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Gormadoc

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xtfoster said:
Yes, this is a known problem with event chains that have a human component. The ai events ALL fire before the human events (except the ones triggered by the human event) which sometimes results in events firing out of order.
Yes, that issue surfaces from time to time.
 

ADukes

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Looks like that I'd forgoten to post this in here.

Changes Paradox made in 1.1 and reverted (probably by mistake) in 1.2:

# Land XP gain Factor 2.0 -> 3.0 -> 2.0
# Naval XP gain Factor 3.0 -> 5.0 -> 3.0
# Leader XP gain Factor 1.0 -> 1.3 -> 1.0
# Combat Modifier: Land Fort Multiplier -0.09 -> -0.07 -> -0.09
# Combat Modifier: Coastal Fort Multiplier -0.09 -> -0.07 -> -0.09


event 4003:
command = { type = trigger which = 100002 } #Madagascar event

Was available in 1.0, commented out in 1.1 and is again available in 1.2.
 

Gormadoc

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ADukes said:
Looks like that I'd forgoten to post this in here.

Changes Paradox made in 1.1 and reverted (probably by mistake) in 1.2:

# Land XP gain Factor 2.0 -> 3.0 -> 2.0
# Naval XP gain Factor 3.0 -> 5.0 -> 3.0
# Leader XP gain Factor 1.0 -> 1.3 -> 1.0
# Combat Modifier: Land Fort Multiplier -0.09 -> -0.07 -> -0.09
# Combat Modifier: Coastal Fort Multiplier -0.09 -> -0.07 -> -0.09


event 4003:
command = { type = trigger which = 100002 } #Madagascar event

Was available in 1.0, commented out in 1.1 and is again available in 1.2.
Hard to say if they are correct or not. Unfortunately i hardly played arma 1.1 because of the bugs, so i have no real experience with the high XP gain factors. Will take a look on the madagaskar event.
 

MartinBG

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Gormadoc said:
This is starting to get silly. When i start the 1936 scenario as Nat. China and trigger event 3814 CHI and AI japan picks puppet China. I end up with 0 leaders. But i had ministers also both a HOG and COS, someone else than Chiang Kai-shek.

The HOG and COS you get are the ministers with earlies start years (1937 and 1938). If you do the same for the AI it wouldn't get them.


Gormadoc said:
I know why you get Chiang Kai-shek techteam. Thats because you have picked him before the event. He will only disappear after research is done. Tried two times as Nat china did not have him after surrender event. Then i tried setting him to research and then he was available after surrender, but only untill i cancelled his research and started another then he disappear.

Again I disagree. Save and reload before to trigger "event 3814 chi" (not as China, but as other country - best with Japan):
1. Start 1936 GC as Japan
2. Do not unpause the game
3. Save and reload as Japan
4. Do not unpause the game
3. Check that CHI didn't start any research yet Edit: Check that CHI didn't use Chiang Kai-shek team to research
4. Run "event 3814 chi"
5. Select "Puppet China"
6. Save and load as CHI
7. Check available techteams - Chiang Kai-shek is among them
You should keep sleepteam command for his team in event 3819.
 
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Gormadoc

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MartinBG said:
Again I disagree. Save and reload before to trigger "event 3814 chi" (not as China, but as other country - best with Japan):
1. Start 1936 GC as Japan
2. Do not unpause the game
3. Save and reload as Japan
4. Do not unpause the game
3. Check that CHI didn't start any research yet
4. Run "event 3814 chi"
5. Select "Puppet China"
6. Save and load as CHI
7. Check available techteams - Chiang Kai-shek is among them
You should keep sleepteam command for his team in event 3819.
hmm start - save and reload ???
 

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MartinBG said:
Yes. It's nearly impossible to play whole campaign without save and then reload at some point (for sleep, work, schoool :rofl: )

Edit:

If I do the steps above without save-reload, then Chieng Kai-shek team isn't available, but after save/reload before event 3814 - it is.
Well i was wondering why start a campaign as Japan and then save and reload as Japan without unpausing, did't make much sense to me.

But i do managed to reproduce a scenario where Chiang Kai-shek is available after surrender event and he did not disappear when removed from research. But in every test i done, in semi-realistic circumstances he is gone.

However i did take a look on the event chain and we can sleep Chiang Kai-shek in event 3819 instead of 3814. If Japan choose to release China or China + warlords event 3819 trigger, if Japan choose take it all, China will not be released. If Japan then later chooses to liberate China, Chiang Kai-shek will be there.

