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Vanguard44

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Today I worked on the PH event chain. The player has the option to carry out the attack. There are then five weighted responses.

5% - discovery, no damage
25% - mild damage (less than historical)
40% - heavy damage (more than historical)
15% - mild damage with carriers
15% - heavy damage with carriers

So for example - I start up the game, fire the war events, choose to carry out the operation (later after testing I add requirement to have 10 ships north of pearl) and get this event.

pearl_optn.png


Let's do it.

pearl_atk.png


The US gets an event - it's impossible for me to tell which one, but I don't need to, because...

pearl_bad.png


Ofc, just to show you this, I also fired the best outcome.

pearl_kami.png


I also began work on the China event chain. Capture of certain Chinese provinces will force CKS to sue for peace in which the Japs get a share of China. The Chinese civil war commences with probable victory for the Chicoms which leaves Japan in a cold war position with them. I'm hoping that the game will be playable after Japan beats the West via this cold war mechanic.
 

Limith

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Dissent effects are too large, lack of success should result in dissent growth, not reduction. Not only that, but Japan doesn't get much dissent via events as it is, so large amounts of dissent reduction isn't necessary. Just my two cents. Also CHI surrender should take into consideration allied help, more cities required if allies are backing China (as CHI believed USA and SOV would bail them out) or if JAP is winning heavily against USA. Bonus if you take into consideration IJA reluctance for peace early in the war (set a minimum time since war start or something if you haven't implemented IJA vs IJN yet) because they believed they could get total victory.

You want to be careful with JAP-CHI peace events when writing them, many many things can go wrong due to various ahistoric cases. You will need to either do many tests or to sit down and consider everything that can go wrong. Many triggers will be required.
 

Vanguard44

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The dissent effects are just something I put there with randomish values as I do not yet know how to make "no effect" events (they never seem to fire.)

The game so far is very simplistic in terms of scripting. Also in terms of gameplay. CGX and SHX etc do not exist, only CHI and CHC. Some modification of the peace event is in order, I suppose, but I want it to be possible - but also I do not want the player to be able to conquer China and just suppress it, I am interested in playing out a Chicomm/Japanese cold war. The mod needs a future after the peace with the US... ;)

The events do need testing "in the flesh" rather than me firing them. When the raw basics of the game are down I will probably release an early version. I want to make more complicated events, but I can't yet, because I basically don't know how. I know how the game works in principle, but modding it is trial and error for me (I'm not a coder irl) so it will take time. Thanks for the valuable advice.
 

Vanguard44

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So I was really pondering a way to implement IJA and IJN relations. I ran through many ideas in my head, looked through the modding files, and nothing seemed to work. Then I realised solution was lying under my nose all this time. Many mods make use of "GOD." I will simply have two GODS - IJN and IJA, with whom relations are improved by various events. When relations reach a certain level then supply costs for one side will increase, which will represent the political cost of maintaining/building more land/naval units.

Let me give an example. By capturing Wake Island, Japan gains +5 relation with the Navy, +10 for Midway and +10 for Johnston. If Japan has at least 25 relation with the Navy, then an event fires increasing Army supply consumption and build cost, and decreasing the same for the Navy. It will take a lot of balancing but I think this is a useful mechanic because it means the player essentially has a free choice, but is impacted by the choice he makes.
 

chatnoir17

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How about simplifying it with using decisions to represent a quasi-slider of Navy-Army?
You can always show "strengthen Army" "support Navy" decisions, and each powerbalance would give different bonus/malus.
 

chatnoir17

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But the political sliders have already given options to players. I don't see any reason why only IJN and IJA don't allow it.
 

Vanguard44

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Yes, but it's simple player selection every two years for a small % change. The point of this is for the player to have a dynamic impact on their decisions. One problem with Paradox games, especially HOI, is that you can pretty much plan everything out. I want to add an element of "I don't have direct control of this situation" which was really prevalent in WWII.
 

chatnoir17

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OK.

Another topic. I think Japan lacked know how to govern occupied territories in comparison to other great powers (well, they had long tradition of the colonialism...). In vanilla, I found it is too easy to maintain f.e. India and SEA without releasing vassals.
 

Limith

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So I was really pondering a way to implement IJA and IJN relations. I ran through many ideas in my head, looked through the modding files, and nothing seemed to work. Then I realised solution was lying under my nose all this time. Many mods make use of "GOD." I will simply have two GODS - IJN and IJA, with whom relations are improved by various events. When relations reach a certain level then supply costs for one side will increase, which will represent the political cost of maintaining/building more land/naval units.

