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Nov 27, 2002
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Originally posted by Ibn
I think Bolts done a wonderful job on his mod :)

My tiny little addon mod to his mod should help out the Japanese problems you guys were seeing, and make Italy a little brighter. I spent yesterday tweaking them best I could. 15 trial runs later I zipped up a new version and uploaded them late last night.
I can't do to much more with japan till the navy issues are fixed in 1.03, but she'll play a pretty good game, especially considering all the free resources the US sends to China. :)
Italy will play a little better, still quite capable of having a hard time in the Albanian mountains and getting mauled by the Greeks, but overall her research time is better utilized. Give em a try if your daring :)


Bolt, in my trial runs so far with your event files, Italy has never joined the axis, (neither has Japan but that doesn't really matter). Also, perhaps related, I have never seen event 9002 fire. "Capture of Paris Impresses Mussolini", the Romanian, Bulgarian and Hungarian versions do happen often enough.

the only real differences between those four events is the offset of 3 days, instead of 90, in the italian event.
And this;
minister = 3002
minister = 1
the other three say
minister = 1

Is this correct, or should it just say 3002 (Mussolini)?

Thanks again for the great mod :)

I had intended that for that event to fire that both Hitler and Mussolini be active. However, I may have screwed up in the sense that Mussolini might not be a "minister". So, I would scrap the minister lines altogether. Then Italy will join.

I do however strongly recommend keeping the 60-90 day delay on the other Axis powers for historical reasons.
 

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Hey Bolt, great work you are doing. Just reportage on my side, not criticism. I assume all events must have their effects on the trigger date and you can't build in a lag, in which case a delay on the "impress" event makes sense.

One question/comment: I installed 1.02a but went back to a game I started under 1.02 (upon downloading) and after some seemingly strange results noticed that the new Inf+Art Divs I had built were inching along at a speed of 2. The older ones were as before. Not sure if the Bolted change was supposed to carry into the old game. I've renamed them fortress divisions and am looking to rely more on ship or strategic redeployment for them as they are too slow in the field.

Getting speeds of 4-5 miles per day or even less does seem rather slow to me, and looking at the time ratios compared with other troops the infrastructure seems to matter a lot more for these than for motorized (which is odd) or tracked. I would have thought bad terrain is a great equalizer in favor of horse-drawn equipment.

My thought would be that base inf speed of 4 would havd been preferable to 3, but I'm curious how you see these unit speeds working out in practice.

Merry Christmas,

SilentLawyer
 

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Dec 16, 2002
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Bolted Bulgaria!

Bolt,

Downloaded your mod today at work and watched three years of a game hands off and was impressed with what I saw. Wanted tonight to try a game where I would not affect the major powers much as I played along with your mod. I chose Bulgaria and right away had to jump out of the game to say, whoo hoo!

Jan 21st, 1936 Hiltar invited me into the Axis Alliance. Maybe this is normal for Bulgaria, but it's not normal from what I have seen and if this is what you have done, keep up the good work. I will report the game as it develops, if there is anything you want to know from a Bulgarain perspective, let me know.

Cheers!
 

Ibn

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Weird things will happen if you continue a save made from a game started before you put the mods in. I wouldn't try that myself ;)



Bolt, took out the two ministers lines, it worked, the event fired off just like it should :)
 

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Originally posted by SilentLawyer
Hey Bolt, great work you are doing. Just reportage on my side, not criticism. I assume all events must have their effects on the trigger date and you can't build in a lag, in which case a delay on the "impress" event makes sense.

One question/comment: I installed 1.02a but went back to a game I started under 1.02 (upon downloading) and after some seemingly strange results noticed that the new Inf+Art Divs I had built were inching along at a speed of 2. The older ones were as before. Not sure if the Bolted change was supposed to carry into the old game. I've renamed them fortress divisions and am looking to rely more on ship or strategic redeployment for them as they are too slow in the field.

