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That´s not suprising - after all this event would only fire if Germany ahistorially successfully invaded England and won the war against England *before the USA join the war* AND ahistorically invaded and annexed Switzerland. Only few people play that way.
:D

So what happens if England is not occupied and USA is not in the war ,Vichy is set up and as Human Playing Germany You DOW Swiss?Will the cut up of Switzerland still happen?

In the events comments it´s mentioned that Yogi would continue scripting "soon"?
Chuckle well that was about 2004 i guess he moved on to Hoi2:eek:

Dr
 
:D

So what happens if England is not occupied and USA is not in the war ,Vichy is set up and as Human Playing Germany You DOW Swiss?Will the cut up of Switzerland still happen?
...

No. The trigger of the event has "event 5107" as condition. And event 5107 is that England has been defeated by Germany with one of the 3 events in the neworder west file.
 
No. The trigger of the event has "event 5107" as condition. And event 5107 is that England has been defeated by Germany with one of the 3 events in the neworder west file.
Ok thanks for answering my question.:cool:

So what next?Quite a bit of tweaking for this one its like opening a can of worms:eek:

Question of all the many suggestions and bugs to be tweaked etc that you have recommended ,is there anything i have forgotten or missed that you can think of?I think i am up to date except for the stuff we are currently still discussing at Stony?

:doc:
 
Ok thanks for answering my question.:cool:

So what next?Quite a bit of tweaking for this one its like opening a can of worms:eek:

Question of all the many suggestions and bugs to be tweaked etc that you have recommended ,is there anything i have forgotten or missed that you can think of?I think i am up to date except for the stuff we are currently still discussing at Stony?

:doc:

Updated post 1699.

The start date currently is 01.01.1936
For the trigger as it is to fire Germany needs to have invaded England, occupied at least London and annexed Switzerland - all before the USA join the war.

How fast can even a good player achieve that?
I suggest to move the startdate a bit later, e.g. 1937 to save CPU usage needlessly checking the trigger.

Edit: Did you remember the change in the hungarian event chain here?
http://www.stonyroad.de/forum/showpost.php?p=160295&postcount=20
 
Last edited:
Updated post 1699.

The start date currently is 01.01.1936
For the trigger as it is to fire Germany needs to have invaded England, occupied at least London and annexed Switzerland - all before the USA join the war.

How fast can even a good player achieve that?
I suggest to move the startdate a bit later, e.g. 1937 to save CPU usage needlessly checking the trigger.

Edit: Did you remember the change in the hungarian event chain here?
http://www.stonyroad.de/forum/showpost.php?p=160295&postcount=20
Cool thanks.I have posted question at Hungarian thread .
I have all Denmark iceland tweaks,Vichy and Hungarian Tweaks all added loading ok.

Dr
 
Finland.inc

In my current game Finland knows the "Coast defence Battleship" technology twice.

File Finland.inc in the scenario/1936 folder.
My version is 16.11.2004

Coast defence battleship is tech 6207 and in that file I find it once under "techapps" and a second time under "#Naval tech".

If my version is the current version then one of the 6207 should be deleted.

Code:
# C.O.R.E. v0.6 verified

country = { 
	tag = FIN
	alignment = { x = 0 y = -20 }
	ai = "core_FIN_36.ai"
	# Resource Reserves
	coal	=	5000   steel	=	5000	rubber =	2000	oil =	2000	supplies =	2000
	capital = 706
	manpower = 20

	techlevels = { 1000 1100 1200 2000 3000 3100 4000 4100 4200 4300 5000 6000 6100 6200  9000
			10000 11000 11100 11200 11300 12000 13000 13100 14000 }

	techapps = {
	 	3002 3005 3101 3001 3003 3004 3006 3007
	 	4001 4101 4102 4201 4202 4203 4204 4301 4302 4303 
		5006 5007 5008 5009 5010 5011 5012 5013 5014 5015
		6013 6014 6014 6015 6016 6017 6018 6019 6020 6021
		6025 6026 6027 6028 6029 6030 6034 6035 6036 6037
		6038 6114 6207
		13008 13010 13106
	 	11001 11003 11004 11102 11104 11201 11204 11301 11303 11002 11505
		12001  
		# Naval techapps added by Semi-Lobster also added six thousand two hundred techlevel
		13007 13019 13108 13213

