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@Ofaloaf:

Remember you have more files to reckon with:

You have the d_01.txt file.... db/units/divisions/d_01.txt... which you have

You have the division_types.txt file in db/units.. where you add d_01 as a new type, just like the others.. I suggest copying and pasting a similar unit to the one you want to have.

You then have to do the counter_strip for the new unit, AND for any counters you do not use, add references to these counters.

You then have to add the d_01 unit statistics to the mods.csv file in the config folder.

If the game says the unit is unknown, then I'd guess you haven't done the config folder...??
 
mods.csv is the NAME_UNIT, SNAME_UNIT, and so forth stuff, right? I've certainly added that in there. Likewise I have placeholder d_02 through d_05 in division_types.txt, and 5 new counters added the counter_strip file. The ill_div and model pictures have likewise been added, probably correctly since I've successfully done that sort of thing before.

The relevant part of mods.csv reads
Code:
MODEL_41_0;Early Zeppelin;;;;;;;;;;X
NAME_ZEPPELIN;Zeppelin;;;;;;;;;;X
SNAME_ZEPPELIN;Zeppelin;;;;;;;;;;X
SDESC_ZEPPELIN;Armed Zeppelin;;;;;;;;;;X
LDESC_ZEPPELIN;Crimson Skies has 'em.;;;;;;;;;;X

division_types.txt at the bottom has
Code:
d_01 = {
	#ID			41
	type		= d_01
	name		= NAME_ZEPPELIN
	short_name	= SNAME_ZEPPELIN
	desc		= LDESC_ZEPPELIN
	short_desc	= SDESC_ZEPPELIN
	eyr			= 4
	sprite		= bomber
	transmute	= tactical_bomber
	gfx_prio	= 7
	d_01            = yes	
	value		= 2.0
	list_prio	= 70
}

d_02 = {	# Reserved
	#ID			42
	list_prio	= -1
}

d_03 = {	# Reserved
	#ID			43
	list_prio	= -1
}

d_04 = {	# Reserved
	#ID			44
	list_prio	= -1
}

d_05 = {	# Reserved
	#ID			45
	list_prio	= -1
}

counter_strip is the hoi_counter_strip.bmp file in gfx/map, right? It's now 1472x34x8 and has 5 extra counters in it. Where do I need to reference that, now?


edit: changed 'strategic_bomber = yes' in d_01.txt to 'd_01 = yes' and it still crashed.
 
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OK, good.

In the d_01.txt file, set the upgrade_time_factor and upgrade_cost_factor to 0.00, as you are not upgrading the unit. It is a one-off?


Also, in the d_01.txt file, remove the strategic_bomber = yes, as you cannot have 2 references to a type... (strat_bomber). The strategic_bomber entry will already have this claimed for itself, so you cannot claim it as well.

Just make sure you have the unit as an air unit and not a naval unit.. just check. As, if the game thinks your aircraft is something naval, it will give you the error you got?

Check everything again and again.

Check the eyr is right etc etc.

ALSO... have you entered the unit in the tech files?

EDIT: Open up the file that has the strategic_bomber... probably air... and just add your unit in exactly the same way.

EDIT 2; also, the counter_strip........... Number from 0, your d_01 counter should be 41. Looks like you have it right?

EDIT 3; I don't think I would have d_01 = yes, as you may be tempting fate there?

EDIT 4; DID YOU add in empty files for d_02... d_05 in the divisions folder... not empty... exactly like the reserved ones for DH?
 
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I directly copied the strategic_bomber files and just fiddled with the numbers a bit, so I don't think there's any reason why it should be considered a naval unit by any part of the game. The unit's enabled when early bombers are researched, as
Code:
  # Early Bomber
  application =
  { id        = 4130
    name      = TECH_APP_AIRCRAFT_13_NAME

    position  = { x = 338 y = 96 }
	picture   = "4130"
    year      = 1932
    # Early Short-Range Bomber Engine
    component = { id = 4131 name = TECH_CMP_AIRCRAFT_13_1_NAME type = bomber_design difficulty = 8 double_time = yes }
    # Early Bomber Airframe
    component = { id = 4132 name = TECH_CMP_AIRCRAFT_13_2_NAME type = aeronautics difficulty = 8 }
    # Internal Bomb Loads
    component = { id = 4133 name = TECH_CMP_AIRCRAFT_13_3_NAME type = technical_efficiency difficulty = 8 }
    # Improved Radio Navigation
    component = { id = 4134 name = TECH_CMP_AIRCRAFT_13_4_NAME type = munitions difficulty = 8 }
    # Early Bomber Prototype Tests
    component = { id = 4135 name = TECH_CMP_AIRCRAFT_13_5_NAME type = aircraft_testing difficulty = 8 double_time = yes }
    required  = { 4120 }
    effects =
    { command = { type = new_model which = tactical_bomber value = 5 }
      command = { type = scrap_model which = tactical_bomber value = 4 }
    { command = { type = new_model which = d_01 value = 0 }
    }
  }

What does the 'eyr' line do, anyways?

