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Thread: Event Cheats v0.9.5 BETA 3 - 10th November

  1. #1
    Baby KR Developer LiamRiordan's Avatar
    Hearts of Iron 2: ArmageddonHearts of Iron IIISemper FiEU3: ChroniclesDarkest Hour
    Crusader Kings II

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    Event Cheats v0.9.6 BETA 1 - 8th January

    Has the Soviet manpower count got you down? Or has the German technological superiority rendered your years of research moot? Well now, you need to install my Event Cheats mod, my fellow player!

    I've been playing Hearts of Iron II and Darkest Hour for a good while now, and while I do enjoy the odd honest game that challenges my wits. Well, there are times where I just want to watch the world burn or re-create history in my image. Such as an Irish Empire of Britannia. With these mods you are capable of doing all kinds of crazy and stupid things! Like, invade Japan as Iraq! Get nuclear aircraft carriers as Ireland in the forties! Have two hundred CAS units sitting on the German border as Poland! Or even, build units instantly! Or just give you that little bit of an edge in an honest game or an AAR.

    I'm constantly trying to improve these cheats and make not only my game more enjoyable, but yours too!

    Just remember, its not cheating, its pushing the boundaries of the game!



    Event Cheats Releases:
    0.9.6 BETA 1 Release



    0.9.6 BETA 1 Homeland Version 0.1 for Homeland version 2


    https://www.box.com/s/eluzgqquedm4dy4xoem1 - DHEC 0.9.6b1 - HL 0.1.7z
    https://www.box.com/s/0oha9d8z3m9s5ky3almi - DHEC 0.9.6b1 - HL 0.1.zip



    0.9.5 BETA Releases

    • 0.9.5 BETA 3
    • 0.9.5 BETA 2
    Testing would be GREATLY appreciated since my Darkest Hour time is greatly limited thanks to real life commitments.

    • 0.9.4 Release


    Now a tutorial!! Sorry for the rambling ##WARNING - Tutorial does not conform with current event cheats version, but general idea is the same, new video is coming.##


    Compatibility List

    The cheats are compatible with the following mods: (for versions 0.9.5 and prior)
    • Darkest Hour Full (Patch 1.03 RC 1 & 2)
    • Darkest Hour Full (compatible with 1.2)
    • Darkest Hour Light (excluding Doomsday and Battle Scenarios)
    • Kaiserreich v1.1 & v1.2 & v1.3
    • Arms and Armistice
    • Road to Doomsday
    • New World Order 2
    • Bonaparte Legacy
    • Total Realism Project (NOTE: Most tech blueprints are not able to be acquired, different ID's)
    • DH Flagchange Project (reported, not tested myself)
    • Communist Germany
    • Democratic Germany
    • Hegemonia 1.5 (on version cheats event v0.9.4)
    • Fallout Doomsday 2.0
    • World in Flames 2
    Incompatible with:
    • Hegemonia (on version cheats event v0.9.3)
    Let me know if they work or doesn't work with other mods!


    Warning!
    Quote Originally Posted by Supeerme View Post
    A fair warning everyone, the Game will crash if you have completed all the tech for a unit (as in it can't upgrade anymore) and click to see such units stats. It will show as Game Not Found. You will have to wait for a new patch to fix this. so for the time being comment out the modern tanks cheat.


    0.9.6 BETA 1 Cheats List




    #####################
    #CHEAT/MODIFIER LIST#
    #####################

    Here is a list of modifiers in this version:

    ### Decision cheat events (no need to fire them in the console, its automatic)

    8100000 - Cheats activation
    8100100 - Cheats de-activation
    8100200 - Industry & Production modifier cheats
    8100300 - General National modifier cheats
    8100400 - Military Modifier Events
    8100500 - Belligerence and Dissent Modifier Events
    8100600 - Blueprints events decision
    8100700 - Minor Nations Booster Pack
    8100800 - National Building Pack
    8100900 - Ground Divisions Modifier
    8100901 - Ground Brigade Modifier
    8100902 - Naval Divisions Modifier
    8100903 - Naval Brigades Modifier
    8100904 - Air Unit Modifier

