Darkest Hour Helpful Links:
How to modify the Darkest Hour Technology Tree:
http://forum.paradoxplaza.com/forum/...-the-tech-tree.
A collection of Blank Graphic files for Darkest Hour.
http://forum.paradoxplaza.com/forum/...lank-Gfx-files
Hey, i started my mod today and added Rheinish Republic as U00...
The game loads up but fails with one Error:
ERROR Illegal top level object 'techapps= {' Line 133
I copied Germany.inc and used it for the Rheinish Repubic....
At line 133 this is written:
I removed the Techs after the first error to find out if this is the fault, but even without techs it still happens# U00 1918 techs
# ######################
techapps = {
}
inventions = { }
blueprints = { }
policy =
{ date = { year = 0 month = january day = 0 }
democratic = 4
political_left = 4
free_market = 7
freedom = 6
professional_army = 2
defense_lobby = 5
interventionism = 5
}
peacetime_ic_mod = 0.9
industrial_modifier = 0.74 # 1929 crisis (1.14-0.4)
headofstate = { type = 9 id = 268 } # Hindenburg
headofgovernment = { type = 9 id = 22 } # Hitler
foreignminister = { type = 9 id = 47 } # Von Papen
armamentminister = { type = 9 id = 4 } # Werner von Blomberg
ministerofsecurity = { type = 9 id = 5 } # Wilhelm Frick
ministerofintelligence = { type = 9 id = 6 } # Wilhelm Canaris (Conrad Patzig was the actual Abwehr chief)
chiefofstaff = { type = 9 id = 7 } # Ludwig Beck
chiefofarmy = { type = 9 id = 8 } # Werner von Fritsch
chiefofnavy = { type = 9 id = 9 } # Erich Raeder
chiefofair = { type = 9 id = 10 } # Hermann Goering
dormant_leaders = { 36 44 54 66 67 223 226 292 352 473 479 526
542 543 544 546 547 549 550 551 553 558 559 560 561 562 563
567 571 572 573 578 595 686 712 746 749 816 821 909 983 992
}
}
Have a nice day from Germany
There is probably an extra or missing } somewhere in the file. Check them all.
Darkest Hour, a 1914-1963 grand strategy game:
http://forum.paradoxplaza.com/forum/...play.php?f=554
http://www.darkest-hour-game.com/
Yes.. after 10 minutes i found a extra } ....
And how can i can i assign a shield + flaganimation to a country.
I photoshopped my flag using the Flagmaker, saved as bmp and gave it the formal names shield_U00.bmp ; flag_U00.bmp and put it into the gfx/map/shields(flags) folder
But the flag doesn't show up ingame.
EDIT: sorry, works now ... made a mistake in the u00.inc file
Have a nice day from Germany
The game uses the same Axis/Allies/Comintern trio as the HOI2, however, it is possible to change their names. I'm not looking for the ones that KR did (changing right in the base files), but rather the one that is used by the 1914 scenario (name = "central", and it will appear as C. Powers). Where do I need to make a new entry for the string?
TBD
Yes you would need to.
Put it in mods.csv.
Darkest Hour Helpful Links:
How to modify the Darkest Hour Technology Tree:
http://forum.paradoxplaza.com/forum/...-the-tech-tree.
A collection of Blank Graphic files for Darkest Hour.
http://forum.paradoxplaza.com/forum/...lank-Gfx-files
where is the province.csv file located? i wanted to edit a province and i can't find the file in ...\steam\steamapps\common\darkest hour hoi game\mods\darkest hour full\db?
thanks
>>> DH Mixed Mod http://forum.paradoxplaza.com/forum/...7199-Mixed-Mod
>>> Over than 3000 shields/flags for HoI2 cataloged by country => http://hoiflags.blogspot.com
Is it possible to attach 2 brigades of the same type to a unit or mod it in to be allowed?
Specifically, Im trying to create escort carriers with cags and fleet carriers with 2 cags
also, can one mod it so later models can carry, say, 3 cags?
I wanna be Korean or Japanese.
"If it's an exploit for para's then it's an exploit for EVERY unit in the game and therefore the game itself is an exploit." -jju_57
Trying to mod NWO so that Fed Germany can re-enter the axis, how would I go about this? If I can get it working properly, will release "Resurgent Germany" minimod for use in NWO (Correct credits given of course!)
Also question; How can I gain an annexed country's tech teams? I know Iron Cross allowed it and it really seems unfair that you can't plunder a victims research as well as his resources...
Last edited by OneAussieMan777; 02-08-2012 at 09:53.
What files do I need to edit in order to add a country to a starting scenario? I thought I had it set up for the starting scenario, I edited the scenario files but for some reason the game freezes when I load the country.
Did you make an inc file for it AND include it in the eug file?
Darkest Hour Helpful Links:
How to modify the Darkest Hour Technology Tree:
http://forum.paradoxplaza.com/forum/...-the-tech-tree.
A collection of Blank Graphic files for Darkest Hour.
http://forum.paradoxplaza.com/forum/...lank-Gfx-files
Darkest Hour Helpful Links:
How to modify the Darkest Hour Technology Tree:
http://forum.paradoxplaza.com/forum/...-the-tech-tree.