Imgur upload of a .png resave of hoi_counter_strip.bmp as I've currently got it.
 
You have to activate the unit first...

effects =
{ command = { type = activate_unit_type which = strategic_bomber }
command = { type = new_model which = strategic_bomber value = 0 }
}

The on the next panel, you do this:

effects =
{ command = { type = new_model which = strategic_bomber value = 1 }
command = { type = scrap_model which = strategic_bomber value = 0 }
}

Substitute d_01 where necessary.

EDIT: In your case, as you are not researching an improved unit, you just activate it.. you just use the top 2 lines, and not the bottom 2.
 
Ah, it works!

f784a.jpg

Also, switching the 'type = d_01' entry in division_types.txt back to 'type = strategic_bomber' seems to have helped, as it hasn't crashed now.
 
I tried to follow this tutorial to make a new aerial unit, but when I tried to start up a game DH crashed and savedebug.txt read
Code:
d_01 ('db\units\divisions\d_01.txt'):	ERROR : (Unknown Type in NavalDivision) 'surfacedefence = 8' Line = 16 file = Mods\scarlet atmospheres\db\units\divisions\d_01.txt
at the tail end of its report-- d_01 being the unit I modded in.

The problem is in division_types.txt. d_01 type is wrong (you have it set as one of the naval unit types while you want to use it for an air unit).
 
Most appreciated. One more question-- if I want to add in custom unit names for the new unit like
Code:
U64;d_01;USS Akron II
where do I add it in the unit name list? Should the d_01 entries go in at the bottom of all U64 entries in the file? Does it even matter?
 
Most appreciated. One more question-- if I want to add in custom unit names for the new unit like
Code:
U64;d_01;USS Akron II
where do I add it in the unit name list? Should the d_01 entries go in at the bottom of all U64 entries in the file? Does it even matter?

I would suggest you start to use a separate file for your new units. I use the mods.csv file in the config folder.

NAME_WARLORD_INFANTRY;Warlord Infantry;;;;;;;;;;X
SNAME_WARLORD_INFANTRY;Warlord Inf.;;;;;;;;;;X
LDESC_WARLORD_INFANTRY;;;;;;;;;;;X
SDESC_WARLORD_INFANTRY;Warlord Infantry;;;;;;;;;;X

You use the SNAME to give your unit the name it has in the production view area. In the example above, Warlord Inf. is what would be showing there.
 
Most appreciated. One more question-- if I want to add in custom unit names for the new unit like
Code:
U64;d_01;USS Akron II
where do I add it in the unit name list? Should the d_01 entries go in at the bottom of all U64 entries in the file? Does it even matter?

You can add these to any part of the unitnames.csv file (it is not ordered). I would recommend you to use notepad++ while editing that one.

d_01 won't work, you should use the unit ID instead (41 in your case):
Code:
U64;41;USS Akron II
 
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Also, when creating a new unit remember this.

If you are creating for example, another naval unit. Remember to add entries into the naval doctrines techs that increase naval positioning as new tech are researched. Otherwise as the years go on you will have a new unit that doesnt benefit from new doctrine techs.


For example this sort of command-

command = { type = max_positioning which = carrier value = 0.3 } #where 'carrier' is your new unit.



Someone sticky this thread.
 
Another tip Ive just found out.

If you create a new brigade or division, make sure to add these to the brigade_modifiers or modifiers csv.

You have to add, for example, b_01 to the list of units at the top of the file AND add extra 0; to each entry. As this guide recommends adding units in blocks of 5 (even if they are not active) add 5 0; entries to each line.

If you do not do this, all existing modifiers will be thrown out of synch. I had a heavy armour brigade getting a +5 bonus to shore attacks! before I made the additions I have listed here.
 
Good Points there HMS Enterprize, and thanks for the reminders.

I'm just reading over what you have said and they are a timely reminder, as I just have a couple of more steps to do for 55 new units, hopefully?
 
I've amended the Tutorial to indicate that guys need to also adjust the tech_doctrines files for any new units they may have created.

Thanks again to HMS Enterprise.

I've just done the naval_doctrines for my new naval units, and there are quite a few entries to be made in just that one file...
 
Good Points there HMS Enterprize, and thanks for the reminders.

I'm just reading over what you have said and they are a timely reminder, as I just have a couple of more steps to do for 55 new units, hopefully?


55?!?! What on earth are you adding? Ive only come up with a few new division & brigade types...


ALSO: Edit any tech (typically industry) that reduce build times.
 
