• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

dec152000

Colonel
1 Badges
Feb 25, 2006
908
1
  • Arsenal of Democracy
Hi,

I'd suggest getting rid of the Vanilla files just in case then. see if that fixes any oddities. Game should usually play out close to historical when player is a minor like CHC.

WRT to the surrender event not sure why the issue here, as all of the provinces (other than Dairen) are suppossed to be seceded to CHI. AFAIK this is almost straight Vanilla code so you'd think it would work. I'd agree that conditions being right they should actually go to CHC. The problem is the amount of scripting required to generate that effect correctly. Teg, could you take a look at this and see if you can figure out what is going on? Also, while looking at the files I noted the events that move industry back in CHI. they are yours from way back. I don't exactly understand what is desired here. However, they are now moving more IC from Chongqing and Chengdu than the original events move in. Could you take a gander at that issue as well? Thanks!

mm
 

ArmdChair

First Lieutenant
10 Badges
Nov 3, 2003
244
0
Visit site
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • East India Company Collection
  • Hearts of Iron III
  • Majesty 2
  • Semper Fi
  • 500k Club
  • Rise of Prussia
  • Mount & Blade: Warband
  • Achtung Panzer
Indochina.

I want to split the JAP occupation into more historical phases. Hanoi, Haiphong and Luang Prabang first, then the others more historically.

I also want to tinker with SIA because it is set to become a JAP puppet much earlier than when the JAP forces really invaded.

Oh, and I want to test a surrendered CHI not giving up EXP forces to JAP, MEN and/or MAN.

The only forces Japan really co-opted were what became MEN and MAN. And those forces were used for internal anti-partisan and policing efforts, not in the field armies.
Any other JAP puppet should only have anti-partisan GAR units, if at all.

If we desire to try to model the efforts of the Japanese to raise forces anywhere else, we should consider the event route, not the game system route.

That is my general intent. While I am still testing, please discuss any concerns.
 

dec152000

Colonel
1 Badges
Feb 25, 2006
908
1
  • Arsenal of Democracy
Hi,

Indochina: Sounds good.

Siam: AFAIK the event that puppets SIA requires JAP to be at war with ENG. Once that has happened the date itself isn't relevant anymore.

CHI Exp Forces: I expect this is fine considering JAP has done well already if they get here. My main concern would be that IMO JAP should be able to use Chinese forces to garrison all of China. We shouldn't see AI JAP with too many units tied down in China if they have Wang Jingwei running the show.

Puppets: While I get what you are saying here, the reality is that the game engine allows a number of ahistorical options for all players. Some of them are pretty fanciful. I'd say that as long as we don't encourage the formation of the fanciful options that is about the best we can do. But I don't see a practical way to prevent JAP from releasing ahistorical puppets and in most cases scripting to control a JAP released AI puppet is more work than reward.

mm
 

ArmdChair

First Lieutenant
10 Badges
Nov 3, 2003
244
0
Visit site
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • East India Company Collection
  • Hearts of Iron III
  • Majesty 2
  • Semper Fi
  • 500k Club
  • Rise of Prussia
  • Mount & Blade: Warband
  • Achtung Panzer
Hmm. IIRC SIA did not have to be atwar with ENG. I may have changed it to a condition. The Befriend value was way too high. It seemed to be allowing the two AIs to get too cozy in 1940 on a regular basis. Still, I am continuing to test from various angles.

I agree that JAP should be able to use Chinese units to garrison a surrendered China. No problem there.
 

Tegetthoff

General
14 Badges
Apr 14, 2006
2.101
4
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Rise of Prussia
  • Mount & Blade: Warband
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
Progress report:
I have combined all the event files and just need to add Hagar´s gfx. Then a couple of hands-off stability runs and I can publish.
 

Tegetthoff

General
14 Badges
Apr 14, 2006
2.101
4
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Rise of Prussia
  • Mount & Blade: Warband
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
Regarding the industry move-back events:
Their purpose was to remove the high concentration of IC in Chengdu and Chongquing. The idea was to make them unpredictable, i.e. you cannot say where the people and industries will move in a Japanese controlled China. So I always had one option that was more "closer" to the probably Japanese controlled areas and one that was remote, in some warlord region.

Obviously, they should not remove more than they move in, at least they should not reduce the two provinces to 0 or negative (?possible?) ICs. But Chongquing grew quickly because it was the centre of KMT controlled China and would just as quickly decline in importance once the KMT fell (or in case of a Chinese victory).

FTM, I´ll concentrate on getting 0.70.6 out and look at these things later. I am suffering from one of those occasional cases of loss of interest in AoD that each of us seems to have from time to time, and will be back when "rekindled".