Getting speeds of 4-5 miles per day or even less does seem rather slow to me, and looking at the time ratios compared with other troops the infrastructure seems to matter a lot more for these than for motorized (which is odd) or tracked. I would have thought bad terrain is a great equalizer in favor of horse-drawn equipment.

My thought would be that base inf speed of 4 would havd been preferable to 3, but I'm curious how you see these unit speeds working out in practice.

Merry Christmas,

SilentLawyer

Silent : you did a great deal of work and have contributed immensely to the progress of Bolted HoI. You, nor anyone else, do not have to preface any criticism with an apology. As it is, I can't detect any criticism from you anyway.

Loading a save game started before you applied any mod will have anomalous results. The game generates the unit speed based on what the include files said at the time the game was started up or restarted. When you first started the game, you were using unmodded include files, and the speed of units created then is stored in the savegame file. When you fired up the game after applying the mod, the savegame file loads up the speeds defined in the savegame file, and that's the speed those units have. However, new units constructed in that session have speed values based on the include files used during that session. Hence, new unit construction will be based on modded speeds, hence you will have two units of the same type with two different speeds if you've done this.

Many people labor under the wrong impression that the speed with which units move is approximately equal to the speed a man can walk, a horse can trot, or a truck can go. In fact, to maintain military unit organization as a fighting force, military units tend to move at about 1/10th of the average speed of all things in the unit, per day.

I'll give you an example, the fastest advance by any military unit all through WW2 was the advance of 56 Panzer Corps from the Nazi-Soviet Demarcation Line to the city of Dvinsk from June 22 to June 26, 1941. In these four days, the Corps covered some 250 miles. No unit ever beat that record in the war, not Patton, not Rokosovvskii, not Rommel, nobody. When you consider that 4 days is 96 hours, that averages out to 2.6 miles per HOUR. Thats actually slower than a man walks, and this is supposed to be a PANZER CORPS. Now, granted, the Corps was probably marching 10-12 hours per day, so you could probably double that to 5 miles per hour while the unit was active.

Still, that seems awful slow to non-military people or non-historians.

However, that happens to be the WW2 record for an opposed advance speed. The average is much lower.

My rule of thumb of 1/10th the average speed of ground movement happens to hold true. For this reason, a Motorized American Infantry Division would consider itself fortunate and competent if it could make 20 miles in one day, which is less than 1/24th of the average speed of a truck driving down the road (even a bad road)

In my opinion, all of the game speeds are WAY WAY WAY overrated. My experiments with altering the unit speeds in the include files led to my determination that it would be probably a really bad idea to do serious changes to these ratings. The reason is that the AI changes its mind too often about where to send units, and in some cases can have units permanently STUCK in provinces because they lose all march progress every time the AI changes its mind. In other parts of the world, with low infra, the units can get permanently stuck and start to lose manpower for the same reason.

Until the balance between org and str losses in low infra zones is worked on, I don't see many more changes to unit speeds in the pike. But I thought that infantry travelling 100 miles in a week was just too much to take, so I lowered it as much as I could without messing up other game aspects.
 

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Dec 27, 2002
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Hey Bolt, great work. Huge difference in gameplay. Got a little problem though.. When i try to load a 'Bolted' saved game I CTD. Even the autosaves CTD.

I would really like to continue where I left off rather than restarting all over again (basically Germany trying to keep the French and Brits at bay while moving into those vital Romanian oil fields).

Any suggestions? Using Bolt version 1.02a.

Thx and keep up the good work :)
 

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Originally posted by Raven_26
Hey Bolt, great work. Huge difference in gameplay. Got a little problem though.. When i try to load a 'Bolted' saved game I CTD. Even the autosaves CTD.

I would really like to continue where I left off rather than restarting all over again (basically Germany trying to keep the French and Brits at bay while moving into those vital Romanian oil fields).

Any suggestions? Using Bolt version 1.02a.

Thx and keep up the good work :)

Well, quite obviously I loaded and reloaded Bolted HoI games probably 100 times during development, so this is a new one on me.

Make sure you installed Bolted HoI to C:\

The file references which link The Bolts of War to the AI files and Include files are all relative and follow the format of existing scenarios.

Send me the savegame file if you can (zipped please ;) )
 

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Hi Bolt,

I created an event file for Canada and I was wondering if I could integrate these changes in you Mod version the same way I would do for the pure version of the game.

Thanks

Extro :)
 

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bolted 1.02a bugs? or not?? who knows?

Using the repackaged zipfile I have mentioned in another thread, I've played from 1936 to May 1940 'Bolts of war' without too much grief, and without saving (ran for three days).

However, there are several problems still and I don't know whether they're HOI bugs or bolted bugs, so I'll start by putting them up here.

1. Provinces falling to France after the fall of France :-(

This is caused by the bloody Belgians! They're armies go for little walks around France (and England if you've taken it and they have TPs), and for some reason every province they walk through becomes French, until you walk something through it again (assuming Germans here).

This seems to start happening very soon after you make a puppet Belgian government, and there doesn't seem to be any way to stop it. These bastards have cost me two complete
air fleets before I figured out what was happening.

Moral of the story: always stack an inf with your squadrons if there are Belgians about. And leave a couple of mobile units e.g. loaned Italian cav, to clean up after them.

I wish there was some way to go back to war with them!

2. Magically reappearing Slovak army. Shame on me, I absorbed it into the Wehrmacht using the 'create unit' trick, only to have another 19 divisions--of 0 org, and with leaders that can't be changed--reappear in the capital. So eventually I disbanded them. They seem to have gone away for good now.

Now: this does not seem to happen _except_ with the Slovaks!

3. The UK retook Perth when I wasn't looking. As soon as I captured it back again, the game hung at the message box. Bogus.

4. Vanishing expeditionary forces. I loaned Franco an air fleet (yes, lost _another_ one) and a corps, they both vanished forever. I was watching carefully, didn't even see them arrive in Spain.

I really must be more careful with my airforce...

5. UK does not use its fleet effectively, always attacks with 0 org units. This makes everything much too easy. I haven't bothered to build a single extra surface unit, and am whupping the Poms every time they come out.

There must be some way to make the AI allow adequate yard time. It also makes no attempt to keep a 'fleet in being' as envisaged by the counter-invasion plans (which I bet would have worked. They'd have made mincemeat of Sealion, even if it was a death-ride).

I think there is a need for a naval intercept mission in the game.

6. There is something wrong with subs duking it out with surface fleets. This would have been impossible, yet is common in the game. You should not be able to achieve sea control with subs in 1940. I'm not entirely convinced you can do it now, given comparable opposing sides. Subs would have enormous difficulty even contacting a properly escorted battle fleet.
All things considered, these issues are irritating but I suppose not catastophic.
Cheers to Bolt for greatly enhancing the richness and value of an already fascinating game.
 

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-=x=-=x=-=x=-=x=-
Dec 10, 2002
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well the one is a known bug with puppeting the best way to fix is reload and hope it works (worked for me in the past)

the disappearing exped forces is also a known bug

oh and i dont think there bolts of war bugs
 

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I'm getting slightly twitchy over all these threads popping up over the same subject. Post in the relevant thread. sorry folks... Merged
 

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Nov 27, 2002
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Re: bolted 1.02a bugs? or not?? who knows?

Originally posted by cmeo
Using the repackaged zipfile I have mentioned in another thread, I've played from 1936 to May 1940 'Bolts of war' without too much grief, and without saving (ran for three days).

However, there are several problems still and I don't know whether they're HOI bugs or bolted bugs, so I'll start by putting them up here.

1. Provinces falling to France after the fall of France :-(

This is caused by the bloody Belgians! They're armies go for little walks around France (and England if you've taken it and they have TPs), and for some reason every province they walk through becomes French, until you walk something through it again (assuming Germans here).

