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Erno said:
To jadam:
We are working in it.

To wp5200:
You are wrong, that bonus just apply with an upgrade, in all versions of Mod34. We don't like it but it is the unique solution we get to solve the problem.

To The_Carbonater, Noffi a la Poff :
There are so many programmed events (about 6000), if you want to see them there are in file called "modtext" but we are not going to make a list.



I guess I will do it for the Community then Erno ;)


EDIT:Quick looks indicates of more post-war events,Am I right?
 
Last edited:
To Lafayette53:
There is D-Day and events for that.

To ztanz:
There is not a changelog we don't have so much time for that kind of things. Puppet of Germany and their influence zone (Hungary, Romania,...) will attack Soviets and they get places.

To Noffi a la Poff:
Just a few events, not many. Thanks for your work, it will be welcome.
 
Erno said:
To ztanz:
There is not a changelog we don't have so much time for that kind of things. Puppet of Germany and their influence zone (Hungary, Romania,...) will attack Soviets and they get places.

I meant Ukraine and those, they declare independence and make all my units SR to Berlin while they are neutral, which means I have no front to USSR.

I have yet to find the event or flag that I need to remove to make it total occupation.
 
I have made some extensive research to finish techteams for Poland, finally.

It is all after playing for some time with this country. I usually took the option 'techteam takeover' from Armageddon in my games - the decision made easy considering the fact that Poland lacks some essential and usually very important scientists/research tems who/which made some impact during the war or before it.


So here they go:



1. Economy needs some dedicated person, fortuanatelly there was one such - the man who made huge impact on the entire period - Eugeniusz Kwiatkowski.

He is present already as the best minister available to Poland, but his importance was so great it justifies adding him as a techteam too.

Eugeniusz_kwiatkowski.gif


I think he should get skill 5 in

mathematics, management and technical efficiency

He doesn't get any industrial skills because his great project COP is already there. Technical efficiency and especially managament represnts his achievemtns in building the city and port of GDYNIA which was rised from a fishing village to one of the biggest Baltic ports - the hard competition to Danzig and the only real Polish direct link to the sea.

Ahh also he was responsible for the creation of the merchant fleet of Poland.

Kwiatkowski should be available from 1934.

2. LWS Lublin aircraft company should be there too. It might seem strange that this way Poland would have 3, even 4 ( with LOT) aircraft techteams, but LWS was the third biggest airplane producer competing with PZL in many areas. It clearly dominated two of those - floatplanes/naval airplanes and close range recon.
It is possible it would be able to finally win a bet for a fighterplane, but that is not so important.

LWS.jpg


It should have skill 3 aeronautics, electronics, technical efficiency + one naval area making it useful for floatplanes or even CAG.

Availble from the beginning for sure.

3.

Chemistry is the area which suffers the most from lack of attention. It is quite strange considering that the 2nd Republic had very modern chemical industry - in some areas clearly one of most modern in the world.

So I propose Zakłady Związków Azotowych w Tarnowie. very modern factory producing for example nitrogen - the brainchild of the president Moscicki who gave his inventions to the factory for free and disigned it and the whole city district of Tarnów.

It has to be very advanced, but specialised so I propose

skill 7 chemistry and management. It cannot be IG Farben so only rather narrow area should be explored by this team.

azoty_stare_d.jpg


Should be availble from the beginning too - was built in late 1920s.


4.

There were numerous scientists who are worth mentioning so it is better to combine their skills in one place without unbalancing the whole idea.

So why not - Politechnika Warszawska (Warsaw University of Technology) ?

Warsaw_University_of_Technology_coa.png


This place gave birth to an important part of the generation of scientists who made large impact during the world war.
Besides something should research rocket technology...


So skill 4 rocketry, chemistry, general equipment, mathematics and mechanics - yes five areas, but it is not a dedicated team so shouldn't be able to deal with any research too easily. This was one of the reasons I gave them general equipment instead of electronics.

Available from the beginning.

5.

