOB.

In generating a random game, sure have a choice of differenct 'universal AI's' maybe but they would only be twin files as default numbering two only. This is easy.\

Which works better? For a random battle scenario the easy route, for specialized historical recreations, the long labor intensive route of one AI file per each country.
 
AlenlorDRot said:
The program uses the tags from the HOI2CountryTags.txt file. I've tested it with Scandinavia and the Confederate States included so it worked here with 80 countries. The tags have to be added to the file though.

The original 1936 scenario had 78 countries. In my experience the game is pitifully slow with 78 real countries. So I didn't include any more for this project. I did leave it open for everyone to suit themselves by changing the tags in that text file.

Sooner or later I will probably include an interface for country selection in the program, but it isn't a priority.
no i mean i added and/or took away tags and it wouldn't work