+ Reply to Thread
Page 59 of 162 FirstFirst ... 9 34 49 57 58 59 60 61 69 84 109 134 159 ... LastLast
Results 1,161 to 1,180 of 3231

Thread: Mod 34 : Revolutions!

  1. #1161
    Eternal leader of all Ducks The Great Duck's Avatar

    Join Date
    Dec 2006
    Location
    Primošten,Croatia
    Posts
    2,673
    Rename your DD folder to something else,insert your DD disc,click uninstall,click repair,then after the installation is finished apply the patch,then install Mod34 in the new folder.
    LONG LIVE CROATIA
    Nationality: Croat
    Religion: Agnostic/Catholic
    Ideology: Conservative
    Issues: Moralism/Jingoism
    Mods and projects that need your attention:Modern Day Scenario-Cold War-Kaiserreich-1914-Mod33-E3 Project-Whites and Reds-Arms and Amistice
    Support the Unified HoI3 historical mod initiative!-Wote for my AAR in the HOI3 AAR contest!
    Me on Youtube
    The new leader of mankind!

  2. #1162
    Quote Originally Posted by lordgoof
    there is a file in the folder (can't think of what it is called, but it is mention a couple of pages back) that tells you what you need.

    EDIT: it is technoflechas.exe
    I looked in the folder and I couldn't find it, where is it?

  3. #1163
    Captain lordgoof's Avatar
    Crusader Kings IIDarkest HourHearts of Iron IIIIron CrossVictoria 2
    Victoria II: A House DividedVictoria II: Heart of DarknessEuropa Universalis IV: Pre-order

    Join Date
    Jan 2008
    Location
    Location: Location:
    Posts
    368
    just do a system search, that would be the easiest way....

    however if you installed it for DD than it is in the doomsday folder, if for ARM then in the armageddon folder.

  4. #1164
    Colonel Cpt Crash's Avatar
    Hearts of Iron 2: ArmageddonEuropa Universalis 3Europa Universalis: ChroniclesFor the MotherlandHearts of Iron III
    HOI3: Their Finest HourSemper Fi

    Join Date
    Mar 2007
    Location
    Nevada USA
    Posts
    981
    Speaking of naval builds; playing as Italy there are a couple of events that give options to prepare for war. The second one costs a huge amount of resources-I chose to go with it. A year later I see no cost advantage to having accepted the buildup.

    Are the costs involved with that build up just a history lesson, or is there some real advantage/cost reduction as a return for the payment?

    BTW, the Intell portion of the game is indeed much more interesting/active. The hostiles just keep coming, and have actually done me some harm. It's not a "one way street" anymore. This is a very, very, good mod.
    Last edited by Cpt Crash; 09-05-2008 at 07:50. Reason: Added statement

  5. #1165
    Field Marshal Alex_brunius's Avatar
    200k clubAchtung PanzerArsenal of DemocracyHearts of Iron 2: ArmageddonCities in Motion
    Cities in Motion 2Crusader Kings IIDeus VultEU3 CompleteFor the Motherland
    Hearts of Iron IIIHOI3: Their Finest HourHeir to the ThroneMagickaMajesty 2
    Victoria: RevolutionsRome GoldSemper FiSword of the StarsSword of the Stars II
    Victoria 2Victoria II: A House DividedCK2: Holy Knight500k club

    Join Date
    Mar 2006
    Location
    Sweden
    Posts
    10,719
    I love the mod but I have encountered a small problem when playing as Japan.

    It seems hard if not impossible Complete the research to the Yamato class ships in time.
    Historically it was ordered in March 1937 and finished in December 1941 but I cannot seem to complete the research before 1941 without going FAR negative into research eff.

    The main problem I think is that the class before requires radar and Japan did NOT have access to radar when building the Yamato class. Perhaps you could be allowed to "skip" one Battleship design to get to super heavy such as in vanilla? And thus go around the radar requirement.
    Last edited by Alex_brunius; 10-05-2008 at 12:48.
    "A good plan, violently executed now, is better than a perfect plan next week." - Patton

  6. #1166
    Quote Originally Posted by Phearless
    I have a question. about a year into the game (1935) a message comes up saying Standard annexed Standard. then Standard revolted and formed a new Nation, then it repeats. i don't know if this is related but then at 0200 my game freezes for about 3-5 seconds every-day. then i tried anouther and on my second game it was 1900 every day.
    is it related to the Standard thing, or maybe after work i'll try uninstalling and reinstalling it.
    Did anybody ever find an answer to this? It is really irritating. Otherwise I love the mod so far, though your tech tree has me pulling out my hair.
    "If you love wealth greater than liberty, the tranquility of servitude greater than the animating contest for freedom, go home from us in peace. We seek not your counsel, nor your arms. Crouch down and lick the hand that feeds you; may your chains set lightly upon you, and may posterity forget that you were our countrymen."

    Bloody, Bloody Sunday WWCLIII

  7. #1167
    Major Garmorn's Avatar
    Arsenal of DemocracyHearts of Iron 2: ArmageddonCrusader Kings IIDarkest HourEuropa Universalis 3
    Divine WindFor the MotherlandHearts of Iron IIIHOI3: Their Finest HourHeir to the Throne
    Europa Universalis III: In NomineIron CrossEU3 Napoleon's AmbitionVictoria: RevolutionsSemper Fi
    Sword of the StarsSword of the Stars IIVictoria 2

    Join Date
    Jul 2005
    Location
    Austin, TX
    Posts
    780
    Quote Originally Posted by son of liberty
    Did anybody ever find an answer to this? It is really irritating. Otherwise I love the mod so far, though your tech tree has me pulling out my hair.
    It is a workaround. The game does not refresh all of the modifiers for the different units that come from various tech except when a nation is annexed. Several mods get around this by having a dummy country annex a second dummy country, then later release it so the cycle can be done again. It is necessary to make the tech tree work right.

  8. #1168
    Captain lordgoof's Avatar
    Crusader Kings IIDarkest HourHearts of Iron IIIIron CrossVictoria 2
    Victoria II: A House DividedVictoria II: Heart of DarknessEuropa Universalis IV: Pre-order

    Join Date
    Jan 2008
    Location
    Location: Location:
    Posts
    368
    Quote Originally Posted by Cpt Crash
    Speaking of naval builds; playing as Italy there are a couple of events that give options to prepare for war. The second one costs a huge amount of resources-I chose to go with it. A year later I see no cost advantage to having accepted the buildup.
    i am pretty sure the advantage is in making the choice. you did look at the alternative right? i think it gives you some bad slider moves plus a dissent hit.

    Quote Originally Posted by Cpt Crash
    Are the costs involved with that build up just a history lesson, or is there some real advantage/cost reduction as a return for the payment?
    you also get to build some of the unique ships (cruisers i think in the case of italy) which are more powerful than your standard ones (they have historical names)

    Quote Originally Posted by Cpt Crash
    BTW, the Intell portion of the game is indeed much more interesting/active. The hostiles just keep coming, and have actually done me some harm. It's not a "one way street" anymore. This is a very, very, good mod.
    yes, i quite enjoy it. i played it on normal the first tiem and it was a tad easy though.

  9. #1169
    Re: Standard Annexes...

    Originally Posted by son of liberty:
    Did anybody ever find an answer to this? It is really irritating. Otherwise I love the mod so far, though your tech tree has me pulling out my hair.
    Quote Originally Posted by Garmorn
    It is a workaround. The game does not refresh all of the modifiers for the different units that come from various tech except when a nation is annexed. Several mods get around this by having a dummy country annex a second dummy country, then later release it so the cycle can be done again. It is necessary to make the tech tree work right.
    It's too bad that this 'Standard annexes Standard' issue isn't made more clear right at the top of the thread, or that Mod34 doesn't have its own section, like some other mods, where it could be stickied.

    If you scan through the 50+ pages of this thread, it seems like just about every other page someone is asking about the Standard Annexation Issue; almost as disturbing for it to pop up routinely in the thread, as it is for it to pop up daily in game.

    So, if this wasn't a question that kept coming up the total pages of thread might rather be about 30, not 50+. How about Mod34 getting its own Mod section?

  10. #1170
    As I think this mod is the only way to play HOI II - have you guys considered adding in the 1st London Naval Treaty, 2nd London Naval Treaty and the Anglo-German Naval Agreement? Into the Mod?

    I think these would add a lot to gameplay and the historic feel.

    Rook
    Last edited by rook749; 12-05-2008 at 20:07.

  11. #1171
    Quote Originally Posted by Red Jacket
    It's too bad that this 'Standard annexes Standard' issue isn't made more clear right at the top of the thread,
    Or in a readme.

    or that Mod34 doesn't have its own section, like some other mods, where it could be stickied.

    If you scan through the 50+ pages of this thread, it seems like just about every other page someone is asking about the Standard Annexation Issue; almost as disturbing for it to pop up routinely in the thread, as it is for it to pop up daily in game.

    So, if this wasn't a question that kept coming up the total pages of thread might rather be about 30, not 50+. How about Mod34 getting its own Mod section?
    I support adding a sub-forum for Mod34, as it satisfies all the requirements to be among the top few HOI2 projects. However, the admins for the HoI2 - Scenarios and modifications forums are apparently not interested in making any new sub-forums, regardless of need, and regardless of whether existing sub-forums can be removed at the same time. I've contacted them twice on the matter of removing some of the deadwood with total lack of success.

    But you never know. Contact ForzaA with requests for a new sub-forum. The chances are almost zero, but that's not the same as being zero. If enough people ask very nicely, strange things have been known to happen...

    Quote Originally Posted by rook749
    As I think this mod is the only way to play HOI II - have you guys considered adding in the 1st London Naval Treaty, 2nd London Naval Treaty and the Anglo-German Naval Agreement? Into the Mod?
    Most (possibly all) of these are already in.
    Most recent AAR: "The Cobras are Smoking!" : A Tale of Brazil (Writer of the week, AAR showcase, Favorite AAR)

    Reader comments:
    "Hell, I rarely read AARs at all, but yours caught my eye and since yesterday I've read it from the beginning. Awesome job! Top-class writing, good sense of humour and "humane" approach which shows, that pros also make mistakes, makes it a great read!" --Theocide

  12. #1172
    infantry brigade? pretty cool! Any other unique brigades that can be built later on?

    EDIT: Any point to the Vatican City? How/Can the League of Nations be annexed by taking over Geneva?
    Expect the best, Prepare for the worst.
    ~Muhammad Ali Jinnah
    Failure is a word unknown to me.
    ~Muhammad Ali Jinnah

    An AAR with Sinkiang? Blasphemy!- DEAD
    The Glorious Empire of AfghAARnistan!- DEAD
    The East AARfrican Union!- ALIVE

  13. #1173
    Colonel Cpt Crash's Avatar
    Hearts of Iron 2: ArmageddonEuropa Universalis 3Europa Universalis: ChroniclesFor the MotherlandHearts of Iron III
    HOI3: Their Finest HourSemper Fi

    Join Date
    Mar 2007
    Location
    Nevada USA
    Posts
    981
    There is another interesting aspect to this mod; the language in the events pop ups. It helps to have that foreign sound while dabbling in international politics or multinational forces-adds to the realism. I am not being a smart ass, I actually like the "funny English". There are, however, a few events which are difficult to understand. Playing as Italy (from '34) I have noticed a couple of events which seem to have the choice and the definition reversed.
    I know little of any other language except English, so I am certainly not being "haughty" about this-I truly appreciate the work you guy's have put into this great mod. The English translation does need a little more work though.

  14. #1174
    CORE for AoD Beta Tester el alamein's Avatar
    Arsenal of DemocracyHearts of Iron 2: ArmageddonDarkest HourFor the MotherlandHearts of Iron III
    Semper Fi

    Join Date
    Jun 2006
    Location
    Victoria, Australia
    Posts
    319
    @Maldorians - the League of Nations annexing Geneva is designed to update unit statistics which have brigades attatched to them. It has no bearing on the game whatsoever, but rather is only used to recalculate units. This only happens after a country is annexed, so by doing it every day/week the units are kept up to date. Hope this answers your question for you
    Also, you can hide the message(s) by right clicking and selecting the turn off message function if it is annoying you.

  15. #1175
    hi guys, i just installed mod34, read almost all thread -59 pages- and supporting the sub-forum idea because people keep asking same questions like i`ll do just after.

    same problem asked before i installed mod34 over my armageddon but it jumped from October 1, 1934 to 1 January 1935. then, as advised i uninstalled everything, installed a fresh doomsday, then armageddon, then armageddon patch v1.2, then mod34 v4.0 and same thing happened. i saved the game on January 1, 1935 and then changed the name of eug and cfg files from save games folder to October 2, 1934 and changed the time with notepad to

    globaldata = {
    startdate = {
    year = 1934
    month = october
    day = 1
    hour = 0
    }
    but when i load this save game, the time is firstly 2 October 1934 but after starting the time, it freezes for a while (making the processes) and jumping to 1 January 1935 again.

    what can i do for playing the last quarter of 1934? the game is like modded not to let us play in 1934 opposing its name and reason of existence

    if i wouldn`t play those three months, it is pointless to say "i`m playing mod34". i want those three months back, help me...

  16. #1176
    You need to use the no time limit patch provided with the mod.

  17. #1177
    Quote Originally Posted by chowbeng
    You need to use the no time limit patch provided with the mod.
    The program is named Parches Hoi2-dd and should be in the same place as Hoi2.exe. When you run it switch to english, if that is easier for you; the top selection, "No TimeLimit" is the only one that you need to run, although you can run the other 3 options if you want those things modded in the game file too.

    This patch will mod the hoi2.exe file. I make a back up of this file before running the patch - that way if there is a problem, or you do something wrong, just copy back the original hoi2.exe, and run the patch program again. No need to reinstall everything, just put copy of unmodded hoi2.exe back replacing the hacked version.

  18. #1178
    I don't have the time to read the whole forum... you said in the mod description that there will be a 15-year game-span, armaggedon lasts until 64, that's another 15 years... what happens with them?

  19. #1179
    Quote Originally Posted by ROMANU
    I don't have the time to read the whole forum... you said in the mod description that there will be a 15-year game-span, armaggedon lasts until 64, that's another 15 years... what happens with them?
    Maybe they only did events for 15 years. Like in Arma, it can play till '64, but the events seem to end *except for the random ones* in the mid/late '40s.
    Expect the best, Prepare for the worst.
    ~Muhammad Ali Jinnah
    Failure is a word unknown to me.
    ~Muhammad Ali Jinnah

    An AAR with Sinkiang? Blasphemy!- DEAD
    The Glorious Empire of AfghAARnistan!- DEAD
    The East AARfrican Union!- ALIVE

  20. #1180
    Quote Originally Posted by Maldorians
    Maybe they only did events for 15 years. Like in Arma, it can play till '64, but the events seem to end *except for the random ones* in the mid/late '40s.
    The only thing with doing events for the 50's and early 60's is that by the time the game reaches that time, history is going to be so different from where we were at that time that most historical events would not happen.

    That said, there could be a series of African and Asian decolonization events, as well as the founding of the EEC (if the allies win), or stuff showing the Japanese and Germans setting up their empires and being in a cold war with the US (if the axis win).

+ Reply to Thread
Page 59 of 162 FirstFirst ... 9 34 49 57 58 59 60 61 69 84 109 134 159 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts