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Dr.Feel

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@Black Ader Thanks for the great feedback - here are my responses.

Few remarks/bug finding for this most excellent mod otherwise :

-Hitler is supposed to survive Elsner's bomb all the time on normal difficulty, but he was killed twice, albeit I was on normal.

Definitely a bug that I'm not aware of - is this one of the bombing assassination events? I've noted it down to check this out. It should never happen on normal.

-When I closed to Moscow, I had a message saying that Staline withdrawed from Moscow. The capital moved to Gorky. However, when I took Moscow, Staline HQ unit was there, and another message said that Staline is dead.

This is a bug that I've had trouble figuring out, so I've removed one of the "Stalin's death" events for the time being in my current work.

-After Stailne's death, HoS was Kalinin (plausible), and HoG was...Kerenski ! I'm pretty sure that he was exiled in USA at this time, and I can't imagine Kalinin, Beria and Malenkov recalling him to save USSR.

I've made it so that Beria is always appointed HoS once Stalin dies. There was a good discussion on this several pages back that lines up with your ideas.

-Japan never launched attack on Pearl Harbor. I suppose that it is because they performed so bad in China (losing half of Manchuria) ? Something should really be done for Japan...

I've made large improvements in the Sino-Japanese theatre to help them out a bit. It now results in a stalemate, as it did historically, almost every time.

-Another miserable failure is Italy in northern Africa. But it is an old problem, and less annoying than Japan.

I haven't touched this theatre yet but may do so in the future. Italy almost always fails in Africa.

A final thought on Barbarossa : first month is decisive. If I fail on primary encirclement, I will soon be pushed back to Poland. But on the other hand, if my early stage is victorious, I will be safe more or less untill the end. I didn't took Moscow to taste the russian winter, but it was frankly quite calm, and 1942 wasn't really a challenge.

This has been my experience as well, though I've made some serious balance changes to the USSR that I have yet to test out. They will build a lot more ARM much less aircraft now.

Just an added question about Italy, I notice that when you take the decision that reorganises the military, it sets the strength of all the units to 70%, that never seems to change, even with mobilisation, is it permanent?
 

Dr.Feel

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In 1938, Italian infantry division became so called "binary" division (divisione binaria), as they were based on two regiments instead of the three that prevailed prior to the reorganization. This is the reason why unit strenght is reduced to 75%.
hahaha great so I have to produce even more divisions to be effective, no wonder Italy gets stomped in every game :D

Edit: Had no idea about the binary division though, thanks for teaching me something new!
 

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Another bug found : when I play another country than Germany, the event "expansion of Aalborg airport" is triggered by AI Germany in...1938. Of course, Denmark is still free and Germany at peace.

I have some concerns about money events with Japan also : events that are supposed to taking money from Japan (sale of Mandchourian railway, freezing of japanese funds) are actually adding money. It could be explained in case of railway (Japan is buying russian parts, so more money at the end), but I can't find any plausible explantion on why freezing of assets by USA could bring some money to japanese treasury...
 

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Another bug found : when I play another country than Germany, the event "expansion of Aalborg airport" is triggered by AI Germany in...1938. Of course, Denmark is still free and Germany at peace.

I have some concerns about money events with Japan also : events that are supposed to taking money from Japan (sale of Mandchourian railway, freezing of japanese funds) are actually adding money. It could be explained in case of railway (Japan is buying russian parts, so more money at the end), but I can't find any plausible explantion on why freezing of assets by USA could bring some money to japanese treasury...

I can confirm this too.

Another thing about Japanese campaign; when you puppet China with Final Peace Proposal, Wang Jingwei's China loses all cores in China, except for Nanjing. I understand this is meant to simulate chaos ensuing brutal Japanese invasion but i think a series of pacifization events would be good. I don't think a new Chinese government would be rejected by the population for good. Province by province pacifization spread to 5 years could be nice.

Last point : puppet Chinese State still has Chonqinq as its capital. Naturally, it should be Nanjing.
 

KarlXI

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I feel it's realistic. Realistically, we're talking about a totally unpopular puppet regime rulling over half a billion people who have just been brutally invaded, raped and looted - only to be told they should obey their new puppet masters readily.

