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Pasha

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I like the sound of that! If I want to go back to regular tech team slots how would one do that ?

In the misc file. Just do a word search for "teams"

Code:
# Max active tech teams at a time (cannot be more then 50). Note: New Technology page layout will be auto-set for values above 5!
    7 #7 WIF
# Min active tech teams at a time (available teams regardless of current IC)
    2 #1
 

DrBob

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Thanks for combining the updates, nice work. I did take a little break from the game but I have started back up again. Dannyboy is working on the post WW2 stuff. I think it will be another week or two before that comes together.

How do the 10 research teams work with the ai countries? It might change what they research and i might have to adjust for that. Min. 3 works for smaller nations and might just help china out.
 

ama1997

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Hello. I have started a game with Germany, 1933 start. Currently January 1936.

All of a sudden I notice two weird issues:
1. I can't build BBs and CVs whereas other Countries can.
2. For some reason Ireland switched to being a puppet of UK, even with the change of flag, but no event of that sort happened. Even if I go on previous saves where I'm sure Ireland was on its own I now see it an UK puppet.

I think something's broken but I can't exactly pinpoint the issue. Any way to fix it without having to restart or should I reinstall the mod and start anew?
 

RealityGuy

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Hello. I have started a game with Germany, 1933 start. Currently January 1936.

All of a sudden I notice two weird issues:
1. I can't build BBs and CVs whereas other Countries can.
2. For some reason Ireland switched to being a puppet of UK, even with the change of flag, but no event of that sort happened. Even if I go on previous saves where I'm sure Ireland was on its own I now see it an UK puppet.

I think something's broken but I can't exactly pinpoint the issue. Any way to fix it without having to restart or should I reinstall the mod and start anew?

1. It is a naval agreement, and you should get an event to renounce it in 1938 or 1939, and from then on you will be able to build all ships.
2. It is the Ireland free state, and there will be new constitution adopted by Ireland, and they will declare full independence.
 

ama1997

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1. It is a naval agreement, and you should get an event to renounce it in 1938 or 1939, and from then on you will be able to build all ships.
2. It is the Ireland free state, and there will be new constitution adopted by Ireland, and they will declare full independence.

Hello! Thank you for your reply.

1. I guessed it was anaval agreement but I don't understand why other Nations like Britain can still build BBs and I can't. On the other hand I as Germany find myself disadvantaged. Let's take the example of the Bismarck which was laid down in late 1935. If I can't build bigger ships until 38-39 I can't have certain units the Kriegsmarine had by start of WWII.

2. I see. I think what made me "freak out" was the flag which is not correct afaik since even the Irish Free State used the Irish tricolor(?)
 

Pasha

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I play as Germany. Some 1200 money and 4000 supplies are in stockpile.

How much manpower do you have? I remember someone else having this problem, but it turned out they still had too much MP. Granted, the decision shouldn't even be selectable if you have too much MP.
 

DN AIDIT 66

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Sep 23, 2017
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Here is my first contribution to this mod.
It is the latest official version of the mod, with addons by DrBob, dannyboy2016 and commanderx included.
That means it has all the updates posted over time combined in one file, so you do not have to update it.

Extract to your mod folder and play

https://mega.nz/#!EWJXVayJ!Eh5MVQYEEfr2F53Wrji-qz4JjFx11iuwMIxyqPY76yw

I also made three changes of my own:
Added a darker colorscale, so it is more pleasant for eyes.
Pressing space pauses the game.
Maximum tech teams set to 10, minimum to 3.

That is just how I like to play the game.

Next up, I will start modding and adding suggestions I made in previous posts, and one of the priorities is to get rid of goddamn Greece and Cyprus abominations.


CdWGE3r.png
Thanks for your contribution, but can you provide different links? i tried to download it via Mega in its consider as a blob .Anytime its finished the download, its crash my Mozilla and therefore didn't finished the download.

Edit: So i tried to download it via MegaApps and its work in someway. But when i tried to paste all the folder inside the Rar file, it says that i would need to wait 12 hours to complete the process. i think the Mega link is still broken and i request for another links.
 
Last edited:

DN AIDIT 66

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Sep 23, 2017
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Thanks for your contribution, but can you provide different links? i tried to download it via Mega in its consider as a blob .Anytime its finished the download, its crash my Mozilla and therefore didn't finished the download.

Edit: So i tried to download it via MegaApps and its work in someway. But when i tried to paste all the folder inside the Rar file, it says that i would need to wait 12 hours to complete the process. i think the Mega link is still broken and i request for another links.
Here is the situation btw.
 

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Policy effects for democratic (MODIFIER_DOW_DISSENT_COST, MODIFIER_COUNTERINTELLIGENCE), and interventionism (MODIFIER_DOW_DISSENT_COST) are broken. Decimal points have been incorrectly shifted, probably due to someone using excel or something. It's a pretty long-standing bug; I'm surprised it's still here.

There is an issue with the block_demobilization flag for players in a bunch of of NWO starts; it prevents tags from demobilizing, but the only way to clear them is through being an AI, meaning that a player will never be able to demobilize in certain starts.

This is a vanilla issue, but the light infantry doctrine tree is unable to unlock HQ 5 (1946). Tech 6490 should be changed to unlock the HQ model, as this is probably a mix-up from how the light infantry doctrine weirdly mixes into the NATO post-war tree.

I don't plan on directly posting any fixes- at least not without something like a git repoitory, but hopefully @RealityGuy could be kind enough to look at them?
 
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RealityGuy

Marshall
Jan 12, 2013
912
208
www.youtube.com
Policy effects for democratic (MODIFIER_DOW_DISSENT_COST, MODIFIER_COUNTERINTELLIGENCE), and interventionism (MODIFIER_DOW_DISSENT_COST) are broken. Decimal points have been incorrectly shifted, probably due to someone using excel or something. It's a pretty long-standing bug; I'm surprised it's still here.

There is an issue with the block_demobilization flag for players in a bunch of of NWO starts; it prevents tags from demobilizing, but the only way to clear them is through being an AI, meaning that a player will never be able to demobilize in certain starts.

This is a vanilla issue, but the light infantry doctrine tree is unable to unlock HQ 5 (1946). Tech 6490 should be changed to unlock the HQ model, as this is probably a mix-up from how the light infantry doctrine weirdly mixes into the NATO post-war tree.

I don't plan on directly posting any fixes- at least not without something like a git repoitory, but hopefully @RealityGuy could be kind enough to look at them?

Hey, thanks for the feedback. I think @DrBob is a better choice for these fixes than me.