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fudd_bopo

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Latest version is v0.6c which can be downloaded from Here .

Remember that this scenario will replace some vanilla HoI2 (1.02) files, so a backup would probably be a good idea. ;)
I have no idea if the mod works on 1.3, but I think it will.

The v0.6c should work fine if you install it on a vanilla HoI2.
(however it should work with earlier versions of the scenario too as it replace the files)...

The mod takes place in Europe with all of the nations owning 8 provinces each, they also have claims on additional 15 provinces.
All the nations are supposed to be more or less equal.
For instance they all have 50 IC.
Any feedback and ideas of how to improve the scenario is greatly appriciated.

Here's a screenshot of the progress so far... (this screenshot is from v0.6)

europescenario0601.jpg

-- Changes done 0.6c --

- The AI should be more determined now.

-- Changes done 0.6b --

- All capital provinces should now Urban for real.

-- Changes done 0.6 --

- Changed German names of the nations (i think but can't check it in game).
- Changed Austrias slider settings (they are now the same as all others).
- Changed many flags and shields (New ones found on a flagsite).
- Changes to the colours.
- Added 10 new nations. Sicily, Tunisia, Tripoli, Benin,
Gabon, Egypt, Syria, Jerusalem, Palestina and Namibia
- Added Great war Destroyers as starting tech.
- New revolt.txt (all the starting nations can
now be liberated from their specific areas.)
- All capital provinces are now Urban.
- Claims modified for Eire, Finland, Norway, Svealand, Anatolia,
Osmania, Almohad, Fez, Aragon, Castille and Portugal.
- Changed all techteams skill to 4 (instead of 3).
- Some minor changes to the AI.
- And many other minor changes.
- 15 New leaders for each Nation.

-- Changes done 0.5 --

- New leaders for BUL, ROM, GRE, HUN, RSI, ITA, BEL,
SCA, AST, EST, DEN, DOM, HOL, LAT, LIT, COS, IRE,
FRA, GER, CZE, CUB, HON, JAP, LUX, AUS, ALB, MAN,
NEP, NOR, PRU, POR, POL, SPR, SPA, SWE, SAL, VIC,
YUG, SCO, SCH, NIC, FIN.
- Minor changes to the AI
- Changed names of IRQ, AFG, FRA, ITA.
- It should now be possible to research the secret weapons.
- New techteam added for all nations (Air strategy)
- Added 3 random events.
- Added 3 new nations (Almohad, Fez and Grenada).
- Added one airbase for each nation.
- Added greatwar infantry and cavalry techs at start.

-- Changes done 0.4 --

- Added Scotland.
- Serbia now also has 6 vp.
- Added Naples.
- Modified claims for ENG, ITA.
- Added Norrland.
- Removed all ministers.
- Made some changes to the colours
and changed the colour of some countries.
- New techteam added for all nations (Naval Strategy).
- All nations now have 250 starting money instead of 0.
- Extended the time in revolt.txt
(now you can liberate nations into year 2000).
- New leaders for AFG, TUR and IRQ
- Modified the AI a little.
- And some other minor changes...

-- Changes done 0.3 --

- All nations now have 10 manpower.
- Build time of ships have been slightly increased.
- Small changes to the AI.
- Replaced all nations tech teams with 7 new ones.
- Claims added to AFG, POR, ITA, SAL, NOR,
FIN, TUR, HON, ROM, POL, LAT, EST, ENG, SPA and SPR
(all nations should now have claims).
- Claims modified for SCH, YUG, AUS, MAN, CZE.
- More victory points added.
- Changed many flags and shields (used some victoria flags).

-- Changes done 0.2 --

- All nations now have 50 IC.
- There are now much more resources.
- Changed the colours of SCH, NIC, SAL and LIT.
- Claims have been added to DOM, NEP and COS
- Changed the names of most nations.
- All ships build time has been decresed.
- Some other minor changes has been done too.

-- --

updated download 2007-04-12 (should now be downloadable again (same version as before)).
 
Last edited:

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Sounds fun, what are the names for all nations??

And how will each country be able to fight eachother when they are equal?
Wouldnt it be a good idea to give some countries more manpower, resources or ic than others.
 

unmerged(46333)

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Van der Gent said:
Sounds fun, what are the names for all nations??

And how will each country be able to fight eachother when they are equal?
Wouldnt it be a good idea to give some countries more manpower, resources or ic than others.
he said they wont be exzactly equal and with RISK ai they will form alliances
 

unmerged(42223)

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That looks really great, would like to play it when you are ready!

