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unmerged(223827)

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Aug 29, 2010
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Do not know what happened but did not leave my posts or jmenos not see it, so I will write again. I commented that the bomber command, not only applies to katiuskas but also to the artillery, heavy artillery, self-propelled, etc. brigadas.Yo even to use it in my game with good results. The effect is more or less that of the bombing of aviation. Affects the organization of the opposing units and infrastructure in the province especially the entrenchment.
The command was introduced on the Ic in one of his reviews do not remember which.
But if you want me I can spend my game, I have not posted drawback though, if you want to get some idea more.
The only drawback is that based on regiments, battalions, companies etc. no divisions. However you can get events with total deployments of units (almost all involved in the conflict, took me almost two years) will give you an example:

*# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# # # # # # Creation 4a. Panzer Div
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
event = {
*********id = 316491
*********random = no
*********country = ger
*********trigger = {
*********************control = {province = 300 data = GER}
*********************}
*
*********name = "EVT_316491_NAME"
*********desc = "EVT_316491_DESC"
*********style = 0
*
*********date = {day = 22 month = september year = 1937}
*********offset = 10
*********deathdate = {day = 31 month = december year = 1964}
****************
********************************
***********action_a = {
*********name = "ACTIONNAME316491A"
******************ai_chance = 99
******************command = {type = add_corps which = "4 Panzer Div" value = land when = 0 where = 300}
******************command = {type = add_division which = "35.Panzer Regiment." value = armor when = 1}
******************command = {type = add_division which = "36.Panzer Regiment." value = armor when = 1}
******************command = {type = add_division which = "Pz. Aufklärungs-Abt.7" value = light_armor when = 2 where = armored_car}
******************command = {type = add_division which = "Schützen-Regiment 12" value = mechanized when = 0}
******************command = {type = add_division which = "Artillerie-Regiment 103" value = armor when = 16}
******************command = {type = add_division which = "Panzerjäger-Abt.49" value = light_armor when = 6}
******************command = {type = add_division which = "Pionier-Abt. 79" value = mechanized when = 0 where = engineer}
******************command = {type = add_division which = "Feldersatz Abt.84" value = militia when = 13}
******************command = {type = add_division which = "Heeres-Flak-Abt. 359" value = light_armor when = 13}
******************command = {type = supplies value = -100}
******************command = {type = value = -30} oilpool
******************command = {type = value = -60} metalpool
******************command = {type = money value = -30}
******************command = {type = manpower value = -80}
***********}

}

Well if you want to know at your disposal.
 

novapaddy

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Cheers enriquito!
You have to be careful using so many different units as you need to be sure the country has researched the tech for each unit. I think it can cause problems if you add a division and it hasn't been researched yet?

I already use these commands, see I think it is USA-pops, where the US President repeatedly calls up the national guard over a few months.

Don't forget that even though you have named the division a regiment, it is actually a division.

Cheers
 

unmerged(223827)

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Aug 29, 2010
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I've had all this in mind, changing the values ​​and everything else, everything is structured as unit base.No Regiment is just a name change, this otherwise adapted. Regarding technologies tambuien are created by me and are adapted to different game, otherwise expolicarlo not a mod. is a game created by me that uses engine solamernte Iron Cross.
However rectifying some things can be installed as mod, I have it installed on previous DH.
In the mod yours I'm not playing anything I like what you are developing.

Moreover I am using the new revision of the DH to expand my game
DH as a mod for this, but I take a few years.
I believe that sharing knowledge can do good things, so
I offered my help if you were useful, in my country they say that two heads are better than one.

For example I've seen as including several brigades in a division in the initial scenarios now I'm going crazy trying to do the same in the events, ie add a division with several brigades added.

Well I roll over, you know for what you want at your disposal
 

novapaddy

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I've had all this in mind, changing the values ​​and everything else, everything is structured as unit base.No Regiment is just a name change, this otherwise adapted. Regarding technologies tambuien are created by me and are adapted to different game, otherwise expolicarlo not a mod. is a game created by me that uses engine solamernte Iron Cross.
However rectifying some things can be installed as mod, I have it installed on previous DH.
In the mod yours I'm not playing anything I like what you are developing.

Moreover I am using the new revision of the DH to expand my game
DH as a mod for this, but I take a few years.
I believe that sharing knowledge can do good things, so
I offered my help if you were useful, in my country they say that two heads are better than one.