A collection of Blank Graphic files for Darkest Hour.
http://forum.paradoxplaza.com/forum/...lank-Gfx-files
Ok, so I have not seen a tech files debug thread or anything like that so if there is, I apologize.
I have an issue with some tech files that throw up errors when I start the game.
I can ignore them all but when it gets to a certain event. (The event BTW is the creation of that country that calls these files) Then it crashes.
This is what happens
This one ignore twice
*ignore*
*ignore*
*ignore*
*ignore*
*ignore*
*ignore*
Then the first one 3 more times.
I don't understand what it specifically means, I did my best to figure it out but tech team files just aren't my strong point
Thanks in advance for the help
Can I check the tech team file of this nation your making?
From I can tell with the pictures either you got this part wrong:Code:Speciality1;Speciality2;Speciality3;Speciality4;Speciality5;Speciality6;Speciality7;Speciality8;Speciality9;Speciality10;Speciality11;Speciality12;Speciality13;Speciality14;Speciality15;Speciality16;Speciality17;Speciality18;Speciality19;Speciality20;Speciality21;Speciality22;Speciality23;Speciality24;Speciality25;Speciality26;Speciality27;Speciality28;Speciality29;Speciality30;Speciality31;Speciality32;x Unless you got something like this: 155001;Khurd Zabitan Staff College;T7600;1;1900;2050;x;Speciality1;Speciality2;Speciality3;Speciality4;Speciality5; If so then change ASAP. It's not going to work. Why? It's trying to see non-exsitant Tech-Specialty that's what causing the crash.
Last edited by Supeerme; 04-08-2012 at 23:18.
Darkest Hour Helpful Links:
How to modify the Darkest Hour Technology Tree:
http://forum.paradoxplaza.com/forum/...-the-tech-tree.
A collection of Blank Graphic files for Darkest Hour.
http://forum.paradoxplaza.com/forum/...lank-Gfx-files
Lordmackie is using this file
Code:U37;Name;Pic Name;Skill;Start Year;End Year;Speciality1;Speciality2;Speciality3;Speciality4;Speciality5;Speciality6;Speciality7;Speciality8;Speciality9;Speciality10;Speciality11;Speciality12;Speciality13;Speciality14;Speciality15;Speciality16;Speciality17;Speciality18;Speciality19;Speciality20;Speciality21;Speciality22;Speciality23;Speciality24;Speciality25;Speciality26;Speciality27;Speciality28;Speciality29;Speciality30;Speciality31;Speciality32;x 995001;Astaldi;100179;4;1926;1970;industrial_engineering;management;general_equipment;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995002;Arturo Crocco;T1800;4;1926;1968;rocketry;aeronautics;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995003;Enrico Fermi;T1807;6;1925;1938;nuclear_physics;nuclear_engineering;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995004;Giulio Natta;T1821;5;1933;1970;chemistry;management;training;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995005;Istituto Nazionale Fisica Nucleare;100194;4;1950;1970;nuclear_physics;nuclear_engineering;chemistry;electronics;mathematics;;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995006;Universita' La Sapienza;100193;4;1900;1970;mathematics;mechanics;chemistry;electronics;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995007;Cantieri Navali Riuniti;T1805;6;1906;1970;naval_engineering;technical_efficiency;naval_artillery;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995008;Domenico Cavagnari;T1814;4;1929;1946;large_taskforce_tactics;naval_training;seamanship;centralized_execution;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995009;Luigi Amedeo di Savoia-Aosta;100186;4;1910;1920;centralized_execution;large_taskforce_tactics;seamanship;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995010;Teseo Tesei;100190;6;1931;1970;naval_training;seamanship;small_taskforce_tactics;submarine_tactics;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995011;Italo Balbo;T1815;6;1928;1960;bomber_tactics;centralized_execution;piloting;fighter_tactics;training;;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995012;Rino Fougier;T1818;4;1930;1963;bomber_tactics;centralized_execution;training;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995013;Rodolfo Graziani;T1819;3;1926;1955;training;combined_arms_focus;decentralized_execution;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995014;Roman Munitions;NARE_ARMS;6;1960;1964;artillery;training;munitions;general_equipment;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995015;Roman Shipyards;T1506;6;1960;1964;naval_engineering;technical_efficiency;naval_artillery;submarine_design;carrier_design;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995016;Roman Aircraft;NARE_PLANE;6;1960;1964;aeronautics;aircraft_testing;avionics;fighter_design;bomber_design;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995017;Roman Industries;NARE_IND;6;1960;1964;industrial_engineering;management;avionics;naval_engineering;vehicle_engineering;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995018;Roman Mechanical Manufacturing;NARE_MECH;6;1960;1964;artillery;mechanics;technical_efficiency;vehicle_engineering;;;;;;;;;;;;;;;;;;;;;;;;;;;;x 995019;Roman Technical Manufacturing;NARE_TECH;6;1960;1964;electronics;rocketry;chemistry;management;mathematics;industrial_engineering;;;;;;;;;;;;;;;;;;;;;;;;;;x
The SPQR mod has been joined with the New Age of the Roman Empire - A Darkest Hour Mod
http://forum.paradoxplaza.com/forum/...rkest-Hour-Mod
http://forum.paradoxplaza.com/forum/...e-Rise-of-SPQR
It's sorted, had problems with a bracket in the inc file, it took me soo long to figure out too :P...