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ArmedWombat

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In my game as Commune I defeated Germany, but its 1946 now and event about Third Congress didn't fired. Also, CSA and USSR won thiers civil wars; Austria, Dheli, Osmans etc defeated
There are two versions of the Third Congress event, one held by France and one by the CSA. The one held by the Commune of France has the condition that the CSA doesn't exist and the one held by the CSA has the condition that the Commune doesn't exist.

Not sure what's the reasoning behind it, but that might be your problem.
 

youstas

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How to install your files? I should copy and paste with replacement all coincidingfolders in in their respective folders& (e.g. yours New England.txt should replace original Kaiserriech's New England.txt, yours teams_cal.csv should replace original Kaiserriech's teams_cal.csv and so on?). Also original switch folder consists only Rus Pol Berlin.ai and I should place here all content from yours switch folder? (American Civil War.ai etc?) If I use your folders would it make older saved games undownloadable? I asked all of this because I sucks in modding and computers and afraid of broke game completely.
I never got a response back about my edits, so here's pretty much all my work in a .zip file.
If I ever do more I will upload here. Hopefully this way it is noticed and maybe some is implemented.

from my little readme included:
Code:
Added white borders to several most recent update TT and leader images that were lacking them,
 and also generally not grayscaled properly. New pics for some old TTs and new TTs altogether.

New events for USA countries and minor changes to MEX events for Mexican-American war.
New events also incorporate the new tech teams.
Fixed CYN event that did not activate Yunnan Clique leaders and Minister when forming CHI as NPA.

Changed USA/CSA/TEX/CAL/U10 AIs and AI events so they dont do retarded stuff like build Interceptors
 during the civil war.

Changed ACW capture system and draft events so TEX and CSA have a bigger chance of victory. New AI helps.

Replaced Duplicate Admiral (Halsey I think) for TEX with commander who historically died in WW2.

Changed TEX Models to actually make sense (No more multirole F86s) and used better pics for them.

Made SAF Broederbond event less stupidly crippling. -1 money and -3 supplies daily is a bit much for
 only +5 IC eff. Honestly what should be in place are manpower reductions.

South African Federation (NOT SAF!) events still buggy and without text as was with regular 1.8
I dont know what was supposed to go there so I cant fix them.

CSA event rework was/is WIP.

Preview of some new events/reworked events.

Union Oil Company event is here:
### The American Union Oil Company
event = {
id = 81172
random = no
country = TEX
trigger = {
event = 81149
atwar = no
money = 50
NOT = {
exists = CSA
exists = USA
exists = CAL
}
}

name = "The American Union Oil Company"
desc = "In the wake of the civil war, the massive oil industry of the United States has been subject to various levels of military control, prompting the creation of a new company to hold and manage these assets, to provide and process oil for the American Union State."
style = 2
picture = "venezuelan_oil"

date = { day = 7 month = june year = 1940 }
offset = 30
deathdate = { day = 29 month = december year = 1963 }

action_a = {
name = "Ensure that it is a state-run industry"
ai_chance = 60
command = { type = domestic which = free_market value = -1 }
command = { type = waketeam which = 13817 }
command = { type = money value = -150 }
}
action_b = {
name = "Let it run as a private corporation"
ai_chance = 40
command = { type = domestic which = free_market value = 1 }
command = { type = waketeam which = 13817 }
command = { type = oilpool value = -600 }
}
action_c = {
name = "This was a bad idea"
ai_chance = 0
command = { }
}
}

I have also done similar work for activating the CSA pacific aerospace bureau team, as their other aircraft teams generally suck. (I have done a CSA rework as well, but not as much.) This event is sort of iffy imo and probably will be replaced with something that makes more sense.

### The Pacific Aerospace Bureau
event = {
id = 411204
random = no
country = CSA

trigger = {
event = 910002
money = 50
supplies = 1000
NOT = {
exists = TEX
exists = USA
exists = CAL
dissent = 10
}
OR = {
atwar = no
random = 15
}
}

name = "The Pacific Aerospace Bureau"
desc = "In the wake of the civil war, the advanced aircraft industry of the Pacific States has been slowly rebuilt and centralized, prompting the creation of a new bureau to hold and manage these assets. The only question was where to establish the new factories."
style = 2
picture = "swedish_planes"

date = { day = 1 month = october year = 1940 }
offset = 31
deathdate = { day = 29 month = december year = 1963 }

