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Burning

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You can use this thread to discuss general topics on AAR here.

What this thread is meant for:
* offers
* ideas
* suggestions
* discussions regarding gameplay

What this thread is NOT meant for:
* questions regarding technical issues
* questions regarding features of the mod ("I can't build 200 battleships as Weimar Germany, why?")
* balancing issues
* bug reports
* announcements

@Moderators: Could you please stick this posting? Thanks!
 
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Burning

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reserved for future use
 

Burning

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Does this mean the closing of the other, much larger thread, now that you've consolidated everything into three categories?
No, but it will should only be used, if things come up that are not bug reports, and don't fit in either category.
ie: Announcements, changelogs, new releases, ...

(btw: you are the first poster in this thread! hurray!) Who might be the first in tech support?
 

rwglaub

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Playing USA, never got into WWI. Had the force reduction anyway. Lost ten (I think) National Guard units even thought I hadn't been in the war. Event needs to check to see if the US ever got into the war. I didn't built any ground units.

I would have appreaciated a warning about losing air units; I wouldn't have built as many as I did. I don't appreciate wasting IC and manpower.

Didn't hurt the Navy. I was already getting rid of obsolete units and turning what I could into escorts.

Also, during the war Bulgaria loaned units to Germany. They never went back. I saw a lot of Bulgarian units in Weimar colors. They could have been used in Bulgaria which was getting the crap kicked out of it for some reason or another.
 
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makif130289

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Playing USA, never got into WWI. Had the force reduction anyway. Lost ten (I think) National Guard units even thought I hadn't been in the war. Event needs to check to see if the US ever got into the war. I didn't built any ground units.

I would have appreaciated a warning about losing air units; I wouldn't have built as many as I did. I don't appreciate wasting IC and manpower.

Didn't hurt the Navy. I was already getting rid of obsolete units and turning what I could into escorts.

Also, during the war Bulgaria loaned units to Germany. They never went back. I saw a lot of Bulgarian units in Weimar colors. They could have been used in Bulgaria which was getting the crap kicked out of it for some reason or another.

If you got events after the war, I guess they work as designed. One of the aim of this events must be to prevent unit spamming in Interwar period.
 

Bread8756

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My biggest issue with the mod. I wish that something told you how many units you're allowed to build, and if the units get destroyed I think the manpower should at least go back to the builder.

This is also my biggest problem with the mod.I was playing as the Soviet Union and built a nice airforce,but when those events fired I lost almost all of it.I dont mind the events its just I liked to be notified.
 

makif130289

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This is also my biggest problem with the mod.I was playing as the Soviet Union and built a nice airforce,but when those events fired I lost almost all of it.I dont mind the events its just I liked to be notified.

In fact, simple notifier events could be added for this. For example, if army limitation is x land divisions, then you may have an event that will pop up when you reach x-1 divisions so that you will understand that you shouldn't build more.
 

Burning

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In fact, simple notifier events could be added for this. For example, if army limitation is x land divisions, then you may have an event that will pop up when you reach x-1 divisions so that you will understand that you shouldn't build more.
Yes, that's doable. However, that notification system would need to be dynamic, thus you would not be informed in the event text, but through the event buttons.
Also, next release your airforce won't be demobilized to your limit anymore, but you simply won't be able to add new build-projects to the queue. (actually, units should only be disbanded for the AI, not players)
 

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yea gotta admit the most annoying thing is after I crushed Bulgaria post WW1, to only have over half my army disappear due to that demobo event, made me wanna flip a table after I lost all my precious mountaineer and gar units.... Speaking of which Gar units shouldn't count!
 

Limith

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Yes, that's doable. However, that notification system would need to be dynamic, thus you would not be informed in the event text, but through the event buttons.
Also, next release your airforce won't be demobilized to your limit anymore, but you simply won't be able to add new build-projects to the queue. (actually, units should only be disbanded for the AI, not players)

You can also do it with a decision that is unselectable Burning. I had that idea for my economy overhaul to tell the player the current economic condition. Just have different "decisions" show up based on flags.
 

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Can something be done about the Italian front priorities in WWI? They put all their troops on coast guarding duties leaving the French to fight the Austrians.
 

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Russia-Only WWI Triggers Odd Events

I attempted to post this over on the cfuchs site as a ticket, but it kept saying that TypePad detected it as potential spam and would not post, so I guess I'll post it here -

Playing as Russia, after denying immediate aid to the serbs, both france and england refuse to assist if I attack Austria. Ok, so I mobilize secretly, fund resistance, and go to war with Austria early in 1916. Shortly after, Germany enters the war allied with Austria. So far, so good.

However - france, england, etc NEVER enter the war at all - the entirety of WWI is in reality a war of Russia vs Austria-Hungary and Germany, with a minor early role played by Bulgaria until they requested a white peace which I accepted. Ottomans never entered the war either, so it's down to a long, slow, push across Austria/Germany.

After pushing to a strong line from Rostock, around Berlin, down through Prague, and then a line east/se across Austria to the Romania/Bulgaria border, Austria-Hungary withdraws from the alliance with Germany as I begin my assault on Vienna. This is where the weirdness begins - as soon as they withdraw from the alliance, it causes immediate peace between Russia and Austria, returning to the pre-war borders, with no interaction on my part as the player, and all of my troops in Austria being deployed home.

Ok, so I attempt a couple times to load from save, and at least get a better negotiated peace with Austria prior to the forced white peace, but they constantly refuse all demands, even with a better than 70% war score, and asking as low as 20% on requests. I finally give up on reloading, and just let it play out as it initially had, watching as czech, hungary, and serbs/croats are formed from the former austria-hungary while my troops return once more to the front lines in Germany.

I now quickly take Berlin, encircling the divisions defending it and destroying them, before moving on to the southwest. With the new Russian held portion of Germany stretching from Abenra to Bayreuth, Germany finally suffers the military defeat event in August of 1921. Germany leaves the alliance with Bulgaria, finally drops the military access given to Austria (Austria had dropped the access when leaving the alliance earlier) and "accepts" peace with Russia (again, no player interaction) - with a notice that FRANCE, as the leader of the alliance (which again, Russia was never in an alliance with France, nor did France ever even enter the war), decides on the reparations required of Germany...

Savegames can be provided as needed, just let me know which ones are required - I've got autosaves every 3 months, plus miscellaneous additional saves as the war went on.
 

Limith

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WWI is not modified by AAR. These are not AAR bugs.
Regarding your post though.

Austria-Russia peace is WAD.

Same with German-Russia peace. It doesn't matter about the text since they can't change that on the fly and because it's pointless to make another event just so you get "right text". Reparations is an AAR problem, I agree. Fixing it requires modifying 1914 files (to keep track of who is at war with Germany), which is something we'd like to avoid.
 

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So the forced white peace without player input/possibility to deny is part of the original WWI scenario, as are the various "protectorate" events controlled by France, and the forced formation of Czechoslovakia, separate Hungary, the new Serb/Croat nation, etc? I admit, I've never had a time that I've played through as Russia in the vanilla 1914 scenario where the other majors (England, France, etc) did not enter the war at all, so these might be just issues relating to that, but I didn't recall ever being forced to accept an "event-peace" without getting notice or the option to negotiate a "normal" peace, so I had assumed that these were issues in the "linkage" events in AAR compared to vanilla - attempting to setup the "normal" stage for WWII (which btw, seems to work fine when WWI plays out "normally") especially regarding who has control over the various puppets created (France in control when they never were involved seems a bit - odd). Perhaps at least a check to see if Russia (or England for that matter, since they don't have to join the Entente) are a part of the alliance before "allowing" forced French-centered events to drive the "transition" period(s)?
 

Limith

Modding for Myself
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Apr 7, 2010
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So the forced white peace without player input/possibility to deny is part of the original WWI scenario, as are the various "protectorate" events controlled by France, and the forced formation of Czechoslovakia, separate Hungary, the new Serb/Croat nation, etc? I admit, I've never had a time that I've played through as Russia in the vanilla 1914 scenario where the other majors (England, France, etc) did not enter the war at all, so these might be just issues relating to that, but I didn't recall ever being forced to accept an "event-peace" without getting notice or the option to negotiate a "normal" peace, so I had assumed that these were issues in the "linkage" events in AAR compared to vanilla - attempting to setup the "normal" stage for WWII (which btw, seems to work fine when WWI plays out "normally") especially regarding who has control over the various puppets created (France in control when they never were involved seems a bit - odd). Perhaps at least a check to see if Russia (or England for that matter, since they don't have to join the Entente) are a part of the alliance before "allowing" forced French-centered events to drive the "transition" period(s)?
Peace events are from vanilla. I won't repeat myself again. If you have a problem with it, ask the DH team to fix it. I thought of a way to keep track of who is in the war that doesn't require modifying vanilla files so reparations will be fixed in a future version (not 1.4.1 since it requires massive changes throughout the codebase). This will not fix the peace events themselves since all AAR does is bridge 1914-1936 scenarios and we have no intention to mod vanilla (aside from broken China theater, but that is part of CCIP).

So with this Mod will i be able to play WWI then go through the interwar years and WWII will start also?
Yes. Within limitations (we don't have alternative history). I know Burning has tested it and managed to get to WWII. Latest I tested to was 1933.