Well, I would like to say that this is one of my favorite mods. I've played HoI 2 for awhile but only came across this when someone showed it to me. I was interested to say the least as I like of alt-history things, and it is by my favorite now. I only have some suggestions for a future release (I know you have a forum, but this is all I have to say). But first, the quote above.
I have gotten this problem as well if I've gone down the Soviet path. It happens just as Russia changes into "Soviet Russia", and the tech teams change. I'm guessing that during that transition the tech teams which are removed are still "researching", hence those researches being locked.
The only way I've avoided this is to make frequent saves and see when the trigger to reform the Soviet Union arises. When that happens, I go to the save before the change and cancel all researches and let the transition happen when it does. I can proceed normally from there.
Anyways, onto some comments and suggestions.
-It was suggested above, but make an event for the Entente when they return to their homelands.
-Once Germany is defeated once and for all, France is left with a considerable amount of territory but doesn't seem to do anything with it. On top of a potential Russian DoW on Mitteleuropa which might take a considerable territory in Eastern Europe, this creates an odd situation. The most the player can do as France is liberate Germany back into its fragmented state, and the Russian player to prop up puppets. An event covering this, with choices to either split up Germany or let it be unified again, would be better I think... there's a series of redrawing the map events for other countries, but I haven't seen it fire up correctly.
-Some of the new nations which can be created have either some odd flags (Romania's flag looks really weird on my computer, got some green gunk. And the flag for Kurdistan uses an older one from vanilla rather than the good ones from DD and Arma) or in the case of Sinkiang, have a weird leader list. What I mean is that I was playing as Soviet Russia and liberated Sinkiang, and got the leader list for Vietnam. Other times I would liberate a nation like Xibei San Ma (sp) or some of the nations in the Arab peninsula and get leaders who didn't match the ideology I was in (I was a syndicalist and got leaders in those puppets who were all paternal autocrats). I know this is present in the unmodded versions as well, but still...
-I've noticed that at times the Union of Britain and Soviet Russia might have an open society despite their political ideology not allowing that. Is that intentional?
-More events for the respective sides of America towards uniting the entirety of the United States. I've seen them, but they don't seem to fire off correctly at times. I've usually had the Combined Syndicates win in the end, but they seem to leave the Pacific States alone and don't seem to do anything with New England (though I've seen an event fire up once where they demanded Canada to back off from it).
-Minor, but the Combined Syndicates of America doesn't have a description if you choose it from the menu.
-Considering the size of Russia and its potential to have an unholy IC, it should be approached with invitations to join other existing alliances. The only one I've seen is if Georgia (oh gee) approaches you with one if the Bolsheviks got power again, and the puppets you can force into into that one. I think it could be interesting that depending on what political ideology and shape your nation takes, it will receive invitations to the different alliances. IE, if the Russians get a Tsar again, they might be approached with an invitation to the Entente, the path with Wrangel and Denkin could lead to an alliance with Mitteleuropa (I know the name wouldn't match with a nation out in the East), and going with Bukharin might trigger the Syndicalist International) If this was according to your plan though, I guess it could have some more events pertaining to its own alliance that it can form on its own.
-I mentioned this in a quote above, but is there a way to resolve that issue with out the player having to do what I did?
Hello, I was playing the Kaiserreich mod as Russia, and I chose to follow the Soviet Union path. All the proper events happened and I switched to the USSR, however, I go to check my tech teams, and I am greeted by this:
Is this a common problem? Easy to get around?
Posted in Tech forum and they re-directed me here.
I have gotten this problem as well if I've gone down the Soviet path. It happens just as Russia changes into "Soviet Russia", and the tech teams change. I'm guessing that during that transition the tech teams which are removed are still "researching", hence those researches being locked.
The only way I've avoided this is to make frequent saves and see when the trigger to reform the Soviet Union arises. When that happens, I go to the save before the change and cancel all researches and let the transition happen when it does. I can proceed normally from there.
Anyways, onto some comments and suggestions.
-It was suggested above, but make an event for the Entente when they return to their homelands.
-Once Germany is defeated once and for all, France is left with a considerable amount of territory but doesn't seem to do anything with it. On top of a potential Russian DoW on Mitteleuropa which might take a considerable territory in Eastern Europe, this creates an odd situation. The most the player can do as France is liberate Germany back into its fragmented state, and the Russian player to prop up puppets. An event covering this, with choices to either split up Germany or let it be unified again, would be better I think... there's a series of redrawing the map events for other countries, but I haven't seen it fire up correctly.
-Some of the new nations which can be created have either some odd flags (Romania's flag looks really weird on my computer, got some green gunk. And the flag for Kurdistan uses an older one from vanilla rather than the good ones from DD and Arma) or in the case of Sinkiang, have a weird leader list. What I mean is that I was playing as Soviet Russia and liberated Sinkiang, and got the leader list for Vietnam. Other times I would liberate a nation like Xibei San Ma (sp) or some of the nations in the Arab peninsula and get leaders who didn't match the ideology I was in (I was a syndicalist and got leaders in those puppets who were all paternal autocrats). I know this is present in the unmodded versions as well, but still...
-I've noticed that at times the Union of Britain and Soviet Russia might have an open society despite their political ideology not allowing that. Is that intentional?
-More events for the respective sides of America towards uniting the entirety of the United States. I've seen them, but they don't seem to fire off correctly at times. I've usually had the Combined Syndicates win in the end, but they seem to leave the Pacific States alone and don't seem to do anything with New England (though I've seen an event fire up once where they demanded Canada to back off from it).
-Minor, but the Combined Syndicates of America doesn't have a description if you choose it from the menu.
-Considering the size of Russia and its potential to have an unholy IC, it should be approached with invitations to join other existing alliances. The only one I've seen is if Georgia (oh gee) approaches you with one if the Bolsheviks got power again, and the puppets you can force into into that one. I think it could be interesting that depending on what political ideology and shape your nation takes, it will receive invitations to the different alliances. IE, if the Russians get a Tsar again, they might be approached with an invitation to the Entente, the path with Wrangel and Denkin could lead to an alliance with Mitteleuropa (I know the name wouldn't match with a nation out in the East), and going with Bukharin might trigger the Syndicalist International) If this was according to your plan though, I guess it could have some more events pertaining to its own alliance that it can form on its own.
-I mentioned this in a quote above, but is there a way to resolve that issue with out the player having to do what I did?
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