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Hi

This looks like a very interesting mod. So i downloaded it, installed it on a new installation of DD (updated to 1.2), but when i start the 1934 scenario i get tons of unknown string wanted errors and all the techs trees don't have any entries. The new nations don't have names too.

I know this problem - it's because your mod's for the english version of DD and i'm using the german version.
I don't know how to fix this, so please find a way to do so, because there're many players using the german version of DD, who would surely like to play your mod.

I don't ask for a translation of your ingame texts, english texts are fine, but we can't play with all the events bugged (unknown string wanted) and no tech tree entries.

Thank you
 
To Seten:
Yes, you can investigate every tech where you want (except naval and aviation doctrine). We think that is better because you do not have to wait a year to develop a thing, it depends on your capacity to investigate.

To Tramis:
You have to edit de file "settings.cfg" in the main folder, then you will see a "number" and "#LANGUAGE (0=english, 1 = french etc..)", you have to change that number for "0", save it and you will have the mod34 in english. It works!
 
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Tramis said:
Hi

This looks like a very interesting mod. So i downloaded it, installed it on a new installation of DD (updated to 1.2), but when i start the 1934 scenario i get tons of unknown string wanted errors and all the techs trees don't have any entries. The new nations don't have names too.

I know this problem - it's because your mod's for the english version of DD and i'm using the german version.
I don't know how to fix this, so please find a way to do so, because there're many players using the german version of DD, who would surely like to play your mod.

I don't ask for a translation of your ingame texts, english texts are fine, but we can't play with all the events bugged (unknown string wanted) and no tech tree entries.

Thank you

Ummm that happened to me with the last patch of Victoria. Only for English version and I had a Spanish version game so it did not work.

Using regedit I changed the version. Only had to change "spanish" for "english" quite simple.

I mean if done well is easy but if you replace some files that have nothing to be with Doomsday it could be dangerous for your computer so use it at your own peril.

Anyway, click Start, then execute "regedit" look for Paradox Interactive folder and then click a file named "lang" You only have to replace "German" for "English" and then you will have an English version of Doomsday :)

Hope my english will be understable.

EDIT: Well, erno`s way is even easier :p
 
Hello,

The problem is solved! As Enro said, the solution is simple: change the language code to 0 in settings.cfg and this mod works perfecty.
Thank you for your very very fast help!

I played last night from 34 to 37 and not one errormessage, not one crash to desktop, no missing strings or whatever.

First impression: very interesting mod where everyone can feel the tons of hours of hard work the creators had invested into this mod. I'll definitly continue to play it.

Two points that need to be look into a bit more:
1) Translation. I'm sure it was a very hard work to translate all those spanish texts to english, but sometimes those texts are a bit.. hmm... you know what i mean...
2) Republic Spain wins civil war. Tried it two times, both times the republic won the war. I'm aware of the fact, that the symphaties of the designers and the spanish players are on the side of the leftish socialists, communists, anarchist and anarcho-syndicalists, but sad but true the nationalist spain side had won the war in real life and therefor this should be the case in at least 2 out of 3 times in this game.

Keep up your great work, see you!
Tramis

PS: we'll try the mod in multiplayer today or tomorrow. let's hope it works as good as in single player mode.
 
To Tramis:
I do not khow what you want to say about the translation, if you think that is something wrong, please say it and we try to solve it. Thanks.

On the other hand, it could be that we "are on the side of the leftish socialists, communists, anarchist and anarcho-syndicalists" but we know the history and Nationalist Spain has many more posibilities to win the war, your case is just a chance. In our tests Nationalist Spain wins over 80% of them.

We have tried the mod in multiplayer and it allready works. Enjoy it!
 
changing ministers?

Hi,

i tried to change some of the starting cabinet ministers as the uk and germany, no luck. i even changed the starting date for all minister in the pool to 33, nada.

Are they not meant to changed or do i miss something obvious?

Thanks, Snoopy
 
To Snoopy:
I couldn't change the ministers in 1934 neither, but i think this is intended, because later in the game i was able to change them. And for me it's ok, because ministers should only be selectable when they were in real life.

To Erno (and Edopardo)
As i said: your mod is great! I didn't want to offend you with my 2 points about rep.spain wins the war and the translation.

1) If your tests have shown that national side has the same or even better chance to win the war, then it's all ok and it was only random that in my 2 games, the republican side has won the war. And by the way: i do like the republic side in real life too, i don't have symphaties for dictatorships, don't misunderstand me on this point.