This seems to start happening very soon after you make a puppet Belgian government, and there doesn't seem to be any way to stop it. These bastards have cost me two complete
air fleets before I figured out what was happening.

Moral of the story: always stack an inf with your squadrons if there are Belgians about. And leave a couple of mobile units e.g. loaned Italian cav, to clean up after them.

I wish there was some way to go back to war with them!

2. Magically reappearing Slovak army. Shame on me, I absorbed it into the Wehrmacht using the 'create unit' trick, only to have another 19 divisions--of 0 org, and with leaders that can't be changed--reappear in the capital. So eventually I disbanded them. They seem to have gone away for good now.

Now: this does not seem to happen _except_ with the Slovaks!

3. The UK retook Perth when I wasn't looking. As soon as I captured it back again, the game hung at the message box. Bogus.

4. Vanishing expeditionary forces. I loaned Franco an air fleet (yes, lost _another_ one) and a corps, they both vanished forever. I was watching carefully, didn't even see them arrive in Spain.

I really must be more careful with my airforce...

5. UK does not use its fleet effectively, always attacks with 0 org units. This makes everything much too easy. I haven't bothered to build a single extra surface unit, and am whupping the Poms every time they come out.

There must be some way to make the AI allow adequate yard time. It also makes no attempt to keep a 'fleet in being' as envisaged by the counter-invasion plans (which I bet would have worked. They'd have made mincemeat of Sealion, even if it was a death-ride).

I think there is a need for a naval intercept mission in the game.

6. There is something wrong with subs duking it out with surface fleets. This would have been impossible, yet is common in the game. You should not be able to achieve sea control with subs in 1940. I'm not entirely convinced you can do it now, given comparable opposing sides. Subs would have enormous difficulty even contacting a properly escorted battle fleet.
All things considered, these issues are irritating but I suppose not catastophic.
Cheers to Bolt for greatly enhancing the richness and value of an already fascinating game.

All these things will happen in Normal HoI too, and I can't fix those.
 

unmerged(12007)

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Originally posted by Extro
Hi Bolt,

I created an event file for Canada and I was wondering if I could integrate these changes in you Mod version the same way I would do for the pure version of the game.

Thanks

Extro :)

All my custom events go into the bolted.txt event file.

Just put them in there generally following the event structure of that file and they will pop when you play The Bolts of War.
 

unmerged(12603)

-=x=-=x=-=x=-=x=-
Dec 10, 2002
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i did that a long time ago bolty

Code:
#
# Hearts of Iron
#
#  China Preferences..
#

# 100 = Total warmonger, 0 = absolute pacifist
war = 80

#The number by the military thing represents the priority which the ai sets for the type of unit

military = {
	infantry = 		90
	cavalry = 		0
	motorized = 		0
	mechanized = 		0
	panzer = 		0
	paratrooper = 		0
	marine =		0
	bergsjaeger = 		10
# 				100 %
	
	fighter = 		0
	strategic_bomber = 	0
	tactical_bomber = 	0
	naval_bomber = 		0
	dive_bomber = 		0
	transport_plane = 	0
	torpedo_plane = 	0
# 				0 %
	
	battleship = 		0
	carrier = 		0
	destroyer = 		0
	cruiser = 		0
	submarine = 		0
	transports = 		0
# 				0 %
}

technology = {

	endgoal = {}
	preference = {}

	electronics = 		0.1 #0.1
	armor = 		0.1 #0.1
	infantry = 		6.0 #6.0
	industry = 		0.1 #0,1
	rocket = 		0.1 #0.1
	nuclear = 		0.1 #0.1
	heavy_aircraft = 	0.1 #0.1
	light_aircraft = 	0.1 #1.1
	naval = 		0.1 #0.1
	submarine = 		0.1 #0.1
	artillery = 		0.1 #0.1
	naval_doctrine = 	0.1 #0.1
	land_doctrine = 	4.0 #4.0
	air_doctrine = 		0.1 #0.1
}

they have absoultely no use for air or sea against japan its a losing battle there so why waste?