    ### Actual cheats

    8010000 - Repair modifier
    8010100 - HQ efficiency modifier
    8010200 - Combat event chance modifier
    8010300 - Land units defence stat modifier
    8010301 - Special forces attack stat modifier (marines for amphibious assaults, paratroopers for airbourne assault)
    8010400 - Leaders skill modifier
    8010500 - Base IC modifier via contruction or removal of factories in provinces (if the technology to build them is researched)
    8010501 - Industrial capacity off-map modifier event
    8010600 - IC efficiency modifier
    8010700 - Land forces production rate modifier
    8010800 - Naval units production rate modifier
    8010900 - Air units production modifier
    8011000 - Province structure production rate modifier
    8011100 - Transport Capacity Modifier
    8011200 - Occupied land TC modifier
    8011300 - Research efficiency modifier
    8011400 - Supply production efficiency modifier
    8011500 - Resouce production boosted off map modifier, meaning free energy, oil etc
    8011600 - Dissent modifier
    8011700 - Belligerence modifier
    8011900 - Gives blueprints for Vanilla technologies ( DH Light and legacy technology mods )
    8012000 - Gives Infantry & Armour Blueprints
    8012100 - Gives Naval & Aircraft Blueprints
    8012200 - Gives Industrial Blueprints
    8012300 - Gives Land Doctrine Blueprints
    8012400 - Gives Secret Weapons Blueprints
    8012500 - Gives Naval Doctrine Blueprints
    8012600 - Gives Air Doctrine Blueprints
    8013000 - Gives 10 randomly selected owned/annexed provinces 100% base infrastructure (if the technology to build them is researched)
    8013001 - Gives 10 randomly selected owned/annexed provinces a level 10 radar station (if the technology to build them is researched)
    8013002 - Gives 10 randomly selected owned/annexed provinces a level 10 anti-aircraft battery (if the technology to build them is researched)
    8013003 - Gives 1 randomly selected owned/annexed provinces a level 10 rocket site (if the technology to build them is researched)
    8013004 - Gives 10 randomly selected owned/annexed provinces a level 10 land fort (if the technology to build them is researched)
    8013005 - Gives 1 randomly selected owned/annexed provinces a level 10 nuclear reactor (if the technology to build them is researched)
    8013006 - Gives 10 randomly selected owned/annexed provinces a level 10 air base (if the technology to build them is researched)
    8013100 - Gives you or a TAG'd nation 10% more belligerence.
    e.g. "event 80131 eng" will force the AI controlling the nation using ENG tag (usually United Kingdom) 10% more belligerence. Useful if Democracy can start war is turned off. To find out what the TAG of a nation in-game, look in the config folder of the mod, be it Darkest Hour or any mod, and open "world_names.csv", it will list all the TAG's used.
    8014000 - Manpower pool modifier
    8020000 - Gives three top tier armour units, or three top tier motorized units (may give mixed results with other mods that tamper with unit parameters.)
    8020100 - Minor nation booster pack with varying degrees of boosts, ranging from IC with resources to run them and military units for free.

    8015000 - ARM modifier
    8015001 - MTN modifier
    8015002 - CAV modifier
    8015003 - GAR modifier
    8015004 - HQ modifier
    8015005 - INF modifier
    8015006 - MAR modifier
    8015007 - MEC modifier
    8015008 - MIL modifier
    8015009 - MOT modifier
    8015010 - PAR modifier
    8015100 - AA modifier
    8015101 - M.Arm modifier
    8015102 - AC modifier
    8015103 - ART modifier
    8015104 - ENG modifier
    8015105 - H.Arm modifier
    8015106 - L.Arm modifier
    8015107 - Pol modifier
    8015108 - Cav modifier
    8015109 - SP.Art modifier
    8015110 - SP.AA modifier
    8015111 - SH.Arm modifier
    8015112 - TD modifier
    8015113 - Glider Art modifier
    8015114 - Glider Arm modifier
    8015115 - Super Heavy Artillery modifier

    8015200 - BC Modifier
    8015201 - BB Modifier
    8015201 - CV Modifier
    8015202 - DD Modifier
    8015203 - CVE Modifier
    8015204 - CA Modifier
    8015205 - CL Modifier
    8015206 - H SS Modifier
    8015207 - SS Modifier
    8015208 - TRA Modifier
    8015210 - CVL Modifier

