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Mulder123

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In my playthrough I didn't honor the Molotov-Ribentropp pact, because I crushed Poland before Russians intervened. They declared war, but didn't invade me because of the NAP so I could calmly take care of Britain and the Balkans. Also the whole Barbarossa chain didn't start because of this.
 

JJMerrill

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@Blecky Got it - thank you. I see the issue already. Another oversight on my new files. This is a fairly serious bug because it also means these old tags that I based the new tags off of (UK, USA, France) all have duplicate high-skill leaders. I greatly appreciate reports like this.



@Mulder123 Did Operation Barbarossa never appear as an option? I've dishonored M-R Pact before, it shouldn't affect Barbarossa in any way unless SOV declares war on you. Did SOV declare war on you or Poland? If they declared war on you due to not honoring the pact, the specific decision "Operation Barbarossa" will not be available. The conditions are the following:

Playing as Germany - Soviet Union exists, NOT at war with Soviet Union, control both Warsaw and Berlin (allied or direct control), Poland does NOT exist, Moscow is controlled by a non-allied state, Paris is controlled (allied or direct control), and there is no non-aggression pact between GER and SOV.

Note that the specific decision "Operation Barbarossa" is not required to trigger special events such as the "Bitter Peace" or the new Generalplan Ost content. As long as you and SOV are at war, you can still trigger their surrender events.

Code:
###########################
# Unternehmen Barbarossa
###########################
event = {
    id = 2003046
    random = no
    country = GER
    decision = {
        exists = SOV
        control = { province = 232 data = -3 } # Warzaw
        control = { province = 163 data = -3 } # Berlin
        NOT = {
            exists = POL
            war = { country = GER country = SOV }
            control = { province = 572 data = -2 } # Moscow
        }
    }
  
    decision_trigger = {
            control = { province = 55 data = -3 } # Paris
            NOT = { non_aggression = { country = GER country = SOV } }
    }
 
Last edited:

JJMerrill

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Arrowfiend

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Anybody have some general tips for playing as Germany in the mod? I thought I was doing fine by having 90 INF w/ ART brigades and 15 L-ARM by 1939, but apparently that's not even close to enough to take on even France, let alone the Soviets who get an absurd amount of IC and free units in this mod. Should I have built up more IC early on so I could build more units later? Or should I have started building units immediately and ignored IC altogether?
 

Misantropia

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I started a second GER playthrough, beside the fac that Republican Spain won I found a few issues:

- the decisions for the Chemical plant did not appear at all
- I have a -10% wartime effect on industry for some reason, identical with the peacetime modifier
 

JJMerrill

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Requirements for decision "IG Farben Chemical Plant":

Code:
# Build IG Farben Leuna Chemical Plant
event = {
   id = 9300239
   random = no
   country = GER

   decision = { event = 9300062 control = { province = 170 } } # German Economic Miracle

   decision_trigger = {
       supplies = 2000
       metal = 2000
   }
   trigger = { event = 9300062 random = 30 control = { province = 170 } } # German Economic Miracle

   name = 9300239name
   desc = 9300239desc
   style = 2
   picture = "abadan_oil"
   decision_picture = "decision_ploesti"

   date = { day = 1 month = january year = 1933 }
   offset = 60
   deathdate = { day = 29 month = december year = 1999 }

Event #9300062 "German Economic Miracle"

Code:
# German Economic Miracle
event = {
   id = 9300062
   random = no
   country = GER

   trigger = { atwar = no random = 10 event = 2003135 } # Unemployment 5%
  
   name = 9300062Bname
   desc = 9300062Bdesc
   style = 2
   picture = "Economic_Miracle"

        date = { day = 1 month = january year = 1933 }
        offset = 60
   deathdate = { day = 29 month = december year = 1939 }

Event #2003135 "Unemployment 5%" is based on the vanilla decision "Economic Recovery Plan". This is probably the issue. If this decision was not taken, it won't set up the necessary requirements for the Chemical Plant decision to be available.