2) Translation. You surly have spent many many hours doing that translation work and it is great that we do have such a version to play. Some texts just are a bit too close to a word-to-word translation of the original spanish sentences. I'll try to write some of them down and will post a suggestion for a different translation later.
 
To Snoopy:
You can not change ministers until 1936 in most of the countries, this is because we do not have all available ministers, our database is not complete, so far.
If someone wants to help us we will be pleased. Contact us.
If you are a spanish speaker (besause you wrote "nada") you can go to the spanish forum (if you want):
http://forum.paradoxplaza.com/forum/forumdisplay.php?f=114 and enter in Mod 34 para DoomsDay.


To Tramis:
You do not offend us, in many occasions we use a translator because our english is limited, but we want to improve it and your opinion helps us.
 
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I have downloaded and played ze mod for a while, I think I like it but I'll get back later when I've tried it more. :)
 
TigerofMalaysia said:
When I tried playing the mod it said "Please install latest milestone", but I have the latest doomsday update installed already.

We know this problem but it is not a our mod´s problem. Try this:
-Reinstall HOI2DD.
-Upgrade to v1.2
-Install Mod 34 in the same folder.
-Execute no time limit.

This problem can happen when you don´t use a clean installation to install the mod, for that reason, I recommend you to begin again.
 
Great mod!


Congratulation , i'm really enjoing it but lets make an initial bug report
Close to fnish my game as sov and this is the initial report i make (will make other later)

Basick reaction interceptors doesnt upgrade to improved reaction interceptors
L-arm brigade are upgrading to medium arm brigade : wad or bug?

Also about the choice to don't put historical year for tech, its good for the ai , i didnt see a lot of weird thing (exept they all tend to rush too quickly infantry ) but the problem is for player who choose nation who go in war later or are protected by sea

As sov i have totally neglect my army tech, and rush all research tech , in the end i get something like 115% research bonus.
I could have afford it because i only joined war in 1941 , sure , got difficulty in the begining (when you see the 300 division german army compared to my outdated sov force) but its a strategy who payed since i used to spy to gain the tech i negliged from germany and with the research bonus i completed tech research in no time then easily went 2/3 year away land/air tech
As germany , japan or other nation you cant do it since you are in war sooner

Also the tech tree is awesome , but as sov its was hard to find for half of the tech tech team who match the field
You end up with one tech team with tree(and not the historical one sometimes ) , where in vanilla they were usually 2tech team per tree
 
To Chad44:
Exactly, we don´t know but more events are in the most important nations and Spain.

To Seten:
We will review the reaction interceptors, it is a bug. The arm brigade, I think that is right, but I am not sure now. I will answer you.

About your game, your problems are normal as soviet, we did it thus. People wanted that the game was more difficult playing against computer and adding it to that earth doctrines, with soviets, are not to height until the last ones.

The game is not thought to investigate all tech, you have to select the tech that you will need and techs that you will use for your war and you must plan it at first. You can investigate all tech just if you use no time limit. When we finish sea and air doctrines this will be harder and you have to know what you want.

Thanks for your report.
 
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Hi again,

We've tested your mod in multiplayer mode for around 5 nights now (and we're still testing it).
So i would like to post some issues and comments:

1) Stability
This mod is very stable. We encountered 1-2 Crash to desktops every night (playtime usually is around 4-8 hours). This is absolutly normal and nothing special, as this happens in the vanilla game too. great job!

2) Random Events
Some random events do trigger for ALL Players, even if they only should affect one nation. For example: "the private companies invent a new product" or "new trucks" or "new spies" or "dismissels of the mines". I think this is a bug and not coincidence. Best thing was, when one player (scandinavia) had the same event as Italy, that gave him the option to raise infrastructure in 3 italian provinces (as scandinavia!)... :wacko:

3) Z-Plan
Z-Plan (building of german fleet through events) works perfectly in single player games, but in multiplayer only the initial events do trigger (think 316039 and 316040), but the follow up events don't fire (316105, 316106 and so on). I've choosen the same option as in single player game (yes to Z-Plan and building mostly submarines). Seems to be a multiplayer game issue. Don't know where the problem is about those events not triggering.

4) Western Front - Eastern Front Events
There is an event for the handling of the western front if you play as germany, that gives you the option to choose if you want to release puppetstates or not and later the option to create Flandern & Wallonia. This event is great and works fine. But there is no such event for the eastern front. We beat SU and bitter peace event has triggered, but no event to create puppets has fired so far.
I would suggest to write such an event for eastern front too, because there are many puppetstates that could be released (Ukraine, Whiterussia, Armenia, Georgia, Lettland, Latvia, Estland...) Such an event should sleep events like "kiev sector loss", because if you create a puppet state as germany by will, then you don't "loose" that area, you give it up, because you WANT to give it up.

5) GB surrenders
We conquered mainland of GB completly and around 2/3 of the african provices of GB, but no GB surrenders event has fired. I checked the event files and only found the original surrender event of GB, but that event only triggeres IF USA isn't at war with GER.

2 Suggestions:
a) Write or adopt a GB surrender event like the one from SMEP. That one is very good, works fine and without bugs and is very realistic (freeing puppets like India of Iraq, giving much of the colonies to italy and japan, installing a right-winged government in england and so on). Maybe you could have a look at this event in SMEP and use it for your mod. Would be a good thing i think.
b) i started our multiplayer game in singleplayer mode and triggered event 13 (GB surrender event) manually... The outcome wasn't very pleasing for me, because then i had peace with USA too and India was released as a fascist nation, but because i had conquered almost all of their provinces, only 3 provinces were released (the last 3 ones, that i havn't conquered at this point). There should be an event that releases WHOLE India and makes it a puppet of the nation that has conquered it.
SMEP does have such an event: if germany/italy/japan/ussr has conquered india and GB surrenders, then whole India is recreated as a puppet of germany/italy/japan or ussr (or none of those, if they havn't conquered it and it was still british when the GB event triggeres). Maybe have a look into the 'inofficial SMEP for DD' events for this, because they do have a great solution for the India issue there.

6) Fighting the sovjets
Balancing of USSR. I know this is a HUGE issue with vanille as well as almost all mods. Maybe some ideas about this:
In our games the fight against USSR was very thrilling. In the beginning GER was in the defense and had some hard month to fight off the SU Divisions, but then the hard work payed out and it was possible to fight back the sovjets slowly. After some pocket fights, where SU lost around 100 divisions all together (4 big pockets) a breakthrough was possible and after almost 2 years of fighting SU gave up (at this time Leningrad, Moskau, Stalingrad, Baku and Sevastopol have been conquered).
So all together: very good balance!

But: SU had type IV and later type V infantry and type III heavy tanks and was technologicaly very advanced. (fight was from summer 1942 to spring 1944).
The problem is that this isn't very realistic.
SU should be much much less technologicaly advanced as germany in 1942. SU should be a hard opponent to fight against because of its massive numbers of divisions, not because of its technological level.

Solution: Maybe give SU a much bigger penalty to reasearch and an ai script to let them build much more infantry units. I think this would end in a hard fight with uncertain end, as intendet, but in a more realistic way. Much more units, but much lesser technologicaly developed.

Ok, too much text already :rolleyes:

Again: your mod is great - we really enjoy playing it!
Please take my points as a constructive critic to improve you mod even more.

Thank you for your work and for reading this long text
Tramis
 
Hi Tramis:
In next versions we will try to correct many bugs, but now we don´t know why some things happen (Z-plan doesn´t work in multiplayer and we don´t know why).
We will consider your suggestions, they are interesting.

Other thing, in our test when Germany starts war against SU, at first, Germany conquers a good piece of SU, soon SU reacts and recovers the lost lands and at the end SU enters in Germany. For that reason we thought that all worked fine. Another thing had never passed us. We will look that.

Thanks for your too much text.
 
Thanx for the mod!!!!!!

I can just say: Jesus Maria é José!:)

startin 1934 - love it - not only does the techtree give much more modelling of the state into the hands of the player but the more time also helps - dammit i LOOOOVE EVERYTHING!!! (said like the psycho in Leon aka the profesional - just mix loooove mozart and Everyone!!!!:))))

nice thing about Danzig - my grandmother was born there in 28 - and Rheinland the League - oh my holy.......and you got Commie China doing the march - dammit its nice!

now back to testin - startin with germany - and then of to countries like Brazil, Finland, Spain, Turkey, Bulgaria, Siam, Mexico etc - hell you name it:))))))))
 
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