    8015300 - Capital AA Modifier
    8015301 - Escort AA Modifier
    8015302 - CAG Modifier
    8015303 - Capital FC Modifier
    8015304 - Escort FC Modifier
    8015305 - Capital Radar Modifier
    8015306 - Escort Radar Modifier
    8015307 - Seaplane Modifier
    8015308 - Torpedoes Modifier
    8015309 - Capital IH Modifier
    8015309 - Escort IH Modifier
    8015311 - Light CAG modifer

    8015400 - CAS Modifier
    8015401 - INT Modifier
    8015402 - FTR Modifier
    8015403 - NAV Modifier
    8015404 - STR Modifier
    8015405 - TAC Modifier
    8015406 - AirTRA Modifier
    8015407 - Esc.F Modifier


    0.9.5 BETA 3 Cheats List



    #####################
    #CHEAT/MODIFIER LIST#
    #####################

    Here is a list of modifiers in this version:

    ### Decision cheat events (no need to fire them in the console, its automatic)

    8100000 - Cheats activation
    8100100 - Cheats de-activation
    8100200 - Industry & Production modifier cheats
    8100300 - General National modifier cheats
    8100400 - Military Modifier Events
    8100500 - Belligerence and Dissent Modifier Events
    8100600 - Blueprints events decision
    8100700 - Minor Nations Booster Pack
    8100800 - National Building Pack
    8100900 - Ground Divisions Modifier
    8100901 - Ground Brigade Modifier
    8100902 - Naval Divisions Modifier
    8100903 - Naval Brigades Modifier
    8100904 - Air Unit Modifier

    ### Actual cheats

    8010000 - Repair modifier
    8010100 - HQ efficiency modifier
    8010200 - Combat event chance modifier
    8010300 - Land units defence stat modifier
    8010301 - Special forces attack stat modifier (marines for amphibious assaults, paratroopers for airbourne assault)
    8010400 - Leaders skill modifier
    8010500 - Base IC modifier via contruction or removal of factories in provinces (if the technology to build them is researched)
    8010501 - Industrial capacity off-map modifier event
    8010600 - IC efficiency modifier
    8010700 - Land forces production rate modifier
    8010800 - Naval units production rate modifier
    8010900 - Air units production modifier
    8011000 - Province structure production rate modifier
    8011100 - Transport Capacity Modifier
    8011200 - Occupied land TC modifier
    8011300 - Research efficiency modifier
    8011400 - Supply production efficiency modifier
    8011500 - Resouce production boosted off map modifier, meaning free energy, oil etc
    8011600 - Dissent modifier
    8011700 - Belligerence modifier
    8011900 - Gives blueprints for Vanilla technologies ( DH Light and legacy technology mods )
    8012000 - Gives Infantry & Armour Blueprints
    8012100 - Gives Naval & Aircraft Blueprints
    8012200 - Gives Industrial Blueprints
    8012300 - Gives Land Doctrine Blueprints
    8012400 - Gives Secret Weapons Blueprints
    8012500 - Gives Naval Doctrine Blueprints
    8012600 - Gives Air Doctrine Blueprints
    8013000 - Gives 10 randomly selected owned/annexed provinces 100% base infrastructure (if the technology to build them is researched)
    8013001 - Gives 10 randomly selected owned/annexed provinces a level 10 radar station (if the technology to build them is researched)
    8013002 - Gives 10 randomly selected owned/annexed provinces a level 10 anti-aircraft battery (if the technology to build them is researched)
    8013003 - Gives 1 randomly selected owned/annexed provinces a level 10 rocket site (if the technology to build them is researched)
    8013004 - Gives 10 randomly selected owned/annexed provinces a level 10 land fort (if the technology to build them is researched)
    8013005 - Gives 1 randomly selected owned/annexed provinces a level 10 nuclear reactor (if the technology to build them is researched)
    8013006 - Gives 10 randomly selected owned/annexed provinces a level 10 air base (if the technology to build them is researched)
    8013100 - Gives you or a TAG'd nation 10% more belligerence.
    e.g. "event 80131 eng" will force the AI controlling the nation using ENG tag (usually United Kingdom) 10% more belligerence. Useful if Democracy can start war is turned off. To find out what the TAG of a nation in-game, look in the config folder of the mod, be it Darkest Hour or any mod, and open "world_names.csv", it will list all the TAG's used.
    8014000 - Manpower pool modifier
    8020000 - Gives three top tier armour units, or three top tier motorized units (may give mixed results with other mods that tamper with unit parameters.)
    8020100 - Minor nation booster pack with varying degrees of boosts, ranging from IC with resources to run them and military units for free.

