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tripp_trap

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Oh, I just noticed one! (Don't think this is mentioned)

Seems like even though you fail in funding partisans the percent goes up in the area you selected. At least it does for me.
 

unmerged(46366)

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Jul 14, 2005
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It sounds as if many of these are moddable (i.e. the unit names, Kuwaiti issues, multiple Bearns at scenario start.) Anyone want to start up an "unofficial 1.2b" thread?

As for corrupt saves, I about guarantee I have multiple units with the same name and I have not been getting that. I "buy" units from allied minors and once you do that the minor builds another with the same name as what you bought. I am about certain I have "bought" the same-named unit twice on several occasions.

I don't mind the exp force thing - I just send them back. To me it seems it only happens when you DoW or get DoW'd.

I also don't think you always get the same techs in the same order upon stealing bp's. I have run two games against the UK and have gotten different techs each time.

Overall, I am happy so far with 1.2. The exp system was a huge thing for me and it seems like the AI has been improved somewhat. I am also happy that even though I played historically some reasonably plausible things went much differently in '39 and thus I saw Greece and Yugo in the Axis and Italy in the Allies. (Not as unlikely as many would think - Italy was aligned much closer to France/UK than Germany even as recently as late '35. And once Abyssinia died down the UK and France periodically did try to woo the Duce away from the Axis.)
 

unmerged(55919)

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Apr 15, 2006
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I thing I have noticed in my first 1.2 DD game (Germany GC 36) was that when Romania gave me lots of expeditionary units many became German units (I could disband them, give then German leaders, upgrade them, had German flags, and no return unit button at the bottom right). Some were in Romania and some may have been changed when Bulgaria took Constana per event and the units there were strat redeployed (to Berlin not Bucharest).
 

Khrister

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One for the list that is mentioned but not on Permanganates list:

Annex/release removes practically all leaders from the new puppet, still. It just happened to me when Japan annexed and released NatChi in '38 (I'm playing the UK).
 

filefool

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Got another one. When a country is annexed and released the spies in the country are reactivated.

I played a game as USA and send some spies to CZE, POL, AUS and so on. They were still there when Germany annexed them.

Those countries weren't existent from 1939 (or earlier) to 1944 when i released AUS and the SU released CZE and POL (among others).

These countries suddenly had the exact amount of my spies they had 5 years ago, when they were wiped of the map.

Annexing a country should get rid of all the spies in it, whether by transfering them to the aggressor or sending them back to the country which sent them.
 

zombie

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When I tried to puppet the USA as Japan, the game would crash on me each time, even after restarts and waiting months in-game.

I had to annex them instead and take all their industry and resources :(
 

BobDinosaur

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pimparel said:
And what about the port that Japan use to fix their ships, which isn't a port? Ulithi or something like it. It happened on 1.1.

Makes it easier to destroy that 10+ carrier stack they park there though.

My Guam naval bombers have earned so many medals the radar goes off when they walk by! :rolleyes:
 

SirGrotius

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Dennisb55 said:
I think you all just convinced me to start playing HTTR. HOI2DD takes way too much time if there are that many bugs.

I've been playing DD 1.2 and I haven't noticed any problems. The game runs much smoother than HOI2. If you're focusing on a bug thread you'll unnecessarily be scared of. It's an improved game, and it's only $20 or so.
 

Zebedee

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SirGrotius said:
I've been playing DD 1.2 and I haven't noticed any problems. The game runs much smoother than HOI2. If you're focusing on a bug thread you'll unnecessarily be scared of. It's an improved game, and it's only $20 or so.


Agreed. I've had one CTD with DD and that was most likely my system and not the game. I'm also running on very low specs.

One bug which may need tracking down (I've tried but just can't replicate) is fleets disappearing in the North Sea when retreating. Usually happens to me as Germany in early war when trying to retreat u-boats and ships away from the RN. Just can't replicate to properly bug report it. So if anyone else notices it and could follow the procedure then that might be useful :)
 

unmerged(55492)

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Apr 5, 2006
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It seems units under your military control won't dig in. As UK I transported Canadian infantry divisions to the home islands. They've been there a while but don't have a dug-in bonus. The same goes for e.g. Iraqi units. Not sure if this is some old bug or a bug at all, maybe I'm missing something?
 

unmerged(39126)

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Feb 1, 2005
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nxv said:
It seems units under your military control won't dig in. As UK I transported Canadian infantry divisions to the home islands. They've been there a while but don't have a dug-in bonus. The same goes for e.g. Iraqi units. Not sure if this is some old bug or a bug at all, maybe I'm missing something?

They don't dig in unless you are at war.
 

Zero

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Don't knwo if it has been mentioned before but nuclear submarines are capital ships, which is unrealistic and makes them useless because they would need surface escorts. They should be neither escort nor capital ships like the normal subs are!
 
May 6, 2004
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If its not mentioned before, i want to tell you my Field Marshall von Kluge has attained the trait UNKNWOWN STRING WANTED again... (Why still no fix in 1.2???)
 

froglegs

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I am playing Britain in the 1936 game. Britain is always short on cash so I typically trade oil or metal to Canada, Australia, and the USA for money. I have the auto production on and accept trades but not initiate trades. I get pop-ups when a trade is canceled. The money trades that I make often disappear without any pop-up. When I check the trade list, the money trades are gone. I have only seen this in DD 1.2. I never saw it in 1.1 or in HOI II in any version. The problem with this in that my production slider is now set to more money production at the cost of other things.
 

unmerged(13931)

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Originally quoted Wolfhead
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
Open the unitnames.csv file and delete the lines that contains 'Esc F'


For germany the section that begins with:

GER;Esc F;Zerstörergeschwader 26 'Horst Wessel'
GER;Esc F;Zerstörergeschwader 52
GER;Esc F;Zerstörergeschwader 76
GER;Esc F;Zerstörergeschwader 1
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""'
Does this work? If so, it could take a large investment in time... ( It tried only deleting a few, and all of a sudden my CVs, CA's, CL's didnt have any names, and my Tacs were being built with English names. Luckily I follow Modders rule #1 Backup...

So you should delete Esc F or Esc F; ?
or does it actually work if you add Esc F in front of the Tac names?
I work most of the week, I dont really have time to have to EDIT my game, before I get a little play time in... (so I just want to do it right, no offence Paradox, but this is a little slip that should have been easily caught, but it isnt a major issue, so no worries)

Also, why the sudden change in models? Is there going to be another model taking the place of the escorts? and why were they dropped in the 1st place, they made for pretty good long range fighter sweeps (as they were used sometimes), not to mention the later models could escort the STRs right in...
Was it that no one was using them? (if so what has changed now?) or was there some exploit to Esc I wasnt aware of?
 

unmerged(19285)

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Playing Japan and the USA assasinates Yamamoto -event fired. It killed him as a minister, as a leader but not his research team. It removed Nagano instead. Dunno if this is still in 1.2, haven't tried yet, but I don't recall seeing it on the changelog.
 

Kevin Mc Carthy

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Atomi said:
Playing Japan and the USA assasinates Yamamoto -event fired. It killed him as a minister, as a leader but not his research team. It removed Nagano instead. Dunno if this is still in 1.2, haven't tried yet, but I don't recall seeing it on the changelog.

The release notes for 1.2 say "Fixed the 'US assassinates Admiral Yamamoto' event so it sleeps the correct tech team"

I do not have the public version installed. Is your comment still true in 1.2?

I have been reading this thread. Some bugs are known, some were unknown and unreported. FYI see my sig on how Paradox wants bugs reported.