Poland needs someone to deal with those 'small' land doctrines. There were numerous commanders who could be assigned, but I thing the best persone will be Stanisław Maczek.

Maczek_stanislaw2.jpg


He commanded 1st fully mechanised Polish unit and later led armoured brigade in France and the first armoured division in 1944-45.

He was decent commander, but at division/corps level, no more. Should fit nicely.

Skill 4 small unit tactics, individual courage, technical efficiency and training should be enough.

Available from 1938.




6.

There were many scientists who left their mark during the war so adding one of them seems fair.

Józef Kosacki was the inventor of the mine detector during the war and nuclear scientists after it.
I think he can just remain the first one.

Skill 4 electronics and mechanics should be enough.

JzefKosacki.gif


Available from 1941.


Finally I belive the fact that Rajewski is the only code-breaker available is unfair, but it would be stupid to add another 4 math experts.

So why not REPLACE him with Biuro Szyfrów (Cipher Bureau) is a better solution.

It should be a very good team, but not too good so

skill 6 mathematics, electronics and mechanics should be all right.

Biuro_Szyfrw.jpg


Available from the beginning.




TWO additional NOTES.

One - maybe you could make it possible (by event) to transfer some of those teams to Britain in case Poland is annexed ?
They could be reactivated if Poland is released by the ALLIES.

THe following teams should be transfered:

Politechnika Warszawska, Józef Kosacki, Biuro Szyfrów and maybe Stanisław Maczek. None of those should disapear.
It is frustrating to play Poland and discover that Rajewski or Ulam leave in 1939 even if there is no Germany.... :confused:




Second thing.


General note. Is it normal that naval units do not receive the additional points to attack/defence/range if they are not present when the research is made ?

I got curious situation with my pre-war CAs having stronger attack valuses than the most modern I built. The old warships got all the bonuses from my research - and the new ones NOTHING.
Is that a bug ? Or I made something wrong with installation - which I doubt...
 
To ztanz:
You have the last version? v0.20. We try to solve that problem in v0.20 and it works in our test.

To cegorach:
Thanks, another time. About your questions: We decide not to allow to upgrade ships and the upgrades for research, it just apply for made ships, new ships will not have that improvements.
For CAS (and the rest of units without ships) you have to upgrade to apply the improvement.

To Lord Finnish:
Patch for what?
 
Erno said:
Thanks, another time. About your questions: We decide not to allow to upgrade ships and the upgrades for research, it just apply for made ships, new ships will not have that improvements.
For CAS (and the rest of units without ships) you have to upgrade to apply the improvement.


I think that this closed the question of techteams for Poland - I might only search for someone to do some work with advanced naval doctrines, but it is unlikely.


About the naval improvements...
Still it looks strange to have old CAs with 19 naval attack ans brand new ones with 13...

Maybe you could bind some upgrades to naval brigades ? For example cannon brigades might be linked with fire control, AA bonuses to capital and light AA attachements and those improving the range with hull improvements ?
Face it it is quite unreasonable to have old ships with much longer range than new types. It really kills some fun...

Another thing - I think it is a bug - why CAs get more firepower when new cannons are researched ?
After all virtually all had 203 mm (except Soviet) - Japanese, American, British, Australian, Italian, French, Spanish... and nothing larger so why researching 280 mm cannon adds firepower to CAs ?
I think it should be BCs and BBs only...

Also CLs, DDs etc shouldn't get anything for researching 203mm guns - I don't remember how large cannons were installed on CLs in extreme cases - but almost all had 140 and 155 mm, nothing more.

Of course all this is only possible with Armageddon, but you could at least modify the armageddon addon.

Hopefully in a patch, not the next release...



Another thing - all those white lines in research panes might be coloured somehow. It is very difficult to notice certain requirements , so perhaps adding some red, some gree, some black etc will make it easier to read ?
 
Erno said:
To ztanz:
You have the last version? v0.20. We try to solve that problem in v0.20 and it works in our test.


If I re-install, will I have to start over?
I've got such a good game going!
 
I was thinking about these naval brigades again.

I think that you can have up to 9 levels of each - is it true ?

If so why not use the attachments to represent all the majot naval improvements you already have ?

So you could have Hull Improvement to represent engine section at first 4-5 levels - so it would add range, but give no more advantages. Later levels would add the earlier bonuses + give the protection against attacks as you have it done now...
Basically early IH would work for engine section only - since brigades are possible to modernise the engine section would be improved with new advancements this way...

AA addons can easily be dealt with by AA naval attachments - nothing difficult here.

Finally Fire Control would represent the new naval cannons - earlier types could just add some attack values without increasing range (at least not so much), the most advanced would mainly increase the range - after all earlier attachements would be dealing with increasing firepower...

Other attachements look good enough already.

But I BEG you think about my proposals - it really looks ridicolous as it is now...
 
ztanz said:
If I re-install, will I have to start over?
I've got such a good game going!



No I am playing with saves from 0.10 in 0.20 without problems - I lost some events added by 0.20 and the loading game reminds me that every time, but I just ignore the problem and it works without flaws with new options, techteams etc available in 0.20. :D
 
As previously mentioned, bonuses from technology aren't automatically applied to new units. The solution most mods use is to set up a regular series of annexation events (either every 15 or 30 days). The most common setup is to create two off-map nations and have one regularly annex and re-release the other. See HSR (or many other mods) for the implementation details.
 
To cegorach:
We will review what happens with cannons, CAS, Cls and DDs, searching something wrong. But will not be a patch, almost in next future because we can't at this moment.

Sometimes could be difficult to follow the lines but our first solution was to make the application called "tecnoflechas.exe" in the main folder, after install Mod34; or "tech guide" in start menu folder. It is in English and Spanish and there you can see what techs you need to research the others.

I think that you can have up to 9 levels of each - is it true ?

If so why not use the attachments to represent all the majot naval improvements you already have ?

The problem is you can have a different level brigade without that minimum advantages or with some of them, this is not the solution.

To Curbough:
We still recommend to start again any game, we recommend install every version of Mod34 in a vanilla installation (+ official patches), in this way you will avoid some strange problems. We make every version to be installed in vanilla game, not to be installed in older versions. It is important.
If you have a good game, first finish it and then try new version, in my opinion.

To LM+:
Thanks, we are thinking about that possibility.
 
Strange thing with puppets /germany game

Hello,

First my compliments for this cool mod. Really nice one.

But i have some problem with germany and some events. After i had conquered west-europe i did get the event how to rule west europe (militaire control or to creat friends) I did choice the last option. After some time i get the events to creat Wallonia and Flanders. I choice yes and they become my puppets. Logical!

Then i turn my greedy eyes to the east. I conquer a lot of west USSR and did get the same event about what i wanted to do with the area (militaire control or to creat friends) Again i choice to creat friends. Then the events come in to make new ally for Ukraine/Byelorussia. I choice to creat ally (the other choice did give (2x 4 dissent hit)

But to my surprise these 2 countries don't become my puppets and or ally ???? That sucks because all my troops in those areas are redeployed back to Berlin. Is that a fault in the event? It should be more logical if those countries become my puppet like what did happend in west-europe.

Hope someone can help me with an answer.
 
Erno said:
Is your version v0.20? We try to correct your problem for v0.20 and in our test it worked well. Say what is your version and what you have installed, please (for example: Hoi2DD + 1.3a + Mod34).

Thanks for u reply. I have HOI2DD(1.3a) and MOD34 (version 0.10) so i know i have to upgrade to v0.20.
 
Bitter peace how it triggers in Mod 34

Hello,

What are the conditions for bitter peace when Germany is not allied with Japan. In vanilla it is to control Paris, Moscow, Stalingrad, Leningrad, Baku and Sverdlovsk. Is it the same for MOD 34 version 0.10?

I noticed when the Ukraine take some provinces from USSR and bitter peace fired ( i trigger it myself to see what happend) then those province are become USSR (red) area's again. Is that better in version 0.20?