Only UoB build nukes and bombers to carry them, CoF had nukes in my game but they didn't built a single strategic bomber.Very interesting. I was under the impression through that the AI doesn't build or use nukes?
Question. Are there any events that allow for a Greater Germany? I know of the Austria one, but is there any event chain for a German-led unification?
In case the German Empire somehow annexes Austria, there's an event with three options. A) Maintain military occupation. B) Create an Austrian puppet state and C) Großdeutsches Reich. You get cores on the Austrian territory minus Venice, Belluno and Udine. Probably also not on Montenegro and Kefalonia. Sadly it doesn't give you additional tech teams, troops or officers. But at least full IC.
If the Austrians lose the civil war against Hungary, there's a chance for the Deutsche Partei to win the elections in Austria. They also persue a Heim-ins-Reich-policy, but I'm not sure if there's an Anschluss-event.
You're right, I remember the chances being at around 50% for the whole of Austria (Montenegro and Kefalonia included) after they lose Hungary. But 1.5 might've changed that, in the Germany save I just loaded, the chances are 0%. Also with Austria losing Hungary.
I've come back to Kaiserreich after awhile, and I'm wondering, as Russia, can I still restore the Russian Empire later with Denikin? And if so, how long does it take to get an event to do so?
Thanks for the info, was looking to avoid the civil war and invasions.You can. I'm not quite sure when the restoration event comes up (I think it's mid-1937), but you can choose between a constitutional or absolute monarchy. Oddly enough, you get a bigger dissent reduction from the latter- I guess the Russians just really want a strong leader by that point.
What happened is that some tech allowed the model 8 of naval_torpedoes_l (float planes I think), which isn't defined. There are 2 ways to fix it:
1.- Go to the line in question
and erase the 8. While easy and quick, it will happen again when someone else develops that tech. Besides, unless you also edit the following instance of naval_torpedoes_l (detailing the obsolete models) erasing the 7, it will effectively disable it.Code:naval_torpedoes_l = { 8 7 6 5 4 3 2 1 }
2.- Go to \Darkest Hour\Mods\Kaiserreich for DH 1.4. BETA 3\db\units\brigades\naval_torpedoes_l.txt and add a new model. Simply copy-paste the last entry, and change any value that you want. For instance, copy-paste this at the end of the file:
Code:model = { cost = 1 buildtime = 120 manpower = 0.02 surfacedetectioncapability = 6 airdetectioncapability = 2 subdetectioncapability = 4 airdefence = 0 seaattack = 1 convoyattack = 2 subattack = 2 airattack = 0 shorebombardment = 0 distance = 0.05 supplyconsumption = 0.2 fuelconsumption = 0.2 upgrade_time_factor = 0.8 upgrade_cost_factor = 0.6 equipment = { floatplane = 4 manpower = 20 } }
I'm having some trouble with my save game. Like many others, I'm getting the "ERROR : Invalid cost value [0]" and thus can't load the save at all. Is the save game completely doomed, or is there some way to edit the save game so that it works again? I have the lines that seem to be faulty, I do not know exactly what to change.
I have tried searching for solutions for this, both throughout this thread and at the Kaiserreich-forum, but I can't find anything at all. Does anyone know how to solve this?
PSA destroyers are coming with a cost of 0 IC?I think I encountered the same problem, and fixed it by opening the save game file and going to the problematic line specified in savedebug.txt. In my case, it was a Californian destroyer being built at a cost of 0 IC, so I copied and pasted the IC cost of another destroyer in its stead. Not completely sure how well that solution works long term though, since I abandoned that game shortly afterwards, but it might be worth a try.