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ImperialEagle

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Is it possible to actually make entirely new maps form scratch, continent shape and positions.. and all?.. I am thinking of experimenting with making a giant map with over 1900 Provinces only set in northern Africa, Europe, western Russia, norther america and northern south america... and I am trying to get he map utility program to works.. but it keeps saying the following statement

"
Exception: System.FormatException
Derived from System.SystemException
Derived from System.Exception
8/27/2017 12:07:46 AM
Message: Input string was not in a correct format.
Source: mscorlib

STACK TRACE
Void StringToNumber(System.String, System.Globalization.NumberStyles, NumberBuffer ByRef, System.Globalization.NumberFormatInfo, Boolean)
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at MapUtility.Settings..cctor()



#################################
An exception has occurred.
#################################
Exception: System.TypeInitializationException
Derived from System.SystemException
Derived from System.Exception
8/27/2017 12:07:46 AM
Message: The type initializer for 'MapUtility.Settings' threw an exception.
Source: MapExtractor

STACK TRACE
System.String get_GamePath()
at MapUtility.Settings.get_GamePath()
at MapUtility.Program.StartupWork(String[] args)
at MapUtility.Program.Main(String[] args)
" I know dang well this is the wrong place for it, very possibly so.. but I still feel like this is a question many modders for this game may be curious about, I swear the E3 map does indeed have islands and areas not on the original hoi Game, not darkest hour.. so I am feeling it is indeed possible... I will list other issues there however.





*EDIT* I cannot even find where it says to open first in the map editing tutorial document, about some ProvID. File, I looked everywhere, nothing... Do you have to get a copyright or something to build a entirely new map?
 
Last edited:

mccarty.geoff

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I've never tried to use Jaime's maputility. I believe mumia and ewphoenix created their maps with a proprietary developer mapmaker. Which I can't find anywhere though it was released on these forums briefly. The only thing I can suggest is use the latest version of map utilty (v1.2.1) and read the manuals.

@fabfeingold is the only map editor that I know of who still logs in anymore.
 
Last edited:

fabfeingold

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Well I am not the only one. These guys https://forum.paradoxplaza.com/foru...s-iii-origins-for-darkest-hour.959412/page-14 are actually trying to create a new map from scratch. As far as I know. It's only intended for Europe. However unless you have a big team and a lot of free time, I would seriously advice against creating a new map from scratch. You will need not months but years. Besides the E3 map has more than enough provinces as it is. Darkest Hour can only handle one processor core. Hence speed is limited. That is why I am in the processes of actually culling the E3 Map from unneeded provinces, as the game slows to a crawl after a while. Lots of provinces are great, but if they come at the price of playability, they are counterproductive. I am assuming the guys from WifIII will eventually recognize that too.
 

Eginhard 38

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@fabfeingold The future WiF3/EiF map has around 3,400 provinces (sea included) and won't have much more (perhaps a dozen outside Europe if deemed necessary). It is much less than E3 and even less than vanilla iirc. Thus, we don't expect map size to be an issue.

@ImperialEagle IIRC the Yugoslav Wars mod had its own map. Also, Miihkali was working on its own, too, for his Hyborian Age mod. Thus modding an entirely new map is indeed possible, but as written by fabfeingold, it's a major task, which I couldn't have started without Rhysaxiel's support.

Most of the EiF map will be centered on Europe and the Mediterranean, with only a few provinces figuring the rest of the world for game purpose. Once released (when? this I can't tell as of now), perhaps you would find it "good enough" for your project.

By the way, Rhysaxiel is also working on tools that would make mapmodding easier. Recent developments showed that at least one of them can be used by someone as unfamiliar with coding as me, so it makes me think that these tools might make their way to the DH community at some point. I can't promise anything for the moment, though. It's being worked on and looks promising, that's all.
 

TheRemQc

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Hi guys,
I'm writing quite long description events for my mod and I was wondering if there was any way to extend the lenght of text I can fit into one event window. Right now the last fifth of my text is lacking and I can't really make it shorter...

Thank you in advance!
 

TheRemQc

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Just write continued mid way through the text then:
type = trigger which = [event id] # Immediately trigger another event
followed by the rest of the text in a seperate event with the effects
Absolutely no other means?:(
 

mccarty.geoff

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That is the simplest straight forward way. It is the convention for large text blocks. If you are writing more than a few paragraphs than somewhere there should be a narrative chapter break where you can split the event. Another means would be not using the large spurdo picture or reduce the font size. What could be better than an additional event? If an image is the issue you could perhaps use the image alone with an event title as the initial string followed by the entirety of your body of text in the follow on event trigger. Effectively creating graivtas for a major event.
 