I mean, it is realistic: consider the amount of partisans in occupied China, the striking lack of popularity and ineffectiveness of the Wang Jingwei Govt and Army, etc... Also compare parallel situations, such as occupied Poland and Russia which had a lot of partisans in them.

We're talking about, of course, a way to weaken the natural advantages China provides to the Japanese player once it becomes a puppet: namely the huge army, resource reserves and so on. Historically, given the laughable inefficiency of Japanese puppet forces, including Manchukuo and Reorganized Chinese, we're talking about leaving all those divisions behind as a sort of anti-partisan, rear echelon force, and that's about it. While the main Japanese army does all the fighting.
 

MateuszS

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OK, some issues regarding victorious Germany:
- decision about Generalgouvernment didn't happen at all, I had to activate it manually
- I had not attacked Scandinavia, so events/decisions about renaming the Reich and dissolving Switzerland didn't happen (as require controlling the North)
- I'm not sure if "Thule society" should fire in late 40s...
- same issue with "Riom trial" for France firing in late 40s
- if France Vichy doesn't accept deal, later we can establish puppet Frwench State with same government - but I assume it's known bug

Suggestions:
- events about settlers from Western Europe (Great Britain, Netherlands, maybe Norway) fiding new home on the East
- maybe event/decision for GER to propose peace for the Allies if Britain and France are occupied, Bitter Peace has happened and US is neutral (so the Allies would be just Commonwealth - Canada, Australia, South Africa - maybe with Free France destroyed)?

EDIT: three issues in Asia and the Pacific.
- Nationalist China has same colour as RK Turkestan which can cause misunderstanding in the map reading if both states share border
- Nat. China won the war with Japan. This wouldn't be a problem, but at the same time Japan was at war with the US. Result: market liberal Japan waging war with the US. Shouldn't they surrender to the US as well?
- decision "Negotiations with Japan" requires that Japan has to control Nanjing, so it is unable to pick if they already set up puppet regime in China
 
Last edited:

Big Scary Mouse

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I have two questions.

1) Are there any plans on making France a properly fleshed out, playable nation? Right now France starts with 3 functional IC. You don't have enough income to research new technologies. After half a year your supplies will run out, unless you are willing to resort to some immersion-breaking tricks (like parking your Navy and Air Force in Britain). While France indeed suffered a period of economic and political turbulence, it was nowhere close to such a catastrophic situation. I don't mind a challenge, not at all, but in my opinion France should be playable without any cheesy tactics (such as releasing your African colonies as puppet states to lower your dissent).

2) Is playing as the Soviet Union rewarding enough in Edge of Darkness?
 

JJMerrill

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Hey guys - I appreciate all the bug reports, there's a good number of them there that I haven't already checked out.

@Big Scary Mouse

1. Not at this time. I agree that France receives very little love in Darkest Hour and wish that weren't the case.

2. There are new flavor events for all major countries, but there is no new "thick" content for the Soviet Union. Once I get back to modding again and feel satisfied with Germany and Japan, I would then like to focus on making the Soviet Union actually rewarding to play and give the player specific goals to aim towards, such as the new events and decisions that Germany offers. Other opinions may differ, but if I don't have lots of interesting flavor events and decisions to aim for as goals, I lose interest very quickly. Germany is by far the star of the show and has 80%+ of the new content.
 

Big Scary Mouse

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@JJMerrill

Thank you for a timely reply.

1. I would advise to consider reducing some of the maluses to the French Industrial Capacity at the start of the game. At the very least you should be able to properly research new technologies and feed your army.

2. It is a bit disappointing, but I am glad to hear that you are willing to fix the situation. A Soviet playthrough can be very rich in flavour and event chains. Best of luck!
 

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@JJMerrill

Thank you for a timely reply.

1. I would advise to consider reducing some of the maluses to the French Industrial Capacity at the start of the game. At the very least you should be able to properly research new technologies and feed your army.

2. It is a bit disappointing, but I am glad to hear that you are willing to fix the situation. A Soviet playthrough can be very rich in flavour and event chains. Best of luck!

The mass starvation is a bit gross. Perhaps just deplete the regiments from the start.

France really shouldn't get IC. They're just starting the Great Depression.