Code:
# Unemployment rate down to 5 percent
event = {
    id = 2003135
    random = no
    country = GER
   
   
    trigger = {
        event = 2003136 # Economic Recovery Policy
        OR = {
            random = 2
            AND = {
                random = 40
                year = 1935
            }
        }
    }
   
    name = "2003135name"
    desc = "2049092desc"
    style = 2
    picture = "Unemployment_rate"

    date = { day = 0 month = january year = 1933 }
    offset = 30
    deathdate = { day = 29 month = december year = 1964 }







-10% IC modifier is probably coming from the event "Peace Economy" which can be alleviated through the "Rationing" decision chains:





Code:
# Peace Economy
event = {
    id = 9300338
    random = no
    country = GER

    trigger = { atwar = no ai = no
    }

    name = 9300338name
    desc = 9300338desc
    style = 2
    picture = "Credit_flow"

    date = { day = 1 month = april year = 1933 }

    action = {
        name = ACTION_NAME_OK
              command = { type = free_energy value = -80 }
              command = { type = free_metal value = -40 }
              command = { type = free_oil value = -20 }
              command = { type = free_supplies value = -20 }
              command = { type = free_rare_materials value = -10 }
              command = { type = free_money value = 5 } # 10
              command = { type = stockpile which = all when = all value = -20 }
        command = { type = building_prod_mod which = ic value = -25 }
          command = { type = industrial_modifier which = total value = -10 } # Added in Platinum
              command = { type = local_setflag which = Rationing0 }
    }
}
 

puttyman

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Hi everyone, this mod is great such attention to detail. The only issue I have and unfortunately it's a major one is that the mod crashes continuously when I reach September 1939. It seems to have no pattern to it either as it does it on different dates for example the first time it did in September 6th 1939, the second time was September 9th and the third which happened about an hour ago was September 13th 1939. It is quite annoying because as I say it is an amazing mod otherwise. I'd be grateful if anyone on here knows why it is happening or could suggest a solution.
 

Hirz

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Hi everyone, this mod is great such attention to detail. The only issue I have and unfortunately it's a major one is that the mod crashes continuously when I reach September 1939. It seems to have no pattern to it either as it does it on different dates for example the first time it did in September 6th 1939, the second time was September 9th and the third which happened about an hour ago was September 13th 1939. It is quite annoying because as I say it is an amazing mod otherwise. I'd be grateful if anyone on here knows why it is happening or could suggest a solution.

As this issue is unknown so far, I think you have done something wrong with the installation. I therefore recommend to delete Edge of Darkness and install it once again.
 

Vlad_Dracul1989

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Nice version. There's a fine balance between difficulty and fun and history can be changed quite a bit, but not in massive crazy KR-way :D

btw. in last attempt to create Greater Germanic Reich, French surrender didn't fired properly. I mean, I encircled British and Belgians on beaches, reached Paris in one month, everything went nice (especially doing it literally days after Poland surrendered - not even two weeks and 10k men lost). In November, my motorized and panzer divisions rampaged through France.

BUT: it took two months before AI decided it's lost cause. Entire army was surrounded behind Maginot Line, my forces took literally everything behind their backs (Paris, Cherbourg, Brest, Bordeaux, Vichy, Lyon, Marseille etc.) but they still fought.

Basically, I struggled with numbers of my divisions, many of them were busy sieging 50+ allied force on belgian beaches, most of them faced French counterattacks from Verdun and neighbouring provinces, mobile forces rampaged through France, so invasion corridor to France was pretty narrow all the time.

ENTBwbl.jpg
 

JJMerrill

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@Vlad_Dracul1989 Edge of Darkness definitely makes the first major conflict against France much more difficult. Note that the initial French surrender event requires more than just the seizure of Paris. This event is unmodified from vanilla Darkest Hour, however there is one major difference - the condition in the event that checks for the percentage of land divisions (land_percentage) will typically return as false due to how much stronger France is compared to vanilla Darkest Hour. The vastly higher number of divisions will usually mean that France will NOT surrender with the capture of Paris alone as they generally do in vanilla.

Conditions are the following for the French surrender:

- GER or ITA controls Paris
- 35% of national provinces lost OR at war with GER and does NOT have at least 40% GER's number of land forces OR at war with ITA and does NOT have at least 60% of ITA's land forces
- At war with GER OR at war with ITA
- GER and BEL are NOT at war (handled by Belgium surrender event) AND province #116 (Brussels) does NOT have at least 12 friendly divisions stationed in it.