    8015000 - ARM modifier
    8015001 - MTN modifier
    8015002 - CAV modifier
    8015003 - GAR modifier
    8015004 - HQ modifier
    8015005 - INF modifier
    8015006 - MAR modifier
    8015007 - MEC modifier
    8015008 - MIL modifier
    8015009 - MOT modifier
    8015010 - PAR modifier
    8015100 - AA modifier
    8015101 - M.Arm modifier
    8015102 - AC modifier
    8015103 - ART modifier
    8015104 - ENG modifier
    8015105 - H.Arm modifier
    8015106 - L.Arm modifier
    8015107 - Pol modifier
    8015108 - Cav modifier
    8015109 - SP.Art modifier
    8015110 - SP.AA modifier
    8015111 - SH.Arm modifier
    8015112 - TD modifier

    8015200 - BC Modifier
    8015201 - BB Modifier
    8015201 - CV Modifier
    8015202 - DD Modifier
    8015203 - CVL Modifier
    8015204 - CA Modifier
    8015205 - CL Modifier
    8015206 - H SS Modifier
    8015207 - SS Modifier
    8015208 - TRA Modifier

    8015300 - Capital AA Modifier
    8015301 - Escort AA Modifier
    8015302 - CAG Modifier
    8015303 - Capital FC Modifier
    8015304 - Escort FC Modifier
    8015305 - Capital Radar Modifier
    8015306 - Escort Radar Modifier
    8015307 - Seaplane Modifier
    8015308 - Torpedoes Modifier
    8015309 - Capital IH Modifier
    8015309 - Escort IH Modifier

    8015400 - CAS Modifier
    8015401 - INT Modifier
    8015402 - FTR Modifier
    8015403 - NAV Modifier
    8015404 - STR Modifier
    8015405 - TAC Modifier
    8015406 - AirTRA Modifier
    8015407 - Esc.F Modifier


    0.9.5 BETA 2 Cheats List


    #####################
    #CHEAT/MODIFIER LIST#
    #####################

    Here is a list of modifiers in this version:

    ### Decision cheat events (no need to fire them in the console, its automatic)

    8100000 - Cheats activation
    8100100 - Cheats de-activation
    8100200 - Industry & Production modifier cheats
    8100300 - General National modifier cheats
    8100400 - Military Modifier Events
    8100500 - Belligerence and Dissent Modifier Events
    8100600 - Blueprints events decision
    8100700 - Minor Nations Booster Pack
    8100800 - National Building Pack
    8100900 - Ground Divisions Modifier
    8100901 - Ground Brigade Modifier