Soviet games are pretty great. The sheer insane power of the Germans is a real challenge.
 

MateuszS

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Second playthrough and:
- decision about GG (colonization or leave it as it stands) this time showed itself
- I annexed Canada after blowing up US and event about fate of Canada didn't fire (I had to use console)
- US partition is quite messy, as leaves some islands in their posession, (I don't quite understand why some other go to Australia instead Japan, but ok)
- Soviet Union dissolution and partition is very messy, because Japan (allied to Germany) annexes every Chinese state and liberates them "manually" which results odd borders
- Generalplan Ost event chain gives huge malus to manpower, which is OK. However, I'm not sure if later events give back exact amount of manpower back
- and I don't know why all trade deals regarding territory (Italy tried to give me my old colonies) were autodeclined...
 
Last edited:

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@MateuszS Thanks for the help! My responses -

- decision about GG (colonization or leave it as it stands) this time showed itself

I'll check this out - the decision has some specific parameters that might need to be relaxed. The decision should appear if the "Victory parade in Berlin" event has fired, which happens a few weeks after the conclusion of Operation Barbarossa, Germany is not at war with Soviet Union, GG Poland is a puppet, and Germany or allied country control all of Germany, Benelux, Poland regions, and GG Poland controls Warsaw (province 232). The Warsaw line in the code is redundant, so I'll go ahead and remove that. The player must then destroy any rebellions or enemy forces within the newly conquered territories and deploy garrison units within Poland.

Code:
#### The Polish Question
event = {
    id = 1000641
    random = no
    country = GER
    save_date = yes

    decision = {
        event = 1000601 #Victory parade in Berlin
        NOT = { war = { country = GER country = SOV } }
        ispuppet = U44
        region = { region = Germany country = -3 data = 1 }
        region = { region = Benelux country = -3 data = 1 }
        region = { region = Poland country = -3 data = 1 }
        control = { province = 232 data = U44 } # Warsaw
    }
   
    decision_trigger = {
        manpower = 500
        ispuppet = U44
        garrison = { country = -3 province = 232 size = 3 } #At least 3 units stationed in Warsaw
        garrison = { country = -3 province = 234 size = 3 } #At least 3 units stationed in Radom
        garrison = { country = -3 province = 235 size = 3 } #At least 3 units stationed in Krakow
        garrison = { country = -3 province = 238 size = 3 } #At least 3 units stationed in Stanislow
        garrison = { country = -3 province = 242 size = 3 } #At least 3 units stationed in Lwow
        garrison = { country = -3 province = 246 size = 3 } #At least 3 units stationed in Chelm
        region = { region = Germany country = -3 data = 1 }
        region = { region = Benelux country = -3 data = 1 }
        region = { region = "Baltic States" country = -3 data = 1 }
        region = { region = Poland country = -3 data = 1 }
        region = { region = Belarus country = -3 data = 1 }
        region = { region = Ukraine country = -3 data = 1 }
    }
   
    trigger = { ai = no } #Disable AI from taking this decision

    name = 1000641name
    desc = 1000641desc
    style = 2
    picture = "ggpoland"
    decision_picture = "ggpolanddecision"

    date = { day = 0 month = january year = 1933 }
    offset = 30
    deathdate = { day = 29 month = december year = 1999 }

- I annexed Canada after blowing up US and event about fate of Canada didn't fire (I had to use console)

Definitely unintended. I expect the player to annex Canada after defeating the USA, but the order of conquest should not matter. I'll review the conditions. I may remove the need for event #1000946.

Code:
#### Fate of Canada
event = {
    id = 1000947
    random = no
    country = GER
   
    trigger = {
        event = 1000946 #Event "Creation of the American Union State" has fired
        NOT = { war = { country = GER country = CAN } }
        NOT = { war = { country = GER country = USA } }
        NOT = { exists = CAN } #Canada does not exist
        NOT = { exists = QUE } #Quebec does not exist
        #Germany controls all of Canada
        region = { region = "Eastern Canada" country = GER data = 1 }
        region = { region = "Canada" country = GER data = 1 }  
        region = { region = "Western Canada" country = GER data = 1 }
        region = { region = "Northern Canada" country = GER data = 1 }      
    }

    date = { day = 0 month = january year = 1933 }
    offset = 7
    deathdate = { day = 29 month = december year = 1999 }
   
    name = 1000947name
    desc = 1000947desc
    style = 2
    picture = "canadaprop"

- US partition is quite messy, as leaves some islands in their posession, (I don't quite understand why some other go to Australia instead Japan, but ok)

Sounds like their Pacific possessions need some attention - I'll check this out.