action = {
name = "Move development to the Rust Belt"
ai_chance = 25
command = { type = construct which = IC where = 1886 value = -1 }
command = { type = construct which = IC where = 1889 value = -1 }
command = { type = construct which = IC where = 1883 value = -1 }
command = { type = construct which = IC where = 1821 value = 1 }
command = { type = construct which = IC where = 1825 value = 1 }
command = { type = construct which = IC where = 1806 value = 1 }
command = { type = waketeam which = 10502 }
command = { type = money value = -50 }
command = { type = supplies value = -1000 }
command = { type = oilpool value = -100 }
command = { type = dissent value = 1 }
command = { type = research_mod value = -1 }
}
action = {
name = "Move development to the East Coast"
ai_chance = 15
command = { type = construct which = IC where = 1886 value = -1 }
command = { type = construct which = IC where = 1889 value = -1 }
command = { type = construct which = IC where = 1883 value = -1 }
command = { type = construct which = IC where = 1795 value = 1 }
command = { type = construct which = IC where = 1805 value = 1 }
command = { type = construct which = IC where = 1797 value = 1 }
command = { type = waketeam which = 10502 }
command = { type = money value = -50 }
command = { type = supplies value = -1000 }
command = { type = oilpool value = -100 }
command = { type = dissent value = 1 }
command = { type = research_mod value = -1 }
}
action = {
name = "Move development to the Rocky Mountains"
ai_chance = 10
command = { type = construct which = IC where = 1886 value = -1 }
command = { type = construct which = IC where = 1889 value = -1 }
command = { type = construct which = IC where = 1883 value = -1 }
command = { type = construct which = IC where = 1896 value = 1 }
command = { type = construct which = IC where = 1864 value = 1 }
command = { type = construct which = IC where = 1859 value = 1 }
command = { type = waketeam which = 10502 }
command = { type = money value = -50 }
command = { type = supplies value = -1000 }
command = { type = oilpool value = -100 }
command = { type = dissent value = 2 }
command = { type = research_mod value = -1 }
}
action = {
name = "Move development to the South"
ai_chance = 10
command = { type = construct which = IC where = 1886 value = -1 }
command = { type = construct which = IC where = 1889 value = -1 }
command = { type = construct which = IC where = 1883 value = -1 }
command = { type = construct which = IC where = 1918 value = 1 }
command = { type = construct which = IC where = 1913 value = 1 }
command = { type = construct which = IC where = 1914 value = 1 }
command = { type = waketeam which = 10502 }
command = { type = money value = -50 }
command = { type = supplies value = -1000 }
command = { type = oilpool value = -100 }
command = { type = dissent value = 2 }
command = { type = research_mod value = -1 }
}
action = {
name = "Keep development in the West Coast"
ai_chance = 33
command = { type = waketeam which = 10502 }
command = { type = money value = -25 }
command = { type = supplies value = -750 }
command = { type = oilpool value = -25 }
command = { type = dissent value = 2 }
command = { type = industrial_modifier which = total value = -2 }
}
action = {
name = "This was a bad idea"
ai_chance = 7
command = { type = research_mod value = 1 }
command = { type = industrial_modifier which = total value = 1 }
command = { type = dissent value = -1 }
}
}

I also redid the TEX event regarding the rebuilding of New Orleans. It is no longer instantaneous and should therefore actually make the player consider whether or not to go ahead with it as opposed to the simple decision of whether or not to recieve free factories and bases for a little bit of money.

EVENT 1
### The Beacon of the New America (NOW PART 1 OF 2 with 81173)
event = {
id = 81146
random = no
country = TEX
trigger = {
event = 81138
control = { province = 1931 data = TEX } #New Orleans
}

name = "The Beacon of the New America"
desc = "Long wanted to show the world that the old and corrupt America was gone. He chose to make his hometown, New Orleans, the beacon of the new America. The city would undergo a massive transformation, new streets and buildings would make it the most modern city in the Americas and a massive shipyard would make it the hub of trade in the south. The massive shipyard would also be the birthplace of the new US navy which would safeguard America's future. Critics however thought the plan would be too expensive."
style = 2
picture = "aus_new_orleans"

date = { day = 1 month = january year = 1937 }
offset = 20
deathdate = { day = 29 month = december year = 1954 }

action_a = {
name = "No expense will stop this"
ai_chance = 95
command = { type = free_money value = -2 }
command = { type = free_supplies value = -5 }
command = { type = money value = -500 }
command = { type = supplies value = -1500 }
command = { type = metalpool value = -2500 }
command = { type = rarematerialspool value = -500 }
command = { type = manpowerpool value = -5 }
command = { type = event which = 81173 where = TEX when = 400 }
command = { type = construct which = IC where = 1931 value = 1 }
command = { type = construct which = infrastructure where = 1931 value = 10 }
command = { type = dissent value = -1 }
}
action_b = {
name = "A pipe dream in the end"
ai_chance = 5
command = { type = dissent value = 1 }
}
}

