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In an ideal world a researched tech would direct-trigger an event that sets the max amphib mod to the desired value but this event is blocked if a tech with higher value or with the same value was already researched.
Don't know if a tech could direct-trigger an event though.
 
Hi,

I don't think it can work that way.

WRT going backwards you basically have to do Amphibious Operations Analysis or Marine Tactical Doctrine (both 6) and then do Specialized Army Units or Marine Unit Organization (both at 2). Real unlikely IMO.

mm
 
Qn:
The Event list for Romania shows an External Recovery III at 700133 but the event is not actually present. Is this correct?
YUG has an External Recovery III in its events lists and it is present.
HUN has neither External Recovery III in its event list nor is it present.
Regards
Vermin
 
Hi,

That's a hard find! The event register was cut and paste but didn't get updated correctly. The actual event coding is correct as ROM is only set at Major Depression and thus gets only 2 Recovery steps. YUG is at great Depression and gets 3. Fixed.

mm
 
I was playing with some Romanian events or I would never have noticed.
In early July 1939, Italy has only researched 89% of 1938 medium bomber, so Hungary is not going to get the 1939 air purchase. I know the event was extended from May to end July but it seems like it might need extending to the end of August or September.
Regards

Vermin
 
Why do the HUN and ROM mobilisation events have triggers like this:
430000 Rearmament initiative
command = { type = trigger which = 430001 }
430001 Partial mobilisation
command = { type = trigger which = 430002 }
430002 Full mobilisation
command = { type = trigger which = 430003 }
as well as separate conditional triggers?
In practice it seems these triggers do not work - otherwise Rearmament initiative would lead almost immediately to Total Mobilisation.

Also for HUN:
The rearmament initiative is supposed to activate Licence Tank Production but in fact this does not become available at this time. Instead Postwar Tank Production becomes available after the Partial Mobilisation/Full Mobilisation pair happen or 1939 Heavy Industry - whichever happens first. Sometime after Postwar Tank design is researched (though this may be a coincidence), Licence Tank Production becomes available.
Regards
Vermin
from in leading directly
 
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Hi,

Triggering: This doesn't work like the command implies. If there is no Trigger in the event it fires the event directly. However, if there is a Trigger it merely forces a Trigger check and the event only fires if the other conditions are already valid. So this is designed to get all of the Mobilization events to fire in sequence once the RI fires if the conditions warrant a higher level.

License Production: It appears this wasn't working because the Tech was deactivated in the INC file as well as through the normal Tech based Deactivation. Will change.

mm
 
"License Production: It appears this wasn't working because the Tech was deactivated in the INC file as well as through the normal Tech based Deactivation. Will change."
Hence "Frustrated Expansionist"! :)

For YUG: - the aircraft is removed rather than delivered?

###############################################################################
# Yugoslavian Aircraft Delivery 1939, aircraft only
# Event 880047
# CORE2 Ver 0.41
# by dec152000
###############################################################################

event = {
id = 880047
random = no
country = YUG

trigger = {
flag = GER_agrees_sell_Bf109E_to_YUG
NOT = { war = { country = YUG country = ENG } }
}

name = "EN880047"
desc = "ED880047"

style = 0
picture = "BF_109_Yug"

action_a = {
name = "Good"
command = { type = remove_division which = 12081 value = 2013 }
command = { type = metalpool value = -600 }
command = { type = free_supplies value = 4 }
command = { type = new_model which = cas value = 1 }
command = { type = scrap_model which = cas value = 0 }
command = { type = gain_tech which = 4560 } # Developed Air Mission
command = { type = sleepevent which = 880048 }
command = { type = trigger which = 370277 } # Payment for Yugoslavian Aircraft Purchase 1939, aircraft only
}
}
 
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Hi,

this is WAD, though not very clear. There are multiple Dormant units in the files. If a unit will not be used we delete it to help the AI understand it's true force structure. In this case the unit is only active if an alternate path is chosen. The reason that there is no unit added in this specific case is not enough new aircraft being gained and a lack of local production. I did tweak some of these events to make the unit deactivation look less weird.

mm

mm
 
JFI - the AI views all units as active (even dormant ones) if it's comparing own forces to other countries. Plus dormant units also have to be paid (Bug).
Once we added several dormant JAP carriers to be activated by event and wondered about a hyper build reaction by at least the ENG AI, probably also by the USA AI. On another time we had a rather high money usage for certain countries with lots of dormant units, tests showed these dormant units had to be paid depending on their strength. That's why we remove dormant non-activated units and why dormant units exist with a strength of just 1.
 
