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-MoRiDin-

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Oh yes, that worked should have done that sooner... sigh..

Anyway...

So now I have hundreds of revolts a;; the time... the problem raising militancy is apparently Banned parties... no idea why as I'm set to all parties are allowed....

HELP!!!

Why wont they just calm down... bloomin' africans...

any idea why I'm stuck with this party problem, i'm a consitutional monarchy, with uni suf, free press, all parties, all trade unions, and public meetings...

What do I do now??
 

OHgamer

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if the party is listed as banned you can unban it by holding an election.

If you still get a listing of having a banned party and all your parties are currently allowed, none listed as being banned, then you are dealing with a known bug, whereby banned parties that naturally expire do not lose the constant +0.1 MIL boost for having been banned formally.
 

-MoRiDin-

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OHgamer said:
if the party is listed as banned you can unban it by holding an election.

If you still get a listing of having a banned party and all your parties are currently allowed, none listed as being banned, then you are dealing with a known bug, whereby banned parties that naturally expire do not lose the constant +0.1 MIL boost for having been banned formally.

anyway to undo it? it's killing me?

Edit in the game file or something?
 

-MoRiDin-

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Now I have another problem, I bought a few tech's from the UK all the ones I could, and now my research is stuck, there are no options available to reasearch at all... Do I have to wait for some inventions to fire or what?

Current tech levels are 25 out of 30 for all area's bar navy which is at 28.

Any Ideas?
 

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You have to wait a certain amount of time. Some (most?) techs can't be researched until a certain year.
 

OHgamer

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-MoRiDin- said:
oh yeah, 1919..

that is annoying...

I really think that tech shouldn't be based on date alone, but on preq's. sigh...

game balance, prevents tech rushing
 

-MoRiDin-

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I'm sure tech rushing could be prevented by making all the techs of the level below preq's of the techs above.

I mean is it in any way part of historical simulation that my nation is making no progress in technological development because it isn't 1919 yet?

mind you I don't mean to moan too much, I love the paradox games, and thought the HOI2 solution to tech rushing was an awesome decision.
 

OHgamer

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-MoRiDin- said:
I'm sure tech rushing could be prevented by making all the techs of the level below preq's of the techs above.

I mean is it in any way part of historical simulation that my nation is making no progress in technological development because it isn't 1919 yet?

mind you I don't mean to moan too much, I love the paradox games, and thought the HOI2 solution to tech rushing was an awesome decision.

bear in mind HoI2 was developed AFTER Victoria, not before. You'd have to retrofit the changes and completely design the tech system for it to work in Victoria.

If you don't like it, just mod it out. go to db/tech and in each of the tech .txt files there are lines for the later techs that read

year = #####

remove that line from each tech, save and voila, no time limits.

2 minute fix that will let the game do exactly as you wish.

Modding 101 is a gamer's best friend, you don't like something about the game, tweak it so you do like it.
 

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I did know hoi2 post dates vicki, and yes I am thinking I may play with the dates when I have a mo to think about it, I'd normally not do that as I'd consider messing with game balance a bad idea. But I'm not yet so good at the game to be that far ahead, the AI nations also had nothing to research due to the date, so some tinkering may be in order.