EVENT 2
### The Beacon of the New America
event = {
id = 81173
random = no
country = TEX
#Triggered by 81146

name = "New Orleans - Shining City of the AUS"
desc = "It much took time and hard effort, but it has all paid off as New Orleans has been transformed into a shining symbol of the new prosperity of the American Union State."
style = 2
picture = "aus_new_orleans2"

action_a = {
name = "Amazing"
command = { type = dissent value = -5 }
command = { type = construct which = IC where = 1931 value = 4 }
command = { type = construct which = naval_base where = 1931 value = 5 }
command = { type = construct which = air_base where = 1931 value = 5 }
command = { type = construct which = infrastructure where = 1931 value = 10 }
command = { type = free_money value = 2 }
command = { type = free_supplies value = 5 }
}
}

Also reworked events for TEX invading mexico and other S.A. syndie countries. Previously any war with mexico would still end up triggering peace events pertaining to the original (optional) mexican-american war that can take place during ACW, which would end to wierd, forced war ends for TEX even when the stated goal of the new war was to eradicate syndicalism. Also reworked the new england events so that there are now peace treaties for either side either if TEX manages to annex New England or if they are beaten back considerably. Most of these war events are now decisions, and require pre-positioned troops, so the AI or player is not forced to start stupid wars they are not prepared for.

TEX TT rework as posted earlier in this thread:
KR_TEX_TT_Showcase1.png

EDIT: Just noticed CYN's CAC still starts in 1939 from when I was messing around with that. Not sure if there's any other testing-related stuff still left over for CYN. Should start in 1950.
 
Last edited:

zlfkdbstj

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My current DHR version is 1.05.1 and mod is 1.8.. Everything is okay but when i try to combat with enemy suddenly game is stop and game is shutdown.
I try to reinstall and try use vanila version still same only combat page..What should i do??
 

crazy12455

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so i have encountered a problem when i started a game on this mod. so like a minute after i started a game my resources dropped a extreme amount for seemingly no reason.

and by extreme i mean this
i lost energy at a rate of -3927428.9
i lost metal at a rate of -3963714.4
i lost rare materials at a rate of -1483917.0
and i lost supplies at a rate of -16231.6

this is only a issue in the kaiserriech mod it doesn't happen to me in the base game or other mods.
 

Dr. Intolerance

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so i have encountered a problem when i started a game on this mod. so like a minute after i started a game my resources dropped a extreme amount for seemingly no reason.

and by extreme i mean this
i lost energy at a rate of -3927428.9
i lost metal at a rate of -3963714.4
i lost rare materials at a rate of -1483917.0
and i lost supplies at a rate of -16231.6

this is only a issue in the kaiserriech mod it doesn't happen to me in the base game or other mods.
Alls I can say is make sure you have DH 1.05.1 and reunpack all that plus the hotfix.
 

TheCrimsonMajor

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***While some countries will work fine, in general the teams and leaders within are not fully integrated for KR 1.8 and are presented so that others can take what they like from it.***

This is v2, which should have all the leaders, tech teams, and pictures, though there's always a possibility I missed something.

Hi Ben, thanks for uploading this. Do you happen to know if this is compatible with the tweaks to USA,CSA, TEX, and PSA by Wordsarecool, posted on page 685? (https://forum.paradoxplaza.com/forum/index.php?threads/kaiserreich.529944/page-685) Both your changes and his seem to modify the tech teams for the U.S. and its rebel factions.
 

Ben Hunke

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Hi Ben, thanks for uploading this. Do you happen to know if this is compatible with the tweaks to USA,CSA, TEX, and PSA by Wordsarecool, posted on page 685? (https://forum.paradoxplaza.com/forum/index.php?threads/kaiserreich.529944/page-685) Both your changes and his seem to modify the tech teams for the U.S. and its rebel factions.
Wordsarecool added different tech teams and his files have differing IDs, so our files are mostly incompatible. I was planning on waiting for 1.9 as it will probably require me redo several countries, and I've largely lost interest in DH for now.

Sorry :/
 

SerialCereal

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I'm wondering if someone would be able to help me. Recently I have been playing this mod for DH and I have been having a lot of fun. This has led to me a couple of questions. Firstly, I have seen comments above suggesting that a 1.9 version is due to be released. Is this a verifiable fact? If so, where does the info come from? Secondly, what is the best version of KR to play? I do not own HoI 3 or 4 but I have been thinking about investing in one of them. Considering that I have been spurred on to do this by exclusively playing this mod, is it worth the investment? I am hesitant to spend money on new Paradox products these days due to their DLC policy, so I would prefer to buy HoI 3 instead, but is the HoI 3 (or 4) KR a significant upgrade, or is it not worth it?

As a side note, where are the fixes mentioned above, in previous posts, about?
 

Khor

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HoI3 is more of a war simulation, while HoI4 lets you play for alternate history paths.
I think the DH version is still the best, but the HoI4 is the second choice.
 

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I'm wondering if someone would be able to help me. Recently I have been playing this mod for DH and I have been having a lot of fun. This has led to me a couple of questions. Firstly, I have seen comments above suggesting that a 1.9 version is due to be released. Is this a verifiable fact? If so, where does the info come from? Secondly, what is the best version of KR to play? I do not own HoI 3 or 4 but I have been thinking about investing in one of them. Considering that I have been spurred on to do this by exclusively playing this mod, is it worth the investment? I am hesitant to spend money on new Paradox products these days due to their DLC policy, so I would prefer to buy HoI 3 instead, but is the HoI 3 (or 4) KR a significant upgrade, or is it not worth it?

As a side note, where are the fixes mentioned above, in previous posts, about?

As far as I know, there are only KR versions available for HoI2, DH, and HoI4. HoI3 is also a very big change from HoI2, much more micro intensive. It's an acquired taste, but it may be the most pure "wargame" Paradox has ever made. I prefer HoI2 and its spin offs, because it's much more user friendly. Haven't tried HoI4 (waiting for a steep discount).
 

Michaelp

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Last time I played DH Kaiserreich as the u.S it felt like in the u.S civil war I didn't really have any troops that had any hitting power so to speak as most of my forces were Militia as that was the fastest thing I could get out once I realized trouble was coming and I eventually won the war but it resulted in the grindfest to end all grindfests. Would it be possible to produce say a few tank division or something like that something and still get them out in time to be able to win the war?
 
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IconOfEvi

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Giving any faction even one tank division would make it way too imbalanced. Plus, you can't really field tank divisions before like, 1941 or longer, as it requires the Armor Div doctrine, and generally the 2nd ACW is over by then. Also, even if you had the tech, doubtful you'd have the IC to make a tank division, at least if you have any hope of also supplying your troops, replacing losses and, y'know, winning the war. As for being upset your troops are mainly militia, that's by design, since very few military units would be able to remain intact during the opening days of the ACW. A good way to think of a lot of your militias is that they are ad hoc formations peppered with remaining regulars peppered in to provide discipline, and often promoted to officers. Also as the US, you still have quite a few actual infantry divs, even if they're undermanned. More than the CSA, for example, who nearly are all militia. If you set your militia to start upgrading to actual infantry, and provide the IC for it, you'll have them become full infantry in not a very long period of time. Or produce artillery, AT, or other attachments to give your forces more of the hitting power you seek, no?

Maybe cause it's late, but you won, what's the issue here?
 

Michaelp

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I was just curious about if it was possible to win the war faster, as fighting against two opposing factions at once left me at a serious lack of troops to hold the line at times. Once I got one under control it was easier,but the initial battles I had to fight I had to commit everything under my control to hold them off and even then I barely held the line,as my ttactic was to hold the CSA along my initial starting line,while I rushed the Union State with everything I could spare. Of course this was my first game in DH so there's a lot of stuff like the fact I could produce such things as artillery attachments for my troops I learnt on the fly,so to speak.
 

Specialist290

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If mobility is your main concern, then IIRC you can set a few of your militia divisions to upgrade to cavalry or motorized infantry, though I don't recall if you can upgrade them directly or have to have them upgrade to "proper" infantry first. The USA already starts with one cavalry division at the start, which I believe is one more than either of the other factions -- probably not a game-changer all on its own, but I recall in my own latest playthrough that it came in handy chasing down those isolated VP provinces while my main force kept the pressure up.
 

ArmedWombat

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The Mobility Focus and Manpower Focus doctrines can give you tank divisions as early as 1937, well within the range of the ACW. Of course it'll also cost quite a while to build them. So if you want some, the best strategy would be to simply build some cavalry divisions first and then let them upgrade to tanks. That way they can already fight while they are slowly being upgraded.