My favourite pastime at the moment is doing spreadsheets that are supposed to demonstrate that it makes sense to buy a Tesla Model S electric car, but the thing is just too damn expensive. I have a test drive scheduled for Thursday, though....
 

dec152000

Colonel
1 Badges
Feb 25, 2006
908
1
  • Arsenal of Democracy
Hi,

that makes sense. Though at least one of the provinces is a bit to remote even today (Kangding) for any additions. IC won't go negative. But it will drop to zero. So we need to just shift around the events as the initial IC setup and the Move events have both been adjusted to better reflect the new map. I would have worked this when I did the others if I had realized they even existed.

mm
 

dec152000

Colonel
1 Badges
Feb 25, 2006
908
1
  • Arsenal of Democracy
Hi,

Tesla: It does look shit hot. I live sort of near the factory and see them on the road most days if I'm driving very far. Like the car a lot. but it is indeed so pricey. Will consider the new sedan when it comes out as it is supposed to be much more reasonable in price.

mm
 

Zsar1

Major
52 Badges
Dec 19, 2014
659
199
  • Arsenal of Democracy
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Darkest Hour
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Crusader Kings II: Holy Fury
  • Battle for Bosporus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Stellaris
  • Europa Universalis IV
  • Victoria 2
  • Europa Universalis III: Collection
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Way of Life
  • Stellaris Sign-up
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Stellaris: Megacorp
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Heir to the Throne
  • Stellaris: Synthetic Dawn
  • King Arthur II
  • Stellaris - Path to Destruction bundle
Mmh, the fault is readily apparent: There is a duplicate unit in the GER OOB:

Instance 1:
Code:
landunit = {
id = { type = 4712 id = 873616 }
name = "CLX. Armeekorps"
location = 0
home = 488
mission = { type = anti_partisan_duty target = 488 missionscope = 0 percentage = 1.0000 night = yes day = yes startdate = { year = 1941 month = march day = 2 hour = 1 } }
date = { year = 1941 month = february day = 11 hour = 1 }
development = no
morale = 0.5000
leader = { id = { type = 6 id = 965 } name = "Sanne" picture = "gfx\interface\pics\L965.bmp" category = general rank = 2 rank_year = 1941 rank_year = 1942 rank_year = 1990 rank_year = 1990 max_skill = 8 startyear = 1941 endyear = 1956 skill = 2 experience = 20.0000 trait = logistics_wizard trait = commando changed = yes }
division = { id = { type = 4712 id = 872570 } name = "7. Flieger-Division" model = 0 brigade_model = 2 type = paratrooper extra = engineer strength = 100.0000 organisation = 0.0000 morale = 80.2500 experience = 0.0000 defaultorganisation = 88.1250 redep_unit_name = "" supplies = 0.0000 oil = 0.0000 max_supply_stock = 19.9500 max_oil_stock = 2.3100 maxspeed = 1.9000 supplyconsumption = 1.8100 fuelconsumption = 0.0900 defensiveness = 25.2500 toughness = 9.2500 softness = 94.5000 suppression = 11.0000 airdefence = 8.5000 softattack = 10.5000 hardattack = 7.2500 transportweight = 16.7000 airattack = 5.0000 speed_cap_art = 1.4000 speed_cap_eng = 2.2000 speed_cap_aa = 1.9000 speed_cap_at = 1.9000 artillery_bombardment = 0.0000 }
dig_in = 40.0000
attack = { year = 0 month = january day = 0 hour = 0 }
}
Instance 2:
Code:
landunit = {
id = { type = 4712 id = 873616 }
name = "CLX. Armeekorps"
location = 0
home = 488
mission = { type = none target = 0 missionscope = 0 percentage = 0.0000 night = yes day = yes task = 1 location = 488 }
date = { year = 1941 month = february day = 11 hour = 1 }
development = no
morale = 0.5000
leader = { id = { type = 6 id = 977 } name = "von Broich" picture = "gfx\interface\pics\L977.bmp" category = general rank = 3 rank_year = 1941 rank_year = 1943 rank_year = 1990 rank_year = 1990 max_skill = 6 startyear = 1941 endyear = 1960 skill = 2 experience = 20.0000 trait = logistics_wizard trait = commando changed = yes }
division = { id = { type = 4712 id = 872570 } name = "7. Flieger-Division" model = 0 brigade_model = 2 type = paratrooper extra = engineer strength = 100.0000 organisation = 0.0000 morale = 80.2500 experience = 0.0000 defaultorganisation = 88.1250 redep_unit_name = "" supplies = 0.0000 oil = 0.0000 max_supply_stock = 19.9500 max_oil_stock = 2.3100 maxspeed = 1.9000 supplyconsumption = 1.8100 fuelconsumption = 0.0900 defensiveness = 25.2500 toughness = 9.2500 softness = 94.5000 suppression = 11.0000 airdefence = 8.5000 softattack = 10.5000 hardattack = 7.2500 transportweight = 16.7000 airattack = 5.0000 speed_cap_art = 1.4000 speed_cap_eng = 2.2000 speed_cap_aa = 1.9000 speed_cap_at = 1.9000 artillery_bombardment = 0.0000 }
dig_in = 40.0000
attack = { year = 0 month = january day = 0 hour = 0 }
}
Note that the division IDs are identical as well.
... I have no idea how this could have happened. Those are units event-added to the production queue and therefore automatically receive their IDs at runtime.
 
Last edited:

dec152000

Colonel
1 Badges
Feb 25, 2006
908
1
  • Arsenal of Democracy
Hi,

I've noted some duplicate divisions before. But I always assumed they had different ID numbers. Never noticed a duplicate Corps. But that's easier to miss. Might be related to gettting added to the que via event. OR might be some other issue. Indeed really odd.

mm