For example I've seen as including several brigades in a division in the initial scenarios now I'm going crazy trying to do the same in the events, ie add a division with several brigades added.

Well I roll over, you know for what you want at your disposal

I understand you are using a language translator, and it is not always clear (to me) what you mean exactly. But I do get the gist of what you are saying.

To add a division in a province you do this:

command = { type = add_corps which = "Texas National Guard" value = land when = 240120 where = 1925 }
command = { type = add_division which = "National Guard" value = infantry when = 3 }
command = { type = add_division which = "National Guard" value = infantry when = 3 }

You need to name the division AND (when = 240120) is the ID of a leader taken from the leader.csv of that country.. in this case the USA.. and the province ID is 1925

When the event runs, the unit will be seen in that province, and have that leader.

But if I just do this:

command = { type = add_division which = "National Guard" value = infantry when = 3 }

This will put the unit in the deployment queue, and not yet in the game.

You also need to be careful as most divisions can only have 2 brigades attached, others have only 1 brigade attached. YOU CANNOT have more than is allowed. If you look in the db/divisions folder, and for example, open up infantry.txt... you will see at the top of the page, how the number of attached brigades are controlled.

I would be glad of any help you can give me. Cheers
 

nova_Risby

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The new units were a great addition to the game. I specifically liked the colonial infantry. I haven't tried all units since I havn't played for a long time in my current game.

But thanks!

If I have any views on the units as more of them becomes available, I'll let you know.
 

glen1525

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sir, the mod keeps crashing every few months, i downhloaded the newest version and fixed the english file, but still i only get a few months. is there somthing else i can do. thanks
 

novapaddy

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sir, the mod keeps crashing every few months, i downhloaded the newest version and fixed the english file, but still i only get a few months. is there somthing else i can do. thanks

Hi glen1525, I'm sorry to hear you are having crashes.

It is a mystery to me why some people's game crashes and others don't have this problem. I've uploaded exactly the same files that I have here on my harddrive.

If you have done the ENGinvadeCGX fix, then can you please check you have a save game folder inside your scenario folder. If your game is saving every few months, and the folder isn't there, it will crash.

Unfortunately I neglected to add a save game folder to one of the versions I uploaded.

If this doesn't work, would it be possible for you to check for any error messages, OR when it crashes again, please open up the savedebug.txt file in the main folder, where the launcher is, and go to the bottom of the file,and see if it is showing the same file name over and over, or whatever is there?

Not much help I know, but as I said, I don't have the problem here at all.
 

unmerged(223827)

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It truly is a shame but unfortunately the only language I speak
Spanish, German and some French and Greek as to understand English just a little.
Well the fact is that they like to make an event as you could see in the post, I'm investigating is another thing.
I only use the game engine, so I have a cap of 5 brigades attached in some units. (Max_allowed_brigades = 5) and obviously permits.
To boot the initial despliuegue of a Scenario is effected:

**landunit =
***{Location = 158
*****name = "II. Armeekorps"
*****id = {type = 14500 id = 38}
*****Division =
*****{Id = {type = 14500 id = 39}
*******name = "75. Infanterie-Division"
*******type = infantry
*******model = 1
*******extra = artillery
*******brigade_model = 0
*******extra1 = b_05
*******brigade_model1 = 0
*******Extra2 = anti_air
*******brigade_model2 = 0
*******EXTRA3 = anti_tank
*******brigade_model3 = 0
*******eXtra4 = b_01
*******brigade_model3 = 0
******}

and this is perfect (tested).
but when I make an event e.g.

command = {type = add_corps which = "600 (Russische) Div.Inf. ROA" value = land where = 579 when = 187}
command = {type = add_division which = "1601 Grenadier Reg" value = mechanized when = 7}
command = {type = add_division which = "1602 Grenadier Reg" value = mechanized when = 7}
command = {type = add_division which = "1603 Grenadier Reg" value = mechanized when = 7}
command = {type = add_division which = "1600 Bon Armored" value = armor when = 23}
command = {type = add_division which = "1600 Artillerieregiment" value = infantry when = 79 where = artillery}
command = {type = add_division which = "1600 Aufklärungsabteilung" value = infantry when = 80}
command = {type = add_division which = "1600 Panzerjägerabteilung" value = infantry when = 80 where = anti_tank}
command = {type = add_division which = "1600 Pionierbataillon" value = infantry when = 80 where = engineer}

I can only include a brigadenot more , with where1 not work.e.g.

command = {type = add_division which = "1600 Pionierbataillon" value = infantry when = 80 where = engineer where1 = anti_tank }

Well if you need anything (documentation,grafics, etc) just tell me.

Cheers
 

novapaddy

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command = {type = add_corps which = "600 (Russische) Div.Inf. ROA" value = land where = 579 when = 187}
command = {type = add_division which = "1601 Grenadier Reg" value = mechanized when = 7}
command = {type = add_division which = "1602 Grenadier Reg" value = mechanized when = 7}
command = {type = add_division which = "1603 Grenadier Reg" value = mechanized when = 7}
command = {type = add_division which = "1600 Bon Armored" value = armor when = 23}
command = {type = add_division which = "1600 Artillerieregiment" value = infantry when = 79 where = artillery}
command = {type = add_division which = "1600 Aufklärungsabteilung" value = infantry when = 80}
command = {type = add_division which = "1600 Panzerjägerabteilung" value = infantry when = 80 where = anti_tank}
command = {type = add_division which = "1600 Pionierbataillon" value = infantry when = 80 where = engineer}


In the add_corps line, you are saying that 187 (when = 187) is the ID of your leader...??

In the add_division line(s), you are saying that your model is:
..... (when = 7) your model is number 7.. you have seven models and you are calling the 7th model?
... (when = 23) your model is number 23... you have 23 models and you are calling the 23rd one?

... (when =80)... as above .. you have 80 models and you are calling the 80th one??

I would use the add_corps line
.. and use ONE add_division line.. and see if that works.
.. AND then add each line and test it .. line by line.. this way you will find out what is working and what is not?


From the event commands text file found in the Modding Documentation folder of DH:

type = add_corps which = [name] value = [land/air/naval] when = [leader ID] where = [province_ID]
type = activate_division which = [div id type] value = [div id id] [where = province] when = [0/1] # Activates a dormant division. If "when = 0" the division will deploy to the force pool if the target province is enemy controlled. If a preceding add_corps command has been used, the division will go to that unit, ignoring the 'when' and 'where' directives.
type = add_division which = [name] value = [div type] when = model where = [brigade type] # Brigade model is always the latest. If a preceding add_corps command has been used, the division will go to that unit, otherwise to the force pool.

......................
EDIT:
When you are doing different models, say 1,2 3,4 5,... You MUST reference every model, you cannot skip like this:

1, 2, 6, 7, 23, 80... It has to be 1,2,3,4,5,6,7,8,..... and EVERY one referenced. No gaps!
 

novapaddy

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Hey enriquito!

I just noticed you haven't registered your DH game?

I'm only a baby-modder, and you would be better advised to register your game and post your queries in the Tech Support page on this forum.

You will find the Devs information is of a higher quality than anything I can help you with.

Cheers
 

Jekolmy

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Just a note, in the homeland scenario Germany starts with 1931 Marine infantry, but doesn't have the preceding tech years of marine infantry. Also are the brigade sized forces the ones that can be transported by the small transports? Can you transport a brigade sized unit in a slot for a divisional unit?
 

novapaddy

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Just a note, in the homeland scenario Germany starts with 1931 Marine infantry, but doesn't have the preceding tech years of marine infantry. Also are the brigade sized forces the ones that can be transported by the small transports? Can you transport a brigade sized unit in a slot for a divisional unit?

Cheers Jekolmy! GER Marine Inf, I'll check it out. Thanks for letting me know.
EDIT; It wasn't only GER. I've checked the other majors and one or two others had similar problems. It happened because in testing the new units, I'd added techs so I could see the unit in 1936, but forgot to remove it later.

As for transporting brigades or divisions, if any unit can fit on any transport or other ship transporting, it can use it.
 
Last edited:

novapaddy

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IMPORTANT!

I didn't realise there was an RC2 update patch to DH1.03.. and it is not installed on the Homeland upload.

THIS is probably the reason you guys have been having crashes...

SORRY! I've been too busy and didn't notice...
 

novapaddy

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IMPORTANT!

I didn't realise there was an RC2 update patch to DH1.03.. and it is not installed on the Homeland upload.

THIS is probably the reason you guys have been having crashes...

