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Czaristan

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Speaking from experience, when you want to start doing a new mod using mumia's E3 map, you start with the map and basic set up files posted in the link on page one. Nothing else. That is why those files were posted in the first place.

The scenario folder contains the set up for every country on the map. To change a country or create a new one, you must first remove the province IDs from one country and give to another. ALL the province IDs MUST be included for the map to work.

To repeat, you start with the map.

Otherwise? Well good luck with that !
Yes yes, but even if that isn't done, it should generate an error report. It isn't doing that which makes me think there is a missing file that is causing a CTD. I've done a test run with only one country that owns only one province and I still get a CTD. Normally, scenarios will let you load with unclaimed provinces and generate an error report which you can use to go back and make fixes. I may just have to build from the ground up which is a giant fucking pain in the ass.
 

kaguravitro

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What do you mean? That game speed has nothing to do with the number of map provinces?
a bit but the gross came from number of units its self. Was equal terrible all units at ww1 in old map than in e3.
If you were working in a AoD supply system this will exploit, but DH dont run prosses over all province every time.
 

fabfeingold

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Sure if I remove all units from the scenario the game runs as fast with the E3 Map, but if I add them it is much slower (with the same amount of units) as the original maps. It would appear that there is some correlation. The more units and the more provinces the more calculations are necessary. Hence more units slow down the game even more if there more provinces. This effect seems to be much stronger in Aod because of the way the game calculates supply.
 

Radbod

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Hi,
When I want to use the MapExtractor of MapUtility v1.2.1 for the E3Mod I get this:

#################################
An exception has occurred.
#################################
Exception: System.ArgumentOutOfRangeException
13-8-2017 20:44:23
Message: De index valt buiten het bereik. Deze mag niet negatief zijn en moet kleiner zijn dan de grootte van de verzameling.
Parameternaam: index
Source: mscorlib

I've put 'MaxProvinceNumber=8030' in settings.txt. What am I doing wrong?

Thanks,
Radbod
 

der Kriegsherr

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Just FYI;
Because no one should have to suffer through modding this map like I did, I made an updated form of the E3 Map Province List.
I'm 99.9% sure I got all of the area/region mislabeling apart from one thing; the other 0.01% is that we have two Georgias.

Will this even work? Since the "secede area/region which =" command saves us modders a lot of time and headaches, should we change the one of the area names to Sakartvelo or something?
 

mccarty.geoff

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Yes, that must be changed. Otherwise during air operations the air units would use USAs Georgia and the Black Sea Georgia as the same area of operations. The creator seems to have stopped when he got to Australasia. All in all the map is functional but, there are way to many connectors to allow long term play. The AIs shuffling of the front line is compounded due too the multitude of new provinces. More and flashier is not better.

An actual improvement on the base map (not even considering the jumbled DH map) would feature longer coastal provinces of at least 150km. With provinces 150km in latitude where historical or most probable combat goes East/West and in longitude where it happens North/South. This way there would be less connection along the front while the provinces in depth could be 2/3rds greater at 100km in length. It would better simulate army level formation area control and movement. The AI opponenet and effort in multiplay would be exponentially enhanced if the map were patterned logically to the engine rather than forcing it to historical political map examples. 100km or greater staggered grid squares or hexagons would also be a good solution. Conventional systems of ellipsoid measurement by degrees and minutes could also be used to this effect. Rectangles shaped too coasts and pathlines are best due too the front AI's lack of coordination.
 
Last edited:

Leobama Bama

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Hello, I tried to update the E3 map with the topographical look to the 1.05.1 version but it crashes everytime I try to start it, in the savedebug it says that there are some issues with the text.csv and the tech_names.csv example:
ERROR : Replacement of text for tag TERRAIN_RIVER detected! (2994 - config\text.csv)
ERROR : Replacement of text for tag TERRAIN_NONE detected! (2995 - config\text.csv)
Any idea somebody how to fix this?
 

PanzerMike

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Hi guys, could any of you convert the E3 map for Darkest hour to use it in Hearts of iron 2 Complete v1.3a? ... Or alternatively tell me how the hell you edit the map in Hearts of iron 2 Complete no Doomsday \ Armaggeddon? .. I'm desperate! ... Please help me!