# Infantry
1001 1002 1003 1004 1201 1204 1975 
1104 1107
1401 1205 1206 1207 1208

# Air tech tree (Copper)
9007 14995 # Bomb and 7,62mm gun

# Artillery Tech
14001 14050 14003 14051 14052 14053 14054 14055 14010 14107 14995 14056 # Great War Techs
14250 14251 14252 14253 14254 # Naval artillery tech

# Naval Tech
6013 6014 6015 6016 6017 6018 6019 6020 6025 6026 6027 6029 6030 6031 6032 6033 6034 6036 6037 6116 6121 [color=red]6207[/color] 6307 6308
	}
...
 
In my current game Finland knows the "Coast defence Battleship" technology twice.

File Finland.inc in the scenario/1936 folder.
My version is 16.11.2004

Coast defence battleship is tech 6207 and in that file I find it once under "techapps" and a second time under "#Naval tech".

If my version is the current version then one of the 6207 should be deleted.
Yes your version is the current one.Well spotted CD.

Do you know if there is same problem with FIN 39 inc?

Dr
 
Yes your version is the current one.Well spotted CD.

That was easy to find. I played a game as Finland and wanted to share research with some of my future allies. Then I noticed that I could share Coastal Battleships twice. Never trust those Fins - first they rip off german taxpayers with Nokia receiving subsidies for having production in Germany (and then closing those german factories) and then they try to sell their Battleships twice. Next they try to sell the Golden Gate bridge... :rolleyes:

Do you know if there is same problem with FIN 39 inc?
Dr

I looked at the 1939 file but there tech 6207 is only once as it should be.
 
That was easy to find. I played a game as Finland and wanted to share research with some of my future allies. Then I noticed that I could share Coastal Battleships twice. Never trust those Fins - first they rip off german taxpayers with Nokia receiving subsidies for having production in Germany (and then closing those german factories) and then they try to sell their Battleships twice. Next they try to sell the Golden Gate bridge... :rolleyes:
:rofl:Chuckle slippery Finn's like on a fish, so well named;)

I looked at the 1939 file but there tech 6207 is only once as it should be.
cool thanks.

I will tweak the FIN 36 OOB and also add it when i upload the Jap events Australian trade tweak.

Dr
 
Event GER 2000

In the Rhineland-Event I noticed that the OK button does not simply display OK as in other events, but
"CEVTACTA_OK"
Code:
action_a = {
		name = [color=red]CEVTACTA_[/color]OK

I assume it´s a copy error as events which have a description in the text.csv are named CEVTACTA_something but for OK simply OK is OK. :p
 
In the Rhineland-Event I noticed that the OK button does not simply display OK as in other events, but
"CEVTACTA_OK"
Code:
action_a = {
		name = [color=red]CEVTACTA_[/color]OK

I assume it´s a copy error as events which have a description in the text.csv are named CEVTACTA_something but for OK simply OK is OK. :p

I have already fixed that?It is marked in the file and post..

# event 2000 Rhineland Ok error Fixed
in the current..
New Hoi1 CORE German Events Tweaks v.5
http://www.stonyroad.de/forum/showpost.php?p=156835&postcount=41

You must have an earlier German event pack?

Dr
 
File swapped

Right, I still had V4. Downloaded V5 right now. What is the invisible file thumbs.db in the download and where does it belong?
Weird!.I have no idea why its there ,it is not needed?
Its not in my master file ,but it is in the downloaded.rar from the site.

I have just remade the pack and will swap the down load right now.

Dr

New Hoi1 CORE German Events Tweaks v.5
http://www.stonyroad.de/forum/showpost.php?p=156835&postcount=41

OK i have just swapped the pack and downloaded it myself all is fine NOW.
I noticed a difference in the packs though the first packs had no mod-CORE folder just the scenario folder.

Sometimes with .rar's thumbs are made for some reason which i do not know ,i have noticed it in some older sprite packs of others ,but i have always never added them and everything always worked.
Perhaps i had renamed and old folder?

Thanks for spotting that as the pack was incorrectly built.
 
Another typo in text.csv?

Those medium artillery pieces inflict more punishment. No really they do. That´s why it´s emphasized by having it twice in the tech description :rolleyes:
But as "TECH_LEVEL_ARTILLERY_8" has the same text without twice the punishment I would say to delete the double punishment from 4 as well.