Hi really enjoying the mod so far (got to Oct 1939).

A question though.

I allied with Japan which put me into a war, as a result i think the Mol/Rib event didn't fire (fair enough), however i can't ally with countries like HUN and ROM even though am at +200. Is this likley to change or are allies impossible now?

Also, with no MOL/RIB pact - how do the Soviets react?

Many thanks

PS - what a supply dump do? I couldn't see any reference to it in the manual.
 
HUN and ROM are initially set to be highly neutral. There behaviour changes in a standard game in mid-40. If you want to bring them in in an ahistorical game, attack Yugoslavia. They will want to share the spoils and be ready to join you.
 
HUN and ROM are initially set to be highly neutral. There behaviour changes in a standard game in mid-40. If you want to bring them in in an ahistorical game, attack Yugoslavia. They will want to share the spoils and be ready to join you.

thanks

i'll try that

any idea what effect the buildable Supply dumps have?
 
I am posting comments from Zsar received by E-Mail here (he cannot post himslef for whatever reason):

I managed to sqeeze in some time for a quick CORE game early this week (downloaded the 0.62.5 beta on 12.05.2014) and noticed the following two faults:

- model graphics for vanilla models (ex. RES model 0 -
"gfx\interface\models\Model_11_0.bmp") missing (looks like man between two trees instead of RES counter)
- undeterministic crash bug around (Apparently only in 1936? happened on both first two tries, but at different dates), reason currently not clear

The former seems to be a mistake with the installer - models higher than 4 are installed into the AoD main directory due to technical reasons and they all seem to be there.
After uninstalling the last beta first and then installing 0.62.5 into a clean folder, the images which are supposed to override the vanilla ones are amiss.

Please re-check the installer - mayhap the crash bug is related to some missing file as well.

... Investigated and tested the resource-adding events for MAN. They allow 6 IC (two in each province) to be added without worsening the resource situation. It seems that by 1940 those 6 IC have paid off in relation to my formerly IC-free build. Currently I do not foresee balance changes from this strengthening of MAN though, due to its position and role.

CHI seems to have too many units early on - the distribution of success has been quite constantly reversed for most of the 0.62 betas on my
side: JAP is pathetically weak early on, but starts to advance slowly by mid-to-late 1940.
Mayhap tweak starting and pre-/early-war CHI AI to spend more on reinforcement and/or upgrades (would be historical: enlargement of the army was not a policy at the time - increasing combat worthiness was) to keep it from making too many units.
 
i played Jap and China and must say while the observations of Zsar regarding troop strength, it's a lot easier with Jap than China. China lacks proper techteams and thus doctrines and airpower and is the lower IC hampers supply throughput, so you cant field a strong army quality and quantity wise.
 
um, not sure if it's a bug but I dont get any tech unlock events although i have the prerequisites and i have waited for quite a long time now. I play UK after I started with france and was driven out by the germans. another thing i noticed: germany went completely inactive navywise after a couple hours of real life playtime, i could bomb them in Wilhelmshaven port for months without any reaction. I saved and after i loaded they sent their subs out again as they should (techs didnt unlock after reloading)
 
Hi,

Exactly which techs were not unlocking. I need at least one solid example.

WRT the Naval inactivity that is a ssue with the engine. We always recommend frequent Save/Reload to help with that.

mm
 
I unlocked "functioinal turbojet engine", "radioactive isotope separation" and "small guided missile" by console event and " fighter escort doctrine" via savegame b/c the event id is not in the tech.txt file
I dont know why that happened, i've never had this issue before. the only thing that ids different in this game is that i started with france and switched to UK.