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Gormadoc

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If they worked as intended what do they actually do. It seems that the speed_caps are set at same speed as max speed. So actually if they worked it would only be the speed_cap_eng that did anything. Or maybe iam missing something

I changed the Militia from 6 to 4. sofar.
 
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ADukes

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The speed caps are always maxspeed +1.
Since none of the brigades has more than +0.5 maxspeed it isn't so important for the vanilla game.

Example with a higher brigade maxspeed:
If you have an infantry unit with maxspeed 4 and speed_cap_eng 5
and a engineer brigade with maxspeed 2, the unit will only reach a maxspeed of 5 instead of 6 (4+2).
 

Gormadoc

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ADukes said:
The speed caps are always maxspeed +1.
Since none of the brigades has more than +0.5 maxspeed it isn't so important for the vanilla game.

Example with a higher brigade maxspeed:
If you have an infantry unit with maxspeed 4 and speed_cap_eng 5
and a engineer brigade with maxspeed 2, the unit will only reach a maxspeed of 5 instead of 6 (4+2).
That makes sense. If it worked, which it isnt, unless some annexing is going on apparently.

There is however some units where the max speed and max speed cap are the same. Mountain units except model 1 and cavalry units. didt check all.

Why have a speed_cap_art +1 or +2 of maxspeed when artillery decreases speed. I think there is a good reason Paradox havent fixed this parameter. I cant see it serves any meningfull purpose. What you also points out.

Except for the eng cap, so enginers on mountain and cavalry will not speed up the unit since they have the same speed_cap_eng as maxspeed.

Well nevermind that i will add the speed_cap_eng = X to hq, X = maxspeed so enginers dont speed up HQ if they ever fix this.
 
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unmerged(58571)

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Wobbler said:
Remember that the speed_caps will not work properly unless there are high-frequent annexations (which there aren't in Vanilla).
I should clarify this: The Vanilla doctrines affecting speed_caps need annexation, the base values work (I think). The concept is rather peculiar, however.
 

unmerged(58571)

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Listening to their demands in the 2-26 incident should sleep 186 and 187 in coups_hoi2.txt, otherwise these Japanese Fascist coups will make the country more democratic.


I also have a question which may have been answered already: is province 596 Manchester, MA, Manchester, NH or Manchester, ME? I assume it's not Manchester, CT since it's located north of Boston.

Edit: Perhaps one could just add trigger conditions for 186, 187 and 188 to make sure neither moves Japan towards a Democratic left regardless of what has happened before.
 
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Gormadoc

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Wobbler said:
Listening to their demands in the 2-26 incident should sleep 186 and 187 in coups_hoi2.txt, otherwise these Japanese Fascist coups will make the country more democratic.
You are correct, there is a Minister = 5002 and minister = 5040 trigger in those two events. They should be changed to Incabinet = 5002 and 5040 instead of minister. Minister = X check if that minister is alive.
 

unmerged(58571)

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I added triggers like these (example for 187):
Code:
		OR = {
			AND = {
				domestic = { type = democratic value = 5 }
				domestic = { type = political_left value = 3 }
			}
			AND = {
				domestic = { type = democratic value = 4 }
				domestic = { type = political_left value = 4 }
			}
		}
 

Gormadoc

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Wobbler said:
I added triggers like these (example for 187):
Code:
		OR = {
			AND = {
				domestic = { type = democratic value = 5 }
				domestic = { type = political_left value = 3 }
			}
			AND = {
				domestic = { type = democratic value = 4 }
				domestic = { type = political_left value = 4 }
			}
		}
Will work for the AI since the AI wont change democratic or political left/right sliders. But a human could move one of those and then avoid the two coups. It is however highly theoretical that people would follow such a strategy. Easier and more optimal to avoid the dissent, so in practice this solution would work.

I used the Incabinet trigger since that is why they implemented that trigger. Early HOI2 had only the minister trigger but they soon realized the limitations of that trigger. But they havent fixed all events where they used minister trigger as, minister is in cabinet. A lott of the Sleep leaders/ministers event should also be changed to Incabinet instead of is alive. There are probably more of those in the coups event files. On my ever increasing todo list.
 

unmerged(58571)

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Gormadoc said:
But a human could move one of those and then avoid the two coups.
Which is precisely why I added those triggers - no need for a coup if the government favoured by the instigators is already in power.
 

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Wobbler said:
Which is precisely why I added those triggers - no need for a coup if the government favoured by the instigators is already in power.
Moving one of the sliders to the right does not change the Government. Its still paternal autocrat, with the same ministers. So setting sliders to,
democratic value = 4
political_left value = 3

Will avoid the coup and still have the same ministers and government ideology.

Another thing i just realised, is that you will not get the coup whatever you choose in the 2-26 incident. action_a sets it to democratic = 3 and political_left = 4, action_b will set it to 2 & 1, so none of the triggers will return true.
 
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Well, there's still 186 and 188.
It's your mod, but I'm in favour of being able to avoid historical coups under ahistorical conditions.
 

Gormadoc

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A quick headsup

Iam currently working on including a hotfix for the missien efficiency bug. As best i can remedy it. It will be a flawed solution since it seems that some mission efficiency's is hardcoded.

In short the error in mission efficiency are that it gives a higher negative combat modifier the higher it gets above 50%. 50% = 0% combat modifier. Mission effciency between 5%-50% result in 0% combat modifier. The other problem is that ASW mission is completely bugged and not working at all.

