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Herodotus

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Borsooks 2 fixes for naval brigades mentioned on the first post of the first page...what do they do?

And what is the right way to install them...unzip to the main folder Paradox Interactive?
 

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Herodotus said:
Borsooks 2 fixes for naval brigades mentioned on the first post of the first page...what do they do?

And what is the right way to install them...unzip to the main folder Paradox Interactive?
Yes thats correct.

The first one adds some prios for capital versions of the navalbrigades so the AI will also build capital brigades. The default navalbrigade build section only has prios for the screen version.

The other one is a slightly tweaked navalbrigade build prios, that should significantly decrease the number of Undeployed navalbrigade for the AI that eventually will kill the AI's TC. Kind of a workaround until Paradox corrects the undeployable navalbrigade error after save and reload. Its not perfect, but it seem to help. Only way to completely fix it is either to disable navalbrigades completely or edit savegame after each save.

Hope this explains it.
 

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Gormadoc said:
I saw it. But i was thinking that it perhaps could be on purpose. This is pure speculation though. Perhaps developers wanted to distingish landforts from Urbanforts and only way they could was to have a coastalfort icon in cities with landforts. I admit that it is a bit streched. Since there seem to be a general consensus that its a mistake i will remove those coastalfort = 0 entries, or rather put it on my todo list for this weekend.
That may very well be the devs' intention, but there are a few provinces that are urban yet have beaches (mostly in Asia), in my opinion those should have "coastal forts = 0" removed, as it may easily lead to confusion when the owner builds land forts there.

Two other things:
1. I did not check it in event files, just reporting in-game occurrence - the event that makes Axis Finland switch sides to commitern gives back Finland's provinces that SU has with the exception of province 103 (Aland)

2. I've got some SKIF installed, so I do not know for sure whether it is the case in vanilla, but it seems that AC 3 model has the same picture as AC 1, it seems it would be more logical to use AC 2 picture instead.
 
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Gormadoc said:
Yes thats correct.

The first one adds some prios for capital versions of the navalbrigades so the AI will also build capital brigades. The default navalbrigade build section only has prios for the screen version.

The other one is a slightly tweaked navalbrigade build prios, that should significantly decrease the number of Undeployed navalbrigade for the AI that eventually will kill the AI's TC. Kind of a workaround until Paradox corrects the undeployable navalbrigade error after save and reload. Its not perfect, but it seem to help. Only way to completely fix it is either to disable navalbrigades completely or edit savegame after each save.

Hope this explains it.
Yes, the second is a first-try version and it is far from perfect, as it uses the same setting (like PI did) for all countries, so e.g. UK fares fairly well but e.g. SU still has a problem with undeployed brigades. This weekend I'll upload a new more advanced modification that uses two sets of settings - one for UK, Japan, USA, Italy the other for the rest.

As for the first one it copies the priorities from the screen section, so each AI capital ship will have 1-2 brigades.
 

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Borsook said:
Yes, the second is a first-try version and it is far from perfect, as it uses the same setting (like PI did) for all countries, so e.g. UK fares fairly well but e.g. SU still has a problem with undeployed brigades. This weekend I'll upload a new more advanced modification that uses two sets of settings - one for UK, Japan, USA, Italy the other for the rest.

As for the first one it copies the priorities from the screen section, so each AI capital ship will have 1-2 brigades.
Have you tried to increase it a bit the average number of brigades on capitals are 4 so it seems that atleast for UK, Japan & USA there is room for a bit higher numbers.

When you finaly nails this one i will bet Paradox releases patch 1.2 fixing this issue ;)
 

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Borsook said:
That may very well be the devs' intention, but there are a few provinces that are urban yet have beaches (mostly in Asia), in my opinion those should have "coastal forts = 0" removed, as it may easily lead to confusion when the owner builds land forts there.
Sounds reasanoble

Borsook said:
Two other things:
1. I did not check it in event files, just reporting in-game occurrence - the event that makes Axis Finland switch sides to commitern gives back Finland's provinces that SU has with the exception of province 103 (Aland).
I checked the files and i dont really know whats causing this. But i think i could be caused by that overseas provinces do not return to owner but stays with the nation that has taken them. I think it could be solved by adding a "secede" command in event id = 64. When looking into this i checked Finlands entry in db\revolt.txt. They have Petsamo 132 as minimum to be released. Shouldt it be an ekstra province so Soviet can release Finland without giving Petsamo back. Soviet also has 132 given as a core province in event 64.

