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walrus

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Well, then they should appear every 5 years, not all of them at once upon game's start (check the date in the image, the timer hasn't begin running yet).
There's 1 event per province that has changes happening in it. It's been the same since NWO1, so there's probably no better way to do it.
I've been saying since you released the initial NWO that Vietnam should be simply an event-driven thing. Though, not sure how that would work gameplay-wise for almost a decade (at war with a nation and can't do anything).
Perhaps a very small chance for an actual war to trigger by event, so that a human player that wants to go ahistorical or have something to do could choose that event option, then do an overwhelming force build up and roll their way to Hanoi?
 

unmerged(171402)

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perhaps luxembourg should have a division with about 10 strength to start with (about an army of 1000 men)

Check this:

http://en.wikipedia.org/wiki/German_occupation_of_Luxembourg_in_World_War_II#Eve_of_the_invasion

Except for its small Luxembourgish Volunteer Corps, Luxembourg did not possess an army, due to treaty restrictions.

The Luxembourgish Volunteer Corps at the time of the German invasion numbered around 400. It's true, however, that in 1945 the Corps de la Garde Grand-Ducale was formed. However, the unit was never larger than a company (80-225 men). Thus, to correctly represent the army, the division should have around 2-5 strength, making its presence pretty much pointless.
 

unmerged(171402)

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I don't ever recall a time when I didn't get spammed with the resource change events.

Have you seen the image I posted? I'm experiencing that issue at all times with all countries I play with, at the beginning of the game, without even unpausing the timer. In other versions of this mod I didn't experience this issue at the beginning of the game with any country. Otherwise, I'd have reported it earlier.

I don't have any problems if I get events every 5 years to change resources; it is just that I find weird that I'm overwhelmed with tons of events just at game's start.
 

unmerged(407312)

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Hold down enter for a few seconds and it will be gone, I promise you. A lot less effort than you've spent complaining about it to be certain.
 

T.j. Arnold

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I think a few seconds of entering events at the start of the game is a lot better than having an improper resource system.

Besides, if you actually read the thread, this method will be altered in the next major patch.
 

walrus

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Have you seen the image I posted? I'm experiencing that issue at all times with all countries I play with, at the beginning of the game, without even unpausing the timer. In other versions of this mod I didn't experience this issue at the beginning of the game with any country. Otherwise, I'd have reported it earlier.

I don't have any problems if I get events every 5 years to change resources; it is just that I find weird that I'm overwhelmed with tons of events just at game's start.
If you're starting in 1945, do a clean install, that shouldn't happen. Playing any other scenario and I don't know.
 

Bizon

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As you may guess, swarms of events at the beginning of the game have their purpose and there's no other way to do it that I know of.

Theoretically, province properties at the beginning of the scenario are known and can be specified in scenario files. IC is easy, it can be written in form of "ic = { size = x }" to specify absolute value or "ic = x" to set relative change from the 1933 base value. Manpower has only one syntax of "manpower = x" which sets absolute level of province manpower. So far so good. I didn't find satisfactory way of setting resources production, though. There is again one syntax "energy = x" which sets relative change of energy production to 1933 base value. For positive numbers its flawless. For negative values it doesn't reduce energy production but, in my experience:
- sets current level of energy production in a province to a negative value;
- sets maximum level of energy production to something around: "base value - (2 * negative energy modifier)" which results in actual rise in maximum energy production.
The current level of energy production then slowly rises to maximum level just like with recovery after strategic bombardment and results in a very big rise in productivity.

I couldn't find any example of dealing with this, either in vanilla HoI2, in DH Full scenarios or HoI2 wiki.

I actually feel that having a big number of events in the first 3 days is more handy so one can press Enter and quickly go through all the popups rather than have to react every couple of weeks over 5 years.

The only other way to deal with this problem and squeeze it into one window is to construct mammoth events for each country with triggers checking for ownership of every province in every command changing province properties. I'll do it out of curiosity But I don't expect event with a couple of thousands commands with one trigger to each one to be handled by the game properly.
 

goldhippie

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Can i just say that i really like the mod and what you have done, playing as the Soviet Union has reignited my interest for the cold war and now im starting read tom clancy's red storm rising. but on a more serious note after years of finalising my plan to once and for all rid the world of the western imperialists i declared war on capitalism and in full off confidence that the glorious red army would crush the american dogs under our iron treads but my plan had reached its first hurdle as soon as the declaration of war was announced the west unleashed their nuclear arsenal all at once and mother russia and her allies were heavily damaged and my plans were now in disarray, even though nuclear weapons cannot stop the rise of socialism it makes it very hard to continue when all your major cities have been hit and half your army vaporised. so is their a way to stop the ai using all there nuclear arsenal at once say they will only use it in desperate measures like if the front is about to collapse our when an ally is about to be annexed and only military targets will be hit? (i have no experience in modding or programming so im sorry if this request is impossible or very hard to do)
 

unmerged(171402)

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I just wanted to know if the event-spamming issue was intended or was a bug, since I felt shocked the first time I saw it. It was not my intention to complain about anything, just to report a (possible) bug. ;)
 

Easy1

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Can i just say that i really like the mod and what you have done, playing as the Soviet Union has reignited my interest for the cold war and now im starting read tom clancy's red storm rising. but on a more serious note after years of finalising my plan to once and for all rid the world of the western imperialists i declared war on capitalism and in full off confidence that the glorious red army would crush the american dogs under our iron treads but my plan had reached its first hurdle as soon as the declaration of war was announced the west unleashed their nuclear arsenal all at once and mother russia and her allies were heavily damaged and my plans were now in disarray, even though nuclear weapons cannot stop the rise of socialism it makes it very hard to continue when all your major cities have been hit and half your army vaporised. so is their a way to stop the ai using all there nuclear arsenal at once say they will only use it in desperate measures like if the front is about to collapse our when an ally is about to be annexed and only military targets will be hit? (i have no experience in modding or programming so im sorry if this request is impossible or very hard to do)

Good point right there. A DEFCON system would be the solution here - a system where the severity of the war has to gradually escalate before the use of nuclear weapons is authorized. However, it will be difficult for Bizon to design such a system with the current code setup. If the DH team some time in the future let their eyes on the post 1945 period maybe Martin can have a look at it
 

Bizon

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At some point, I'll be really willing to address WW3 imbalance but it has to wait. NWO1 at the point of the conflict breaking out just switched off most of the events and let the war break loose, with no intention of it having a plausible conclusion. :) DEFCON or no DEFCON, USSR at some point should get a nuclear arsenal comparable to the American one and only little aspects I started to implement (like having rocket silos strategically located on Cuba or Italy/Turkey) should decide the advantage.
 

unmerged(407312)

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My main concern is, the way the icbms(which the ai doesn't seem to build anyways) and the continental strategic bombers work, the Soviets have a hard time hitting the US to say nothing of there seem to be 3-4 countries on the allied side with reactors vs just the Soviets. West Germany shouldn't be building nukes anyways if they're within the allied sphere of influence.

Maybe a 3rd class of nuclear icbm with extended range to hit the US mainland from Russia? Maybe events to simulate historical nuke production in the US and Soviet Union? Just throwing ideas out there.
 

goldhippie

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yer i remember playing the original modern warfare mod for hoi 2 arma and nukes (the ability to deploy nukes) weren't available until a certain amount of time passes in the conflict i think i remember then there would be an event that would allow the major countries to deploy there nuclear weapons
 

walrus

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Maybe a 3rd class of nuclear icbm with extended range to hit the US mainland from Russia? Maybe events to simulate historical nuke production in the US and Soviet Union? Just throwing ideas out there.
You can hit the US mainland from Russia with the ICBMs already in the game. The AI just doesn't build or use the damn things effectively.
 

Thund91

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I'm assuming this is meant to be played as either the USSR or USA?

I played as UK and even though the Korean war begun the cold war never got "hot" so to speak. I had to declare war on the USSR myself.