    ### Actual cheats

    8010000 - Repair modifier
    8010100 - HQ efficiency modifier
    8010200 - Combat event chance modifier
    8010300 - Land units defence stat modifier
    8010301 - Special forces attack stat modifier (marines for amphibious assaults, paratroopers for airbourne assault)
    8010400 - Leaders skill modifier
    8010500 - Base IC modifier via contruction or removal of factories in provinces (if the technology to build them is researched)
    8010501 - Industrial capacity off-map modifier event
    8010600 - IC efficiency modifier
    8010700 - Land forces production rate modifier
    8010800 - Naval units production rate modifier
    8010900 - Air units production modifier
    8011000 - Province structure production rate modifier
    8011100 - Transport Capacity Modifier
    8011200 - Occupied land TC modifier
    8011300 - Research efficiency modifier
    8011400 - Supply production efficiency modifier
    8011500 - Resouce production boosted off map modifier, meaning free energy, oil etc
    8011600 - Dissent modifier
    8011700 - Belligerence modifier
    8011900 - Gives blueprints for Vanilla technologies ( DH Light and legacy technology mods )
    8012000 - Gives Infantry & Armour Blueprints
    8012100 - Gives Naval & Aircraft Blueprints
    8012200 - Gives Industrial Blueprints
    8012300 - Gives Land Doctrine Blueprints
    8012400 - Gives Secret Weapons Blueprints
    8012500 - Gives Naval Doctrine Blueprints
    8012600 - Gives Air Doctrine Blueprints
    8013000 - Gives 10 randomly selected owned/annexed provinces 100% base infrastructure (if the technology to build them is researched)
    8013001 - Gives 10 randomly selected owned/annexed provinces a level 10 radar station (if the technology to build them is researched)
    8013002 - Gives 10 randomly selected owned/annexed provinces a level 10 anti-aircraft battery (if the technology to build them is researched)
    8013003 - Gives 1 randomly selected owned/annexed provinces a level 10 rocket site (if the technology to build them is researched)
    8013004 - Gives 10 randomly selected owned/annexed provinces a level 10 land fort (if the technology to build them is researched)
    8013005 - Gives 1 randomly selected owned/annexed provinces a level 10 nuclear reactor (if the technology to build them is researched)
    8013006 - Gives 10 randomly selected owned/annexed provinces a level 10 air base (if the technology to build them is researched)
    8013100 - Gives you or a TAG'd nation 10% more belligerence.
    e.g. "event 80131 eng" will force the AI controlling the nation using ENG tag (usually United Kingdom) 10% more belligerence. Useful if Democracy can start war is turned off. To find out what the TAG of a nation in-game, look in the config folder of the mod, be it Darkest Hour or any mod, and open "world_names.csv", it will list all the TAG's used.
    8014000 - Manpower pool modifier
    8020000 - Gives three top tier armour units, or three top tier motorized units (may give mixed results with other mods that tamper with unit parameters.)
    8020100 - Minor nation booster pack with varying degrees of boosts, ranging from IC with resources to run them and military units for free.
    8015000 - ARM modifier
    8015001 - MTN modifier
    8015002 - CAV modifier
    8015003 - GAR modifier
    8015004 - HQ modifier
    8015005 - INF modifier
    8015006 - MAR modifier
    8015007 - MEC modifier
    8015008 - MIL modifier
    8015009 - MOT modifier
    8015010 - PAR modifier
    8015100 - AA modifier
    8015101 - M.Arm modifier
    8015102 - AC modifier
    8015103 - ART modifier
    8015104 - ENG modifier
    8015105 - H.Arm modifier
    8015106 - L.Arm modifier
    8015107 - Pol modifier
    8015108 - Cav modifier
    8015109 - SP.Art modifier
    8015110 - SP.AA modifier
    8015111 - SH.Arm modifier
    8015112 - TD modifier


    0.9.4 Release Cheat List:


    #####################
    #CHEAT/MODIFIER LIST#
    #####################

    Here is a list of modifiers in this version:

    ### Decision cheat events (no need to fire them in the console, its automatic)

    8100000 - Cheats activation decision
    8100100 - Cheats de-activation decision
    8100200 - Industry & Production modifier cheats decision
    8100300 - General National modifier cheats decision
    8100400 - Military Modifier Events decision
    8100500 - Belligerence and Dissent Modifier Events decision
    8100600 - Blueprints events decision
    8100700 - Minor Nations Booster Pack decision
    8100800 - National Building Pack decision