Keeping it to Europe was brilliant, as it should play fast even on slower machines.

One thing about editing the 'province' map file I have found. Just one little error in one line and the game will not load and will not give ANY error report; it just freezes!

So, I recommend going very carefully modding it, by using a clean copy first and make sure the game loads and plays otherwise. Do not mix modding the map province file with any other modding. This could lead to madness. Next, working from a clean copy make only so many changes and keep track where you are working. However since this is limited to Europe, I would place the two province files side by side (one clean unmodded and the other modded) and do a file compare.

This is tedious to be sure, but check every entry carefully.

Another solution is not to 'touch' the province map file at all and instead modify the each country scenario start-up file. But since you want to modify down and as well as up in some cases this might not be any easier.
 

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anti-commi said:
he said they wont be exzactly equal and with RISK ai they will form alliances

All the nations are supposed to be more or less equal

åhhhhhhhhhhh!!!!!!!!!!!!!!!!!!
 

fudd_bopo

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Yukala said:
Another solution is not to 'touch' the province map file at all and instead modify the each country scenario start-up file. But since you want to modify down and as well as up in some cases this might not be any easier.

Never knew there was another way of changing the resources, it's in the .inc files isn't it? is it possible to use a new file and only enter the resource changes or do i have to add them in each country's file? does this change the province.csv resources or just add to them?
Also what do i write to add something this way?
:rolleyes:


Van der Gent said:
Sounds fun, what are the names for all nations??

And how will each country be able to fight eachother when they are equal?
Wouldnt it be a good idea to give some countries more manpower, resources or ic than others.

Currently the nations have what names they had, haven't changed anything there... is it easy? how to do that? it would be neat.

I hope they'll be able to fight eachother properly even though they are not far superior, if it works each game will probably not have the same outcome.
 
Last edited:

unmerged(42223)

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In the Scenario EUG file there is line that makes a call to pull up the vp.inc which is consolidated. Whether in like mannor you can make one similiar for resources I have not tried. It would seem easier that way. However, I go into each country inc and add lines on the top of the file (this seems to matter a lot, having these lines carefully posted ON TOP of the inc file)

example: for Germany


province = { id = 300 ic = 30 } #Berlin
province = { id = 300 oil = 130 } #Berlin
province = { id = 300 metal = 130 } #Berlin
province = { id = 300 rare_materials = 130 } #Berlin
province = { id = 300 energy = 230 } #Berlin
province = { id = 88 ic = 5 } #Hamburg
province = { id = 90 ic = 5 } #Kiel
province = { id = 84 ic = 5 } #Erfurt
province = { id = 67 ic = 25 } #Essen
province = { id = 67 energy = 125 } #Essen
province = { id = 312 ic = 5 } #Nürnberg
province = { id = 86 ic = 5 } #Hannover
province = { id = 311 ic = 5 } #Dresden
province = { id = 75 ic = 10 } #Köln
province = { id = 75 metal = 50 } #Köln
province = { id = 310 ic = 5 } #Leipzig
province = { id = 314 ic = 5 }#Stuttgart
province = { id = 82 ic = 10 }#Kassel
province = { id = 303 oil = 55 }#Stuttgart
province = { id = 303 ic = 6 }#Stuttgart

Notice I did not keep up on the names. :( but anything past a # has no effect of course.

No can you do this?:

province = { id = 303 ic = -6 }

Notice the minus. I bet it would work just fine.

This is safer than modifying the map in that you get error reports from these lines when the mod loads. Whereas the map error generally just freeze on global load and EFFECTS all scenarios thereafter which is most 'undesirable'.

RISK_Mod is a hapharzard combination of both map editing (massive amounts) and inc file code changes again massive amounts. So I recommend a complete second install of HOI for my mod. You might keep these considerations in mind.
 
