• 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.
Or, possibly, the inherit = MEX event (61001).

As far as I can make sense of the events we have for Mexico:

32002 (MEX) activates when MEX has lost certain provinces.
It triggers:
61001 (U07) which makes U07 inherit MEX.
If MEX no longer exists, either by this event or through gameplay,
61002 (U07) triggers, changing U07 to MEX.
This also triggers
32003 (MEX) changing the capital back to Mexico City.

Which seems like a lot of fuss in order to ensure that the winner of the Civil War is called "Mexico" instead of "Revolutionary Mexico". I'm tempted not to bother: we have "Soviet Russia", so what's wrong with "Revolutionary Mexico" as a country name? And, for that matter, Monterrey (or wherever) being the new revolutionary capital? In short, try deleting these four events, and see if the problem still happens...
 
It would seem that removing event 61002 is sufficient in solving this problem. :)

Thus, if the Revolutionaries win the war, they simply carry on the game with the U07 tag as opposed to assuming the MEX tag.
 
Right, we need to make the following changes to 1.03.

1 - Include generic no time limit patch 1.2. (not the great war one which seems to cause trouble)

2 - Solve the vertical line plane problem.

3 - Include new AI files (these are 99% done but still pretty pathetic). The German AI however still loves to garrison the Dutch border.....presumably because they always garrison boundaries with countries that border another country at war.......

4 - Have an event that allies Communist Conspiracy with Soviets when SOV exists. Then, once the condition alliance = { country = SOV country = U19 } is satisfied, triggers an event that has USA absorb Amchitka.

5 - Solve the paratrooper problem if possible. Perhaps try including it as a buildable troop type from the start?

6 - I think I've alleviated the problem of French penetration into Westphalia. I've added a level 3 fort to Luxembourg. Ahistorical but once Luxembourg is annexed, it in effect acts as an important buffer fortress between French Lorraine and Koln. What usually happens is the French take Luxembourg with pathetic German resistance, and from there they have direct access to Koln. Rest assured that the troopless Luxembourg gets annexed by Germany in every game, and that makes the map look a bit more historical since German Metz did indeed act as a defence against French designs on the Rhineland.
 
ptan54 said:
1 - Include generic no time limit patch 1.2. (not the great war one which seems to cause trouble)

Done


ptan54 said:
2 - Solve the vertical line plane problem.

Whenever Gwalcmai can...


ptan54 said:
3 - Include new AI files (these are 99% done but still pretty pathetic). The German AI however still loves to garrison the Dutch border.....presumably because they always garrison boundaries with countries that border another country at war.......

Okay.


ptan54 said:
4 - Have an event that allies Communist Conspiracy with Soviets when SOV exists. Then, once the condition alliance = { country = SOV country = U19 } is satisfied, triggers an event that has USA absorb Amchitka.

Done


ptan54 said:
5 - Solve the paratrooper problem if possible. Perhaps try including it as a buildable troop type from the start?

This can wait 'til later.


ptan54 said:
6 - I think I've alleviated the problem of French penetration into Westphalia. I've added a level 3 fort to Luxembourg. Ahistorical but once Luxembourg is annexed, it in effect acts as an important buffer fortress between French Lorraine and Koln. What usually happens is the French take Luxembourg with pathetic German resistance, and from there they have direct access to Koln. Rest assured that the troopless Luxembourg gets annexed by Germany in every game, and that makes the map look a bit more historical since German Metz did indeed act as a defence against French designs on the Rhineland.

I'm not sure giving Luxembourg a bit fort will be necessary, but we'll see how things go...

Overall, I've actually made a number of changes to the mod since I did the internal release :wacko: so I think I'm just going to release it in its several forms for public download and we'll move on from there.
 
I ought to announce that I shan't be a making a ModDir version of TGW 1.03b, nor shall I make a similar version for 1.04b, 1.05b or any other edition of TGW, for the simple reason that I don't think that there is any point in doing so. ModDir is essentially designed for relatively minor changes to the standard HOI – it is fine for modifications such as CORE, as that mod leaves major components of the game unchanged. TGW, on the other hand, makes wholesale changes with regards to data and especially graphics, which render the original HOI nearly unrecognisable. The only argument that can give favour to ModDir is the contention that its use ensures efficiency with hard drive space, yet with regards to TGW, the difference in size between the additional files for a cleanly installed version and a ModDir version is barely noticeable – infact, when I last looked, the ModDir zip files were larger than those for the clean install :eek: If there are those who are determined to make room on their hard drive, and still play TGW, then they are invited to simply install the lighter version that excludes graphics.

Additionally, by having TGW operate by one method as opposed to two, everyone involved in making and playing the mod are given ample opportunity to become accustomed to how it works. If there are any bugs, then the question as to whether it is a result of either method of installation can be immediately put aside, thus allowing for investigation into the exact cause of the problem itself, as opposed to speculation over whether the problem is a symptom of difficulties arising from a certain installation.

However, I ought to add that if someone is desperate for a ModDir TGW, then they are welcome to work on producing one, but I don’t see much demand for one. Therefore, those who desire a ModDir version of TGW, for whatever reason, are advised to download the clean install version, as there will most likely no longer be a duality of installations and methods. TGW is too large and ambitious to be a mere addendum in the HOI folder, in my opinion.
 
Allenby said:
The only argument that can give favour to ModDir is the contention that its use ensures efficiency with hard drive space, yet with regards to TGW, the difference in size between the additional files for a cleanly installed version and a ModDir version is barely noticeable – infact, when I last looked, the ModDir zip files were larger than those for the clean install :eek: If there are those who are determined to make room on their hard drive, and still play TGW, then they are invited to simply install the lighter version that excludes graphics.

There is, however, a slight flaw in this reasoning. The moddir version doesn't save space on the HD simply by being smaller itself. What really saves space is not having separate HOI installs. And one HOI install takes up 500MB of disk space.
 
For what it's worth, I agree with you 100%.

The mod-dir version was turning out to be more trouble than it was worth - especially given the need to have identical files in both the standard and the mod-dir directories (which is why the mod-dir ZIP file is larger than the clean install one!)