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Thread: Mod 34 : Revolutions!

  1. #1761
    So does anyone have an answer about if there's any plan to adopt the Armageddon and Abyss campaign scenarios into Mod 34? A simple yes or no would be fine.

  2. #1762
    Iím here again whit a other crash!
    But this time I donít have any idea what courses it....

    Can you save the day after the crash this tome to? If you manage to fix it again please?

    save-italy-again.zip

    The crash appears a few game hours in the 3 November 1943
    I saved 2300 2 November 1943 only one hour before the 3rd.

  3. #1763
    Quote Originally Posted by TigerVX
    So does anyone have an answer about if there's any plan to adopt the Armageddon and Abyss campaign scenarios into Mod 34? A simple yes or no would be fine.
    I think the latest version of Mod 34 is already factored for Armageddon - check the first post of this thread.

  4. #1764
    Ingeniero del HoI2 quintelosky's Avatar
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    Quote Originally Posted by TigerVX
    So does anyone have an answer about if there's any plan to adopt the Armageddon and Abyss campaign scenarios into Mod 34? A simple yes or no would be fine.
    I hope that in the next version will be adapted

    A New HOI2 Expansion


    El perfeccionamiento traza caminos rectos; pero los torcidos y sin perfeccionar son los caminos del genio.

    Improvement makes straight roads; but the crooked roads without improvement are roads of genius

  5. #1765
    Ingeniero del HoI2 quintelosky's Avatar
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    Quote Originally Posted by Cold Evil
    Iím here again whit a other crash!
    But this time I donít have any idea what courses it....

    Can you save the day after the crash this tome to? If you manage to fix it again please?

    save-italy-again.zip

    The crash appears a few game hours in the 3 November 1943
    I saved 2300 2 November 1943 only one hour before the 3rd.
    Hi

    Is a event bug, go to db\events_34\Eventos_Hoi2\hoi2.txt
    An search the "id = 501", eliminate the two lines : "command = { type = leave_alliance }" (only can exists one line), save and prove

    I'm working in the pacific surrender events for the next version

    A New HOI2 Expansion


    El perfeccionamiento traza caminos rectos; pero los torcidos y sin perfeccionar son los caminos del genio.

    Improvement makes straight roads; but the crooked roads without improvement are roads of genius

  6. #1766

  7. #1767
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    Soo... what does it mean to choose the AI choices?

  8. #1768

    problem with MOD34

    Hello,

    I have the following problem everytime i try and run MOD 34:

    Error: (unkown trigger type)'in cabinet=51023 line=272 = db\events_34\AI_Hoi2\AI CHC.txt

    I am attempting to run MOD 34 with HoI 2 V1.3a and have Vista

    Any ideas?
    Thanks in advance

  9. #1769
    Ingeniero del HoI2 quintelosky's Avatar
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    Quote Originally Posted by westbeckham23
    Hello,

    I have the following problem everytime i try and run MOD 34:

    Error: (unkown trigger type)'in cabinet=51023 line=272 = db\events_34\AI_Hoi2\AI CHC.txt

    I am attempting to run MOD 34 with HoI 2 V1.3a and have Vista

    Any ideas?
    Thanks in advance
    Is a error, you only need go to this line (in this archive) and delete the line

    Good luck, and sorry for this error

    A New HOI2 Expansion


    El perfeccionamiento traza caminos rectos; pero los torcidos y sin perfeccionar son los caminos del genio.

    Improvement makes straight roads; but the crooked roads without improvement are roads of genius

  10. #1770
    Ingeniero del HoI2 quintelosky's Avatar
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    Hi

    I added a link to a 'mod34 Mac version' in the first post of this thread.

    I don't know if this .app works fine because I don't have Mac, if any player use Mac, please prove this utility and write if exists some error

    Many thanks

    A New HOI2 Expansion


    El perfeccionamiento traza caminos rectos; pero los torcidos y sin perfeccionar son los caminos del genio.

    Improvement makes straight roads; but the crooked roads without improvement are roads of genius

  11. #1771
    Hey guys, I was wondering what the surrender event is like for Nat China. I'm playing as Japan and I'm almost done conquering China, so I want to know what my options are.

  12. #1772
    Well yes guess what!
    Yes your right is another crash!

    Donít know the course but there are lots of nations join the Alliance.

    Crash date: 19 December 1941

    save-communist-china.zip

    EDIT: I think it is the Nat Chinas surrender event.
    Last edited by Cold Evil; 01-10-2008 at 19:11.

  13. #1773
    Quote Originally Posted by zenkmander
    Hey guys, I was wondering what the surrender event is like for Nat China. I'm playing as Japan and I'm almost done conquering China, so I want to know what my options are.
    "\db\events_34\Eventos_Hoi2\nationalist_china. txt"

  14. #1774
    Banned kris4o1993's Avatar
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    I've just downloaded the mod and I've got a question: What is the difference between "The final War" scenario and the normal mod34 scenario?

    EDIT: Nevermind. I saw the white spot in Siberia
    Last edited by kris4o1993; 01-10-2008 at 21:00.

