• 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.
There is no need for disassembly, besides it's illegal. I've been granted access to the AoD code by BL-Logic.

I do know what non-unicode is but I wasn't on the previous release teams. Also non-unicode, like ACL Desktop or AuditExchange non-unicode versions, don't support unicode (that's why it's non). But the biggest thing thing to know about non-unicodes is that they don't support multiple language specific characters. AoD supports 8 languages (English, French, Italian, Spanish, German, Polish, Portuguese, & Russian). The best thing to do would be to go to UTF-8, which is an unicode encoding.

I'm not willing to redo all of AoD to use UTF-8 without a dedicated team that has a lot of free time. It's a massive undertaking and I've already spent way too much time with AoD fixes, upgrades, technology researching, etc. Maybe in a future release with more people rewriting and translating all the events, descriptions, unit names, etc. the developer can then change the code.

EDIT: SDL does character recognition at the hexadecimal level. Instead of doing hex edits, why not just do all of the text files (in /db and /config directories) in UFT-8...it's a much easier way and supports all of AoD's languages.

And there is no need to remake the entire game to UTF-8

There are 2 problems now (broken after 1.07 and 1.10)
1) unitnames.csv - incorrectly shows Cyrillic from this file. Game engine problem (since it is fixed by editing one bit in the file).
2) keyboard input in the input fields in the game - it seems to work through SDL2 now, which means SDL_TextInputEvent come in UTF-8. And then something is wrong with Cyrillic (Latin is entered instead) and the keyboard keys that are shown. Perhaps the problem is somewhere in the conversion from UTF-8 to the game engine text format
 
  • 1
Reactions:
Yes, all the signs worked. As I already said - I think replacing English letters with Cyrillic is the wrong way. Then the English language will break
Let me check to see if there's an updated to SDL2 since it does affect characters and then look at the fonts after that. Not sure when I can get to it though, maybe next week as I'm currently updating the HOI2/Arm/DH/AoD Editor with all the new changes in 1.13.
 
  • 1
Reactions:
I don't have access to AoD 1.13 alpha

A simple replacement with SDL2 v2.32.6 does not solve the problem
Thanks!
That helps since now I don't have to do it. :D

Just a short informational update on AoD 1.13:
  • I need to finish the detachment issue where when one detaches an attachment and it goes back into the Deployment Pool, it doesn't subtract the attachment's manpower. (e.g. Infantry division with 10,000 men receives an artillery attachment which has 2,000 men becomes 12,000. The extra 2,000 doesn't get subtracted).
  • Carrier task forces for AI controlled countries is being updated
  • Create two new 'task' forces, a Battle Group & Merchant Transport Group forces
  • Finish the Air Assault logic (Air Insertion mission, Air Retrieval Mission)
  • After the AoD 1.13 Beta release to the public:
    • Special/Elite operation forces missions and logic when behind/in enemy provinces
    • SSB and SSBN submarines to act as movable 'airbases' so that ICBMs can be attached and use same code/logic as if they were assigned to airfields.
 
  • 1
Reactions:
Let me check with others.

Also, would you be willing to help? If so, what skills can you help with?

So the engine с++ code is under NDA anyway.

And just about help - I can't finish my mod (compiling other mods and fixing their technical side). And to find errors, I'm developing my fork https://github.com/OLDodin/HoI2Editor
If you skip replacing images and testing, well, I can run gfx\map\units\ through my optimizer (cuts off empty edges of frames and assembles back with editing of spr files), which I wrote for my mod.
 
Wow, you can't imagine how popular this feature is in Russian-language forums!
The current flying rockets, which are the basis of the Strategic Rockets, Ballistic Missile, & ICMBs in HOI, will have the SSB (Soviet prototype which was given to PRK and PRK submarines) and SSBNs act like movable airfields and when launched, it will use the province it is in to determine it range.

Additionally, we're going to be adding DDGs (guided missile destroyers) & CLGs (guided missile cruisers) by expanding the flying bomb tree and using it similar to how the SLBM (Submarine Launched Ballistic Missile) logic will work...movable airfield.
 
The current flying rockets, which are the basis of the Strategic Rockets, Ballistic Missile, & ICMBs in HOI, will have the SSB (Soviet prototype which was given to PRK and PRK submarines) and SSBNs act like movable airfields and when launched, it will use the province it is in to determine it range.

Additionally, we're going to be adding DDGs (guided missile destroyers) & CLGs (guided missile cruisers) by expanding the flying bomb tree and using it similar to how the SLBM (Submarine Launched Ballistic Missile) logic will work...movable airfield.
Excellent! These are very good innovations! A bit of flood: in the 1945 (Doomsday) scenario, I noticed that the American troops have the level of motorized infantry of 1941. Whereas in older versions they were usually qualitatively superior to the Soviet divisions. I did not pay attention to tanks and planes. Do you think it will be better this way?
 
Excellent! These are very good innovations! A bit of flood: in the 1945 (Doomsday) scenario, I noticed that the American troops have the level of motorized infantry of 1941. Whereas in older versions they were usually qualitatively superior to the Soviet divisions.
Yes, correct. I've only got through the 1939 scenario and just began on the 1941 scenario. As I know of now, not all models are up to date due to the additional model years we added and the scenarios 1941 through Doosmday hasn't been updated. The scenarios I've done so far:
  • the new 1936 Puppets & Colonies
  • 1938
  • 1939
  • started on 1941
  • the 1947 The First Kashmir War
  • started on 1948 The First Arab-Israeli War
The new units and attachments need to be adding into the country .inc files based on research of what each country had at that time.

As for me personally, I would like to see base units then the user can either select a predefined unit/division or custom configure that division/unit/ship to their liking. So one would select a base division (will use infantry) and then select a predefined infantry division like 1944 Soviet infantry division, 1943 US infantry division, 1942 Italian infantry division, 1945 Mexican infantry division, etc. If they want to custom each element of the division they can or select a predefine one that is historically correct.

Can you imagine the US having Soviet styled infantry or France with Maoist style infantry. Basically using another country's doctrines and equipment configurations (TO&E)?
 
  • 1
Reactions: