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blue emu

GroFAZ
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Koevoet said:
Yes indeed, it worked. The only thing is that I can no longer deploy directly to the Congo, but that is largely irrelevant and is more realistic given that divisions would probably be raised in Belgium (aside from Native/Colonial units).

Many thanks. :)
Do you want to be able to deploy directly to the Congo? I can fix that, too...
 

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Koevoet said:
It might be nice, as it would allow for the fact that units were often locally raised in the colonies, but it is not an absolute "must be". Either way, your call... What would be done for that?
Go into /Armageddon/map and find the file adj-defs.csv

This is an Excel worksheet file... but DO NOT OPEN IT IN EXCEL!

Open it in notepad, like the other file... you may have to right-click on it, "Open With..." and choose notepad, in order to over-ride the default setting for Excel.

As usual, make a backup copy before changing it.

Anywhere in the file... for instance, right at the end, add a line that says:

1142;51;Impassable;0;Connection to Congo

Save, exit, reload.
 
Aug 19, 2008
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blue emu said:
Go into /Armageddon/map and find the file adj-defs.csv

This is an Excel worksheet file... but DO NOT OPEN IT IN EXCEL!

Open it in notepad, like the other file... you may have to right-click on it, "Open With..." and choose notepad, in order to over-ride the default setting for Excel.

As usual, make a backup copy before changing it.

Anywhere in the file... for instance, right at the end, add a line that says:

1142;51;Impassable;0;Connection to Congo

Save, exit, reload.


Is there any way to enhance the realism and allow it so I can directly deploy some units (light infantry) to the Congo, but not other units (aircraft and naval) so that it would seem to represent the idea that heavy units still need to come from the homeland?
 

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No, sorry... the game is highly mod-able, but not infinitely so. It does not make any distinctions between deploying one type of unit vs another type.
 
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blue emu said:
No, sorry... the game is highly mod-able, but not infinitely so. It does not make any distictions between deploying one type of unit vs another type.



Okay, thank you.

Do you know if they have any plans to make a Cold War expansion of the game, an official Paradox add-on, that will cover say from 1960 to 1990 and incorporate lots of colonial wars into it?
 

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Koevoet said:
Okay, thank you.

Do you know if they have any plans to make a Cold War expansion of the game, an official Paradox add-on, that will cover say from 1960 to 1990 and incorporate lots of colonial wars into it?
The HOI-2 combat system is not really at its best in modelling irregular or assymetrical warfare... these things are just abstracted into "Partisan Activity", which loads down your TC.

Any new Mods for HOI-2 will probably come from the fans, not from Paradox. They have already moved on to a new (3-D) game engine, and have started work on HOI-3 using that new engine. Intended release date: third quarter of 2009.

A fan-created Cold War mod for HOI-2 already exists... or is under development... check the Modifications sub-Forum.
 

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If you want to play semi realistic you can add the following events.

Code:
event = {
	id = 60000
	random = no
	country = HOL

	# triggered by 25066

	name = "Nederlands Indisch Leger"
	desc = "Dutch troops in the East Indies, loyal to the exile government in london, did not surrender"
	style = 0
	
	action_a = { 
		name = "ok"
		command = { type = add_corps which = "Koninklijk Nederlands Indisch Leger" value = land where = 1628 }
		command = { type = add_division which = "Ie Divisie 'Java'" value = infantry when = 1 }
		command = { type = add_division which = "IIe Divisie 'Java'" value = infantry when = 1 }
		command = { type = add_division which = "IIIe Divisie 'Java'" value = infantry when = 1 }
	}
}
Code:
event = {
	id = 60001
	random = no
	country = BEL

	# triggered by 25060

	name = "Garde colonial"
	desc = "After the King Leopold surrendered, the Colonial troops stayed loyal to the exile government in London"

	action_a = { 
		name = "ok"
		command = { type = add_corps which = "Garde Royale Coloniale" value = land where = 1095 }
		command = { type = add_division which = "1ère Garde Coloniale" value = infantry when = 1 }
	}
}

You should also adds these commands to the two surrender events found in ai_capital_move.txt
This to the HOL surrender event ID = 25066
Code:
command = { type = trigger which = 60000 }

this command to the belgian surrender event. ID = 25060
Code:
command = { type = trigger which = 60001 }

The above will give you the Dutch colonial troops in Indonesia and the Belgian colonial troops in congo, when rest of the armies surrender to Germany.

Imo, moving the intire army to Congo should result in a 95% dissent hit and emidiate revolt of the Belgian People.