  15. #1775
    I want to uninstall the mod, is it possible?
    I just want to play vanilla again, as Poland has more IC then, and I just want to do it

  16. #1776
    If you havenít made any backups of the original game you most reinstall the game.
    Delete button work nice uninstalling this mod ^^

  17. #1777
    Also, is there a Communist China surrender event to the Japanese? I'm sweeping them up now that Nationalist China has surrendered.

  18. #1778
    Quote Originally Posted by Epaminondas
    I think the latest version of Mod 34 is already factored for Armageddon - check the first post of this thread.
    Yeah the parts of the expansion have been added in, like the Escort carriers and stuff but the actual scenarios, with the unique background and such are still out.

    Quote Originally Posted by quintelosky
    I hope that in the next version will be adapted
    Thanks, the reason I ask is because me and three of my friends are -huge- fans of Mod 34, we really love the tech tree and how customizable it becomes, how you can choose heavy armor or fast armor, how land doctrines can split, how industry is very important, and everything else about the mod really, we positively love it! However, we love the Abyss/Armageddon scenarios online as they provide relatively good balance between all nations, and thats why I'm asking.

    When do you think the new version will be out? I see you've just released .60, so I'm guessing not soon.

    Regardless, thanks for the answer!

  19. #1779
    Quote Originally Posted by dashstar1972
    I love the building-block style technology tree which is much more realistic than a year-constrained one but I noticed in my first game as Germany that the elite units are unnamed and come in excessive numbers. I think about 7 Waffen SS arrive by 1938, which is enough for an SS Panzerarmee before the war even begins. Also, the lack of unit names is disappointing as it detracts from the flavour of the game. Finally, I've heard the elite units don't upgrade, which would be really annoying

    Are there any plans to review elite units? To my mind the whole concept of seperate units doesn't make sense - the elite units used the same equipment as their normal counterparts (an SS Panzer Unit did not used different Panzers, they were just better trained and equipped). Wouldn't elite units be best represented by giving the player advanced normal units with very high experience and then the player can choose to prioritise them so they always remain the best supplied and first updated?

    Thanks for all your work.

    I have made those changes for Germany but not for any other nation because I agreed with you regarding this. I don't know if they will be incorporated in the next release since it would make Germany have a totally different elite units system than the rest of the nations but since mod34 is mostly a solo-playing mod maybe it wouldnt matter that much. If it is included maybe I could make similar additions for other nations as well.

    Another effect of this system is that you as a player, when playing germany will probably recieve less elite units early, since they will arrive at their historical dates, but I belive you will recieve about as many as you did with the random system in the end. Maybe a bit fewer with higher quality overall. In the end I don't feel this should matter too much as long as you play against the AI since it needs every advantage it can get to simulate the difficulty of the warring powers IRL.
    Last edited by juv95hrn; 02-10-2008 at 14:43.
    Top 5 wish list:

    1) Make DOWs and naval combats default pop-up messages. Add a separate air vs. naval bmbing pop-up message.
    2) Upgradable Soviet Guards (and elite MEC+ARM units)
    3) Limit GOI's
    4) Improve forts, engineer construction missions to get in line with the rest of the detail in the game.
    5) Dissent/threat hit for refusing trade of surplus resources when one/both of the parties are at peace to avoid resource starving pre-war strategies in MP.

  20. #1780
    Quote Originally Posted by Romantic
    Can someone get juvhrn to tell us what it means to pick the different options? If I know what bonuses the AI will get I can figure out what difficulty I want to play on. For example, difficult, harder, use all cheats.
    I'm not quite sure what you mean? The Increased challenge events I made (not sure if they are included basically gives all *major* nations in the opposing alliance of the player more IC, resources enough to feed these, and manpower once the go to war with a major opponent. The purpose is to make it harder to defeat them militarily without having Soviet rocket fighters in 1942, if you take my meaning. These events will make a normal game a bit more challenging as well as any hard or very hard game.

    Im not sure they should be in there for everyone but I know I like the extra "punch" this gives my opponents once I go to war without them without giving unhistorical build and research results in the years before the war break out.


    EDIT:
    I didn't write the AI Setting event at the beginning of the 34 campaign with 4 options, Normal, Difficult, Harder and Allow AI all Cheats. I don't know what they do and I can't find the event to check it so if someone knows what event file it is please speak up. The Challenge events I wrote to make my major AI opponents more powerful do not seem to be in the mod, but to be honest it's hard enough at VH and top option in the start event menu.

    __________________

    Also:

    I would love to get some feedback on the Waffen SS elite unit events and the German Western Garrison and fort events. I'm fairly certain people will be happy with the SS events.

    The forts and garrison units however were primarliy included to help the German AI but are still available for the human player as it stands.

    Are the costs good? Should they be only AI?


    EDIT:
    Oh, and I *always* forget. Do I need to upgrade DD to 1.3a before I apply ARMA? I don't think so but can anyone confirm this?
    Last edited by juv95hrn; 03-10-2008 at 21:33.
    Top 5 wish list:

    1) Make DOWs and naval combats default pop-up messages. Add a separate air vs. naval bmbing pop-up message.
    2) Upgradable Soviet Guards (and elite MEC+ARM units)
    3) Limit GOI's
    4) Improve forts, engineer construction missions to get in line with the rest of the detail in the game.
    5) Dissent/threat hit for refusing trade of surplus resources when one/both of the parties are at peace to avoid resource starving pre-war strategies in MP.

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