- Soviet Union dissolution and partition is very messy, because Japan (allied to Germany) annexes every Chinese state and liberates them "manually" which results odd borders

- One of the more serious bugs in the current release and a critically needed fix so the end game isn't disappointing to the player. I have a solution in place and just need to put it through some more testing.

- Generalplan Ost event chain gives huge malus to manpower, which is OK. However, I'm not sure if later events give back exact amount of manpower back

Over the course of several years, the manpower drain returns back to 0. The numbers on this are probably going to go through many more revisions to get the balance right.

- and I don't know why all trade deals regarding territory (Italy tried to give me my old colonies) were autodeclined...

The World in Flames base to the mod had some special rules for trade deals that differ from vanilla Darkest Hour. I've been tinkering with these, too, and will check out this particular example more closely.
 

MateuszS

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In the first playthrough decisions about GPO were enabled, but about GG wasn't. In the second playthrough everything was normal.

O, by the way - while I was clearing the US they managed to annex Siam. They liberated it themselves soon after the capitulation. So no only just islands were still owned afterall, but part of mainland Asia as well.

Two minor bugs:
- Hitler's (natural) death doesn't remove his unit from the game - so if you later remove it, you'll still get dissent hit
- Siberia - zombie Kolchak as HoS, vanilla leftover

One of decisions about SS units has broken picture (or no picture at all), but I don't remember which one.

I don't know why I can't nuke using strategic bombers (but I can using ICBMs)o_O
 
Last edited:

truggs

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thinking back on the old 1.03 ver of this mod... i miss the old unit pictures they had where it would show side views of ships in 3d along with planes. i also miss the special infantry for other nations like japan..
 

MateuszS

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Couple minor bugs:
- SS Totenkopf motorised division - while the decision about it we get in 1939, division model is from 1942 - isn't too modern?
- various infantry/cavalry divisions from eastern volunteers (georgian. turkish etc.) on the other side are very outdated (1926, 1932)
- event about Maginot Line didn't fire this time...
- I'm not sure what triggers event about return of the Channel possessions, as I got it couple days after partition of Britain (no GER-USA war?)
- I don't know why Wallonia has cores on Calais and Dunkerque - shouldn't Flanders have cores there?
- I partitioned France "step by step" and:
* Italy already got her claims before I decided what to do with them
* Wallonia didn't get her cores in France, when I decided to liberate Flanders, Wallonia and RK Nederlande (which wasn't liberated BTW)

Third playthrough and Japan goes another way through...:confused:
 
Last edited:

Taig

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Does anyone know all of the German volunteer divisions that spawn in the game? it's been a long time since i played a long campaign as germany and i can only remember the ROA.
 

JJMerrill

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@MateuszS Thanks again for the help. I wasn't aware of a lot of these bugs and will also examine the ideas behind dating of the divisions. I've also done a lot of work on the Benelux liberation events. They're a bit of a mess in the first release.

@Taig I'm not sure - Hirz has done some great work in adding many (quite literally dozens) of flavor divisions to the German campaign. You're very likely to see some of the foreign legions/volunteer divisions that you might have in mind.
 

Hirz

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Unfortunately my labtop is broken, so I can't give you a list of all volunteer divisions.
  • 369th (Croatian) Infantry Division
  • 373rd (Croatian) Infantry Division
  • 392nd (Croatian) Infantry Division
  • 162nd Turkoman Division
  • Russian Liberation Army
  • Blue Division
  • Danish Volunteers
  • French Volunteers
Are just a few that come to my mind. Notice that some divisions e.g.: Danish Volunteers will only trigger if you have set up Denmark as a puppet.

Some divisions are intended to be outdated to simulate their weak training and inappropriate equipment, others will be quite modern.