TECH_LEVEL_ARTILLERY_4_DESC;The artillery of the period can generally be said to have improved in two areas, caliber and ordinance equipment. While the calibers became larger allowing heavier projectiles to be fired longer distances inflicting more punishment, inflicting more punishment, ordinance equipment improved the targeting accuracy of the artillery as well as giving it new traits and abilities.;;;;;;;;;;X
 
Those medium artillery pieces inflict more punishment. No really they do. That´s why it´s emphasized by having it twice in the tech description :rolleyes:
:lol:
But as "TECH_LEVEL_ARTILLERY_8" has the same text without twice the punishment I would say to delete the double punishment from 4 as well.

Thanks CD Well spotted .
I have Tweaked the current file and made the correction and uploaded a new version of the text.csv.

UPDATED 10/10/09
New Hoi1 CORE text.csv v.10
http://www.stonyroad.de/forum/showpost.php?p=149598&postcount=6

Dr
 
Naval Tech

Just noticed that this technology grants +1 Air Defence and +1 Air Attack to the major ships.
Only to Carriers it grants +1 Air Attack twice... :confused:

As that does not make sense (if it would be really intended it would simply add +2 Air Attack in one command) I guess it should be +1 AD and +1 AA.

Code:
application = { # Basic Secondary Battery Director
			id = 6532
			name = CTECN_6532
			desc = CTECD_6532
			
			required = { 6515 6518 6531 }
			chance = 90
			cost = 2
			time = 180
			neg_offset = 20
			pos_offset = 40
			effects = {
				command = { type = naval_attack which = destroyer when = on_upgrade value = 1 }
				command = { type = air_attack which = destroyer when = on_upgrade value = 1 }
				command = { type = air_attack which = cruiser when = on_upgrade value = 1 }
				command = { type = air_defense which = cruiser when = on_upgrade value = 1 }
				command = { type = air_attack which = battleship when = on_upgrade value = 1 }
				command = { type = air_defense which = battleship when = on_upgrade value = 1 }
				command = { type = air_[color=red]attack[/color][color=yellow]defense[/color] which = carrier when = on_upgrade value = 1 }
				command = { type = air_attack which = carrier when = on_upgrade value = 1 }
			}
		}
 
Updated

Just noticed that this technology grants +1 Air Defence and +1 Air Attack to the major ships.
Only to Carriers it grants +1 Air Attack twice... :confused:

As that does not make sense (if it would be really intended it would simply add +2 Air Attack in one command) I guess it should be +1 AD and +1 AA.
Excellent CD,Well spotted indeed that is a really important fix needed ,that you have spotted,obviously an original oversight.

File fixed and added to Tech post....
New Hoi1 CORE naval_tech.txt pack v.1
http://www.stonyroad.de/forum/showpost.php?p=155255&postcount=27

Dr
 
Revolt.txt

In a game as Portugal I noticed that I could release *Republican Spain* from the start of the game with the single province Sao Thome (that island next to the spanish colony in the middle of Africa).

IMO Sao Thome should not be a core of Republican Spain. I guess someone mixed up the province number as 1121 is a spanish colony but 1122 is the portuguese island.

/db/revolt.txt

Code:
SPA = {
	date = { day = 1 month = january year = 1936 }
	expirydate = { day = 1 month = january year = 1960 }
	minimum = { 
# Main Spanish
		953 957 959 966 967 978 987 988 991 997 998 1000
# Ceuta
		1009 
# Spanish Colonies
 		1017 1018 1019 1020 1027 1121 [color=red]1122[/color] 
	}
	extra = { }
	capital = 957 # Burgos
	ai = "core_SPA.ai"
}
 
In a game as Portugal I noticed that I could release *Republican Spain* from the start of the game with the single province Sao Thome (that island next to the spanish colony in the middle of Africa).

IMO Sao Thome should not be a core of Republican Spain. I guess someone mixed up the province number as 1121 is a spanish colony but 1122 is the portuguese island.

/db/revolt.txt
Well spotted again CD.
That is a CORE original error i think.

It is in the SPA & SPR Revolt txt.I will remove both entries and replace current file.

No way should Sao Thome be a soanish claim its one of the oldest Portuguese colonies IIRC and was a Slave port.

Dr