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delanonne

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Sorry for not replying to your pm earlier, been to busy to check this forum. Yes, I would like to help you guys if you need a noob

In the meantime I've finished that USA game and played soviets too and heres some more stuff I found. All of it is for version from christmas, I'm going to try new version tomorrow if I have time.

- I made quick fix to problems with custom units: don't know how to make them work so I replaced all events giving special units with normal types so SS tanks event will spawn normal tanks, Ghurkas are standard mountain infantry etc. this will at least stop crashing. That's in mods.txt and wif-events.txt attached
- Another problem in mods.txt: this event reduces attack power of soviet army by half and calls event number 9300274 in ten days I guess to restore it but event 9300274 is missing so soviets will be weak forever. I added simple event to fix it, just needs description
- fixed that carrier bug i mentioned earlier, it's pretty simple so you probably done it already but I were messing around files figuring things out so here it is if you need it
- it's less important because it's easy to break conditions for cold war and then nothing will happen but i played to 1960 to check out new technologies and I see two problems modern land doctrines (Jihad, democratic ideals etc.) do not disable each other so it's possible to research all of them, I think it should be choice of specialization thing like mobility or firepower earlier, another thing is that modern warships are very week 1972 model destroyer has sub/air attack power 13 and antiship 14 and only attachment they can mount is scout helicopter but any WWII boat can get +20 ship and sub attack from torpedoes and +15 anti air artillery because those attachments still get upgrades in later years

Code:
#########################
# Stalin's Surprise at Barbarossa
event = {
    id = 9300273
    random = no
    country = SOV

    trigger = { war = { country = GER country = SOV } } # event = 2003046 Barbarossa (Removed to force GPW speech event - Only problem: when USSR is the attacker, this will still fire)

    name = 9300273name
    desc = 9300273desc
    style = 2
    picture = "Stalin"

        date = { day = 1 month = january year = 1933 }
        offset = 1
    deathdate = { day = 29 month = december year = 1942 }

    action = {
        name = ACTION_NAME_DAMN
        command = { type = task_efficiency which = attack value = -0.5 }
        command = { trigger = { ai = no } type = dissent value = 7 }
        command = { type = event which = 9300274 where = -1 when = 10 }
    }
}


Code:
event = {
   id = 9300274
   random = no
   country = SOV

 
   name = 9300273name
   desc = "army has recovered"
   style = 2
   picture = "Stalin"

 
   action = {
     name = action_name_great
     command = { type = task_efficiency which = attack value = 0.5 }
   }
}

Hey E that is some great work. Please keep it coming. Let us know how your playthrough goes with the newest version of the mod.
delanonne
 
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kaguravitro

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Sorry for not replying to your pm earlier, been to busy to check this forum. Yes, I would like to help you guys if you need a noob

In the meantime I've finished that USA game and played soviets too and heres some more stuff I found. All of it is for version from christmas, I'm going to try new version tomorrow if I have time.

- I made quick fix to problems with custom units: don't know how to make them work so I replaced all events giving special units with normal types so SS tanks event will spawn normal tanks, Ghurkas are standard mountain infantry etc. this will at least stop crashing. That's in mods.txt and wif-events.txt attached
- Another problem in mods.txt: this event reduces attack power of soviet army by half and calls event number 9300274 in ten days I guess to restore it but event 9300274 is missing so soviets will be weak forever. I added simple event to fix it, just needs description
- fixed that carrier bug i mentioned earlier, it's pretty simple so you probably done it already but I were messing around files figuring things out so here it is if you need it
- it's less important because it's easy to break conditions for cold war and then nothing will happen but i played to 1960 to check out new technologies and I see two problems modern land doctrines (Jihad, democratic ideals etc.) do not disable each other so it's possible to research all of them, I think it should be choice of specialization thing like mobility or firepower earlier, another thing is that modern warships are very week 1972 model destroyer has sub/air attack power 13 and antiship 14 and only attachment they can mount is scout helicopter but any WWII boat can get +20 ship and sub attack from torpedoes and +15 anti air artillery because those attachments still get upgrades in later years

Code:
#########################
# Stalin's Surprise at Barbarossa
event = {
    id = 9300273
    random = no
    country = SOV

    trigger = { war = { country = GER country = SOV } } # event = 2003046 Barbarossa (Removed to force GPW speech event - Only problem: when USSR is the attacker, this will still fire)

    name = 9300273name
    desc = 9300273desc
    style = 2
    picture = "Stalin"

        date = { day = 1 month = january year = 1933 }
        offset = 1
    deathdate = { day = 29 month = december year = 1942 }

    action = {
        name = ACTION_NAME_DAMN
        command = { type = task_efficiency which = attack value = -0.5 }
        command = { trigger = { ai = no } type = dissent value = 7 }
        command = { type = event which = 9300274 where = -1 when = 10 }
    }
}


Code:
event = {
   id = 9300274
   random = no
   country = SOV

 
   name = 9300273name
   desc = "army has recovered"
   style = 2
   picture = "Stalin"

 
   action = {
     name = action_name_great
     command = { type = task_efficiency which = attack value = 0.5 }
   }
}
Except land doctrine, I will test all others fit next realise. Land doctrine review also need massive changes in ai, that can't be done now
 

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No, it does not contain that mod
 

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mybe in future, first we need to ger e3 map, some general changes, update NWO2 and posible 1914mod
 
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Migthy

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kaguravitro

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bad luck, thats no the actual plan, most posible a part of turning point.

but wait on a seat. this facking modding take time and testing. we ahve lots of problems in actual version since 1.04.

if you want to help welcome. feedback is good. codders needed, and the world in flames?
 

Rocktomato

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This is a /quality/ mod, well done to everyone involved. I love playing it, especially as China.

The Republic of China in 1914 has two conditions for turning into an Empire. The first of these is if dissent goes over 40% and Yuan Shikai feels that he must form an empire to centralise and ensure his power.

The second possibility is that if you survive as a Republic until 1916, you are forced to become an Empire even if the dissent has been reduced substantially.

Is it possible to remove the second option and make the Republic survivable, so that, by a desperate pooling of resources and deft diplomatic manouevring, you can prevent China from splintering in the first place? Currently ingame, if you manage to move the sliders 2 points to the 'left', Yuan Shikai is bloodlessly deposed and replaced with Sun Yat-Sen. Following that, you get the decisions to confront the warlords.

Unfortunately, as things currently are this is only possible by using the "Freedom" cheat, as moving the second point to the left can only happen by 1917.

The RoC in 1914 uses the tag for Nationalist China, so its events should work fine and this would be a really interesting alternate history.

Even if this isn't possible, thanks for the epic mod, and I look forward to future updates.
 
Last edited:

kaguravitro

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This is a /quality/ mod, well done to everyone involved. I love playing it, especially as China.

The Republic of China in 1914 has two conditions for turning into an Empire. The first of these is if dissent goes over 40% and Yuan Shikai feels that he must form an empire to centralise and ensure his power.

The second possibility is that if you survive as a Republic until 1916, you are forced to become an Empire even if the dissent has been reduced substantially.

Is it possible to remove the second option and make the Republic survivable, so that, by a desperate pooling of resources and deft diplomatic manouevring, you can prevent China from splintering in the first place? Currently ingame, if you manage to move the sliders 2 points to the 'left', Yuan Shikai is bloodlessly deposed and replaced with Sun Yat-Sen. Following that, you get the decisions to confront the warlords.

Unfortunately, as things currently are this is only possible by using the "Freedom" cheat, as moving the second point to the left can only happen by 1917.

The RoC in 1914 uses the tag for Nationalist China, so its events should work fine and this would be a really interesting alternate history.

Even if this isn't possible, thanks for the epic mod, and I look forward to future updates.
mybe delannone should comment it but, its not imposible add a local althist. he know best, he could know how complex could be for the result on next parts of game like japan invation
actualy i think one heavy lack in mod is british raj non event, to add something to solve some irrealities.
 

delanonne

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This is a /quality/ mod, well done to everyone involved. I love playing it, especially as China.

The Republic of China in 1914 has two conditions for turning into an Empire. The first of these is if dissent goes over 40% and Yuan Shikai feels that he must form an empire to centralise and ensure his power.

The second possibility is that if you survive as a Republic until 1916, you are forced to become an Empire even if the dissent has been reduced substantially.

Is it possible to remove the second option and make the Republic survivable, so that, by a desperate pooling of resources and deft diplomatic manouevring, you can prevent China from splintering in the first place? Currently ingame, if you manage to move the sliders 2 points to the 'left', Yuan Shikai is bloodlessly deposed and replaced with Sun Yat-Sen. Following that, you get the decisions to confront the warlords.

Unfortunately, as things currently are this is only possible by using the "Freedom" cheat, as moving the second point to the left can only happen by 1917.

The RoC in 1914 uses the tag for Nationalist China, so its events should work fine and this would be a really interesting alternate history.

Even if this isn't possible, thanks for the epic mod, and I look forward to future updates.

Hey R it looks like you will have to keep using the Freedom cheat. We did not have anything to do with China. It was done by Limith as the CCP mod. I helped with some research only. He is Chinese-American and speaks Chinese which gave him a lot of good access to documents. So we have been reluctant to mess with China. So if you would like to write an event to allow a Republic of China option I would be very happy. We are up to our eyeballs in alligators and very short of manpower. Oh did I mention that our one coder is also converting the mod to the E3 Map? It could be a simple event to give you the slider move and allow you the option to do it or not for players but not the AI. If you do it we will all benefit. It must be tested first though before it can be added. So just write and test it and we will put it in.
delanonne
 

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Hey hey hey, that Empire of China thing is intersting! Can I play this all over to the end of the game, or it will break the game? Will the Japs still attack in 1937? I might make an AAR after that!
 

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Hey hey hey, that Empire of China thing is intersting! Can I play this all over to the end of the game, or it will break the game? Will the Japs still attack in 1937? I might make an AAR after that!

Hey M maybe Rocktomato can answer your question since he has done it.
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we dont touch naything about that
 

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Does anyone have issues with the music??
Somehow i don't get any music at all with this update. i just did a fresh install and still no music :(

Hey N did you go into the options menu for the mod and turn the music volume up? Please try that and let us know if you still have problems.
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  • Victoria 2: A House Divided
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
we are serching codders (or any with the wish to be a codder), if anyone is interested in help improving the mod, send me a mp.

we have solve the mayor problem in interwar, we are testing for next mounth realise (still we dont change economic interwar and depresion system)