SORRY! I've been too busy and didn't notice...
 

unmerged(223827)

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Aug 29, 2010
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Hello
First you say no wonder you do not see register your game, because this on behalf of my brother and I only modified it in accordance with the possibilities that meeting, but did not know that in response to a forum You ought to register the game.
As for my contribution is not trying to help me do something enconcreto but as I said to exchange ideas.
Long events that are done, I told you I have a whole game made by me with over 1000 events, only using a game engine IC and believe me the game is far more complex than these.
I'm very grateful for the time you took regarding hoi_strip and
that's why I was trying to give ideas.

One question:

Yes, if you can jump the numbering of the models, by doing the following:

*# # # # # 4 - Regiment. Alpine '45
model =
{Cost = 8
**Buildtime = 170
**manpower = 11
**maxspeed = 5
**defaultorganisation = 35
**morale = 40
**defensiveness = 48
**Toughness = 32
**softness = 95
**suppression = 5
**airdefence = 7
**softattack = 24
**hardattack = 5
**AirAttack = 4
**transportweight = 8
**supplyconsumption = 1.10
**fuelconsumption = 0.00
**speed_cap_art = 6
**speed_cap_eng = 7
**speed_cap_at = 6
**speed_cap_aa = 6
**upgrade_time_factor = 0.50
**upgrade_cost_factor = 1.00
**max_supply_stock = 25
**max_oil_stock = 5
}
# # # # # 5 - Blank
model =
{Cost = 8
**Buildtime = 170
**manpower = 11
**maxspeed = 6
**defaultorganisation = 35
**morale = 40
**defensiveness = 51
**Toughness = 32
**softness = 95
**suppression = 5
**airdefence = 7
**softattack = 28
**hardattack = 8
**AirAttack = 4
**transportweight = 8
**supplyconsumption = 1.10
**fuelconsumption = 0.05
**speed_cap_art = 6
**speed_cap_eng = 7
**speed_cap_at = 6
**speed_cap_aa = 6
**max_supply_stock = 25
**max_oil_stock = 5
}
# # # # # 6 - Foreign Volunteers (Alpine Russian-GER) (Brig.Griega-ENG)
model =
{Cost = 8
**Buildtime = 170
**manpower = 11
**maxspeed = 5
**defaultorganisation = 28
**morale = 35
**defensiveness = 41
**Toughness = 36
**softness = 100
**suppression = 3
**airdefence = 8
**softattack = 20
**hardattack = 4
**AirAttack = 5
**transportweight = 8
**supplyconsumption = 1.00
**fuelconsumption = 0
**speed_cap_art = 6
**speed_cap_eng = 7
**speed_cap_at = 6
**speed_cap_aa = 6
**max_supply_stock = 25
**max_oil_stock = 5
}
*obviously you have to reflect on the config unit_names this:

Rgto.Alpino MODEL_8_3 Rgto.Alpino '43 '43 X
Rgto.Alpino MODEL_8_4 Rgto.Alpino '45 '45 X
Fill MODEL_8_5 X
Volunteers Volunteers MODEL_8_6 Foreigners Foreigners X
Gurkhas Gurkhas MODEL_8_7 Corp. X Corp.
This allows you to within a "type" create multiple, because each time you cut "fill" the next drive should be included as
command = {type = activate_unit_type which =


*And so you could say lots of things that might help you with your game,

The example that I put it in my game and it works, just that I have in point of exactly 87 units including infantry, but hey that's another matter.

As really just wanted to exchange ideas and help, but good as whichever you prefer.
A greeting.
 

LiamRiordan

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Just tried this mod out for a few minutes the other night, and I was a bit disappointed there is no time to buildup or plan ahead for the whole Homeland scenario, war with USA as UK and vice versa. Can't we have a year to plan and the world seeing the planning taking place and reacting? Moving so many units so quickly is challenging, I always play the game at maximum speed.
 

warpedmind

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Just tried this mod out for a few minutes the other night, and I was a bit disappointed there is no time to buildup or plan ahead for the whole Homeland scenario, war with USA as UK and vice versa. Can't we have a year to plan and the world seeing the planning taking place and reacting? Moving so many units so quickly is challenging, I always play the game at maximum speed.

nova could move the scenario start to 1935 or 1934, that way all events are still working and you will have room for cool pre-war events :D

but that will mean more work :/
 

LiamRiordan

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nova could move the scenario start to 1935 or 1934, that way all events are still working and you will have room for cool pre-war events :D

but that will mean more work :/
Aye very true, its just very difficult even for beginners to start in a mode of war, especially global warfare when they've got to work with the British assets spread worldwide. If they get some breathing room, it'll change things, may even influence more allies/enemies to join the fray.
 
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