    ### Actual cheats

    8010000 - Repair modifier
    8010100 - HQ efficiency modifier
    8010200 - Combat event chance modifier
    8010300 - Land units defence stat modifier
    8010301 - Special forces attack stat modifier (marines for amphibious assaults, paratroopers for airbourne assault)
    8010400 - Leaders skill modifier
    8010500 - Base IC modifier via construction or removal of factories in provinces (if the technology to build them is researched)
    8010501 - Industrial capacity off-map modifier event
    8010600 - IC efficiency modifier
    8010700 - Land forces production rate modifier
    8010800 - Naval units production rate modifier
    8010900 - Air units production modifier
    8011000 - Province structure production rate modifier
    8011100 - Transport Capacity Modifier
    8011200 - Occupied land TC modifier
    8011300 - Research efficiency modifier
    8011400 - Supply production efficiency modifier
    8011500 - Resource production boosted off map modifier, meaning free energy, oil etc
    8011600 - Dissent modifier
    8011700 - Belligerence modifier
    8011900 - Gives blueprints for Vanilla technologies ( DH Light and legacy technology mods )
    8012000 - Gives Infantry & Armour Blueprints
    8012100 - Gives Naval & Aircraft Blueprints
    8012200 - Gives Industrial Blueprints
    8012300 - Gives Land Doctrine Blueprints
    8012400 - Gives Secret Weapons Blueprints
    8012500 - Gives Naval Doctrine Blueprints
    8012600 - Gives Air Doctrine Blueprints
    8013000 - Gives 10 randomly selected owned/annexed provinces 100% base infrastructure (if the technology to build them is researched)
    8013001 - Gives 10 randomly selected owned/annexed provinces a level 10 radar station (if the technology to build them is researched)
    8013002 - Gives 10 randomly selected owned/annexed provinces a level 10 anti-aircraft battery (if the technology to build them is researched)
    8013003 - Gives 1 randomly selected owned/annexed provinces a level 10 rocket site (if the technology to build them is researched)
    8013004 - Gives 10 randomly selected owned/annexed provinces a level 10 land fort (if the technology to build them is researched)
    8013005 - Gives 1 randomly selected owned/annexed provinces a level 10 nuclear reactor (if the technology to build them is researched)
    8013006 - Gives 10 randomly selected owned/annexed provinces a level 10 air base (if the technology to build them is researched)
    8013100 - Gives you or a TAG'd nation 10% more belligerence.
    e.g. "event 8013100 eng" will force the AI controlling the nation using ENG tag (usually United Kingdom) 10% more belligerence. Useful if Democracy can start war is turned off. To find out what the TAG of a nation in-game, look in the config folder of the mod, be it Darkest Hour or any mod, and open "world_names.csv", it will list all the TAG's used.
    8014000 - Manpower pool modifier
    8020000 - Gives three top tier armour units, or three top tier motorized units (may give mixed results with other mods that tamper with unit parameters.)
    8020100 - Minor nation booster pack with varying degrees of boosts, ranging from IC with resources to run them and military units for free.




    0.9.6 BETA Changelog

    Changelog for DHEC 0.9.6

    BETA 1
    • Added glider artillery, glider armour, super heavy artillery and light CAG build time modifiers
    • Added glider artillery, glider armour, super heavy artillery and light CAG stat modifiers
    • Updated decision events for new modifiers
    • Added testing flag trigger to try and sleep all cheat events, making triggered only by the player when wanted


    0.9.5 BETA Changelog


    Changelog for DHEC 0.9.5

    BETA 1
    • Added event ID's to every event in description, this is done to make it easier to memorize cheat numbers for players who prefer to manually enter cheat codes.
    • Added -1000% research option in "Scientists spy on future" upon request #8011300
    • Some typos corrected
    • Added dissent penalties to dissent modifier cheat #8011600
    • Added ground forces soft/hard attack and air attack/defence modifier cheats #8015000 - 8015010
    BETA 2
    • Edited decision and event pictures for easier identification
    • Added defensiveness and toughness to land unit boosters
    • Added max speed modifiers to land units
    • Added maximum organisation and morale to land units modifiers
    • Added decision event for land division modifiers #8100900
    • TAG's updated for decisions
    • Added modifiers for land unit brigades #8015100 - #8015112
    • Added decision event for land unit brigade modifiers #8100901
    BETA 3

    • Removed all TAG requirements from all decision events, this should improve compatibility
    • Added naval unit modifiers #8015200 - #8015209
    • Added naval brigade modifiers #8015300 - #8015210
    • Added air unit modifiers #8015400 - #8015407
    • Added "Cancel" command to "Manpower Modifiers!" #8014000
    • Added decision events to activate naval and air units modifiers #8100902 - #8100904
    • Updated README for new cheat codes

    Changelog from 0.9.41 to 0.9.42

    ################
    #Change Log v0.9.42 #
    ################

    • Updated land forces defence modifier cheat to be more efficient structure wise
    • Added a new special forces attack cheat that gives marines better amphibious attack, and paratroopers get better airborne assault attack
    • Added new buildings cheat events that grant nuclear reactors, airbases, anti-aircraft, land forts, rocket site, and radar stations
    • Added new cheat event to grant cheat modifier that gives or removes Ic off-map
    • Modified the Minor Nation Booster #8020100 to give IC off-map other than on map, due to some nations needing to research the corresponding technology.
    • Updated decision events to account for the new events
    • Updated all event cheat numbers in an attempt to increase compatibility with other mods
    • Added missing VIC tag, I hope I got them all now.
    • Repaired outdated blueprints event ID's



    Screenshots:

    Attached Files
    Last edited by LiamRiordan; 25-02-2013 at 00:30. Reason: BETA 1 Update
    Kaiserreich's Baby Developer. No, not baby making.