Borsook said:
2. I've got some SKIF installed, so I do not know for sure whether it is the case in vanilla, but it seems that AC 3 model has the same picture as AC 1, it seems it would be more logical to use AC 2 picture instead.
There are only a generic picture of model 1 in Vanilla, some countries has country specific pictures for model 1 & 2, none for model 3. I would think the game should pick picture of model 2 first, if the country has one, if not then country specific picture of model 1 and then generic picture for model 1. So it seems to be SKIF related at first glance. Dont have the time to make a thorough investigation now. :eek:o
 

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Borsook said:
Yes, the second is a first-try version and it is far from perfect, as it uses the same setting (like PI did) for all countries, so e.g. UK fares fairly well but e.g. SU still has a problem with undeployed brigades. This weekend I'll upload a new more advanced modification that uses two sets of settings - one for UK, Japan, USA, Italy the other for the rest.

As for the first one it copies the priorities from the screen section, so each AI capital ship will have 1-2 brigades.

I noticed that after unzipping your two files I gained quite a few extra files in the AI folder....the last part of the new files' names are all entitled either ai.bak or ai.bak.bak.

Is this supposed to be this way...are the bak and bak.bak files sort of backups?

Also...what to install first...first the CDCP mod and then your 2 changes?
 

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Herodotus said:
I noticed that after unzipping your two files I gained quite a few extra files in the AI folder....the last part of the new files' names are all entitled either ai.bak or ai.bak.bak.

Is this supposed to be this way...are the bak and bak.bak files sort of backups?

Also...what to install first...first the CDCP mod and then your 2 changes?
You should install CDCP first, then AI files. The *.bak files are backup of CDCP files if you wish to go back to them, the bak.bak are there by mistake, I'll remove them. Anyway those extra files have no effect on the game whatsoever.

EDIT> Of course the two sets (ai.zip and ai_2.zip) are mutually exclusive, one has to choose which to use.

Plus a tip - if you want to help AI avoid the "undeployed brigades" bug do not use autosaves or anyother saves made at 0.00 hours if you can.
 
Last edited:

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Gormadoc said:
There are only a generic picture of model 1 in Vanilla, some countries has country specific pictures for model 1 & 2, none for model 3. I would think the game should pick picture of model 2 first, if the country has one, if not then country specific picture of model 1 and then generic picture for model 1. So it seems to be SKIF related at first glance. Dont have the time to make a thorough investigation now. :eek:o
I've checked it for Germany (which has model 2 picture) and SKIF does not touch any of those yet the game displays model 1 picture for model 3.
 

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Thanks for the reply, Borsook!

I gather that your 2 fixes for the naval brigades don't make any changes to the changes caused by the CDCP mod?

Also thanks for the tip on when to do saves!

It is really great that you and Gormadoc have put all this energy into fixing armageddon!
 

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Borsook said:
I've checked it for Germany (which has model 2 picture) and SKIF does not touch any of those yet the game displays model 1 picture for model 3.
Well this is just another bad workaround decision by Paradox. The reason the model 3 is displaying model 1 picture is because they copied the model 1 pic for model 3 pic. Atleast thats what they did for germany. So the quick fix to this is to change the country specific pictures to model 2 instead of model 1. Another thing is that Paradox uses the name Luchs for the modern version armoured Car for Germany. As far as i know the Luchs where only implemented in the mid 1970's, prototype was developed late 1960's.

EDIT:After looking a bit more into this both Ferret and EBR never served with the German Army. So there really are no armoured car that fits the time period after WW2 until the Luchs where being implemented in the 1975.
 
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Herodotus said:
Thanks for the reply, Borsook!

I gather that your 2 fixes for the naval brigades don't make any changes to the changes caused by the CDCP mod?

Also thanks for the tip on when to do saves!

It is really great that you and Gormadoc have put all this energy into fixing armageddon!
Yes, only the naval brigades bit is changed, the rest is identical with CDCP files. As for praise it is Gormadoc doing all the work and all praise should go to him! :)
 

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found some other errors in the config files.

Unit_names.csv:
MODEL_26_8;Modern Carrier;Porte-avions moderne;Portaerei moderna;Portaaviones moderno;Moderner Flugzeugträger;Nowoczesny lotniskowiec;x
MODEL_26_9;Nuclear Carrier;Porte-avions nucléaire;Portaerei nucleare;Portaaviones nuclear;Atomarer Flugzeugträger;Lotniskowiec z nap. nukl.;x

doomsdaytext.csv:
MODEL_26_9;Modern Carrier;Porte-avions moderne;Portaerei Moderna;Portaaviones moderno;Moderner Flugzeugträger;Nowoczesny lotniskowiec;X

correct entries in unit_names.csv should be.
MODEL_26_8;Nuclear Carrier;Porte-avions nucléaire;Portaerei nucleare;Portaaviones nuclear;Atomarer Flugzeugträger;Lotniskowiec z nap. nukl.;x
and the duplicate model_26_8 modern carrier should be deleted.

EDIT:
Borsook said:
Yes, only the naval brigades bit is changed, the rest is identical with CDCP files. As for praise it is Gormadoc doing all the work and all praise should go to him! :)
Well finding the errors is half the job in most cases, so you definitely deserve all praise for helping out on this mod.

Edit2: finaly got hold of all used language version of Elastic defense specialist.
French: Spécialiste de la défense élastique
Spanish: Especialista en defensa elástica
Italian: Esperto di difesa elastica
German: Rückzugsspezialist
Polish:Spec. w elastycznej obronie.
Portugeese:Especialista em Defesa Elástica
 
Last edited:

unmerged(58571)

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Gormadoc said:
found some other errors in the config files.

Unit_names.csv:
MODEL_26_8;Modern Carrier;Porte-avions moderne;Portaerei moderna;Portaaviones moderno;Moderner Flugzeugträger;Nowoczesny lotniskowiec;x
MODEL_26_9;Nuclear Carrier;Porte-avions nucléaire;Portaerei nucleare;Portaaviones nuclear;Atomarer Flugzeugträger;Lotniskowiec z nap. nukl.;x

doomsdaytext.csv:
MODEL_26_9;Modern Carrier;Porte-avions moderne;Portaerei Moderna;Portaaviones moderno;Moderner Flugzeugträger;Nowoczesny lotniskowiec;X

correct entries in unit_names.csv should be.
MODEL_26_8;Nuclear Carrier;Porte-avions nucléaire;Portaerei nucleare;Portaaviones nuclear;Atomarer Flugzeugträger;Lotniskowiec z nap. nukl.;x
and the duplicate model_26_8 modern carrier should be deleted.
I would tread gently here, as the modern and nuclear models are shifted around between patches.
 

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Wobbler said:
I would tread gently here, as the modern and nuclear models are shifted around between patches.
:) Iam, consulted the Armageddon 1.1 db\units\divisions\carrier.txt before i changed it. It had Nuclear carrier as model 8 and modern as model 9. So atleast its Correct until patch 1.2 :)
 

unmerged(51416)

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One mate from polish forum recently invented a mod. Original topic can be found here:
http://eufi.org/showthread.php?t=18951

For all non-polish speakers, it's about changing destroyer's names. So instead of 1st Flotilla we have USS Hoel etc.

Severian wished to modify only unitnames.csv, but I added my idea to modify ship's names in scenarios, too. Another thing we have to consider is how much destroyers do we want per such flotilla. While severian opted for 1 ship per squadron (as it's cool ;) ), I convinced him to use 2 ships per squadron, as it's more realistic :) (I don't think 5 DD could lose against 1 CL, so 2 DDs seems reasonable).

Now I have complete ship list and will pass it to Severian, who'll edit unitnames.csv. I may edit scenario files, too. Are you interested in cooperation?

EDIT: I'm talking about 1.3a
 

Borsook

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Keraunos said:
I convinced him to use 2 ships per squadron, as it's more realistic :) (I don't think 5 DD could lose against 1 CL, so 2 DDs seems reasonable).
Reasonable or not AFAIK according to game designers one DD flotilla represents 3-5 ships.
 

Gormadoc

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Well i really havent had time to do much work on DD 1.3a right know. My time spent on modifying HOI2 is splitt between the CDCP Armageddon version and a Multiplayer mod for doomsday 1.3a. Which needs to be finished, since we are starting a game up early september. So iam probably going to let the DD 1.3a version rest for the time being. Atleast until beginning of september.

How are you making the names, USS Hoel & USS xxxx Group or ...?

I think Borsook is right, when arguing that DD have 3-5 ships in a flotilla.

Iam currently in the progress of making a huge cleanup of all the INC files with regards to unit type id's & ID id's. Since it is currently a bit messy with countries having more than one type Id & different countries sharing the same type id's. That cleanup will be imported to the Doomsday version when i get around to doing that. So if you where to make unike unit names for Destroyers and want to make it compatible with the CDCP mod. You would have to use these new cleaned/reorganised inc files.

My recommendation would be to wait until i release the armageddon version, with the cleaned inc files, use them to mod Destroyer names into. The only difference between arma & 1.3a inc files are AFAIK that Yemen got cores on two more provinces. Then you could release the Destroyer Unitnames mod as both a stand alone enhancement & a addon to CDCP mod without changing anything we did. I would have no problems with you using CDCP changes in your own mod.

Good luck with it.
 

unmerged(51416)

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Borsook said:
Reasonable or not AFAIK according to game designers one DD flotilla represents 3-5 ships.

I know, but if we mod it we can as well bring it to more reasonable level ;) If you want to use historical OOB, then if you use 3-5 DDs/flotilla you have very crappy capital:screen ratio :(

Gormadoc said:
My time spent on modifying HOI2 is splitt between the CDCP Armageddon version and a Multiplayer mod for doomsday 1.3a. Which needs to be finished, since we are starting a game up early september.

You could be interested in small MP mod I did :) Unfortunately now it's in polish, but I'll soon post it in this forum, too.

http://eufi.org/showthread.php?t=18890

What do you want to mod?

Gormadoc said:
How are you making the names, USS Hoel & USS xxxx Group or ...?

"&" is too long. I'm thinking about "USS Hoel,USS Johnson"..

Gormadoc said:
Iam currently in the progress of making a huge cleanup of all the INC files with regards to unit type id's & ID id's. Since it is currently a bit messy with countries having more than one type Id & different countries sharing the same type id's. That cleanup will be imported to the Doomsday version when i get around to doing that. So if you where to make unike unit names for Destroyers and want to make it compatible with the CDCP mod. You would have to use these new cleaned/reorganised inc files.

My recommendation would be to wait until i release the armageddon version, with the cleaned inc files, use them to mod Destroyer names into. The only difference between arma & 1.3a inc files are AFAIK that Yemen got cores on two more provinces. Then you could release the Destroyer Unitnames mod as both a stand alone enhancement & a addon to CDCP mod without changing anything we did. I would have no problems with you using CDCP changes in your own mod.

Good luck with it.

Then probably editing .INC files will wait :)
Thanks :)
 

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Keraunos said:
You could be interested in small MP mod I did :) Unfortunately now it's in polish, but I'll soon post it in this forum, too.

What do you want to mod?
We have completely removed anything from the game that we wont use.
Example: It is not allowed to release countries in our MP games, so we have removed all files with regards to countries that will never exist. Minister, leaders, techteams, revolter entries, colonial_release events, AI_events in short everything. All AI_events for the mayors that will be human controlled are also deleted.

For all the countries that will be military controlled by human players i have completely killed its garrison, front, invasion, navy AI. Set some admiral parameters to stop the AI to split up navalgroups on reload. Mayor hasle when playing UK and military controlling 4 - 5 different minors navy's. We have killed the AI's possibility to strat redeploy to avoid having the AI messing up units during reload after crashes or when fixing losttechs and such. Set the withdrawelodds = 0.6 to 0.2 to stop military controlled countries AI retreat before human controller want to retreat.

For countries like finland and other latecomers into alliances we have made switch events that set them up to be military controlled.

We reworked the Interceptor & Multi_role fighter setup. So the two early type are fighters instead of interceptors, moved the rocket interceptors so we dont have to upgrade through them from advanced interceptor to turbojet intercepter. Added a practical rocket engine tech and added some req. techs to that techs so countries would have to invest a bit more research to get rocket interceptors. Had to change some config & inc files so they matched this new setup. We are using the Interceptor stats from HOI2 so interceptors will have it difficult against fighters but increased the bonus against bombers, so both units has a more unike role. Decreased airunits capability to slaughter ground units and navies.

Removed insane numbers of redundant stuff from AI files to keep savegame as small as possible. Tweaked a lott of unimportant american minors build settings so they wont build so many units they never get to use anyways. What do Haiti need 10 lvl 1 DD and 5 TP for :confused:

I have added several minister AI's to countries missing them. Improved or adapted the rest to MP game. tweaked some countries build prios for balance reasons. Changed Belgium and Hollands garrison AI so they dont send 40 % of their forces to africa and indonesia.

Not much we havent altered. The game is offcourse completely unplayable in singleplayer and requires the players to completely delete most of the folders in their doomsday folder before installing the mod. It runs sofar very smothly and with increased speed because of the lowered cpu & memory requirements, when i have tested it in singleplayer. Need to do some MP testing before the game to be sure its stable.
 
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