• 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.
Are there any news regarding a new version maybe? I'm planning to start all over again with this great mod as Germany, so just checking if I'd miss something.:)
 
If I may ask, does this mod change anything about how airborne assaults work? I got an airborne division in Athens loaded onto a transport wing ready to take Crete, but I can't order the assault.

If this is a vanilla thing, mea culpa, don't remember it that way.
 
Well last thing fernando said was that the next release of Wif2 will come out after 1.03 final
 
WIF is nice but you have a problem... I build a lot of Offensive Chits with Germany and every time the chit ends i lose org etc etc... I activate a new chit right away but it doesnt help if my men are in battle and just magically lost 10 org...

Here is a fix to your event that allows you to burn another chit to CONTINUE the offensive without having to turn chit off then back on...

event = {
id = 9300042
random = no
country = GER
persistent = yes

name = "9300042name"
desc = "9300040desc"
style = 2
picture = "Offensive_Chits"

action = {
name = ACTION_NAME_OK
command = { type = max_organization which = land value = -10 }
command = { type = max_organization which = air value = -10 }
command = { type = morale which = land value = -20 }
command = { type = morale which = naval value = -20 }
command = { type = morale which = air value = -20 }
command = { type = surprise which = land value = -20 }
command = { type = surprise which = naval value = -20 }
command = { type = surprise which = air value = -20 }
command = { type = speed which = land value = -3 }
command = { type = counterattack value = -2 }
command = { type = assault value = -2 }
command = { type = ambush value = -2 }
command = { type = breakthrough value = -8 }
command = { type = encirclement value = -2 }
command = { type = hq_supply_eff value = -2 }
command = { type = sce_frequency value = -0.3 }
command = { type = attrition_mod value = -2 }
command = { type = trickleback_mod value = -5 }
}

action = {
trigger = { d_08 = { value = 1 when = now } supplies = 1000 oil = 1000 }
name = "9300041a"
command = { type = event which = 9300042 where = -1 when = 30 }
}
}

I recommend including this or something very similar in your mod immediately.
 
Would love to download and play this for Darkest Hour, but how playable is it? Are there many bugs? Is this a final version of the mod or not? And is it currently only playable in certain scenario's?
 
WIF Bug:

You can build say 10 Offensive chits and press *Launch offensive chit* 10 times and your units have 250 org, and infantry runs faster than tanks and you get +300 combat modifier and you kill everything in 1 hit...

You need a flag that gets set when offensive is launched and dont allow another launch until the flag ends.
 
Last edited:
Need help. Installed the mod and got this lovely error.

--- Error: (unknown minister command)which).) 'which = sp_anti_air' line = 647 file = mods\world in flames 2\db\ministers\minister_personalities.txt ---

What do I do to fix this?
 
Since none of you fools is commenting about my GAME BREAKING OFFENSIVE CHIT BUG THAT CAUSES GERMANY TO SPAM DECISION AND GET 250 ORG +300 COMBAT MODIFIER AND INFANTRY THAT RUNS FASTER THAN TANKS!!!!

I will post a fix that the WIF team has failed to post....

This fix is MULTIPLAYER fixed as well notice the trigger on commands?

This stops people spamming decision in multiplayer when the host is saving.

I STRONGLY RECOMMEND FIXING ALL EVENTS TO HANDLE MULTIPLAYER SPAMMING BY USING THE TRIGGER INSIDE THE COMMAND IN THEM ALL.

###################
# Offensive Chits
event = {
id = 9300040
random = no
country = GER

trigger = { ai = no }

name = "9300040name"
desc = "9300040desc"
style = 2
picture = "Offensive_Chits"

date = { day = 1 month = april year = 1933 }
offset = 60
deathdate = { day = 30 month = december year = 1935 }

action = {
name = ACTION_NAME_GREAT
command = { type = activate_unit_type which = d_08 }
command = { type = add_division value = d_08 when = 0 }
command = { type = add_division value = d_08 when = 0 }
}
}
event = {
id = 9300041
random = no
country = GER
persistent = yes

decision = {
atwar = yes
}

decision_trigger = {
d_08 = { value = 1 when = now }
supplies = 1000
oil = 1000
NOT = { local_flag = has_chit_on }
}

trigger = { ai = no }

name = "9300041name"
desc = "9300040desc"
style = 2
picture = "Offensive_Chits"
decision_picture = "decision_offensive_chits"

date = { day = 1 month = january year = 1933 }
offset = 10
deathdate = { day = 30 month = december year = 1999 }

action = {
name = "9300041a"
command = { trigger = { NOT = { local_flag = has_chit_on } } type = max_organization which = land value = 10 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = max_organization which = air value = 10 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = morale which = land value = 20 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = morale which = naval value = 20 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = morale which = air value = 20 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = surprise which = land value = 10 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = surprise which = naval value = 10 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = surprise which = air value = 10 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = speed which = land value = 3 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = counterattack value = 2 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = assault value = 2 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = ambush value = 2 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = breakthrough value = 8 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = encirclement value = 2 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = hq_supply_eff value = 2 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = sce_frequency value = 0.3 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = attrition_mod value = 2 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = trickleback_mod value = 5 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = supplies value = -1000 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = oilpool value = -1000 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = demobilize which = d_08 value = -1 }
command = { trigger = { NOT = { local_flag = has_chit_on } } type = event which = 9300042 where = -1 when = 30 }
command = { type = local_setflag which = has_chit_on }
}
}

event = {
id = 9300042
random = no
country = GER
persistent = yes

name = "9300042name"
desc = "9300040desc"
style = 2
picture = "Offensive_Chits"

action = {
name = ACTION_NAME_OK
command = { type = max_organization which = land value = -10 }
command = { type = max_organization which = air value = -10 }
command = { type = morale which = land value = -20 }
command = { type = morale which = naval value = -20 }
command = { type = morale which = air value = -20 }
command = { type = surprise which = land value = -20 }
command = { type = surprise which = naval value = -20 }
command = { type = surprise which = air value = -20 }
command = { type = speed which = land value = -3 }
command = { type = counterattack value = -2 }
command = { type = assault value = -2 }
command = { type = ambush value = -2 }
command = { type = breakthrough value = -8 }
command = { type = encirclement value = -2 }
command = { type = hq_supply_eff value = -2 }
command = { type = sce_frequency value = -0.3 }
command = { type = attrition_mod value = -2 }
command = { type = trickleback_mod value = -5 }
command = { type = local_clrflag which = has_chit_on }
}

action = {
trigger = { d_08 = { value = 1 when = now } supplies = 1000 oil = 1000 }
name = "9300041a"
command = { type = event which = 9300042 where = -1 when = 30 }
}
}
 
Have you noticed AI Germany using this trick/cheat? Because if only a human do it, then it is definitively not a game breaking bug.
 
I second the statement above. And, you know Divine Shadow, there is no need to be so aggressive. FT is doing this mod on his free time, you didn't pay for WiF2 so you can't really ask for a perfect codding. I also believe that if peoples want to, they will always cheat. So why not playing with peoples not doing exploit? Or tell them that's stupid? And not be so rude with modders. Just my two cents.
 
If the system is exploitable and it can be fixed, then it should be fixed. "Just don't do it" argument doesn't convince me here - this is a bad approach to game balancing that only increases the need for more and more house rules. However, if it cannot be fixed, then I guess that we will simply have to live with it.