    Want to have a leg up in your Darkest Hour games while in your darkest hour? Then try some of the adapted cheats from Hearts of Iron II!
    http://forum.paradoxplaza.com/forum/showthread.php?533958-Event-Cheats-v0.9.5-BETA-3-10th-November

    The Dream of Peace: A Soldier's Story (KR-UoB) AAR
    http://forum.paradoxplaza.com/forum/...y-%28KR-UoB%29

  2. #2
    Podcat's Cat Wrangler T.j. Arnold's Avatar
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    Glad to see you're keeping up the work! Saving me to have to spend hours doing the same.

  3. #3
    Baby KR Developer LiamRiordan's Avatar
    Hearts of Iron 2: ArmageddonHearts of Iron IIISemper FiEU3: ChroniclesDarkest Hour
    Crusader Kings II

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    Location
    Wales, UK
    Posts
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    This update literally took me 10 minutes since I just had to find the unit types, and through learning how build times work, add them into the events.
    Kaiserreich's Baby Developer. No, not baby making.

    Want to have a leg up in your Darkest Hour games while in your darkest hour? Then try some of the adapted cheats from Hearts of Iron II!
    http://forum.paradoxplaza.com/forum/showthread.php?533958-Event-Cheats-v0.9.5-BETA-3-10th-November

    The Dream of Peace: A Soldier's Story (KR-UoB) AAR
    http://forum.paradoxplaza.com/forum/...y-%28KR-UoB%29

  4. #4
    Quote Originally Posted by LiamRiordan View Post
    This update literally took me 10 minutes since I just had to find the unit types, and through learning how build times work, add them into the events.
    would you mind if I help you with this? I am changing some of the events and adding new ones as well.
    Darkest Hour Helpful Links:
    How to modify the Darkest Hour Technology Tree:

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    A collection of Blank Graphic files for Darkest Hour.
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  5. #5
    Podcat's Cat Wrangler T.j. Arnold's Avatar
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    Hey, is it just me, or do some of the IC cheats produce weird results in the RDD mod? For example, ever increasing Consumer Needs requirements.

  6. #6
    Baby KR Developer LiamRiordan's Avatar
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    Did you set the auto sliders to AI control? I had the AI slamming lots of IC into Consumer Goods too, and still do. Seems like the need for money overshadows supplies, however I do add a supplies cheat. Will take a look.

    EDIT: Yup, AI seems to love money but still produces slightly more than needed supplies in my game. Maybe its due to the greater autonomy of the intelligence system, though I had it turned on manual/0 in the test.
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  7. #7
    Podcat's Cat Wrangler T.j. Arnold's Avatar
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    Quote Originally Posted by LiamRiordan View Post
    Did you set the auto sliders to AI control? I had the AI slamming lots of IC into Consumer Goods too, and still do. Seems like the need for money overshadows supplies, however I do add a supplies cheat. Will take a look.
    Well, when I boosted IC, the Consumer Needs also went up. I don't believe it was set to AI control.
    For example, if I had 250 IC and a Consumer Needs of 8, and I boosted my IC to 300, the Consumer Needs would shoot up in proportion to the increase in Base IC. Basically rendering the event useless. For Germany, it seems, it is almost impossible to keep dissent down. :/

  8. #8
    Baby KR Developer LiamRiordan's Avatar
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    That should not happen, the Base IC should not make the need for consumer goods go up. I think, normally doesn't affect my (cheated) games

    Try using the 80101 cheat to add 20% efficiency to your Base IC, that may counteract your problem. I use it five times normally for a 100% boost.
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  9. #9
    Podcat's Cat Wrangler T.j. Arnold's Avatar
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    Quote Originally Posted by LiamRiordan View Post
    That should not happen, the Base IC should not make the need for consumer goods go up. I think, normally doesn't affect my (cheated) games

    Try using the 80101 cheat to add 20% efficiency to your Base IC, that may counteract your problem. I use it five times normally for a 100% boost.
    I'll try a reinstallation of the mod, perhaps a .txt file is screwed up somewhere. Are you also playing on the patched 1.1 version, by chance?

  10. #10
    For some reason this mod isn't working in the 1936 scenario at all, it works fine in the 1914 one, but whenever I play 1936 none of the events work. o.o

  11. #11
    DH China Dev and AAR Dev Limith's Avatar
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    Quote Originally Posted by Serrow View Post
    For some reason this mod isn't working in the 1936 scenario at all, it works fine in the 1914 one, but whenever I play 1936 none of the events work. o.o
    The scenario uses a different file to refer to which events are included. one is 1914_events, the other is events. They probably forgot to include the file with the cheats in the 1936 list.

  12. #12
    Podcat's Cat Wrangler T.j. Arnold's Avatar
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    Quote Originally Posted by Limith View Post
    The scenario uses a different file to refer to which events are included. one is 1914_events, the other is events. They probably forgot to include the file with the cheats in the 1936 list.
    Nope, it works in both. You have to put it in Darkest Hour Full and Light. If you follow the directions EXACTLY, it will work.

  13. #13
    Baby KR Developer LiamRiordan's Avatar
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    Quote Originally Posted by T.j. Arnold View Post
    I'll try a reinstallation of the mod, perhaps a .txt file is screwed up somewhere. Are you also playing on the patched 1.1 version, by chance?
    I am using 1.0, I am refraining from trying the BETA patch since, well I play Kaiserreich more.

    Quote Originally Posted by Serrow View Post
    For some reason this mod isn't working in the 1936 scenario at all, it works fine in the 1914 one, but whenever I play 1936 none of the events work. o.o
    If you place the cheats file into the following location:
    C:\Games\Darkest Hour\Mods\Darkest Hour Full\db\events

    Then write the following line into the file 1914_events which is located here:
    C:\Games\Darkest Hour\Mods\Darkest Hour Full\db

    Here is what you write:
    Code:
    event = "db\events\Cheats.txt"
    That means the 1914 scenario and the 1936 scenario should pick it up, it does in my games.

    However, you could also try pasting that code into the events.txt file which is in the same folder at the 1914_events to make sure.

    Post again if you still get issues.
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  14. #14
    Corporal Morfar22's Avatar
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    Hi Liam, I followed your instructions to the dot and it won't work. Is there something I am missing? Is it because I have it on Steam?

    Also, do I type event 80100 to get the events to fire or do I simply type 80100? I tried both ways but it won't work.
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  15. #15
    Baby KR Developer LiamRiordan's Avatar
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    I haven't got the Steam version so I don't know for sure what the problem/solution is. But did you make sure to put the file in the Darkest Hour Full Mod folder and not the Darkest Hour folder?

    To get the events to fire you must always use event then its number. You can in theory get any event to fire in the mod, whether they'll take effect is another story. But these cheat events should fire (although 80100 you'll need technology to build factories).
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  16. #16
    Corporal Morfar22's Avatar
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    I put it in the Darkest Hour Full Mod folder as instructed. Then in the 1914_events.txt at the end of the document I put: event = "db\events\Cheats.txt". Just as it said. It won't work though
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  17. #17
    Corporal Morfar22's Avatar
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    Quote Originally Posted by LiamRiordan View Post
    However, you could also try pasting that code into the events.txt file which is in the same folder at the 1914_events to make sure.

    Post again if you still get issues.
    I did this: And it worked! Thank you very much.

    Also, I suck at reading.
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  18. #18
    Baby KR Developer LiamRiordan's Avatar
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    Glad to see it resolved, enjoy!
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  19. #19
    Podcat's Cat Wrangler T.j. Arnold's Avatar
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    Just for future reference, all Steam does is place the equivalent of what we would see in Program Files into a Common folder under the user account. I recommend just moving the game to where you keep other games in the Paradox folder in Program Files and creating a shortcut to the .exe, that way you don't have to run it through Steam.

  20. #20
    That advice should be stickied somewhere, T.J. It would save an awful lot of angst.

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