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Steele said:
I'm actually working on it right now.

And BTW, can we please have our first version be 1.00 instead of 0.something? That ha always bothered me.

Steele


Okay, but I think for now we should keep it v0.X. Once we get a version out that is bug free, and is set up to have an installer/unistaller then we can go to v1.0. At least that is my thoughts on the matter.
 
We'll never get a bug-free version, though. We might get close, but it will take a while to get that way. The whole 0.whatever has always struck me as somewhat pretencious and arrogant. 1.0 is 1 because it is the first version. It isn't really a big deal either way.

Steele
 
Steele said:
We'll never get a bug-free version, though. We might get close, but it will take a while to get that way. The whole 0.whatever has always struck me as somewhat pretencious and arrogant. 1.0 is 1 because it is the first version. It isn't really a big deal either way.

Steele

A mod without leaders seems like a pretty large bug to me - I don't think it would be reasonable to release the mod without them, seeing as they constitute one of the most important parts of the game...almost like releasing it without events, for example. Everyone's efforts must be focused on ensuring that our leader files work in conjunction with the mod. The files work themselves - I tried them with the standard HOI - yet when used for our mod they do not. It leads me into thinking that there is either something totally obvious that we are all missing, or that there is something inherently wrong with the mod itself which is causing them to not appear. I think we can abandon debate on what version tag the mod should have, and concentrate on why one of the central components of the game does not work.
 
Stephen, could you keep us updated on what parts of the mod you still need to make it complete? I think that way will ensure that we know what parts of the mod still urgently need doing.
 
Steele - Not sure where the reasoning for you arrogance comments comes from. A 0.x version is usually numbered in my projects in the initial prototyping of s/w. by an R&D department. Up to 0.9999+ or whatever!
Once the prototyping is complete that version moves onto the main development team(s) and starts at 1.0, if the core code of the prototype is useable!

Anyways, Drew sent some of the leader files and I had no problems simply unzipping into the db/leaders folder. But they only worked after I renamed the Polish Leaders.csv to PolishLeaders.csv. Not sure why, but it did.

The files where Belgium, Poland and Britain. I tested all the files and they worked, but only after the change.

As Allenby says, it would NOT be a good idea to release without the leader files.

Cheers
 
First of all, if you miss your deadline by a few days its no big deal. I'd rather wait for a moddir version. In fact, I don't think many people will play it if you have to overwrite the basic files, especially since its so early in devolopment.

If you want any help with research (I'm useless at programming) feel free to e-mail me at Daniel_Michelson@hotmail.com
 
I never said we should release it without leaders. That would be a waste of our time. I said that we will never get a 100% bug-free version, and it will be in perpetual beta like the CORE is, and we will perpetually have a 0.X version number. Since we don't have any core code, since all we are doing is changing text files, I think we can assume that our code is useable, and we should start wwith 1.0. That being said, if I am the only one who things this, I will let it go.

Steele
 
Why dont we test it ourselves first, and if its quite stable call it 1.0

If its terribly buggy..........0.1 maybe?

My preference would be 1.0, as this is afterall the first version of the complete product. A beta by definition is incomplete.

2coats, try putting the leader files into

HOI\TGW\db\leaders

(create TGW folder)

And ask Allenby to send you the scenario file, and run the mod from a separate shortcut just like regular moddir.

You'll find that the leaders do not show up in the mod.
 
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IMHO, MODDIR is a must have; whats the deal with not including it?
I believe that people are not too lazy to read three extra lines ot text, for setting up, and with moddir you can change any files without fearing of forgotten backup...
Find 2-3 people who can set moddir for you, send them the files, and than wait their reply with finished testing of how it works...
 
Josip said:
IMHO, MODDIR is a must have; whats the deal with not including it?
I believe that people are not too lazy to read three extra lines ot text, for setting up, and with moddir you can change any files without fearing of forgotten backup...
Find 2-3 people who can set moddir for you, send them the files, and than wait their reply with finished testing of how it works...

We shall do whatever is necessary to produce a complete mod - and that includes leaders :)
 
Frankly, I would gladly wait as long as it takes to make a release with MODDIR and all the game features ready. :)
 
Possible explanation for leaders

When I try to run my game, lots of errors pop up.

I click ignore a few times and enter the game.

Maybe ignoring those errors makes the game not proceed to the leader list at all.

Also, in some of the event descriptions I wrote I had " " within the desc.

These should be removed to prevent possible errors.
 
ptan54 said:
When I try to run my game, lots of errors pop up.

I click ignore a few times and enter the game.

Maybe ignoring those errors makes the game not proceed to the leader list at all.

Also, in some of the event descriptions I wrote I had " " within the desc.

These should be removed to prevent possible errors.

It looks like your version has errors where mine doesn't - I have a version that is clean as a whistle yet the leaders still don't appear for countries starting at the beginning of the game. Leaders do appear for revolter nations like Soviet Russia, Estonia and Ulster.

The plot thickens....
 
Allenby said:
It looks like your version has errors where mine doesn't - I have a version that is clean as a whistle yet the leaders still don't appear for countries starting at the beginning of the game. Leaders do appear for revolter nations like Soviet Russia, Estonia and Ulster.

The plot thickens....


Guys, could you quote the messages of those error pop-ups? I happened to work with some EU mods and at least was successful in solving problems of such kind, maybe i will be of some help to you?
 
It looks like a classic "I used excel to modify some files while I shouldn't" problem. Were any of the .csv files edited by Microsoft Excel? If so, copy and paste them to a plain text file (Notepad) and save as .csv. Should work (worked for me).
Cheers
 
Halibutt said:
It looks like a classic "I used excel to modify some files while I shouldn't" problem. Were any of the .csv files edited by Microsoft Excel? If so, copy and paste them to a plain text file (Notepad) and save as .csv. Should work (worked for me).
Cheers

Didn't get the leaders to work. Our files work with the standard HOI, and those leader files for countries that appear in the course of the game work as well. The leader files for countries at the start of the game do not.
 
Leaders appearing for revolter nations.

Revolter nations dont appear in the scenarios file, starting nations do.

Leads me to believe the scenarios file is flawed.

I asked Allenby to send me his DB and scenarios file, and he doesnt have any errors whilst starting up.

But I get:

ID conflicet {type = 27111 id = 7} at TGW/scenarios/1914/british.inc 422
Again at 427, 434, 439.

Ironically the error message can't spell conflict right.

UPDATE: I'd like to ask what version of HOI are we running. This could have an impact.

I am on 1.05c - everyone should be on this to get things standardised.
 
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