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Yukala said:
example: for Germany


province = { id = 300 ic = 30 } #Berlin
province = { id = 300 oil = 130 } #Berlin
province = { id = 300 metal = 130 } #Berlin
province = { id = 300 rare_materials = 130 } #Berlin
province = { id = 300 energy = 230 } #Berlin
province = { id = 88 ic = 5 } #Hamburg
province = { id = 90 ic = 5 } #Kiel
province = { id = 84 ic = 5 } #Erfurt
province = { id = 67 ic = 25 } #Essen
province = { id = 67 energy = 125 } #Essen
province = { id = 312 ic = 5 } #Nürnberg
province = { id = 86 ic = 5 } #Hannover
province = { id = 311 ic = 5 } #Dresden
province = { id = 75 ic = 10 } #Köln
province = { id = 75 metal = 50 } #Köln
province = { id = 310 ic = 5 } #Leipzig
province = { id = 314 ic = 5 }#Stuttgart
province = { id = 82 ic = 10 }#Kassel
province = { id = 303 oil = 55 }#Stuttgart
province = { id = 303 ic = 6 }#Stuttgart

Notice I did not keep up on the names. :( but anything past a # has no effect of course.

.


I agree with Yukala if you can do not have to edit the province file you can also do by events event though it's not province specific below is an example of an event whic fire up when the game starts or the country is liiberated .


event = {
id = 200021
random = no
country = GER
trigger = {


}

name = "Industral Help"
desc = ""
style = 0

date = { day = 1 month = january year = 1935 }
offset = 0
deathdate = { day = 31 month = december year = 1947 }

action_a = {
name = "Startup"
command = { type = free_ic value = 360 }
command = { type = free_energy value = 1220 }
command = { type = free_metal value = 1160 }
command = { type = free_oil value = 610 }
command = { type = free_rare_materials value = 160 }
command = { type = industrial_modifier which = total value = 50 }
command = { type = industrial_modifier which = supplies value = 100 }
command = { type = research_mod value = 50 }
command = { type = building_prod_mod which = ic value = 15 }
command = { type = building_prod_mod which = infrastructure value = 15 }
command = { type = metalpool value = 2000000 }
command = { type = rarematerialspool value = 1000000 }
command = { type = energypool value = 500000 }
command = { type = oilpool value = 1000000 }
command = { type = supplies value = 1000000 }
command = { type = money value = 1000000 }
command = { type = manpowerpool value = 500 }
}
}

Regards Terry

Ps I Uslly use a combantion of both in the .inc and events
 

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Just managed to make a few changes in the province.csv...
But the numbers that show up ingame is not the same as the numbers in the province.csv, I entered 100 energy but ingame it was 103...
I don't have any extra resources in the .inc files either...
:wacko:
 
Last edited:

fudd_bopo

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It's the same when i use the .inc files and add "province = { id = 26 ic = 5 }" too... (it's not 5 though there was 0 and i added 5)

Tried "province = { id = 26 ic = { size = 5 current_size = 5 }}" which seems to work fine, but when i try to use it for resources it just makes an error telling me that
"--- ERROR : (province :unexpected field) 'size = 5' Line = 8 file = scenarios/eu/ireland.inc ---"
Does this mean that this won't work for resources like oil? :(

Edit: It would be really nice if it worked because it worked perfect for IC.
Also, if i want to change manpower is it "manpower" or "man_power"?
 
Last edited:

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that us a great mod, man! keep up the work, or post what has been done so far! I WANT TO HAVE IT! seems to be great for lan sessions!
 

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Gen.Schuermann said:
that us a great mod, man! keep up the work, or post what has been done so far! I WANT TO HAVE IT! seems to be great for lan sessions!

It's working, though there are not so much resources and the ic of the different countries range from 3 to 60, i just found out yesterday how to add ic easily but before i add too much id rather try to figure out how to boost up the resources a bit.

I would post it if you want... But i don't know how :rolleyes:
 

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jaycee_ said:
Hay, this looks really nice. Would be great for a MP-game... :cool:

Thanks! :)

I have a v0.1 of the scenario done, but i can't find a way to make it downloadable....
Someone who know of any way to make it possible for others to download it? :confused:
 

fudd_bopo

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jaycee_ said:
OK, here you can download Version 0.1 of this Mod.

*Download*

Attention: Some vanilla files will bei overwritten, so make a backup of these ones. :)

Wow, thanks a lot jaycee! :D
 

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anti-commi said:
put it in a ziped folder i cant download it

Can't download it as in can't download? Or as in don't have winrar installed?

edit:If it's winrar you're missing it can be found here
 

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Ok, I played your scenario, and its really funny. Some things are not ready like same ICs, but I know it's the first version. :)
But I wanted to post one idea: I wouldnt take the Names of the Nations like France, germany, but the ones of some older KIngdoms and/or Regions like Bavaria, Burgund, pomerania, Tyrol and so on... :) This would have flair...