Last edited:

TheRemQc

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Well in this case I'll split the event in two parts, I think it's the best option.
Thanks for the help man, much appreciated!
 

pakotorino

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Guys, in my Fatherland mod if Empire of Russia defeat the Siberian Democratic Republic she take 2 more victory points, but when Empire of Russia is at war with Soviet Union if the RedArmy entry in Novosibirsk (the capital) the Empire is annexed directly by Soviets. Why if they've also other 2 VP inherit from Siberian ? What i'm do wrong ?
 

mccarty.geoff

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I believe what you are asking is; how can a country be annexed despite having control of a national province with victory points? There is a concept called keypoint provinces. Where if a province has more than 2 VPs it would be marked with a red star in the older HoI2 system. Either the star has been removed or something has changed in the scripting for Darkest Hour but, apparently keypoint province rules are still in effect. Provinces with 0-2 VPs are ignored for terms during annexation.

On further checking looks like they got rid of the keypoint province marker (City or Counter X,YPos in provinces.csv) in order to add the stupid capital sprites. Replacing an essential gaming element so that fluff like that can be added is bad.
 
Last edited:

Unadilla

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In the inc file: How do you code to add a second and third brigade attachment to a division? Is it what appears in the savegame file: extra1 = xxxx extra2 = xxxx extra3 = xxxx? Also...do I presume correctly that there is no way to specify a brigade model value or to insert a brigade into the queue or pool? Thankx for replies in advance.
 

mccarty.geoff

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Examples:
landunit =
{ location = 1374 # Pingxiang, China
name = "Guards Mixed Brigade"
id = { type = 13016 id = 176 }
Division =
{ experience = 30
id = { type = 13016 id = 177 }
name = "1st 2nd Guards Infantry Regiments"
type = infantry
strength = 66
model = 10
extra1 = engineer
brigade_model1 = 3
extra2 = artillery
brigade_model2 = 8
}
division_development = {
id = { type = 13016 id = 125 }
name = "Mutsu"
type = battleship
model = 5
cost = 0.5
unitcost = no
date = { year = 1936 month = september day = 29 }
extra1 = naval_anti_air_l
extra2 = naval_fire_controll_l
extra3 = naval_improved_hull_l
extra4 = floatplane
brigade_model4 = 4
new_model = no
}

There is no way to populate the forcepool from the scenario includes. There is no specific command for adding brigades to the forcepool. Brigades attached to add_division will always be the country's latest model. Maybe, if a build_division command's type = none along with a brigade it will produce a brigade. Seems logical but, I don't feel like testing. Not sure if the AI can deploy brigades either.
 
Last edited:

novapaddy

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In the inc file: How do you code to add a second and third brigade attachment to a division? Is it what appears in the savegame file: extra1 = xxxx extra2 = xxxx extra3 = xxxx? Also...do I presume correctly that there is no way to specify a brigade model value or to insert a brigade into the queue or pool? Thankx for replies in advance.

This is Darkest Hour not HOI2, so of course you CAN.

Remember Darkest Hour is one of the most moddable games ever. If what you require is not already part of the game, then with a little imagination and creativity, you can do pretty much anything you want to do.

To load units from the INC files, see Germany events, search under "dormant". Then look at the GER inc files, near the bottom, see the list of dormant units. Well these units are called directly from the INC files via event.

As for having brigades of any model available. You could very simply create your own brigade unit, add it to the divisions folder, do all the necessaries, and call a brigade of any model at any time via event.

Remember with Darkest Hour YOU CAN !
 

Eginhard 38

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Here's an example of what novapaddy's talking about. It's a "template" I use to gain time. Just fill the blanks in or remove the sections you don't need.

Code:
landdivision =
{ dormant = yes
  id         = { type = id = }
  name         = ""
  type         =
  model         =
  extra1      =
  brigade_model1 =
  extra2      =
  brigade_model2 =
  extra3      =
  brigade_model3 =
  extra4      =
  brigade_model4 =
  extra5      =
  brigade_model5 =
  strength     =
  max_strength     =
  locked     = yes
}
 

ImperialEagle

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I just realized how much I'm on this thread whenever I'm online.... Anyhow, Is it possible to give a tech a LocalSet_flag command that triggers a event giving certain effects until the 1.05 or next version of DH is released, this should increase realism with the progression of mining and energy production...
 
Last edited:

TheRemQc

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Hello there,
I need to have the same event firing for mutliple TAGs, but right now what it does is only randomly firing for one of the TAG in the list...
Code:
event = {
    id = 11001
    random = no
    all = yes
    TAG =  { CAN AST SAF IRE BUR U87 PAK IND }

    name = "1937 Imperial Conference"
    desc = "EVT_11000_DESC"
    style = 2
      picture = "imperial_conference"

    date = { day = 13 month = may year = 1937 }

    action = {
        name = "Shall we begin?"
        command = { type = dissent value = -0.1 }
    }
}
I suppose that it's not the way to do it? I don't remember if it was here that I more or less asked the same question and I was answered to add [all = yes] to the code lines but since then I did it and unfortunately it's not working...

Thanks in advance!

Best regards
TheRem
 

TheRemQc

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I'll try that, thank you.
What about others triggered by specific events?

EDIT: after test, adding it crash the game...
 
Last edited: