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Hubsi

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Cueball said:
Do you mean: you "would (not) like it to fire when you are playing Hungary"?
Yes, yes! That's exactly what I mean. I do NOT want it to fire.
You're good, you understand my meaning even when I am not able to express it. Sorry for the confusion.

I can imagine that I want to create a greater Hungary, or turn Hungary against Germany or whatever. I should at least have a choice as a human player.
 

unmerged(74599)

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Hubsi said:
Yes, yes! That's exactly what I mean. I do NOT want it to fire.
You're good, you understand my meaning even when I am not able to express it. Sorry for the confusion.

I can imagine that I want to create a greater Hungary, or turn Hungary against Germany or whatever. I should at least have a choice as a human player.

Well its Gormodoc's mod, and its up to him. That is my offering on this topic. I could write it up here as an optional event for Hungary and you could stick it in your Hungary.Txt file. The thing is though, I am not sure that if Hungary were human and Germany not, that the same problem would not occur if Hungary controls those two provinces. Maybe it would not, but having 60 to 80 German divisions stuck in the Balkans more or less ruins Germany's chances if it is AI.
 

CSABadass

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Hubsi said:
If you install CDCP first and the other module later, you should be fine.

Depending on the mod, you may or may not see all of CDCP's fixes while playing a modded game.
 

Gormadoc

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Many techteam pictures where changed in the last two versions of armageddon. Mostly to match that Paradox changed a lott of techteams from a Person name to National Military Academy or similar names.

However it seems like they added new techteam pictures for a lott of teams they did not change the name for.

some examples:
T2208.bmp is now some type of Weapon shield, DD 1.3a picture was of Heriberto Jara Corona. Name of techteam are still Heribarto Jara.
T2210.bmp, DD 1.3a picture are of Miguel Alemán González. In arma its a similar type of shield as 2208.

Now should we reimport DD.13a pictures or should we rename the techteams to match new pictures ?
 

xtfoster

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Gormadoc said:
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.
IIRC the event will fire correctly now (instead of just kicking the USSR out of its Alliance)...BUT...the AI cannot handle it and actually DOES WORSE than without the alliance.

For example, the last time I had it happen

Poland lasted until late November...
The Winter War triggered the Day AFTER Poland fell, but all of the Soviet troops must have been in Poland because Finland was able the take the entire Peninsula and held out until LATER 1940...
Italy declared war on the USSR...and was winning (Because the AI does not garrison the Italian Border?)
Because of Italy declaring war on the USSR, France (and BeNeLux) were never invaded.

Also, because the USSR is constantly at war, it will never "Demand Territory" in the Baltics.
 

Gormadoc

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xtfoster said:
IIRC the event will fire correctly now (instead of just kicking the USSR out of its Alliance)...BUT...the AI cannot handle it and actually DOES WORSE than without the alliance.

For example, the last time I had it happen

Poland lasted until late November...
The Winter War triggered the Day AFTER Poland fell, but all of the Soviet troops must have been in Poland because Finland was able the take the entire Peninsula and held out until LATER 1940...
Italy declared war on the USSR...and was winning (Because the AI does not garrison the Italian Border?)
Because of Italy declaring war on the USSR, France (and BeNeLux) were never invaded.

Also, because the USSR is constantly at war, it will never "Demand Territory" in the Baltics.
Ok, this is not something for CDCP then. It sounds like a completely new set of AI behaviour events & AI switch files is needed.
Almost full mod in itself setting up a good GER-SOV AI for unholy alliance.
 

xtfoster

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Kristof73 said:
BTW. Fix to China leaders. What about them when another country ex. human Russia will release China as puppet ? As I know when you liberate any other country as puppet it will be without leaders ... ?
Only if you don't save and reload after the Annex and before the Liberation. Since only the Japanese Annex/Liberation is event driven, only they can be fixed by event. Since the ai will (almost*) never liberate countries except by event, a player just needs to remember to save/reload before Liberation.

*The AI can be programmed to release nations. But only Democracies AT PEACE will actually do it.
 

unmerged(53922)

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Ok, so 1 year ago I made 2 events to fix the problem of lack of leaders to any country after annexation and then liberation. Works 100% without and even with reloading. But ... only once. Second time liberated country will be without leaders. (but it's very rare ...)

The same with a problem with free IC/resources and manpower given to some countries, when they was liberated second time. Events in oryginal ai_revolters.txt will fire only one time. So ex: Italy liberate Somalia. UK annex them. Italy or someone else liberate them again and they have 0 IC etc. Mayby small bug, but ... it's fixable and works after any liberation.

So there is no need to place such changes in China fall events. It works in another way. One event is firing for all AI countries at day 1 of scenario and second right after liberation.

So ex. human Russia can liberate China, Germany - Denmark etc. and they always be with leaders on a second day after. Do you interested ?
 
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zenkmander

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I'm not sure if this has been answered yet, but is CDCP compatible with the Compendium mod, as long as CDCP is installed first? Compendium apparently has a lot of TRP characteristics.
 

Gormadoc

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zenkmander said:
I'm not sure if this has been answered yet, but is CDCP compatible with the Compendium mod, as long as CDCP is installed first? Compendium apparently has a lot of TRP characteristics.
It most likely is but there is no need to install CDCP i think since Compendium mod change so much.
 

Luxor

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Gormadoc said:
zenkmander said:
I'm not sure if this has been answered yet, but is CDCP compatible with the Compendium mod, as long as CDCP is installed first? Compendium apparently has a lot of TRP characteristics.
It most likely is but there is no need to install CDCP i think since Compendium mod change so much.
I always look at any CDCP release and I take from it what is not already covered by other means :)
 

ADukes

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Kristof73 said:
So ex. human Russia can liberate China, Germany - Denmark etc. and they always be with leaders on a second day after. Do you interested ?
Don't ask, tell.
 

Gormadoc

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The free resources is done by making the events persistent & adding a setflag command to trigger. Then make a remove flag event incase the country gets annexed. Then the free resource event will fire if the country gets released again. So it takes twice the number of events currently in revolt.

The leaders where fixed by using dublicate sets of leaders for all countries and the wakeleader command as far as i remember.
 

unmerged(74599)

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Like this you mean...

Code:
event = {
	id = 15000
	random = no
	persistent = yes
	country = ALG
	trigger = { 
		NOT = { flag = ALGdone }
	}
	
	name = "AI_EVENT"
	desc = "AI_EVENT"
	style = 0

	date = { day = 0 month = january year = 1936 }
	offset = 1
	deathdate = { day = 29 month = december year = 1999 }

	action_a = {
		name = ""
		command = { type = free_ic value = 5 }
		command = { type = free_energy value = 16 }
		command = { type = free_metal value = 8 }
		# command = { type = free_oil value = 8 }
		command = { type = free_rare_materials value = 4 }
		command = { type = dissent value = 7 } #  independence in 1962
		command = { type = setflag which = ALGdone }
		command = { type = wakeleader which = XXXX}
		command = { type = wakeleader which = XXXX}
		command = { type = wakeleader which = XXXX}
		command = { type = wakeleader which = XXXX}
		}
	}
event = {
	id = 150001
	random = no

	trigger = {  
	NOT = { exists = ALG }
	flag = ALGdone 
}
	name = "AI_EVENT"
	desc = "AI_EVENT"
	style = 0

	date = { day = 0 month = january year = 1936 }
	offset = 1
	deathdate = { day = 29 month = december year = 1999 }

	action_a = {
		name = ""
		command = { type = clrflag which =ALGdone }
		}
	}
 

MartinBG

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Gormadoc said:
The leaders where fixed by using dublicate sets of leaders for all countries and the wakeleader command as far as i remember.

sleepleader, right? :confused:

This is one possible solution (I used it for Warlords States in my first atempt to find workaround for this bug - more in my signature), but to make this for every country in the game?!... :wacko: A lot of new events will be needed to delete duplicated leaders after release and game performance will be harmed, but this way all released (even more then once) countries will have their leaders. Anyway I preffer to keep them by add_corps commands :)
 
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