55?!?! What on earth are you adding? Ive only come up with a few new division & brigade types...
ALSO: Edit any tech (typically industry) that reduce build times.

I'm adding:

UNITS BRIGADE MODEL
d01 Super Garrison brigade BRIGADE 41
d02 Marine brigade BRIGADE 42
d03 para brigade BRIGADE 43
d04 transport for para brigade BRIGADE 44
d05 Carrier Strike Group 45
d06 Corvette 46
d07 PT boat BRIGADE 47
d08 SOV Rifle Division MECH 48
d09 SOV Tank Division 49
d10 LC/DD battle group 50
d11 BB/HC battle group 51
d12 SS Tank Division 52
d13 Massed Artillery 53
d14 SS PanzerGrenadier Division MECH 54
d15 Combined Arms Division 55
d16 US RANGER division DIVISION 56
d17 Cavalry Detachment BRIGADE 57
d18 SS Light Tank Brigade BRIGADE 58
d19 Colonial Infantry 59
d20 SOV Super Garrison Division 60
d21 SOV Penal Division 61
d22 SOV Guard MOT Division 62
d23 Socialist International Brigade BRIGADE 63
d24 ITA Blackshirt Division 64
d25 Socialist International Division 65
d26 SPA Falange Fascist Division 66
d27 Heavy Tank Division 67
d28 Siberian Ski Division 68
d29 SS Heavy Tank Division 69
d30 Warlord inf 70
d31 Warlord cav 71
d32 jungle inf 72
d33 desert inf 73
d34 Super Heavy tank 74
d35 SS super heavy tank 75
d36 LST (landing ship tank) DIV 76
d37 ART INF BRIGADE 77
d38 SP-ART BRIGADE 78
d39 RKT ART INF BRIGADE 79
d40 SP RKT ART BRIGADE 80
d41 AT INF BRIGADE 81
d42 TANK DEST BRIGADE 82
d43 ARM CAR BRIGADE 83
d44 SP ANTI AIR BRIGADE 84
d45 SUP HEAV ART BRIGADE 85
d46 Australian Z Special Force BRIGADE 86
d47 GER Afrika corp armour DIV 87
d48 Greek Sacred Band BRIGADE 88
d49 ITA Decima Flottiglia MAS BRIGADE 89
d50 JAP Teishin Shudan BRIGADE 90
d51 POL Osa-Kosa 30 BRIGADE 91
d52 SOV Spetsnaz GRU BRIGADE 92
d53 ENG SAS BRIGADE 93
d54 USA Office of Strategic Services (OSS) BRIGADE 94
d55 SP ROCKET ART DIVISION 95
d56 Afrika Corp MOT DIVISION 96
d57 Foreign Legion Spain BRIGADE 97
d58 Foreign Legion France BRIGADE 98
d59 Native infantry DIVISION 99
d60 Transport & DD DIVISION 100

Some around the late 30 and 40's are already brigades in the game, but here they are separate brigade units.

I've just spent all day doing 2 FILES.. naval and land doctrines, and added all the units in the correct place... My brain (what is left of it) is too numb to contemplate doing any more.. so I think I'll have a beer.. seeing that it is Christmas:)
 
^ You are creating a lot of repetative work with some of those.

For example, Im planning on doing an elite Mot Inf, Mech Inf & ARM divisions, then you can rename them by nation to be a SOV Guards or SS. Making a whole new SOV Guards Mech div and a whole new SS Mech div is unecessary work to me. Perhaps you have specific reasons for doing it this way but I cant think of any advantage to making them whole seperate units.

I was also toying with colonial & native infantry. Do you have a way to deploy colonial divs from start in colonies? At present, as UK, everything deploys to the Home Islands. Do you have a way around this?
 
^ You are creating a lot of repetative work with some of those.
For example, Im planning on doing an elite Mot Inf, Mech Inf & ARM divisions, then you can rename them by nation to be a SOV Guards or SS. Making a whole new SOV Guards Mech div and a whole new SS Mech div is unecessary work to me. Perhaps you have specific reasons for doing it this way but I cant think of any advantage to making them whole seperate units.
I was also toying with colonial & native infantry. Do you have a way to deploy colonial divs from start in colonies? At present, as UK, everything deploys to the Home Islands. Do you have a way around this?

Yeah, but GER SS Medium Tank division with its own SS insignia counter... looks great along with SOV Guard Medium Tank division with the communist star insignia.. repetition yes, but you have 99 extra unit possibilities, so why not?

Before I did the latest round of extra units for Homeland, I did a cavalry_detachment of 100 men and horses unit. If you go into the scenario INC files, you can place them in the colonial provinces and LOCK them, so they are always there, (looks better to have a busier map) or else they will be transported to wherever ENG is fighting. A small unit, so no strain in manpower etc.