I propose setting mission efficiency (ME) for all type of missions that has default value 50% ME to 300% ME. 300% ME will give a Combat modifier(CM) = -50%.
All ME with default value 100%, will i set to ME 50% which will give a CM = 0%.
For the mission types that will now start at 300% ME = -50% CM, Will get new changed ME commands in techfiles that before gave a + ME bonus, to give a negative ME bonus which will result in decreasing the negative CM. The mission types that just go from ME 50% to 100% in one go will be set up to go from 300% to 50% in one go. Mission types as airborne assault and amphibious assault that now increases incremently will be changed accordingly so the negative CM will be incremently decreased and end with 0% CM in the end.

Fixing the Ground attack and Interdiction airmissions will however slightly increase the effect of these two mission since the land troops get a -10% CM when being bombarded, which it seems i cant fix.

If i leave the mission efficiency's as they are missions like Airborne Assault and amphibious assault will actually decrease in effectivenes as one researches better techs which is completely redicolous.

By changing the Attack mission efficiency to 50% instead of 100% will remove the -10 CM on land vs land combat for both attacking and defending forces.

Wobbler has made a more custom version for air missions in this thread, post 7. http://forum.paradoxplaza.com/forum/showthread.php?t=323835
 
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Gormadoc

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The next version with hotfix to the mission efficiency bug is sent to modhoi. Moddir seems to be down at the moment but i will upload it there later tonight.

This version is 0.4

Have a nice weekend
 

ADukes

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-missing "ß" in "DFR;CA;KMS Straburg"
-remove the additional ";" and the second Hipper entry:
GER;27;KMS Weser;;;
GER;27;KMS Elbe;;;
GER;27;KMS Jade;;;
GER;27;KMS Main;;;
GER;27;KMS Neckar;;;
GER;27;KMS Lahn;;;
GER;27;KMS Rhein;;;
GER;27;KMS Saale;;;
GER;CA;KMS Admiral Hipper;;;"GER;CA;KMS Admiral Hipper"
GER;CA;KMS Blücher;;;
GER;CA;KMS Prinz Eugen;;;
GER;CA;KMS Lützow;;;
GER;CA;KMS Admiral Scheer;;;
GER;CA;KMS Admiral Graf Spee;;;
GER;CA;KMS Deutschland;;;
GER;CA;KMS Frithjof;;;
-my provided German translation for the events 3107 & 3108 isn't in
http://forum.paradoxplaza.com/forum/showpost.php?p=7435218&postcount=283
-the reported SPR_CivilWar.ai file issue is still in
http://forum.paradoxplaza.com/forum/showpost.php?p=7435218&postcount=283
-there is an error in the teams_U99.csv at the end of team 99901 -> "x"""
 

Gormadoc

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ADukes said:
-missing "ß" in "DFR;CA;KMS Straburg"
-remove the additional ";" and the second Hipper entry:
Some weird stuff going on in that file. Corrected now. Found an additional DFR named Strassburg aswell.


ADukes said:
-my provided German translation for the events 3107 & 3108 isn't in
http://forum.paradoxplaza.com/forum/showpost.php?p=7435218&postcount=283
Oversight, Added now.
ADukes said:
Yes, iam still not sure that this should be completely removed, tweaked or changed to SPA. Its something i will test eventually to see what setting that gives the best result. If anyone has experimented with changing this parameter i would like to hear the results.
ADukes said:
-there is an error in the teams_U99.csv at the end of team 99901 -> "x"""
Missed that one. Since its behind the x it isn't doing anything, but i removed it nonetheless.

thx for the corrections.
 

Dilbert-A-

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Hi!

I went through the text.csv file again and found some additional misspellings in the german column (although I'm pretty sure that some of them we would have never seen):



  1. line | misspelling | suggested correction
    602 | gesch. Ankunftszeit | Fertigstellung
    132, 133, 134 | Aggresivität | Aggressivität
    573 | Befestigungenen | Befestigungen
    579, 580 |Verhängsivolle | Verhängnisvolle
    845 |gerrechnet | gerechnet
    2588 |Seperat | Separat
    2590 |Armeee-Modifikatoren | Armee-Modifikatoren

Regarding line 602: this is not a misspelling, but instead the text is too long (has been reported also for another line in the file with the same text) and I think that the correction is the best match without messing up the screen [GAZ wouldn`t make much sense in this context]).

hth,
Dilbert-A-
 
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ADukes

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Dilbert-A- said:
Regarding line 602: this is not a misspelling, but instead the text is too long (has been reported also for another line in the file with the same text) and I think that the correction is the best match without messing up the screen [GAZ wouldn`t make much sense in this context]).
Line 602 or String Name "ETA" is unused in the game, so it doesn't matter.
 

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ADukes said:
Line 602 or String Name "ETA" is unused in the game, so it doesn't matter.

Hm, but it seems like this string is used in my game.
The funny thing is, that I wanted to report that the use of "Fertigstellung" is not good either, because it is used for the production screen and for the troops. So maybe "GAZ" is better then.


 
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ADukes

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Dilbert-A- said:
Hm, but it seems like this string is used in my game.
Oops sorry. "ETA" is line 2623.
So Gormadoc had changed the wrong entry to "GAZ".
 
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