Let me give an example. By capturing Wake Island, Japan gains +5 relation with the Navy, +10 for Midway and +10 for Johnston. If Japan has at least 25 relation with the Navy, then an event fires increasing Army supply consumption and build cost, and decreasing the same for the Navy. It will take a lot of balancing but I think this is a useful mechanic because it means the player essentially has a free choice, but is impacted by the choice he makes.

Rather than utilizing two country tags, you can also utilize flags (even though flags are boolean true/false) using a complicated system of triggers. There are examples of this in Darkest Hour Full in events written by me.

On a side note, if you knew a scripting language such as python, it would be easier to write in an actual coding language complex systems. I posted a python library a while back that takes care of formatting events, but I don't think it would be applicable to you.

All events need at least 1 valid command to trigger. You can have a "No Immediate Effect" command by writing an empty command like "command = {}"
 

der Kriegsherr

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I love this idea.
I can't do much with AI files apart from simple alterations, but just tell me what you need and I'll be thrilled to help out in whatever way I can.
 

Vanguard44

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A bit 'annoying' that the mod starts in 1939, that cuts off a lot of what pushed Japan in its historical positions. But anyway theres lots that begs to be simulated in DH and mods. Need ideas for decisions or events?
I agree a 1936 start might be nice. If it's a success from 1939 I'll push it back, but I started in 1939 because I am avoiding making complicated mechanics for opening part of Sinojap war.
 

Vanguard44

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I love this idea.
I can't do much with AI files apart from simple alterations, but just tell me what you need and I'll be thrilled to help out in whatever way I can.
Thanks. I'm actually in urgent need of an AI file for some of my ghost countries which would stop them from doing anything at all, and give them a very high resistance to being influenced by anyone else. If you could help me with this I'd be much obliged (credits of course will be given to everyone who helps out.)
 

der Kriegsherr

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Thanks. I'm actually in urgent need of an AI file for some of my ghost countries which would stop them from doing anything at all, and give them a very high resistance to being influenced by anyone else. If you could help me with this I'd be much obliged (credits of course will be given to everyone who helps out.)

Alright, which ones?
Manchukuo and Mengkukuo?
 

Vanguard44

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Some status update. Work was halted because of some crippling crashes I only managed to fix today. There are now lots more events at the start of the game which adjust some stats for certain units. One thing I'm going to talk about now are unitnames.

I chose English unit names and I feel this requires some justification. I want the mod to be accessible for everyone. Therefore I want to shy away from romanji names that most people won't understand. It won't help the player fit into the context unless he has specialist knowledge. I don't want that.

In DH Full a division name is: Dai 10 Hoheishidan. As far as I know, 'Hohei' is infantry and 'Shidan' is division. I do not know what 'dai' is as I am quite sure Japanese does not have articles. I have written the divsion names as follows.

IJA 10th Division 'Iron'

Japanese units had a system of 'tsūshōgō codes', which were basically identification codes. The first division was 'Jade' for example, the eleventh was 'Brocade' and so on. Some of these are quite poetic - they had various names including seasons (Winter), flowers (Camellia), terrain types (Plains), forest types (Cedar), and various adjectives - Lucky, Bright, etc. (Some of them appear to be named after ordinary common nouns - the 16th 'Wall' Division, for example) I do not have the FULL list of tsushogo codes and can only go on what wikipedia tells me, unfortunately.

One area in which I need serious help is the naming of air units. Air "corps" are known as Fleets (1st Air Fleet, 2nd Air Fleet etc) and air units themselves are Air Divisions, but Japanese air divisions seem to have been quite mixed in their formation, and so I do not really know how I should label these units. Any help with this would be super fantastic.

I've also been working on stockpile stuff, and I'll give info on that soon.

I also made some misc adjustments. Naval battles are deadlier and over quicker. Air units do more org damage to naval units but less strength damage. Naval units are MUCH more vulnerable in port. The command stack sizes have been reduced and penalty increased (I HOPE AI automatically notices this, if not... urgh)
 

bestmajor

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One area in which I need serious help is the naming of air units. Air "corps" are known as Fleets (1st Air Fleet, 2nd Air Fleet etc) and air units themselves are Air Divisions, but Japanese air divisions seem to have been quite mixed in their formation, and so I do not really know how I should label these units. Any help with this would be super fantastic.

maybe this one could be of help for you: http://forum.axishistory.com/viewtopic.php?f=65&t=77370&start=15