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T.j. Arnold
Bizon, you have to get into Beta phase before this does!

I agree, Bizon needs to finish NWO2 so the DH team can ask Paradox to release a DH Cold War expansion before the AoD/CORE guys. :D

________________
On another note, since the AoD/CORE team has moved onto HoI3, DH is now the official game for HoI2 fans. No more split community.

TJ Arnold, go spread the propaganda on the AoD forums and convince the modders to move here. :happy:
 
Has anyone else experienced a USA that promptly nukes Indonesia within a few days of the game start which basically causes the Indonesians to be annexed? Oh and it seems like if war between the Soviets and USA occurs due to the Berlin Blockade, the war goes nowhere besides the initial nuke fest. The puppets of the Soviet Union don't join so basically almost no European battles occur except for the usual US naval invasions that later get crushed.
Could fix this by disabling the nuke mission for all AI nations and only enabling it after the player starts using them? Or when a nation has begun losing important provinces to another nuclear power
 
new names for soviet garrison diivisions

in sov.inc 1945

}
landunit = {
id = { type = 30151 id = 78 }
name = "1-y Kurilskiy Garnizon"
location = 1543
division = {
type = garrison
model = 6
id = { type = 30154 id = 440 }
name = "1-y Kurilskiy Garnizon"
}
}
landunit = {
id = { type = 30151 id = 79 }
name = "2-y Kurilskiy Garnizon"
location = 1543
division = {
type = garrison
model = 6
id = { type = 30154 id = 441 }
name = "2-y Kurilskiy Garnizon"
}
}
landunit = {
id = { type = 30151 id = 80 }
name = "1-y Sakhalinskiy Garnizon"
location = 1541
division = {
type = garrison
model = 6
id = { type = 30154 id = 442 }
name = "1-y Sakhalinskiy Garnizon"
}
}
landunit = {
id = { type = 30151 id = 81 }
name = "2-y Sakhalinskiy Garnizon"
location = 1542
division = {
type = garrison
model = 6
id = { type = 30154 id = 443 }
name = "2-y Sakhalinskiy Garnizon"
}
}
landunit = {
id = { type = 30151 id = 87 }
name = "1-y Gvardyeiskiy korpus Dalnevostochnogo Poberezhya"
location = 1190
division = {
type = garrison
model = 6
id = { type = 30154 id = 466 }
name = "1-ya Dalnevostochnaya Gvard. Div. Beregovoy Oborony"
}
}
landunit = {
id = { type = 30151 id = 88 }
name = "2-y Gvardyeiskiy korpus Dalnevostochnogo Poberezhya"
location = 1195
division = {
type = garrison
model = 6
id = { type = 30154 id = 467 }
name = "2-ya Dalnevostochnaya Gvard. Div. Beregovoy Oborony"
}
}
landunit = {
id = { type = 30151 id = 89 }
name = "3-y Gvardyeiskiy korpus Dalnevostochnogo Poberezhya"
location = 1194
division = {
type = garrison
model = 6
id = { type = 30154 id = 468 }
name = "3-ya Dalnevostochnaya Gvard. Div. Beregovoy Oborony"
}
}
landunit = {
id = { type = 30151 id = 90 }
name = "1-ya Pogranichnaya"
location = 1167
division = {
type = garrison
model = 6
id = { type = 30154 id = 460 }
name = "1-ya Pogranichnaya Divizyia"
}
}
landunit = {
id = { type = 30151 id = 91 }
name = "2-ya Pogranichnaya"
location = 504
division = {
type = garrison
model = 6
id = { type = 30154 id = 461 }
name = "2-ya Pogranichnaya Divizyia"
}
}
landunit = {
id = { type = 30151 id = 92 }
name = "3-ya Pogranichnaya"
location = 1105
division = {
type = garrison
model = 6
id = { type = 30154 id = 462 }
name = "3-ya Pogranichnaya Divizyia"
}
}
landunit = {
id = { type = 30151 id = 93 }
name = "4-ya Pogranichnaya"
location = 1099
division = {
type = garrison
model = 6
id = { type = 30154 id = 463 }
name = "4-ya Pogranichnaya Divizyia"
}
}
landunit = {
id = { type = 30151 id = 94 }
name = "5-ya Pogranichnaya"
location = 711
division = {
type = garrison
model = 6
id = { type = 30154 id = 464 }
name = "5-ya Pogranichnaya Divizyia"
}
}
landunit = {
id = { type = 30151 id = 95 }
name = "6-ya Pogranichnaya"
location = 709
division = {
type = garrison
model = 6
id = { type = 30154 id = 465 }
name = "6-ya Pogranichnaya Divizyia"
}
}
landunit = {
id = { type = 30151 id = 96 }
name = "1-ya Obespecheniya"
location = 169
division = {
type = garrison
model = 6
id = { type = 30154 id = 456 }
name = "1-ya Diviziya Obespecheniya"
}
}
landunit = {
id = { type = 30151 id = 97 }
name = "2-ya Obespecheniya"
location = 173
division = {
type = garrison
model = 6
id = { type = 30154 id = 457 }
name = "2-ya Diviziya Obespecheniya"
}
}
landunit = {
id = { type = 30151 id = 98 }
name = "3-ya Obespecheniya"
location = 195
division = {
type = garrison
model = 6
id = { type = 30154 id = 458 }
name = "3-ya Diviziya Obespecheniya"
}
}
landunit = {
id = { type = 30151 id = 99 }
name = "4-ya Obespecheniya"
location = 163
division = {
type = garrison
model = 6
id = { type = 30154 id = 459 }
name = "4-ya Diviziya Obespecheniya"
}
}
landunit = {
id = { type = 30151 id = 100 }
name = "1-ya Beregovaya Okhrana"
location = 535
division = {
type = garrison
model = 6
id = { type = 30154 id = 449 }
name = "1-ya Divizyia Beregovoy Oborony"
}
}
landunit = {
id = { type = 30151 id = 101 }
name = "2-ya Beregovaya Okhrana"
location = 264
division = {
type = garrison
model = 6
id = { type = 30154 id = 450 }
name = "2-ya Divizyia Beregovoy Oborony"
}
}
landunit = {
id = { type = 30151 id = 102 }
name = "3-ya Beregovaya Okhrana"
location = 641
division = {
type = garrison
model = 6
id = { type = 30154 id = 451 }
name = "3-ya Divizyia Beregovoy Oborony"
}
}
landunit = {
id = { type = 30151 id = 103 }
name = "4-ya Beregovaya Okhrana"
location = 268
division = {
type = garrison
model = 6
id = { type = 30154 id = 452 }
name = "4-ya Divizyia Beregovoy Oborony"
}
}
landunit = {
id = { type = 30151 id = 104 }
name = "5-ya Beregovaya Okhrana"
location = 184
division = {
type = garrison
model = 6
id = { type = 30154 id = 453 }
name = "5-ya Divizyia Beregovoy Oborony"
}
}
landunit = {
id = { type = 30151 id = 105 }
name = "6-ya Beregovaya Okhrana"
location = 542
division = {
type = garrison
model = 6
id = { type = 30154 id = 454 }
name = "6-ya Divizyia Beregovoy Oborony"
}
}
landunit = {
id = { type = 30151 id = 106 }
name = "7-ya Beregovaya Okhrana"
location = 270
division = {
type = garrison
model = 6
id = { type = 30154 id = 455 }
name = "7-ya Divizyia Beregovoy Oborony"
}
}
landunit = {
id = { type = 30151 id = 107 }
name = "4-y Gvardyeiskiy korpus Dalnevostochnogo Poberezhya"
location = 1189
division = {
type = garrison
model = 6
id = { type = 30154 id = 469 }
name = "4-ya Dalnevostochnaya Gvard. Div. Beregovoy Oborony"