Every 6 days, these conditions are checked:



Code:
########################################
# It is done!
########################################
event = {
    id = 2002004
    random = no
    country = FRA
    style = 2
    picture = "Petain"

    trigger = {

        OR = {
            control = { province = 55 data = GER }
            control = { province = 55 data = ITA }
        } # Paris
        OR = {
            lost_national = { country = FRA value = 35 }    # At least 35% of national provinces lost
                           AND = {
                war = { country = GER country = FRA }
                NOT = { land_percentage = { country = GER value = 0.4 } }
            }
                           AND = {
                war = { country = ITA country = FRA }
                NOT = { land_percentage = { country = ITA value = 0.6 } }
            }
                         }

        OR = {
            war = { country = GER country = FRA }
            war = { country = ITA country = FRA }
        }
         NOT = {
            AND = {
                war = { country = GER country = BEL }
                garrison = { country = -3 province = 116 type = land size = 12 area = 1 }
                } # Brussels
        }
    }

    date = { day = 0 month = january year = 1936 }
    offset = 6
    deathdate = { day = 29 month = december year = 1963 }



I'll think about this and whether or not it needs review in a future version, possibly even in the form of something that guides the player toward knowing that taking Paris alone isn't enough or lowering the percentage of national provinces required. I fell into the same problem in one of my earlier campaigns, not realizing that I had to take 35% of France's national provinces as well to compensate for the higher ratio of land_percentage in the mod.
 

JJMerrill

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@Mulder123 Yeah, I'd like to do this a lot more elegantly. Right now, the USA just receives a boatload of free divisions to make the invasion of the USA not so underwhelming, but they tend to stack the divisions like this. I'll need to modify the scenario file itself and spawn the divisions in certain provinces to improve it.

@puttyman Maybe this bug is a mismatch in minister IDs or something similar:

Code:
####################################################################
#  Daladier Resignation in France
####################################################################
event = {
    id = 1000149
    random = no
    country = FRA
    
    date = { day = 19 month = march year = 1940 }
    offset = 1
    deathdate = { day = 21 month = march year = 1940 }
    
    name = "EVT_1000149_NAME"
    desc = "EVT_1000149_DESC"
    style = 2
    picture = "dadalier"
    action = {
        name = "1000149a"
        ai_chance = 100
        command = { type = dissent value = 1 }
        command = { type = headofgovernment value = 5021 } #  Paul Reynaud
    }
}
 

Vlad_Dracul1989

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btw. if you need help with events, i can try write something.

although as i see it in general, darkest hour needs AI-intelligence boost still the most :D it's ridiculous that AI is unable to dissolve worthless units or simply move policy on their own.
 

Misantropia

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hey, so I'm in early 1941 now, fighting England, in Africa and preparing for USSR. Here are my observations:

-the AI cheats A LOT. I sunk ~40 transports carrying troops in Alexandria so ~20 divs died (i did it with the french italian navies and GER airforce). My intelligence still shows ~50 TRPs (they had ~60 3 moths ago) and 140 divs, and 3000 MP. This makes my efforts seems somewhat futile, as UK lost ~1.000.000 men since the beginning of WW2 and they don't seem to let up. also their IC is going up ~200 IC.

-USSR is demobilised but they have 3000 IC to spare, that seems kinda extreme, building troops at a huge pace. With 550 IC (compared to 450 of mine)

I know the AI needs help, but I'm just worried that the feeling of the game for most players my be spoiled given this.

-Republican Spain won the civil war, this is cool and stuff, but there are no events dealing with this outcome, I just DOWed them and they joined the allies, no English hels whatsoever, so I 2 moths I was in Seville. This was a lackluster campaign, maybe we can come up with some things to make this possibility more interesting:
-At the end of the civil war, SPA will chose to become Social Democrat or Leninist, getting close to either England or USSR getting guaranties (maybe a R-M treaty that deals with Spain also).
-Nationalist uprising if GER invades to a new civil war starts with the Nationalists joining the Axis
-English Expeditionary forces

-Gibraltar is impossible to dislodge, and UK keeps on pouring in troops, it's simply unrealistic for Gibraltar to dominate the straights if GER has the surrounding area. Maybe have the AI never reinforce GIB if possible. If the garrisom manages to hopld then ok, it is quite an impregnable fortress, otherwise it is useless as a beachhead.