We cant have sleep events in both 3814 & 3819 since that causes CTD.

EDIT:can try with just the sleepteam to see if that causes CTD.
 

MartinBG

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Gormadoc said:
However i did take a look on the event chain and we can sleep Chiang Kai-shek in event 3819 instead of 3814. If Japan choose to release China or China + warlords event 3819 trigger, if Japan choose take it all, China will not be released. If Japan then later chooses to liberate China, Chiang Kai-shek will be there.

We cant have sleep events in both 3814 & 3819 since that causes CTD.

EDIT:can try with just the sleepteam to see if that causes CTD.

Totally agree!!! :D

Just run 30 tests (1936 GC as Japan, pause "event 3814 chi", puppet China) and can tell for sure that double sleepminister commands in event 3814 and event 3819 causes CTD.
15 tests with both events - 5 CTD
15 tests with sleepminister only in event 3819 - no single CTD
sleepteam didn't have impact on CTDs in my tests.
In next version of SIP I'll remove sleepminister and sleepteam commands in event 3814.

EDIT:
Gormadoc, I created a XLS file with all leaders in the game + links to their pictures (one click open them). It is very handy for quick check and error finding. Do you want to send it to you?
 
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Gormadoc

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MartinBG said:
Totally agree!!! :D
In next version of SIP I'll remove sleepminister and sleepteam commands in event 3814
Yea, i did the same.

MartinBG said:
EDIT:
Gormadoc, I created a XLS file with all leaders in the game + links to their pictures (one click open them). It is very handy for quick check and error finding. Do you want to send it to you?
Yes plz, i will pm you my email.
 
Last edited:

MartinBG

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Found an error and one omission in event 90 (Xi'an Incident) in hoi2.txt.
From Wiki:
"On 6 April 1936, Zhang Xueliang met with Zhou Enlai to plan the end of the Chinese Civil War. In the Xi'an incident (12 December 1936), Zhang and another general Yang Hucheng kidnapped Chiang Kai-shek and imprisoned the head of the Kuomintang government until he agreed to form a united front with the communists against the Japanese invasion."
After this both generals were imprisoned, but not in our game :D

In action_a and action_b we have only one sleepleader command, but for wrong leader - Zhang Xuezhong (ID 50010).
This has to be corrected to Zhang Xueliang (ID 50011) and also we have to sleep Yang Hucheng (ID 50340).

Code:
		command = { type = sleepleader which = 50011 } # Zhang Xueliang
		command = { type = sleepleader which = 50340 } # Yang Hucheng
 
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Can you do something about the Unholy Alliance event that is an option in the Molotov pact? I have never had it but its said to be buggy.
 

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Pioniere said:
Can you do something about the Unholy Alliance event that is an option in the Molotov pact? I have never had it but its said to be buggy.
I had it once long ago, back in the good old days of Doomsday 1.2 i believe.

Dont know of any specific bugs in Unholy alliance event. To look at they seem fine except perhaps the relation increase, it should perhaps be set to +100 or something.
 

unmerged(74599)

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1) Has anyone else had the experience of the game crashing when the "Begian Capitulation" event fires and France occupies part of Belgium... in the case where they have retaken a province so France controls the province after the Germans have occupied it temporarily.

2) When Germany is ai the German army getting stuck in the Balkans when Hungary controls the area around Croatia? Some kind of ai screw up?

In anycase, I have come up with a couple of fixes for both of these issues, but I would like to confirm that these are not just problems with my mod, or between HOI.exe and my PC.
 

unmerged(47302)

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Cueball said:
2) When Germany is ai the German army getting stuck in the Balkans when Hungary controls the area around Croatia? Some kind of ai screw up?

In anycase, I have come up with a couple of fixes for both of these issues, but I would like to confirm that these are not just problems with my mod, or between HOI.exe and my PC.


I already experienced this one, not with vanilla but with old TRP version.
I do not know if it can happen with vanilla.
 

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Cueball said:
1) Has anyone else had the experience of the game crashing when the "Begian Capitulation" event fires and France occupies part of Belgium... in the case where they have retaken a province so France controls the province after the Germans have occupied it temporarily.

2) When Germany is ai the German army getting stuck in the Balkans when Hungary controls the area around Croatia? Some kind of ai screw up?

In anycase, I have come up with a couple of fixes for both of these issues, but I would like to confirm that these are not just problems with my mod, or between HOI.exe and my PC.
The German army getting stuck in Balkans is welknown, atleast to me. Probably the most changed vanilla event in the game are the German release Croatia event. Have been tweaked several times in the various versions of HOI2. Always it seems, some new problem occurs.
 

unmerged(74599)

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Well for that I made this little event:

Code:
event = { 
	id = 7306
	random = no
	country = HUN

	trigger = {
		ai = GER
		OR = {
			exists = CRO
			owned = { province = 382 data = -1 }
		}
		alliance = { country = GER country = HUN }
		owned = { province = 455 data = -1 }
		not = { exists = YUG }
	}
		 
	name = "HUngary makes room for Germany"
	desc = "Corridor to the south opened"
        picture = "independent_croatia"
	style = 0	

	date = { day = 1 month = January year = 1936 }
	offset = 15
	deathdate = { day = 1 month = january year = 1963 }

	
	

	action_a = {
		name = "Oooops" # Fix it
		command = { type = secedeprovince which = GER value = 455 }
		command = { type = secedeprovince which = GER value = 382 }
		command = { type = removecore which = 455 }
		command = { type = removecore which = 382 }
                                 
	}
}

I remove the cores too, so that Hungary does not ask for it back. As well, it will not fire if Germany is human, so Hungary can hang on to its turf, since I assume human Germany is not going to rotate the armies around the Balkans. The only thing I can think of is that somehow the units ordered to go there, in the previous AI (Attack Yugo AI) keep the same target orders if there is no connection to their base.

You would want to change to ID for the event as that is specific to EIR. Once the corridor is opened the armies will then start behaving normally, and head for Russia ASAP. Germany will then release Croatia, but Hungary will not ask for it back because it is not a core.
 

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Cueball said:
Well for that I made this little event:

Code:
event

I remove the cores too, so that Hungary does not ask for it back. As well, it will not fire if Germany is human, so Hungary can hang on to its turf, since I assume human Germany is not going to rotate the armies around the Balkans. The only thing I can think of is that somehow the units ordered to go there, in the previous AI (Attack Yugo AI) keep the same target orders if there is no connection to their base.

You would want to change to ID for the event as that is specific to EIR. Once the corridor is opened the armies will then start behaving normally, and head for Russia ASAP. Germany will then release Croatia, but Hungary will not ask for it back because it is not a core.

I would advise to make this an ai only event. I would like it to fire while I am playing Hungary.
 

unmerged(74599)

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I am not sure what you mean. It will fire if Hungary is Human. Do you mean: you "would (not) like it to fire when you are playing Hungary"?
You want it to fire or not? As far as I can tell all it does is screw up the German AI, so it will fire when Germany is AI, but under any condition for Hungary, IF Germany is AI.

It could be made to fire, I guess, only if Hungary and Germany are AI. Since it wont be problem if both are human. But if Hungary is human and Germany is AI, does the German army get stuck in the Balkans... that is the relevant question.

As for the two "capitulation events" in the "capital_move.txt" file, other than wondering why these two events deserve their own file, and the events are not simply moved over to their country AI event files, my suggestion is that the triggers be changed so that the territories must be controlled by Germany, and not just by anyone. Sadly this will mean the event will not fire if France premetively invades Belgium, but that I am sure is a rare case, and anyone doing such is unlikely to care much about historical accuracy. So I suggest this trigger:

Code:
event = {
	id = 25060
	random = no
	country = BEL

	trigger = { 
		random = 35
		war = { country = GER country = BEL } 
		NOT = {
			control = { province = 50 data = GER }
			control = { province = 68 data = GER}
			control = { province = 69 data = GER}
			control = { province = 51 data = GER}
			control = { province = 52 data = GER}
			control = { province = 70 data = GER}
			control = { province = 65 data = GER}
			control = { province = 45 data = GER}
		}
	}

Also at the bottom of that event Belgium tries to give Rotterdam to Germany...


Code:
		command = { type = secedeprovince which = GER value = 46 }

which is irrelevant really, since it wont happen, but for the sake of accuracy that line could be edited out too.
 
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ADukes

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Cueball said:
Code:
event = {
	id = 25060
	random = no
	country = BEL

	trigger = { 
		random = 35
		war = { country = GER country = BEL } 
		control = { province = 50 data = GER }
		control = { province = 68 data = GER}
		control = { province = 69 data = GER}
		control = { province = 51 data = GER}
		control = { province = 52 data = GER}
		control = { province = 70 data = GER}
		control = { province = 65 data = GER}
		control = { province = 45 data = GER}
	}
Without NOT = { }.
 

unmerged(74599)

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Yes right. I clipped it from an umodded version and forgot.
 
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