and add to the Soviet Black Sea Fleet BB "Novorossiysk" (ex Italian battleship Giulio Cesare)
Giulio Cesare
 
Judging from what most of DH fans here think about AoD... i'm being skeptical about that new game...
I rarely see negative comments about AoD though. And wasn't bad, but it could be better.
As far as new game concerned, I think a game with an engine specifically polished for Cold War would do a better job at portraying cold war than any mod possibly could.
NWO would be great as a part of 1914-1964 (AAR-KR/DH-NWO) game though.
 
Just a quick suggestion:

I started playing a 1914 scenario with the intention to follow playing past WW2, when I found out that it forces a game end on 1921! Can't that be bypassed on a next release? Pretty please?

EDIT: Just found out how to bypass it. Now I'm almost on 1930 but there don't seem to be many events around. I think it would be cool to have the possibility to play continuously from 1914 to 1964, like the previous post says.
 
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I should be replying more often to the posts because nowadays unanswered ones span for several pages and I may be a bit lost when trying to go through them. :) Of course I'm more concerned about actually fixing bugs rather than debating them endlessly but since most of them cannot be fixed on the go, a smallest of comment won't hurt ;)

Playing with Cuba and it's enjoyable. I just think some events and such could be added to make it more enjoyable! After all Cuba did have a big impact on the Cold War, especially in the Americas.
(...)

Thanks! I'm a bit worried if Castro indeed is able to win the Revolution now but anyway it won't be hard to change in the future and test using 1953 or 1956 scenario. Your points also made me eventually split a lengthy "todo" list and branch out a new "suggestions" list with less urgent yet interesting potential additions. :)

I noticed in the 1956 scenario that the GDR isn't a puppet or allied to the Soviet Union.

To be corrected when 1953 and 1956 are supported, i.e. 1.9.x version

New version, yay! Maybe it'll convince me into playing DH Full again instead of KR. There's one condition though. Well, two:
- is Soviet Union still forced to release all the european countries as puppets?
- is the problem with Madagascar/Greece/whatever forcing whole alliance into peace solved?

From what I observe myself (correct me?) the force peace error is solved and doesn't resurface anyhow. As for the first thing, this and a couple of other events are still straightjacketed to provide only one option. It's not a design decision, rather a quick job of writing events, in this specific case I'll try to change it for the next version. But there are more such events that could use some alt-history options but they'll need to wait for some thorough review in late 1.9.x, early 2.0.x versions.

Please don't forget my report from page 39, especially regarding the wrong military access code in 1950 scenario, USA troops in Korea and Germany still get redeployed back to the States.

1945 scenario:

When Dutch East Indies goes to war, USA has event about maintaining peace in Europe and enters alliance with DEI.

Yeah, I changed that. Troops in Korea won't appear anymore, they're not really compatible with how Korean war is solved. The second thing you reported is far more puzzling, it seems that I didn't take that into account when designing my cold_war_alliances events. An important report, thanks!

Just to inform everybody that new version is released :)

Two minor things : Stalin is chief of staff for Soviets in 1956 setup. It should be Sokolovsky. And "End of UN Boycott" decision has broken decision picture.

http://en.wikipedia.org/wiki/Vasily_Sokolovsky

Thanks, added to the todo list :)
 
Bizon
why you didn't delete inactive ministers from soviet.csv?
and didn't add some new

and some mistakes in Soviet goverment in 1945 scenario:

1) Head of Goverment must be Kalinin
2) Head of Intelligence Fedor F. Kuznetsov

As for the ministers I indeed didn't delete them, just changed their deathdates. Frankly, to my knowledge they shouldn't appear in new scenarios starting after their deathdates but due to some problems in DH 1.02 I think they sometimes do (is it the problem with young Stalin appearing or not?) IIRC, the problem is acknowledged and to be fixed in 1.03 so I thought we can wait a bit more ;) Installing the mod still doesn't rule out playing pre-1945 scenarios or even 1914 one so I cannot really delete any character because someone may play a WW2 scenario and need those persons.

As for Kalinin as the HoG, I'm not sure. Generally, communist countries follow my own set of rules but it's not that complicated. In NWO, HoS is represented by the general secretary of the communist party (which predominantly meant person no 1) while HoG is represented by the prime minister (as it should be). Sometimes I make exceptions, especially when a general secretary is already the prime minister (therefore he fills in a HoG spot) and there's some titular head of state to push into game's HoS position (a president, chairman of the council of state or whatnot).

Kalinin was the chairman of Supreme Soviet so, if I'm not wrong, the Soviet parliament. In 1945 USSR had Council of People's Commissars as its government and the chairman (= PM) was noone else than Stalin. So I put him both as HoS (general secretary and the most powerful person) and HoG (factual head of government). I consistently put chairmen of People's Commissars as HoGs until 1964.

Because there is neither a clear-cut policy of dealing with communist countries leaders in my mod as there wasn't one in HoI2, if you'll really insist on Kalinin, I may put him back, it's just an academic talk on my part ;)

Also, I promise to go through all of your posts tomorrow, that's a lot of things to include, thanks a lot already!

Maybe you should make events that will improve soviet relations with the arab, they were close during cold war,

In all fairness, I leave tinkering with diplo relations to future versions because it doesn't have that much influence over the game but the point was noted.

Has anyone else experienced a USA that promptly nukes Indonesia within a few days of the game start which basically causes the Indonesians to be annexed? Oh and it seems like if war between the Soviets and USA occurs due to the Berlin Blockade, the war goes nowhere besides the initial nuke fest. The puppets of the Soviet Union don't join so basically almost no European battles occur except for the usual US naval invasions that later get crushed.

The crusade on Indonesia will be solved in the next version :) As for the nukefests, reported here or there, I'm afraid I won't be able to solve it completely, because it's rather an engine-related thing. But I'll see what I can do in 1.9.x. As for the passive European countries, yeah I'll be looking for ways to solve it when dealing with WW3.

So what year do you plan on ending the events etc. for NWO2 in its final release? 1970 like the game end date is? Or will there be a separate NWO3 that covers post-1970?

1964 and for some foreseeable future I'll be rather perfecting what fits into this timeline already. Unless someone offers their helping hand to help fill in the mod's database up to later dates :)

Oh, the USA is very trigger happy. In a trial run, they nuked Germany twice, Japan thrice, Israel thrice, and then our loving Indonesia... At this rate, WWIII just might not be MAD. Only if because the USA doesn't have enough nukes to cause MAD, xD.

Poor Indonesia!

I love to play with NWO very good work:) Iplay Israel in the 1950 scenario and i see Syria has no port and air base and Jordan has no airbase. how to change that?

Look into Mods\New World Order 2\scenarios\1950\bases.inc file. If you know id numbers of provinces that you want your bases in (you can get them e.g. by using a "showid" cheat) you can easily edit them in.
 
Good to see you back. I do noticed a couple of things in the new release:
-I dont know if this already is implemented, but the Saar does not get annexed by West Germany in 1957.
-If the Hungarian Revolution starts, the government changes to LWR, but if I decide to back down, the government stays LWF, even after the change of government. Shouldn't the government change to Leninist, since that would be more accurate.
-Maybe events could be created(decision based, perhaps?)for the Soviet Union and Warsaw pact states to military intervene in the revolution.
-If the revolution succeeds, maybe other nations should have the possibility to revolt, especially if Hungary turns neutral like Yugoslavia. Other Eastern Bloc states should get a massive hit in dissent, and/or maybe events for the other states to become neutral, and ofcourse events if the Soviet Union decides to intervene.
-In my games no Polish uprising or a decision to change the communist leadership fires. Should this be?

The above is what I encountered during a few games I've played.

1. I surely added that "inherit" command to the Saarland event, at last :p But I'll check it!
2. Yeah, it should. Generally, I should introduce a couple of more commands to make post-1953/1956 governments leninist rather than staunchly stalinist.
3. USSR alone is powerful enough to crush Hungarians and the event already is in, doesn't it work?
4. Yes, I have such a plan :) There'll be flags to mark Soviet influence over Eastern Europe and in case of both rebellious actions of communist countries and passive stance of USSR, the bloc will have a chance to dissolve (puppets will be released, later Warsaw Pact will be dismantled and even countries may switch to democratic govt). It's doable but not too easy so that won't be coming in the next couple of versions :)
5. Which uprising do you mean? If Warsaw Uprising, then it will be included in 1.9.x.

I made improved version of the Soviet pack to post-war mods based on DH (including for NWO 2)

1) added new ministers, generals and design bureaus
2) removed almost all of the inactive ministers and generals (killed in the Great Patriotic war (WWII) or repressed) to October 1945
3) right start сabinets of ministers for the Soviet Union in 1945, 50, 53 and 56 scenarios
4) remaked event "Death of Stalin" and "Execution of Beria"
5) rename Soviet carrier in 1945-scenario

download

Big thanks and great attention to detail. :) As for removing ministers, see my comment above but your work will be included anyway, I'll just edit deathdates.

I've been contemplating about a few events that should be included and ocurred during the time period this mod covers. I think you should look at:
-Sino-Indian war in 1962.
-Transfer of Dutch New Guinea to Indonesia, maybe even escalating in a full scale war between Netherlands and Dutch New Guinea vs Indonesia, as the Dutch wanted to transfer power to the locals?
-The Border campaign 1956-62. I've already mentioned this, but this an important event as this is the point from which the IRA radicalizes, the start of the terror campaigns and the presence of the British Army in Northern Ireland.
-French Indochina war.

1. At some point, by all means, yes :)
2. It's already in, even if IIRC without any serious repercussions
3. This doesn't look that tasty as a prospect for Sino-Indian full-scale conflict but I remember you mentioning it so I'll give it a thought :)
4. Just as the Border Campaign - hard to simulate in any other way than giving some dissent - due to strategic level of detail of the map. But even such simple events should be included, agreed.

Bizon, you have to get into Beta phase before this does! ;)

http://forum.paradoxplaza.com/forum/showthread.php?617940-East-vs.-West-A-Hearts-of-Iron-Game!

I wonder what ideas they're going to use that will be similar to what you did.

Hehe, I know, I know. I'm very curious how it turns out. Just curious, because a) I can count on my fingers hours played in HoI3, I was mightily disappointed and really can't get into any Clausewitz game as I did in previous titles; b) development of AoD ended a bit early for my taste so I'm not sure if the game is able to mature enough after release to have good mods, be reasonably patched up, etc. But I hope for the good, why not have some competition :p

And a beta phase nominally should begin with 1.9.x, if my schedule doesn't change, within a month. I really doesn't have anything big still to do within 1.8.x roadmap phase, other than various fixes and finally balancing and solving Korean War which for most of you really became a forgotten conflict in the mod ;) I spent whole evening for just this and it looks a lot better now!

As a side note, I found two issues with the last version:
- when UN votes for intevention in Korean War, the event text says about Hungarian Revolution; it's only a problem with the description, the correct event is fired anyway;
- in 1950 scenario there's a peculiar pattern of NATO countries leaving the alliance first, then after a week or two rejoining it. It's quite mysterious, I'll be looking for a solution :)
 
:) I was too much bogged down in Korea to give it enough thought and I forgot that the events are persistent and they wouldn't show up in the log. Bingo!
 
Just won the Korean War as the Nationalists, I actually wasn't expecting to, ha.

I was greatly outnumbered, and was expecting to end in stalemate or end up with myself withdrawing to the fortifications in Busan, but those TAC bombers from NATO turned the tide of the war, far greater than I expected. First, I set all of my Fighters on Patrol in the North, while simultaniously destroying the enemy airfields. Now, no more enemy planes to deal with, and the fun begins. I then destroyed all of the IC in North Korea with the bombers, than all of the infrastructure. I then put the four bombers in permanent Strategic Bombardment roles in the North to prevent IC from ever coming back.

During the bombing process, if the North decides to assault (they will), simply bring all of your troops but 3 to the province they're assaulting for an insta-win (or, simply counter-attack a province and the enemy will lay off and move their troops).

With the Koreans at zero IC, I began conducting suicide assaults with my vastly smaller army and, about five assaults later, was able to breakthrough since the North was unable to resupply any troops or Reinforce anybody. So, being outnumbered four to one, I eventually encircled and destroyed their 90-ish divisions.

I ended up going through almost all of my manpower in the process, however, and had to take the 30 dissent hit by going into a Total Mobilization. Yet, by November 1951, I did what the Americans couldn't do in a third of the time and broke through completely.

With this strategy, it seems almost impossible to loose.
 
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North Korea should get some offmap IC from China in that case TJ. I doubt China would've let them be bombed to death and have no IC/supplies. The foreign policy at the time felt Korean intervention was just another excuse by the USA to attack China. A recently released documentary on the cold war (by CCTV) says the main reason the central government accepted the armistice treaty (instead of slogging it out) was that they feared the USA would use nukes to resolve the stalemate otherwise. I dunno about the validity of this claim.

Although, South Korea shouldn't be outnumbered 4:1 in terms of power.
 
I dont know maybe someone already reported this bug, but I played as USSR from 1942 campaing and after WW 2 was ended in Europe British CommonWealth in India turned into Algeria and when India broke out from in and conquer all it's home territories, India still at war with Algeria (because Algeria has its home territory in Africa). And there is something else, in my game Red Army manage to reach Paris and other liberate other european countries across europe, Western Allies Liberate Spain, Portugal, Norway, Netherlands, small piece of Germany (actually I guess it is Rur area) and small piece of north France where Brest is located. So when the war was over it liberation event fired, everything was ok exept that USA contine to occupy small piece of France territory, while Soviet Union create Communist France. I expected that americans would liberate democrtatc France with a capital in Brest, that didnt happened, the irony is that when USA manage during war capture one Belgian province from germans (the rest of Belgium was already under my control) USA created Belgium, and actually I was surprised when this small Belgium decided to unite with my communist Belgium.
 
Wow. While sounding improbable there's indeed such a bug; German surrender event chain has an event that if USSR occupies most of metropolitan France, Free France may choose to unite with the Thorez's leadership or fragment into different countries. There is an "command = { trigger = { exists = U02 } type = inherit which = U02 } # We consolidate our colonies" entry, which means that the British Raj is inherited by France and then the resulting country transforms into Algeria.:eek: That clearly was meant to be U01, not U02. :)

EDIT: Fixed!